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f13.net General Forums => Dungeons & Dragon Online => Topic started by: Sobelius on November 21, 2005, 02:33:26 PM



Title: Cool bleeding to death effect
Post by: Sobelius on November 21, 2005, 02:33:26 PM
A couple of times this weekend I went to negative hit points. As time ticked by and I failed to self-stabilize -- and no one could be bothered to (or was not able to) heal me, I slowly bled to death. With each -1 the view of the game screen got dimmer and dimmer and a smaller and smaller. It was way cool. The ghost-world effect, after death, is nice too.


Title: Re: Cool bleeding to death effect
Post by: WayAbvPar on November 21, 2005, 02:41:53 PM
If you stabilize, will you eventually return to 1 HP, or do you need to be healed for that?


Title: Re: Cool bleeding to death effect
Post by: Samwise on November 21, 2005, 03:00:32 PM
Need to be healed.  I think the "Heal" skill is sufficient for that, which is why it's handy to have each member of the party carry a healer's kit just in case.


Title: Re: Cool bleeding to death effect
Post by: Furiously on November 22, 2005, 11:36:23 AM
I've spent most of an adventure going into neg and being healed - going neg, getting healed. It's a pain.


Title: Re: Cool bleeding to death effect
Post by: Samwise on November 22, 2005, 11:56:01 AM
Fire your cleric.  If your HP ever drop below 50% and your cleric isn't completely out of mana, he's asleep at the wheel.  (And if your cleric runs out of mana before hitting a shrine odds are he's been wasting it on other crap - clerics get a BUTTLOAD of mana and very seldom run out as far as I can tell.)


Title: Re: Cool bleeding to death effect
Post by: Sobelius on November 22, 2005, 12:11:06 PM
Fire your cleric.  If your HP ever drop below 50% and your cleric isn't completely out of mana, he's asleep at the wheel.  (And if your cleric runs out of mana before hitting a shrine odds are he's been wasting it on other crap - clerics get a BUTTLOAD of mana and very seldom run out as far as I can tell.)

ROFL. *I* was the only cleric in the group. What *was* appalling was that no one else had a healing kit. 

I firmly believe healing spells are better spent in characters as their HP rather than as potential heals. I have learned, though, not to heal when out of combat unless necessary because there are idiots who like jumping off ledges etc. and don't understand yet the limited amount of healing available. I've also tried to warn people not to use the rest shrine until I get a chance to see if I can fully heal them -- allowing them to save their rest for a later time -- and then let me rest to get full spell points.

I find it best to keep toward the back of the party and avoid getting into combat, but in one case I was dropped by a fireball when coming out of some water (was quite annoyed with the other characters who'd already died to the kobold caster's fireball and didn't warn those of us swimming about it -- but that's a different story).

Clerics may get a lot of spell points -- if all you do is heal. But Empower Heal eats up spell points. Casting a heal on someone who just happens to run out of range while you were casting easts up spell points. And what if you Bless the party before a big fight, or use Bane?

 I have found the Bestow Vitality ability very when there was another cleric in the group -- combined with extra turning it makes for a nice way to keep going if you haven't found a rest shrine.

Anyway -- all this from a 1st level cleric, so take it with a grain of powdered silver...


Title: Re: Cool bleeding to death effect
Post by: Samwise on November 22, 2005, 12:26:29 PM
Anyone who runs through a trap or does similar stupid shit automatically disqualifies himself from any further healing spells, in my book.


Title: Re: Cool bleeding to death effect
Post by: Sky on November 22, 2005, 01:38:45 PM
To me, this is the most interesting aspect of DDO. Can it overcome mmogtards? Can it provide a translation of PnP D&D in the mmo genre, when players are conditioned to EQ clones?

I sure hope so, since it's success would open the door for more non-EQ-y titles. Maybe we can end this shitty chapter in the book of mmog and get on with fun gaming (and I can play mmo again, beyond Planetside)


Title: Re: Cool bleeding to death effect
Post by: HaemishM on November 22, 2005, 01:56:33 PM
Can it overcome mmogtards?

Can any MMOG? The jury's still out on that one.


Title: Re: Cool bleeding to death effect
Post by: Samwise on November 22, 2005, 02:22:57 PM
I do like the fact that if someone's removed from the group they're removed from the dungeon as well.  I've never seen it happen yet, but if someone was being a really colossal retard the group leader definitely has the power to get rid of him.


Title: Re: Cool bleeding to death effect
Post by: Xilren's Twin on November 22, 2005, 03:05:35 PM
To me, this is the most interesting aspect of DDO. Can it overcome mmogtards? Can it provide a translation of PnP D&D in the mmo genre, when players are conditioned to EQ clones?

I sure hope so, since it's success would open the door for more non-EQ-y titles. Maybe we can end this shitty chapter in the book of mmog and get on with fun gaming (and I can play mmo again, beyond Planetside)

I think it has potential to certainly help limit it.  There definately is incentive to play "intelligently" for lack of a better word.

I mentioned the trap filled crypt in another thread.  Enough trap deaths and even the most lame brained players will slow down, stay together, and let people do their jobs, or they'll get booted b/c you only get exp rewards for FINISHING a quest.

Other things like not using edged weapons on oozes (causes them to split into 2 monsters each hit) again, makes people at least pay attention and engage the brain or again, here comes the boot.  One hyped up fighter or and archer not thinking pierced counts as edged and you can have a lot of equipment eatnen by a mob of slimes and oozes.  Using the right weapons by foe isn't brain surgery, but it certainly is better than you just use your "best" weapon 24/7 until you get a new "best" weapon.  Course, it's a bit much on the inventory (i think im carrying around 5 main weapons plus a crossbow: reptile bane, undead bane, ghost touch, outsider bane, general frost weapon and backup mace for oozes plus bow and a small variety of magic bolt types [silver, adamantine, +1 +2 etc]). Nice to have them all but the limited inventory space is a tradeoff.  I may give up on the collectables as their are so fricking many of them...

The voice chat can help at least keep everyone on the same page;  so if your friendly rogue says TRAP! or Bubba spllits an ooze you can get everyone's attention quickly.

As for battling asshattery, of course, I still see plenty of pickup groups who want to farm easy dungeons for loot (the latest being the Elf Heritic dungeon I've found).  With the dimishing returns on loot and exp, I don't really think it will be a big deal.   I'm hoping the higher you get the most neccessary good play is.

Xilren
PS It's ironic; I have often run out of mana when doing dungeons with groups yet most of the time when Im soloing or just a twosome, I end up not using all available shrines b/c they aren't needed.