Title: West Commonlands Post by: Goth on June 27, 2013, 07:12:19 pm I leveled up a 60 Rogue and a 60 Monk to farm some SLS... Every time i go to zone into WC it send me right back to Nexus
with a red text message "You do not have a pet" ... is there a trick to zoning into WC or something I'm doing wrong? any information would be helpful... thanks Title: Re: West Commonlands Post by: Chieftan on June 27, 2013, 07:24:47 pm Not sure what the error is, or whats causing it
Commons is a PVP zone, so maybe Hunters tweaking things But if its just SLS your after, go to jaggedpine, plenty of wisps there Title: Re: West Commonlands Post by: Xiggie | Stone on June 27, 2013, 07:26:19 pm I always like north karana over Jagged Pines. But either one of those has a hell of a lot more wisps than commonlands and you don't have to be a specific level to get in there.
Title: Re: West Commonlands Post by: Goth on June 27, 2013, 07:37:24 pm i thought only WC spawned the SLS for AUGs.. thanks
Title: Re: West Commonlands Post by: Chieftan on June 27, 2013, 07:43:19 pm You maybe thinking of the superior willowwisp..
Never killed it myself, but dont think he drops SLS's maybe wrong thou Plat / 1 EZCredit / prob other loot farm 10 greater lightstones from normal willowwisps and combine in magic box to make SLS Title: Re: West Commonlands Post by: Chunka on June 27, 2013, 11:09:58 pm SLS are crafted. Combine 10 greater lightstones in your magic box to make 1 SLS. Jaggedpine is your friend.
Title: Re: West Commonlands Post by: Poker-ecaf on June 28, 2013, 07:13:33 am for the pvp zones u can only zonin one toon !...
Title: Re: West Commonlands Post by: Goth on June 28, 2013, 07:55:26 am for the pvp zones u can only zonin one toon !... I know Overthere is that way .... But I couldn't zone in any toon in WC .. i even tried using titanium and SoD / underfoot. it seems nobody has any SLS for sale for the past 2 weeks ... or i would just buy some Title: Re: West Commonlands Post by: Felony on June 28, 2013, 09:49:15 am it seems nobody has any SLS for sale Not true. But if you have me on ignore of course you wouldn't see my /auc Title: Re: West Commonlands Post by: Goth on June 28, 2013, 09:56:34 am i do not have anyone ignore... my play time lately has been is 9 to about 11 EST (right after the kids go to bed) .. next time I'm on I'll shot ya a tell
Title: Re: West Commonlands Post by: Felony on June 28, 2013, 11:05:10 am The ignore list was part joke, mostly poking someone else that trolls the boards.
<(0.O)> / \ Title: Re: West Commonlands Post by: Hunter on June 28, 2013, 11:12:14 am So are both pvp zones pretty much fail? I don't mean if the boss (incentive) is being killed. I mean any pvp going on? Seems to be lacking, might take it down (remove pvp) but then again its not really taking up any valuable space either, so might be no harm leaving it there.
Basher is visiting me in a month and had to take care of things here, such as checking out all the tourist resorts first for him. Also need a mental break, new game came out, etc. Looking at doing a ton of updates again in near future here which we already know what is on the to-do list as posted before. I'll be looking at the pvp as possibly any tweaks that need to be made or just remove pvp all together. Also any 1k+ hp items for the level 60 pvp is unintended so if there are any just let me know so I can put a level 70 limit on it. Come to think of it, a query would tell me about any of that with WHERE hp > 1000 AND reqlevel < 70; Don't want to get too far off topic, so yeah, commonlands, pvp, haven't touched it yet. Will add to-do soon within next few days, or week, to update. Title: Re: West Commonlands Post by: hateborne on June 28, 2013, 11:34:38 am So are both pvp zones pretty much fail? I don't mean if the boss (incentive) is being killed. I mean any pvp going on? Seems to be lacking, might take it down (remove pvp) but then again its not really taking up any valuable space either, so might be no harm leaving it there. Basher is visiting me in a month and had to take care of things here, such as checking out all the tourist resorts first for him. Also need a mental break, new game came out, etc. Looking at doing a ton of updates again in near future here which we already know what is on the to-do list as posted before. I'll be looking at the pvp as possibly any tweaks that need to be made or just remove pvp all together. Also any 1k+ hp items for the level 60 pvp is unintended so if there are any just let me know so I can put a level 70 limit on it. Come to think of it, a query would tell me about any of that with WHERE hp > 1000 AND reqlevel < 70; Don't want to get too far off topic, so yeah, commonlands, pvp, haven't touched it yet. Will add to-do soon within next few days, or week, to update. The 60s PVP, maybe. I would set it once or twice a day though. Turn reward from 1 credit to 5 credit. Add a few plat bags (big ones) too. With it occurring less often, but rewards ramped up, it would become a significantly more appealing goal. Now OT? It would be considered a fail. Due to heroic resist, casters cannot land any damage. Due to obscene damage dealt, players essentially play tag instead of fight. If you wanted to put in a scaling damage reduction on all classes in that zone, maybe.
This would give the classes some form of natural defense and would help prevent the ungodly high damage output. The players would also either need resistances halved (or more) or some SpellResistChance mod that gives a chance to land spells. You could technically run it into the buff above and keep it a static amount. As a highly geared caster, I have ZERO chance of ever damaging an UW bearer. If a melee, they'll likely one-two shot me. Even then, the NPC has too much HP and the reward is too minimal. Add in a credit reward but set it to once or twice a day, people will flock to it. Just some thoughts. :-D -Hate Title: Re: West Commonlands Post by: Hunter on June 28, 2013, 12:07:52 pm I could make the Willowisp boss to be rare via min time required for respawn AND X number of low level wisp to be killed since the zone goes up. The min time can be min time for zone to be up plus min time since last spawn/kill. Some type of forumla to allow 1-2 spawns per day, very rare, can't predict when it will spawn, and can't just sit in zone, need to kill trash.
For the OT zone, I like the idea of Stonewall/SpellDmgReduction Buff. Could make it a 3 tick bard buff that can't be dispelled and constantly refreshes via player.pl script in the zone so when you zone out you don't have that 3 tick buff anymore. Would need to make sure warriors don't get over 100% stonewall, so maybe they would be excluded and just give that buff to non Warriors. As for the spells being resisted, we can make special pvp spells that have 0 checks on them, so they always land, no matter how much resist an enemy player has. So seems we have some potential here. Title: Re: West Commonlands Post by: Goth on June 28, 2013, 01:08:51 pm no, OT zone in just fine ... i was killing one of the chicken their last night , then the Gem guy pop...i was killed by a lvl 76 War in seconds .... that zone seems to be working as intended ... lol
I'm just having problems with WC... I get the same message with my level 60 toons and booted to Nexus as I would with a level 71 trying to zone in ... not sure if it the PVP, or the level restriction Title: Re: West Commonlands Post by: hateborne on June 28, 2013, 01:25:59 pm I could make the Willowisp boss to be rare via min time required for respawn AND X number of low level wisp to be killed since the zone goes up. The min time can be min time for zone to be up plus min time since last spawn/kill. Some type of forumla to allow 1-2 spawns per day, very rare, can't predict when it will spawn, and can't just sit in zone, need to kill trash. For the OT zone, I like the idea of Stonewall/SpellDmgReduction Buff. Could make it a 3 tick bard buff that can't be dispelled and constantly refreshes via player.pl script in the zone so when you zone out you don't have that 3 tick buff anymore. Would need to make sure warriors don't get over 100% stonewall, so maybe they would be excluded and just give that buff to non Warriors. As for the spells being resisted, we can make special pvp spells that have 0 checks on them, so they always land, no matter how much resist an enemy player has. So seems we have some potential here. I would suggest that one spawn be static and the other be random. In example: Wisp might always spawn at 6pm EST and then once more randomly between 7pm EST to 5pm EST. With a single, static spawn you give players more time to prepare for it. If I were in the middle of a T5 clear, I wouldn't bother stopping what I am doing to log in an alt or break my group up for a sec to go chase after a 2-3mil. If I knew that it was ~90min until the 6pm spawn, I might speed up or slow down to prepare for it. Bard ticking buff is nice. I was considering an unlimited, but that works much better. To make sure players don't overcap, simply remove & block any spell with effectid 168 or 161 (SW or spellmitigation) excluding the OT Stonewall. For the SpellResistChance, just tack it on to the OT Stonewall. effectid = 126 and effect_base_value = 50. It takes a whole percentage point for the base value, so 50 = 50% resist reduction chance. Players with UW would still have HUGE advantage due to HP and 50% chance to simply not be hit by spells. As for adding special spells, I would avoid it as it's simply more work, more spells, more situational stuff. In my flawed opinion, I would suggest keeping things simple and tack on the SpellResistChance instead. It would be more scalable too if it's too OP or too weak. -Hate Title: Re: West Commonlands Post by: Hunter on June 28, 2013, 01:43:52 pm Blocking certain spell id in zone is good idea and way to prevent capping 100% stonewall.
As for the spells, we wouldn't have to make any new ones. Just remove the spell type (fire, ice, magic, disease, poison) and then it will always land. Could do that maybe on just the custom spell drops, make them 100% unresistable. Title: Re: West Commonlands Post by: hateborne on June 28, 2013, 02:22:07 pm Blocking certain spell id in zone is good idea and way to prevent capping 100% stonewall. As for the spells, we wouldn't have to make any new ones. Just remove the spell type (fire, ice, magic, disease, poison) and then it will always land. Could do that maybe on just the custom spell drops, make them 100% unresistable. The SpellResistChance is a flat modifier. With 200 resist or 4000 resist, the SpellResistChance value of 50 (50%) will still have the exact same effect. If you wanted, you could simply set a value of 100 which should work normally (i.e. spells always land). Since this might be attached to the OT Stonewall effect, it would affect all players immediately. Go go laziness! -Hate EDIT: Just wanted to be clear that I'm not trying to actively shoot you down or be a dick. Just trying to keep things simple for sake of speed and efficiency. You will also have less to manage as a player as one doesn't need to constantly rescribe spells to bounce between pvp spells and pve spells. I also know of no way to make those PVP spells not usable in the rest of the game. Title: Re: West Commonlands Post by: Felony on June 28, 2013, 02:59:24 pm EDIT: Just wanted to be clear that I'm not trying to actively shoot you down or be a dick. Just trying to keep things simple for sake of speed and efficiency. You will also have less to manage as a player as one doesn't need to constantly rescribe spells to bounce between pvp spells and pve spells. I also know of no way to make those PVP spells not usable in the rest of the game. Oh thats fine. I'll roll a few dozen wizards if you give me a spell that is 100% unresistable in PVE as well as PVP ;) Title: Re: West Commonlands Post by: Goth on June 28, 2013, 05:01:59 pm ok i just got home , now i can zone in NP.. but only 1 toon at a time ... is WC like OT only 1 IP address in the zone?
Title: Re: West Commonlands Post by: Hunter on June 28, 2013, 07:16:40 pm ok i just got home , now i can zone in NP.. but only 1 toon at a time ... is WC like OT only 1 IP address in the zone? Yes and don't /q to quit else you'll be waiting until server reboot to get in again. Either camp out normally, or zone out, if you wish to go back later. |