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#31 Stig

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Posted 12 November 2010 - 09:33 PM

Considering the unusual response to this change, I've decided to try something with the problem in question. Have a look around and let me know what you think.

#32 Walt

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Posted 18 November 2010 - 01:25 AM

LOL about this whole issue is all I have to say.

We have staff saying mobs spawn to fast, and gold(17 millish) is flooding into the game, change it quick or NM will crumble. Don't you think if someone killed 123456543 drow archers, they would make just a teeny, tiny bit of gold? I don't know, but it just makes a bit of sense to me. I know when I killed all those mobs in the RG, I made quite a nice bit of coin. Same moosing difference if you ask me.

We have players complaining that the spawn rate was changed just to do them in, because only a small handful actually used it. Whoa is me, whoa is me. Aren't there more then 2 drows in the entire area of Tirantek? How about being less lazy and moving a few squares and killing something other then the 2 drow archers that are right there in front of you? OMG OMG OMG! I have to move!!!!!(emphasised exclamation points---SARCASIM!!!!!) That one is for you Loki, since you always have to point out when you use sarcasm, seeing you think no one understands it.

Staff see something wrong, and right away NERF! NERF! NERF! How about just saying, "Hmm, Druids use this area, about time someplace is not being ignored. How about just not letting them regen mana very fast, letting them train there as the norm, and making them spend some gold on mana once in a while." <----Look, I just fixed Triantek in the 3 minutes it took me to write this so far, and nothing to drastic was nerfed, players are still happy, and gold is taken out of the game.

Either the staff we have are way lame, and only come up with easy areas that are straight lines to a boss(oh wait, been there done that) or they have no idea to think outside the box.

This change was never needed because all it would have taken is a dedicated pker to occasionaly harass these two who spent countless hours "training", wether it be macro training, sit and click, or auto, w/e it is they used. That's what I did,(not auto trained, that's cheating) and then the worms ran underground and hid in a hole.
I would ask myself why, but even I do not know everything.

#33 Stig

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Posted 18 November 2010 - 01:59 AM

Hopefully this issue has been resolved in-game now - take a look around Tirantek.

#34 brewcrew

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Posted 18 November 2010 - 02:09 AM

drow archers are now draggable= useless
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#35 Apocalypto

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Posted 18 November 2010 - 04:14 AM

actually probably made the area less likely to be trained in than with the spawn rate unreasonable.
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#36 Desendent

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Posted 15 January 2011 - 02:35 PM

I know I haven't played in a long time but since this issue has a lot to do with what I did when i did play. The gold there is not as good as you may think. I could make about 30k per hour killing the drow archers and if you think about it that's not that good. I also was pked by a few different people in my time there. Walt and Clay come to mind. This seems to me to be a way to keep players who are resourceful from getting an "advantage" and in some way forcing them to go back to all of the high pk areas to train/gold.

I guess it doesn't make any sense to me, but I could be wrong since I haven't played in months.

Also, this dragging "solution" makes no sense either since the whole point of those 2 specifically is to be ktp for the area to the west. So now you can just drag them out of the way and run through?

Just my opinion if anybody cares :P

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#37 Catalyst

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Posted 15 January 2011 - 08:21 PM

I know I can't get to TTK, but if I can make 30k an hour in zeum by killin mayor and some mobs with about the same xp/gold. WTF is the point in changing anything that has been done for a year+? It's a little late now but I could be wrong? Just change it back and let us play NM the way it is and has been.

P.S- The new area is run heavily by Pande, which kind of deters me from it so I try and find a new "spot" to train are you gonna take away my gold and xp spot?

IMO this change was not needed and not thought out thoroughly. Before staff make changes look at it from a players perspective and how it was achieved time/effort and not how it was broke.

#38 tehbirr

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Posted 17 January 2011 - 08:53 PM

Before staff make changes look at it from a players perspective and how it was achieved time/effort and not how it was broke.


thats not heard of on this game, ur obviously mistaken son
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#39 brewcrew

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Posted 17 July 2011 - 09:11 PM

This is still broken......Why would you want to go to ttk to train when drow archers drag on you and pwn your face....
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#40 Tietsu

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Posted 17 July 2011 - 09:22 PM

I believe I was the first to train in Tirantek and gold off the shiznit there. Tirantek was used for two purposes before we found out it was good gold.

#1: Bossing
#2: Training

We got by okay when we didn't know it was cool to train and gold off Archers. It was just a bonus we eventually discovered. Now, I know that you made millions there and it would suck to go anywhere else, but look at it like you did before; you had no idea it was a good place to train. Now it serves it's original two purposes again.

Not flaming you, I know it sucks. But the chances it's going to get reversed is slim to nil. Just trying to comfort you, man.


On a side note - Chris Grahn and I were training on Ankhegs that dropped insane amounts of gold and the gold drop was changed in the middle of us training there (the gold was the only purpose for the area at all, so guess what? It's a completely useless area now). I still call BS on the staff that did it and he had no right. I want that changed back pretty bad too, but it's never going to happen. We just relocated to golding in swamps and elsewhere. We adapted with minimal bitching.

2nd side note - Changes like this is what has pushed players away from playing the game. Inconsiderate staff management of the game. I personally blame the game's creator for hiring the staff that launched the M103 at the game.

Edited by Tietsu, 17 July 2011 - 09:31 PM.


#41 Tietsu

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Posted 17 July 2011 - 09:38 PM

Archers were nerfed once already. The long bow drop % was decreased. So they got double nerfed. Change it back to the way it was and double nerf the long bow drop, instead of nerfing the long bow drop and making them draggable? Makes like waaaaaaaaaaay more sense to me.

Edited by Tietsu, 17 July 2011 - 09:39 PM.


#42 Autek

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Posted 17 July 2011 - 09:46 PM

Find a square next to a single drow archer that spawns something simple like a bear. Hit and run from that square. If archer follows, move to square he was on before. If he continues to follow, continue to move back and forth until he doesn't follow. They don't usually follow more than 2-3 times, and assuming you're at all quick at realizing it followed and hitting a move macro again, it'll only take one shot at you. Even if it were to hit, it shouldn't be tough to recoup that HP with a Cobalt on your next round or two.

Yeah it sucks you can't hit and run (as easily) 70 pod and 400 gold with an expert druid all day, but it's still not terribly challenging, just requires some paying attention.
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#43 Autek

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Posted 17 July 2011 - 09:48 PM

And I think you should come back to the main block of Nightmist and train with the rest of the clannnn.
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#44 Dangerous

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Posted 18 July 2011 - 07:41 AM

What Alec said about the Ankhegs was just pure laziness on marks part, maybe the area did need a nerf as it was desgined for main, but instead of actually thinking about it he just cut the gold % WAY down which really did take the fun and point out of the area, you could argue the exp was good but we could have just gone swamps and got more of both. On a side note though, that area did require a cleric and most of the time a second hitter for the gold making to be effective, so it's not like a quick stroll through swamp, i really didn't see the need for a nerf in the first place. Q.Q

Edited by Dangerous, 18 July 2011 - 07:42 AM.


#45 Gnarkill

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Posted 26 July 2011 - 05:17 PM

Ankhegs were nerfed again? I remember them being nerfed on multi a long long long time ago(like a bit after the area was first released).. I dunno if it has any relevance and I can't remember why they were nerfed.. I think they were either giving too much gold out or they weren't accounted for as plants.. kinda like how you could arch stuff off maneaters easily when they first came out lol.

Edited by Gnarkill, 26 July 2011 - 05:18 PM.

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#46 Crane

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Posted 26 July 2011 - 08:59 PM

Ankhegs were indeed giving out far too much gold... seven of them at 500 gold each, minute-spawn and they could be practically rounded by a Thief with a Machete. Theoretically you could make 210,000 gold per hour. Stotic initially nerfed them after I whistle-blew (and I got a lot of flak for it because I had admittedly farmed the area quite extensively) and they became worthless... ten-minute spawn and dropping less gold. When I became staff, the first thing I did was go around with Samus to improve the area again, mostly restoring the monsters to her original designs (Stotic had made extensive changes to them when it first opened), introducing he Toucan to the area, fixing the bugged damage traps in the Ankheg burrow that never triggered, adding another Assassin Vine over the burrow entrance, and finding a compromise with the Ankhegs themselves that hopefully means they can be farmed for good gold, but not as much as before. I certainly didn't nerf them again following that.
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