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f13.net General Forums => Dungeons & Dragon Online => Topic started by: Calandryll on November 02, 2005, 05:30:20 PM



Title: Patch Notes for Nov. 3rd Update
Post by: Calandryll on November 02, 2005, 05:30:20 PM
http://betaforums.ddo.com/showthread.php?t=233


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 02, 2005, 06:44:11 PM
Ooooh, shiny!  Ta for the link.   :-)


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 02, 2005, 07:12:08 PM
Quote
To solve this problem, we implemented the need to unlock the higher difficulty levels. So to play a dungeon on Hard, you have to have finished it on Normal; to play on Elite, you have to have finished Hard. (Of course, just someone in the Party has to have unlocked it for you to play it). Once you finish Elite, you get a big XP bonus for it as the final carrot.

I think I like this.  I'm hoping that the system will still scale back rewards if you try to repeat the quest on Elite over and over...?

Quote
Story quests now you give you the following rewards, depending on how long the Story Quest should take:

 :thumbs_up:

Quote
Dungeon Quest XP reduction
We’ve reduced the XP from dungeon quests by about 1/3, to account for the increase in XP from the optional objective system.

My gut reaction is  :-(.  I'll wait and see, though.

Quote
Fewer Collectables to trade in for a reward
In order to reduce inventory clutter a bit, you now only need 3 common items, 2 uncommon items, or 1 rare item to trade in for a reward.

YAY!  I and my fellow pack rats thank you.  It was getting so I was ignoring loot so I'd have more space for mushrooms.

Quote
Yet another small tweak adding life to the Harbor, you’ll now notice that the cranes are busy helping loading goods brought in from the ships. A busy port town, Stormreach is!

When did you guys hire Yoda to do your patch notes?

Quote
Trees particle prettiness
The Jorasco floating trees are now powered by pretty particles. You can never have too many pretty particles!

YAY SHINY!

Quote
Better perching solutions
Many of our monsters now have some type of missile attack to use when they can’t reach you with a melee attack. We’ll be adding this functionality to even more monsters in the upcoming weeks.

As much as I loved being able to take down high level mobs with my little Axe of Returning, this is probably a good thing.  Sigh.

Quote
When you get a tell, you’ll hear a pleasant “ding”.

YAY DING!

Quote
/Friends list!
That’s right…you can now find your friends! The tab is located in the Social panel…never be friendless again!

YAAAY!  That's really the thing I was missing the most.  Now I don't need to send a barrage of failed tells to figure out if people I know are online.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 03, 2005, 07:45:35 AM
Quote
Dungeon Quest XP reduction
We’ve reduced the XP from dungeon quests by about 1/3, to account for the increase in XP from the optional objective system.

My gut reaction is  :-(.  I'll wait and see, though.

My initial reaction is the same. I already think it's very VERY slow going to level a character. But I'll wait and see. My percpetion is probably significantly clouded by not being able to play at home. But it feels like forever before I get any kind of new ability or upgrade to the character.

Also, good on you for the /friends list and the /tell dings. Very much needed.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 03, 2005, 07:48:38 AM
I thought you got a new computer the other day!  Did you break it already?  If so, you have become me.  I'm always breaking my stuff when it's new I still like them. 


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 03, 2005, 11:48:40 AM
See my weird bugginess thread. For some reason, trying to enter any instanced content kicks me hangs for a while, then tells me the connection to the server has been lost.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 03, 2005, 12:14:06 PM
Does your strange buggy computer have something to do with your blood title?  I'm worried.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sky on November 03, 2005, 01:29:51 PM
Is it true that the menstrual flow is really just the wounds of the christ flowing? "Sorry, baby. I've got my stigmata this week."


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 03, 2005, 02:41:33 PM
In Australia, a womans mentrual cycle runs counter clockwise.

And now, since I am muchly out numbered... either stop talking about this or let PopTart in.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Calandryll on November 03, 2005, 03:27:20 PM
Publish is done and the server is back. Enjoy! :)


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sky on November 04, 2005, 06:21:26 AM
Here's a fun fact: poptart is what I call girls like Britney Spears and Jessica Simpson. No offense intended to Ms. Tart.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 04, 2005, 06:33:38 AM
I logged in with a new character this morning and when I entered the n00bie inn, a quest box popped up.  "Kobold Assult" .  I have to kill 200 kobolds and I have 196 left... even though this character hasn't accepted any quests and hasn't killed a blessed thing yet.  I'm putting it here because I can't get the website to even move from page to page for me, again.  the /reportbug in game doesn't do anything for me either... although that could be my bad SyntaxFu.

It seems to be an erroneous message, anyway.  You don't actually have the quest at this time.  It's not listed in your quest list and, even if you leave the box up, it disappears once you accept the first mission.

Nice tutorial, btw.  Is there any way to turn off the info boxes?  My new characters are as nubbie as my first one and they have wonderful memories.  (Memories, Sky... I didn't say mammories)


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 04, 2005, 08:52:03 AM
HURRAH! This patch apparently fixed whatever weirdness I was experiencing that wouldn't let me get into instances. I logged on and did the first mission of the tutorial with no hassle. It looks much improved, though I can't speak of the combat because there was very little in the initial mission.

But in true Haemish fashion, PopTart's computer died last night for some inexplicable reason. Just dead stick, either wouldn't power up or when it did, it just sat there on CPU ID and never loaded the BIOS or checked the memory health. Luckily, it's still under warranty, we just have to ship the fucker back. She did manage to play on my box after I went to bed, and had a favorable impression.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sky on November 04, 2005, 08:59:18 AM
Quote
She did manage to play on my box after I went to bed, and had a favorable impression.
Mama's got a squeeze box she wears on her chest, and when Daddy comes home, he never gets no rest?


Title: Re: Patch Notes for Nov. 3rd Update
Post by: schild on November 04, 2005, 09:04:12 AM
But in true Haemish fashion, PopTart's computer died last night for some inexplicable reason. Just dead stick, either wouldn't power up or when it did, it just sat there on CPU ID and never loaded the BIOS or checked the memory health. Luckily, it's still under warranty, we just have to ship the fucker back. She did manage to play on my box after I went to bed, and had a favorable impression.

I seriously think it's about time you got some guy to come out to the house and check out the wiring. Also, buy a kickass UPS.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 04, 2005, 09:30:36 AM
Only if said guy brings along a chicken to sacrifice over this motherfucker.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 04, 2005, 09:58:30 AM
I am up and running- played a bit Wednesday night and downloaded the patch last night (but didn't play). It is actually a lot of fun so far, which is pretty amazing for an alpha/early beta. Looking forward to seeing more of it over the weekend. Cautiously optimistic...been a long time since a beta made me feel like that. Of course, that was Shadowbane, so we aren't out of the woods yet  :-P


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 04, 2005, 10:20:07 AM
Are you all too shy to put your names in the other thread?


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 04, 2005, 11:06:04 AM
I haven't created a character since the wipe, so I don't have any names yet. Depends on what type of character I create- I have a few old characters to recreate. Yay for D&D!


God, I am such a nerd.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 04, 2005, 11:19:00 AM
Are you all too shy to put your names in the other thread?

As if you have to ask what name I picked.

Actually, you do, since I couldn't get the improper spelling (Haemish) and had to go with Hamish.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sky on November 04, 2005, 11:22:57 AM
Are you all too shy to put your names in the other thread?
Hell, I hardly have time to play anything, and Civ4 is still teh shiney. Mmo is pretty low on my list of games to play, I just don't like them unless they're like Planetside or something. DDO scares me because there's already a farming problem. I'm not uber and/or whatnot.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 04, 2005, 11:37:47 AM
I always try the other forms of Haemish, just as I do with Righ.... which brings up the old Shadowbane joke... "Anyone want a Haemish on Righ? "

I swear I must be the funniest person in the world!  Have a rofltaco!




Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 04, 2005, 11:40:02 AM
Ahem.  Anyway.  Be careful in the flowing water in the sewer type areas.  I am constantly getting stuck and having to /suicide out.  I seem to be able to avoid getting stuck if I run from side to side and hop around like a flipping idiot.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 04, 2005, 12:19:57 PM
I've found a weird glitchy glitchness. Every once in a while as I'm running forward (pressing the W key) if I try to turn just a bit while running forward, I get turned around the complete opposite of the way I'm running. It's almost like some kind of warping, where I'm flooding the server's buffer with forward commands that when it gets a command to turn at the same time it gets the command to run forward it just shits itself. It's mostly annoying, not gamebreaking.

Also, my problem may not have been fixed. PopTart was trying it earlier this morning after I went to work and after the newbie area, was getting the same disconnect issues.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 04, 2005, 02:10:30 PM
That happens to me, too.  It's startling.  I just figured it was my fingers and brain not connecting properly or some strange rubberbandiness.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Calandryll on November 04, 2005, 02:12:25 PM
I've found a weird glitchy glitchness. Every once in a while as I'm running forward (pressing the W key) if I try to turn just a bit while running forward, I get turned around the complete opposite of the way I'm running. It's almost like some kind of warping, where I'm flooding the server's buffer with forward commands that when it gets a command to turn at the same time it gets the command to run forward it just shits itself. It's mostly annoying, not gamebreaking.

Also, my problem may not have been fixed. PopTart was trying it earlier this morning after I went to work and after the newbie area, was getting the same disconnect issues.
The "whirl-around" thing is a known bug. Had it happen to me this morning while trying to take a screenshot. Created a nice blur effect in the shot, but not really useable. :)

I haven't been able to get any specifics on why that keeps happening to you Haemish. Still looking into it though.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 04, 2005, 02:22:51 PM
I think it is a Hurricane Katrina after-effect. I blame FEMA.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 04, 2005, 02:24:28 PM
Mike Brown is having non-consensual intercourse with my router.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sky on November 05, 2005, 08:57:43 AM
Mike Brown is having non-consensual intercourse with my router.
Browny's doing a great job?


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 05, 2005, 11:49:46 AM
DDO scares me because there's already a farming problem. I'm not uber and/or whatnot.

The plus side of everything being instanced is that as long as they don't start scaling the dungeons up to cater to the uber farmers more, it's theoretically possible to play the game as if there wasn't any farming.  You just can't do it with pickup groups because odds are that any pickup group will have at least one uber farmer that makes the rest of the group irrelevant.

Which is why I'm so excited about the Friends list - it makes it that much easier to avoid pickup groups.   :-D


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 06, 2005, 01:17:00 AM
Wow, they nerfed Mage Armor all to hell.  From lasting 1 hour to 1 minute.   :-(


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 06, 2005, 08:10:14 AM
So, on Tuesday they're giving giving away beta invites to a friend if they find you in a dungeon.  Did Rasix ever get his invite?


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 06, 2005, 12:31:38 PM
Really? My buddy would kill to get in...he keeps asking me about it. HD folks might remember him- he was in the guild.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 06, 2005, 02:46:55 PM
Really? My buddy would kill to get in...he keeps asking me about it. HD folks might remember him- he was in the guild.

How can we remember if you don't say who he is?   :roll:  You spend way enough time online to be a registered card carrying sad fuck like the rest of us, and yet you have all these friends stashed away.  How is that fair?

I guess, just in case you play on Tuesday, have his email address handy.  I don't know how they're going to do it... whether you give them the info on the spot or they email you the code to give your friend. 


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 07, 2005, 10:09:40 AM
I couldn't remember his character names when I posted! :oops:  With a bit of sleep, I seem to recall that he was Amnys/Korselaine in SB.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 07, 2005, 10:11:35 AM
You have so many friends that you can't even remember their names.  I have four friends and they all live in another country.   :cry:


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 07, 2005, 10:27:52 AM
I will be your friend, if only so you can say you have one in this country. Of course, you are probably closer to the friends in the UK than to me (we are a continent apart), but it is the best I can do for now. I ain't moving to New Jersey.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 07, 2005, 12:34:21 PM
We won't be in New Jersy much longer.  We both dislike it.  We're only moving about an hour and a half away but at least I have some family in PA.  We'll probably be out of the US within the next two years, though.  Thanks for being my friend.  Have some damn fine virtual apple pie!

(http://www.cnn.com/FOOD/news/9907/01/american.fare.foods/saveur.cooks.recipes/recipe.apple.pie.jpg)



Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 07, 2005, 12:35:15 PM
Move to the Bay Area!  You'll like it here, I promise.  Everyone does.  Which is why it costs an arm and a leg.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 07, 2005, 12:45:59 PM
You just want us to move there so you can use me for my pie.

I'm on to you.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 07, 2005, 01:42:55 PM
mmm... pie...

I mean, no!


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 09, 2005, 10:33:27 AM
After all this discussion, I totally forgot about the event last night. I wasted my time watching the Sonics score all of 69 points instead. GodDAMN it!

Anything interesting occur?


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 09, 2005, 10:38:05 AM
I also forgot.   :-(


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 09, 2005, 10:50:31 AM
I logged on hoping to score one of those beta keys for a friend, but no luck.

I was also reminded of why I'm not doing the Miller's Quest again until they fix the XP.  Razzafrazzin metal dogs and 41 XP to show for it.   :x


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 09, 2005, 10:58:27 AM
Yes, the xp stuff is very discouraging.  It's still somewhat enjoyable, but it's much less motivating.  I don't think they're done sorting out xp, though... God, I hope they're not done!


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sky on November 09, 2005, 11:20:43 AM
Laundry night, totally forgot  :|


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Calandryll on November 09, 2005, 05:43:22 PM
XP and advancement will be tweaked as the beta progresses. We'll be asking for community feedback as well as looking at our own tracking metrics.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 09, 2005, 05:47:36 PM
My main request with regards to XP, for what it's worth, is that repeating quests not be necessary to advance in levels.  (I.E. if each level 1 quest grants 500 XP to a party whose highest level member is level 1, there should be 20 unique level 1 quests; if there are only 10 unique level 1 quests, they should give an average of 1000 XP apiece.)

Probably too much to hope for to have 20 glorious handcrafted quests for each level, but I can dream.   :-)


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sky on November 10, 2005, 07:32:55 AM
Until I heard about people pharming quests, I didn't even know you could repeat them, it never occurred to me. Seems silly.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: HaemishM on November 10, 2005, 08:17:01 AM
It IS silly, but so are most MMOG players and their behaviour patterns.

XP is going to be a SERIOUS issue for this game. It still moves way too slow at the early levels. Though I understand that the game is not meant to be like other MMOG's, the ding factor is real low at the early stages. It feels like you have to do a whole lot before you get anything of note in the game, including raising HP, getting new skills, etc.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 10, 2005, 09:46:04 AM
I'm with you, Sky, I assumed initially that quests would be nonrepeatable.  But I'm pretty sure it's currently impossible to make it to level 2 without either repeating some level 1 quests or doing all the level 2 quests in a big group (which then leaves you with no level 2 quests you haven't done already when you do hit level 2, et cetera, so the problem gets steadily worse).  Doing the entire newbie area (including the Goodblade quests in the port) gets you to just shy of 4,000 XP.  Once you've done those, about two thirds of the remaining level 1 quests are either buggy (uncompletable) or yield negligible XP (50 or so).

I have confidence that the other level 1 quests will be fixed so they're at least worth doing, but I'm still concerned that we're going to end up having to repeat them to some extent regardless.

I don't mind at all if it takes a week or two or three to level, as long as I'm always doing something new.  (Dings in PnP are pretty few and far between in my experience, but if you're having fun the whole time, who cares?)


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 10, 2005, 10:36:56 AM
Here's an idea- for the low level stuff (when the dings aren't going at a rapid pace), why not give the characters some sort of storyline progression? Maybe doing quests for their guild of choice, or for the government or something? Have the characters gain rank in whatever organization they prefer (or multiple organizations, even), just to give them some extra gratification? Insignia to wear, a small salary, recognition from NPCS, titles, or other non-gamebreaking rewards could be offered.

Morrowind had a lot of this- there were many different organizations to join and progress in..made it interesting.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 10, 2005, 12:04:45 PM
A faction system would be neat.  Would require a LOT of extra content though, if you need a separate line of quests for each possible faction.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Xilren's Twin on November 10, 2005, 02:26:28 PM
A faction system would be neat.  Would require a LOT of extra content though, if you need a separate line of quests for each possible faction.

I think they have already tried to approach this via the various "Houses" in Stormreach.  For example, House Kundasomething is the house of healing in has paladin, cleric trainers and quests that seem undead heavy.  There the fighters house for fighters, rangers, barbs and pallys, and "entertainers" house for bards, roguies, a magic house for wizs and sorc etc etc.

You can do story arc quest strings to earn lower prices from vendors of a certain house.  I had started two house arcs before the last wipe, not sure how far they take it.

Xilren


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 10, 2005, 02:29:46 PM
Hm.  I didn't get quite that far before the last wipe - had started in on one of the houses but it seemed unfinished (couldn't find any quests and the map didn't work).  I guess some of them are done and some of them aren't?

Maybe I should stop dinking around with my 5 1st-level alts and focus on leveling up my angry dwarf...


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Xilren's Twin on November 10, 2005, 02:37:38 PM
Hm.  I didn't get quite that far before the last wipe - had started in on one of the houses but it seemed unfinished (couldn't find any quests and the map didn't work).  I guess some of them are done and some of them aren't?

Maybe I should stop dinking around with my 5 1st-level alts and focus on leveling up my angry dwarf...

BTW, I have a Dwarven Axe of Reptile Bane if you're interested :-)  And for some reason the bankers aren't working.

My wanting to see new quests is the big reason I've been trying to push up the leveling chain.  Made it to 4 pre-wipe and there were some interesting looking CR 5,6, and 7 quest I had gotten but not attempted yet.  The definitely appear to be lengthier...

Xilren
PS I did the Irestone Inlet quest as soon as I hit level 2 with a full group; made 4500 exp plus lots of loot when done.  That basically half of level 1 in a single 30 minute quest.   Can't imagine why people just repeat it over and over and over and over....  



Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 10, 2005, 02:50:16 PM
Gawd, maybe I should just swallow my pride and start grinding the inlet like everyone else.  It is fun in a mindless sort of way.  I just hate the feeling that I'm ignoring all of the actual good content.  (Then again, I've already seen all the content that's at my level, so I guess I shouldn't beat myself up too much.)

My angry dwarf has gotten really lucky on the bane weapons - I have reptilian, giant, and animal so far.  The last dungeon I did in a group had nothing but kobolds, troglodytes, trolls, and ogres, so I was consistently doing about three times as much damage as anyone else in the group.   :-D

Are there ooze bane weapons?  I hate those things with a passion.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Xilren's Twin on November 10, 2005, 02:57:06 PM
Gawd, maybe I should just swallow my pride and start grinding the inlet like everyone else.  It is fun in a mindless sort of way.  I just hate the feeling that I'm ignoring all of the actual good content.  (Then again, I've already seen all the content that's at my level, so I guess I shouldn't beat myself up too much.)

My angry dwarf has gotten really lucky on the bane weapons - I have reptilian, giant, and animal so far.  The last dungeon I did in a group had nothing but kobolds, troglodytes, trolls, and ogres, so I was consistently doing about three times as much damage as anyone else in the group.   :-D

Are there ooze bane weapons?  I hate those things with a passion.

Damn oozes have cost me 400gp plus in equipment repairs alone just in 4 days.  Hate hate hate em.

My cleric is wielding a undead Bane bastard sword now when needed.  Despite the non proficency penalty it's just too good not to use...

Xilren


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 16, 2005, 10:31:25 AM
Stoney the Angry Dwarf found his new favorite weapon last night while redoing the Sanctuary - a +1 Invisible Greatclub of Ooze Bane.   :hulk_rock:

Actually, I think the "invisible" part is a bug, but I don't care.  It makes oozes very dead.  On top of which, it's a +1 greatclub, so it makes other things dead as well.

I wish I could wear a sandwich board that says "LFG, HAVE OOZE BANE CLUB".  Everyone would want to be my friend!


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 16, 2005, 10:33:19 AM
Since it is magic specifically against oozes, is it immune to the damage they do to normal weapons? That would be cool.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 16, 2005, 11:12:59 AM
I doubt it.  But it does do +2d6 against them, which means they die MUCH faster, so they have less time to chew on the weapon and make it fall apart.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sobelius on November 16, 2005, 12:41:59 PM
I doubt it.  But it does do +2d6 against them, which means they die MUCH faster, so they have less time to chew on the weapon and make it fall apart.

Being a bit D&D geeky here: I think oozes are more susceptible to blunt weapons and don't dissolve wood (or at least not as fast as metal). So sharp steel is least desireable against oozes, while wooden clubs of any variety should be highly effective.

Oozes, IM-GeekyD&D-HO,  are supposed to be the bane of fighters...

That said, an Ooze Bane weapon sounds like a cool idea I may drop into my pnp D&D game.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 16, 2005, 08:19:27 PM
Greatclubs are blunt and wooden, so that'd do it, then, assuming that they're following those rules.  It does seem like blunt weapons tend to do better against oozes (some of them divide into smaller oozes if hit with sharp weapons, per PnP rules), but I don't see any of the usual yellow "damage reduced" floaters so I'm not positive about that.

My video card died a violent death last night so I won't be getting a chance to test it out any time this week, unfortunately.   :-(


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 16, 2005, 08:29:29 PM
Get one of these GeForce 7800s... they've gone cheaper and they're the Strudel!  (or whatever that ebonics word for cool is)


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 16, 2005, 09:24:41 PM
Getting a 6800GT for now - I'm not even sure if they make 7800s that would fit in this archaic AGP slot.   :oops:

Sometime next year I'll build a whole new system.  That one will be getting either two 6800s or one 7800 depending on where the prices have settled to by then.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sobelius on November 17, 2005, 03:46:28 AM
Greatclubs are blunt and wooden, so that'd do it, then, assuming that they're following those rules.  It does seem like blunt weapons tend to do better against oozes (some of them divide into smaller oozes if hit with sharp weapons, per PnP rules), but I don't see any of the usual yellow "damage reduced" floaters so I'm not positive about that.

Normally, the idea that a weapon does half damage to something (like sharp weapons might do to oozes), is not the definition of damage reduction in 3.5 DnD. Damage reduction is technically defined in 3.5 as how much damage is removed from any single damage roll done by a weapon that does not equal or exceed the "magic bonus or other quality" required. For example, a monster with +1/5 damage reduction can be hit with any weapon, but only +1 or greater weapons do full damage. Those less than +1 remove 5 points from the damage roll, so the yellow numbers you see are this reduction.

In old school D&D, back to 1st edition, if you didn't have a +1 weapon you could *never* do damage to the creature. I like the new way MUCH better, not because it requires more math in the PnP world, but because (speaking as a DM here) it allows players more options for attacking but also opens up all kinds of new ways to make monsters tougher without making them indestructible.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 17, 2005, 09:16:03 AM
Quote
In old school D&D, back to 1st edition, if you didn't have a +1 weapon you could *never* do damage to the creature. I like the new way MUCH better, not because it requires more math in the PnP world, but because (speaking as a DM here) it allows players more options for attacking but also opens up all kinds of new ways to make monsters tougher without making them indestructible.

Is that a 3.5 rule, or was that in 3.0 as well? It makes a hell of a lot of sense, but I must have missed it (or more likely, forgotten about it...I am growing older and more decrepit and senile with each passing hour).


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sobelius on November 17, 2005, 09:38:15 AM
It was in 3.0 as well but they've also done some tweaking to it in 3.5.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 17, 2005, 11:25:46 AM
I agree, I like damage reduction quite a bit more than complete immunity.  It means you can kill a wight with a nonmagical siege weapon.   :-D

I'm not quite sure how DDO implements it for things like skel's resistance to sharp weapons.  When you attack a skel with a sword, or a zombie with a mace, you frequently get little "0" damage floaters, color coded yellow, although you will sometimes do damage (those seem to correspond to non-zero yellow floaters).  I'm not sure whether it's dividing by 2 and rounding down or subtracting some flat number.  It doesn't really matter all that much.  "Edged weapons for zombies, blunt weapons for skeletons.  Got it."  I have fond memories of my first assault on the crypt with a sickle in one hand and a club in the other.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 17, 2005, 11:33:06 AM
I was wondering about the edged v blunt weapons when fighting skeletons, namely- does the strength damage bonus get lowered as well? Logic seems that the an edged weapon damage would be mitigated, but the force of the blow behind the weapon would still carry over as damage; in other words, the damage should be (edged weapon rolled damage - damage penalty) + STR bonus = total damage done to target.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 17, 2005, 11:56:47 AM
I believe that damage which is added via a Strength bonus still counts as damage of the base type.  So if you're doing 1d8 (base) +2 (str) damage with a longsword, and you roll a 4, you do 6 points of 'slashing' damage.  Which then gets mitigated down to 3 or whatever.  Sneak attacks, feat enhancements, magical enhancements, and probably more I can't think of all do the same thing.
 
Conversely, if you're using something like (say) a flaming weapon that adds +1d6 fire damage, and you roll a 3 on that, you'd do 6 points of 'slashing' and 3 points of 'fire' damage.  So something that takes half damage from slashing weapons but full fire damage would take 6 damage, something that takes full damage from normal weapons and double damage from fire would take 12 damage, et cetera.

As another example, in 3E, a Flame Strike spell does half its damage as 'fire' and half as 'divine', which means that if the target is immune to fire but not to divine wrath they still take half damage.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sobelius on November 17, 2005, 12:45:37 PM
I have fond memories of my first assault on the crypt with a sickle in one hand and a club in the other.

I ran through the crypt the other day with my new Warforged Barbarian (18 STR, min/maxed him) and simply smashed every crypt running from one to the next to see if it did anything buggy to the instance. Nope. Instance held up well and I found myself being followed around by something like 8-12 skeletons. When I finally decided to deal with them, I put my back to a wall and just kept swinging my starter greatclub. In most MMOs, this would have been insta-death, but here I was able to take them down with relatively little damage. Nice to know I don't have to do the quest quite the exact same way every time.

Switched to a starter shortsword for the zombies but didn't think to see if I could get all 3 on me at once.


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 17, 2005, 12:58:57 PM
I tried to get through the crypt solo with my bard, and it was impossible- the shortsword I started with does piercing damage. I got the hell kicked out of me several times; finally gave up and got some help. Much easier with a cleric and sorcerer along  :-D


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 17, 2005, 01:10:04 PM
I tried to get through the crypt solo with my bard, and it was impossible- the shortsword I started with does piercing damage.

Ditto with my rogue.  I died multiple times until I shelled out a few gold pieces for the sickle and the club combo.   :-D  Once I started using appropriate weapons, I was able to solo the quest easily.

Also, Cure Light Wounds does damage to undead.  I think that's how I got through that quest with my bard - just spammed heals on any undead that scared me.  Owned.   :mrgreen:


Title: Re: Patch Notes for Nov. 3rd Update
Post by: WayAbvPar on November 17, 2005, 01:19:31 PM
I cleverly took Sleep as my 1 bard spell instead of CLW. Not quite as effective on undead (or robot dogs, for that matter).


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Xilren's Twin on November 17, 2005, 02:20:41 PM
I tried to get through the crypt solo with my bard, and it was impossible- the shortsword I started with does piercing damage.

Ditto with my rogue.  I died multiple times until I shelled out a few gold pieces for the sickle and the club combo.   :-D  Once I started using appropriate weapons, I was able to solo the quest easily.

Also, Cure Light Wounds does damage to undead.  I think that's how I got through that quest with my bard - just spammed heals on any undead that scared me.  Owned.   :mrgreen:

Actually the first character I ever tried that quest with, a wiz, i ended up killing the skeleton captain by luring him into the acid trap.  Did that once on the Ogre in the "kobolds new leader" quest too.  Good times.  Course, I dont think they should call that "misadventure"; I call it "cleverness".

Xilren


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Samwise on November 17, 2005, 02:37:55 PM
I agree.  You should get double XP for any objective completed via "misadventure" IMO.   :-D


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Xilren's Twin on November 18, 2005, 12:20:44 PM
Played some last night and aside from some sever stability, only had 1 problem.

In a sewer missing, was trying to run up a small hill with water flowing down it and I couldn't make it.  Would get near the top, then it was like the current caught me and pushed me back down the hill.  Was very annoying.  Worked onthat for 5 minutes.  Eventually, in my trials, i ran up as far as I would go, then quickly turned around and was able to back up the rest of the way. Weirdness.

Pawn shops; seem nice, but don't seem to be type specific yet.  The on inthe fighters house has the most stuff.  Pricing is pretty steep.  I sold a +1 Thundering Quaterstaff for 1500 gold, they listed it for sale as 9200.  Prices ranged from 9000-20000 for most stuff, though i did see a +4 weapon for 45000 before I logged off.  +1 Armors seems to be in the 6000 range.

hadn't tried this voice chat yet.

Xilren


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Sobelius on November 18, 2005, 12:24:19 PM
See I thought that water flowing down thing was a "puzzle". Moving backward from the bottom up worked every time for me. ;)


Title: Re: Patch Notes for Nov. 3rd Update
Post by: Signe on November 18, 2005, 03:43:10 PM
Took a while but finally got voice chat to work.  I hate having stuff around or in my ears, however, and will check out how it works using my speakers and the mic.  I should think it would work okay.  THANK YOU, ORIANA!  She is the apple of my ear.