Disabling that #ingrav kills you while #kaflosh is active?

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How do you prefer the relation between #kaflosh and #ingrav

It's okay when someone casts #kaflosh, making mages accidently killing themselves when doing #ingrav.
11
61%
It's not okay, it's enough when mages hurt themselves and have the possibility to make the rain disappear.
4
22%
I have another idea I will share in this topic.
3
17%
 
Total votes: 18
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WildX
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by WildX »

Since the poll has been added: I think it's okay that kaflosh can cause damage. It shouldn't however be an instant kill and there should be ways to protect yourself against it.

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straelyn
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by straelyn »

As I see it, it's a way to PK (indirectly). The bolt from the #ingrav isn't even touching the original mage, so the reasoning of this makes no real sense to me. What would be nice (and make more sense), is if the #kaflosh gave the mage a random chance to amplify the #ingrav's damage.
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by SriNitayanda »

i am not voting on this i already said my opinion: i dont think the effort you put into it was wrothewhile. if it is already pushed to gitthub so be it.
i gave my reasoning to show that people learned to deal with current situation.
not doing to others what you dont want that others will do to you, might be your way of playing, but again you play a role playing game and you cant control the behaviour of other players. making more constrains to the way people play right now doesn't improve the role playing part of tmw. i'll repeat myself we got GM's if situation go out of hand.
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by wushin »

Keep in mind this change is only going onto the test server, not main server.
There will be plenty of time to test it along with other upcoming content.
This patch is meant to balance out the damage and the spell without removing either.
As the current damage is insta kill and heatwave is a counter-spell.
Nothing has been removed just adjusted.
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by Villain »

Is there really a poll about this? Can we start polls about dragging mobs, betsancing players, inwilting for players on terranite map, joyplimming people, sitting on NPCs, healing players trying to die, dropping itens for slimes, frillyar causing lag, etc.?

Learn new techniques so you can adapt and overcome; become a better mage. I'm sorry you have to experience a moment of gameplay where you don't get all the experience and drops. I'm sure that 0.000000001% of time compared to your normal experience is truly upsetting and worthy of this thread.
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by SudoPlatypus »

Magic barrier #asorm will keep yourself from dying when someone casts rain, and you want to cast lightning.

Someone used to kill me in GY by casting rain when I was a youngling mage. So I would cast #asorm on myself and stlill use lightning for my attack. They got tired of using rain, and when they went back to lightning themselves I cast rain. Things balance out.

If I remember right,1 Small Mushroom goes for only 40gp in the graveyard inn NPC shop. I make iron potions on the cheap by buying mushrooms and having another NPC craft the potions. (That's off topic, but useful.)
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by wushin »

#asorm nor #betsanc protects you. Like I said, the feedback damage is DIRECT not MAGICAL damage.
Currently it does (spellpower + ((spellpower +1)/2) So somewhere around 1200 damage.
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by Hello=) »

As for kaflosh I like overall idea with failing lightnings and side effects, but particular implementation which warrants insta-kill to nearly every mage except maybe rare/uncommon high-luck tank mages is not very nice IMO. To my taste, effects have to be adjusted to be more various and less predictable. I can suggest to tweak it to do somewhat less damage to caster (taking m.def to account, so at worst it should be like hitting by own bolt?), do some side effects like mobs and/or players hitting (some area effect where current flows around watered ground and does some damage?), just failing lightning bolts, etc. I know there was idea it can transform to thunderstorm but it works really crappy at the moment, since it only works for high-luck mages (which is very specifis setup not meant for day to day gameplay so in fact I never seen thunderstorm in 4 years of gameplay, neither from me, nor from anyone else). And even then it often kills high-luck mage.

So IMO it should stay but may need damage tweaking and there should be some extra side effects to make it more fun.
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by wushin »

Well the behavior no one got to see because they were always instant killed is that Ingrav was meant to randomly strike enemies within the rain storm with a decreased strength but more hits per cast.
I'm quite sure when played on the test server everyone will enjoy it.
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by Hello=) »

Villain wrote:Is there really a poll about this? Can we start polls about dragging mobs, betsancing players, inwilting for players on terranite map, joyplimming people, sitting on NPCs, healing players trying to die, dropping itens for slimes, frillyar causing lag, etc.?
Technically, its possible to start poll about anything. If someone expresses some concern about some ingame thing, IMO its completely okay. And that's what are forums for, arent they?
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by Shainen »

SriNitayanda wrote:i am not voting on this i already said my opinion: i dont think the effort you put into it was wrothewhile. if it is already pushed to gitthub so be it.
i gave my reasoning to show that people learned to deal with current situation.
not doing to others what you dont want that others will do to you, might be your way of playing, but again you play a role playing game and you cant control the behaviour of other players. making more constrains to the way people play right now doesn't improve the role playing part of tmw. i'll repeat myself we got GM's if situation go out of hand.
cheers
+1
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Shainen
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by Shainen »

Qwerty Dragon wrote:Magic barrier #asorm will keep yourself from dying when someone casts rain, and you want to cast lightning.

Someone used to kill me in GY by casting rain when I was a youngling mage. So I would cast #asorm on myself and stlill use lightning for my attack. They got tired of using rain, and when they went back to lightning themselves I cast rain. Things balance out.

If I remember right,1 Small Mushroom goes for only 40gp in the graveyard inn NPC shop. I make iron potions on the cheap by buying mushrooms and having another NPC craft the potions. (That's off topic, but useful.)
+1

+1 To Villain's comment as well
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by Cassy »

Sorry, I don't get it.
To sum things up:

Pros:
  • You can excellently troll mages
  • You can take revenge
Contras and possible solutions:
  • It's far too strong as it instantly kills
  • You can hurt (kill) others without pvp enabled
  • You can seriously harrass mages
    • This leads to heavy conflicts including insults (see latests posts/topics)
    • We don't have enough areas to go to if you are forced to leave cause you're getting killed again and again
    • We don't have other spells mages can use that are about as effective as #ingrav
    • Although the revenge is meant for someone else other mages get killed too just because they want to level at the same place
    • It can cause people to quit playing (short and long-term) when they are too annoyed
  • The suggested changes by wushin solve many problems and should be fine for everyone
    • With the release of the Crypts mages won't be able to make stored skulls return in the graveyard anymore because they will be gone from this map (as this seems to be a big point why you guys want to able to take "revenge" on them)
    • By casting #heatwave mages can make the rain of #kaflosh disappear
    • #ingrav while #kaflosh doesn't kill them anymore, but still hurts them and forces them to use another spell (#heatwave) -> you can still troll them :roll:
Are you really insisting on being able to troll and/or taking revenge in a far too overpowered way so much or am I missing other pros why it is fine as it is?
I'm not just saying this, but please make me understand as I am very convinced that the contras and solution suggestions are far more in amount and importance than the pros.
Right now it looks to me that TMW's players are more interested in being able to annoy others in first place or as revenge than on making the game nicer for everyone.


@Villy & Shainen: Come on, if devs just do what they think is right without communicating with the players they are the bad, stupid weirdos who don't know anything about the game and don't care about player's opinions again :D


@SriNitayanda & Shainen: Please don't get me wrong, I actually even understand why you think that way. Still I see a big difference between not being able to control the behavior of players itself and giving them less possibilites to use their bad behavior to annoy others. Also, as much as I appreciate our GM's work, such issues always cause trouble and you can see exactly this in the thread about Ulith killing others with the summon spell "bug". Really hope you also understand my point of view.
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Lv.95 - Biqcassy - mage on light path, addicted to her Fluffy Hat, love-hates Fallens, really misses Confused Tree...
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[20:25:02] <Cassy> just a joke...
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Shainen
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Re: Disabling that #ingrav kills you while #kaflosh is activ

Post by Shainen »

Cassy wrote: @SriNitayanda & Shainen: Please don't get me wrong, I actually even understand why you think that way. Still I see a big difference between not being able to control the behavior of players itself and giving them less possibilites to use their bad behavior to annoy others. Also, as much as I appreciate our GM's work, such issues always cause trouble and you can see exactly this in the thread about Ulith killing others with the summon spell "bug". Really hope you also understand my point of view.
Cassy,
I certainly do understand your point of view. Creative modifications and changes to game play are welcome in order to make it more fun for everyone. I would simply like to see players able to differentiate between legal game play and harassment. A lot of really good suggestions in this thread, so for the most part it is a productive one although there has been attempts to derail it into, once again, a Court House topic which it is not.
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