Yo Immortals

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Elysia
Posts: 8285
Joined: Sun Feb 15, 2015 1:29 pm

Re: Yo Immortals

Post by Elysia » Thu Apr 02, 2026 6:11 pm

Stood eating weaves like a chump for a bit, looking positively toasty. :twisted: He didn't weave anything but Fireball. I tinkered with the flags a bit, but couldn't get him to opt for Flame Strike, which would've been more acceptable.

Finally opted for NO-FIRE. So now the mob's weaves fizzle out, but Dreadlords and LS channies will also have to work around Fire based weaves, which honestly is a fair compromise. Gain some, lose some on both sides. The mob isn't terribly high level, so I added two Elite Ghars.

This solution saves me moving around mobol on the mob, and leaves a target/ usable mob for quests, which, yes, is a consideration for the Upstairs, along with Other Considerations.

Kibby
Posts: 23
Joined: Sun Oct 26, 2025 1:30 pm

Re: Yo Immortals

Post by Kibby » Fri Apr 03, 2026 11:07 am

Yo players, stop crying about game mechanics and just play

Are there dreadlords in the books?

Yes, and they throw fireballs and everything

What is the issue?

Rig
Posts: 2331
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Yo Immortals

Post by Rig » Fri Apr 03, 2026 12:24 pm

If you want to count Dreadlord J (not in the books) and the random 10+ unnamed Dreadguards (not in the books) that are in most DS cities in the same manner as Ishamael (one of the Forsaken, in the books) then sure.

Honey
Posts: 61
Joined: Sun Apr 17, 2022 2:00 am

Re: Yo Immortals

Post by Honey » Fri Apr 03, 2026 12:31 pm

There were a bunch more at the Last Battle! But we need to implement Asha'man for the rest of them! Unless Kibby's telling us something about the MC clan already in the game. :-O

Prykor
Posts: 202
Joined: Thu Jan 06, 2022 8:56 pm

Re: Yo Immortals

Post by Prykor » Fri Apr 03, 2026 12:43 pm

Honey wrote:
Fri Apr 03, 2026 12:31 pm
There were a bunch more at the Last Battle! But we need to implement Asha'man for the rest of them! Unless Kibby's telling us something about the MC clan already in the game. :-O
Kibby is saying that we need to come full circle back to DL + 3 elite darkhound patty that chases around keep, as the DL weaves less than the DG currently.

Kibby
Posts: 23
Joined: Sun Oct 26, 2025 1:30 pm

Re: Yo Immortals

Post by Kibby » Fri Apr 03, 2026 1:27 pm

I'm saying generally speaking I think the immortal staff does a good job keeping the game mechanics balanced, and why shouldn't there be a dreadguard in the Ruined Keep? Makes sense to me...

it's where we eat our legs. in peace and quiet.

aayan
Posts: 20
Joined: Sat Nov 22, 2025 5:12 pm

Re: Yo Immortals

Post by aayan » Fri Apr 03, 2026 4:54 pm

If I had complained about this... a certain imm would've said 'oh, you dumbass'.. and long story short, no.

But, echelon and hierarchy... boom, changes... imagine that.

Rig
Posts: 2331
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Yo Immortals

Post by Rig » Fri Apr 03, 2026 4:57 pm

You’re so weird if you think anyone not you posting here has any pull with immortals and how things should be changed. Ultimately they decide if it sounds like a good idea. The weird echelon and hierarchy comments just give off a “I shouldn’t have been picked last for dodge ball” energy that you haven’t let go of for 20 years.

Naerin
Posts: 319
Joined: Sat May 23, 2015 12:29 pm

Re: Yo Immortals

Post by Naerin » Sat Apr 04, 2026 3:30 pm

Generally think 1) DG was a bad idea, but 2) I'm hoping blarg/saddy can fill the role - you don't want people leaving RK because they're overwhelmed for the same reason you don't want them leaving FD for TV - PK is 99% going to end if that happens, it's much better if the 'home' group wins in their city before it gets to that point.

Elysia
Posts: 8285
Joined: Sun Feb 15, 2015 1:29 pm

Re: Yo Immortals

Post by Elysia » Sat Apr 04, 2026 5:29 pm

aayan wrote:
Fri Apr 03, 2026 4:54 pm
If I had complained about this... a certain imm would've said 'oh, you dumbass'.. and long story short, no.

But, echelon and hierarchy... boom, changes... imagine that.
Channeling mobs have been complained about for literal decades. I would know, because I removed most of them from the Tower and have said no to some Sedai mobs being able to channel so they can remain targets for quests, which incidentally is the same reason I kept the DG in.

And again, there have been attempts made to turn channeling mobs into moboled ones, but that failed:

viewtopic.php?f=3&t=12568&p=107105&hili ... te#p107105

While sticking the DG in one place means random LS can't accidentally wander into his room and be insta-weaved to death, which I think was the reason for stapling him to the ground in the first place, it also means he's easier to find for DS who are looking for easy kills or an unhittable safe spot. And that's a pattern that has been repeated for the years I've been an imm, because people will be people. Additionally, during small numbers times, a 70 hp Fireball going off vs 3 LSers skews things a whole lot more than vs 7 LSers.

The reason I posted on this thread is the assumption that we can "just" change it and weren't because of Reasons. In WoTmud, the assumption should always be that if a widely supported change isn't being done, it's because of things out of imms' control. Case in point: any coding change like fixing Snow and Tracks. We'll tell you if we don't want to, or if we're ambivalent, not one's wheelhouse (like meddling with eq changes is not something I do often, or whatever.

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