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Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 05:29
by Techron
Villain wrote:Thanks for fixing that. I know how much feedback you received from the community to implement an emergency change to stop "gy penning" the skulls everyone loves so dearly that they developed a tactic to get rid of them. Maybe now the community will grow larger because the game is more difficult to play. Thanks for Platynaing us.
Do I sense an air of facetiousness about your tone, Mr. Villain? The sarcasm seems to be very thick.
I do hope you don't think the recent personnel departures were because of this type of action.
You know what they say about rats and sinking ships….
Techron
Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 07:05
by Nard
Cassy wrote:I totally agree with that as I already mentioned before but now I don't care about it anymore because the map and two new mobs for the level range about ~60-80 is already finished (graveyard was designed for level~90 as pointed out before).
We only need to test it and then we should be able to add it within this year
Hope this is good news for you.
It is indeed good news and I have no doubt that you all are putting all your efforts to bring us a nice substitute

. But I also think that this substitute could have been finished, tested and released before or at the same time the gy modifications were released. This is just a project management method question. It would have avoided a lot of misunderstandings and useless discussions. So let's wait, see and welcome your map.

I also thought that Tux9th was working on another training map for middle levels in Tonori (a sequel to his last map releases)?
About GY, skulls and Jack'o: Those mobs are precisely at the origin of balance problems, because they are outstandingly resistant, even regarding the player level they were supposed to be designed to. The actual development team is of course not responsible of it and I'm sure they bring a lot of headaches, when trying to design new mobs and just as banshee bow. I know it because I thought about them and found no solution. As a player, and even at high level, I find fighting skulls especially boring, because they bring little experience (especially for high level) and little experience rate; for tank warriors it is just too long, for archers just a waste of arrows and a high penalty. Mages can deal with them because they have the unbalanced lightning spell, but when a troll comes and kafloshes gy... Jacko is a boss and should be employed as a boss and fought with a team, it was probably the reason why it was placed near the crypt as a "final" difficulty. If gy was designed now I have no doubt that the result would be very different, because it would be placed in a different context.
Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 10:23
by Kazenawa
Cassy wrote:[...]
In numbers (if the wiki is correct) this is 2,102 EXP (Skeleton) vs. 230 EXP (Mountain Snake).
-> Creating something in the middle by e.g. using the Skeleton Sprite but different dressed (idea by wushin).
[...]
Hum, the first time I've read it I haven't noticed about the numbers...
Currently, when I kill Mountain Snakes, Skeletons or Lady Skeletons
alone, I obtain :
- Mountain Snake : ~ 500 exp
- Skeleton : ~ 4000 exp
- Lady Skeleton : ~ 4200 exp
I don't know if it has been changed or not, but for sure it changes the "middle" exp to set

Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 11:30
by tux9th
Nard wrote: I also thought that Tux9th was working on another training map for middle levels in Tonori (a sequel to his last map releases)?
yes this is on the same map. the first project died when I had no time to finish it.
Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 12:09
by Nard
Kazenawa wrote:Cassy wrote:[...]
In numbers (if the wiki is correct) this is 2,102 EXP (Skeleton) vs. 230 EXP (Mountain Snake).
-> Creating something in the middle by e.g. using the Skeleton Sprite but different dressed (idea by wushin).
[...]
Hum, the first time I've read it I haven't noticed about the numbers...
Currently, when I kill Mountain Snakes, Skeletons or Lady Skeletons
alone, I obtain :
- Mountain Snake : ~ 500 exp
- Skeleton : ~ 4000 exp
- Lady Skeleton : ~ 4200 exp
I don't know if it has been changed or not, but for sure it changes the "middle" exp to set

Wiki may be wrong on some amount of experience. I noticed the issue when I was wiki admin, and corrected those I could find, but didn't check all. To know the exact value (without the random modification) you need to run personal server from console. It outputs a list of mobs with experience. o11c or someone else could be more precise, I cannot check at the moment.
Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 14:07
by Nard
Code: Select all
Exp for mob 'Maggot' generated: 6
Exp for mob 'Scorpion' generated: 13
Exp for mob 'RedScorpion' generated: 168
Exp for mob 'GreenSlime' generated: 302
Exp for mob 'GiantMaggot' generated: 136
Exp for mob 'YellowSlime' generated: 94
Exp for mob 'RedSlime' generated: 131
Exp for mob 'BlackScorpion' generated: 253
Exp for mob 'Snake' generated: 361
Exp for mob 'FireGoblin' generated: 41
Exp for mob 'Spider' generated: 348
Exp for mob 'EvilMushroom' generated: 233
Exp for mob 'PinkFlower' generated: 296
Exp for mob 'SantaSlime' generated: 298
Exp for mob 'RudolphSlime' generated: 101
Exp for mob 'Bat' generated: 27
Exp for mob 'Pinkie' generated: 99
Exp for mob 'SpikyMushroom' generated: 54
Exp for mob 'Fluffy' generated: 100
Exp for mob 'CaveSnake' generated: 156
Exp for mob 'JackO' generated: 16130
Exp for mob 'FireSkull' generated: 5493
Exp for mob 'PoisonSkull' generated: 5493
Exp for mob 'LogHead' generated: 149
Exp for mob 'MountainSnake' generated: 512
Exp for mob 'EasterFluffy' generated: 98
Exp for mob 'Mouboo' generated: 497
Exp for mob 'SeaSlime' generated: 187
Exp for mob 'GrassSnake' generated: 627
Exp for mob 'Zombie' generated: 7782
Exp for mob 'Squirrel' generated: 34
Exp for mob 'Wisp' generated: 3726
Exp for mob 'Snail' generated: 180
Exp for mob 'Skeleton' generated: 3950
Exp for mob 'LadySkeleton' generated: 4122
Exp for mob 'SnakeLord' generated: 32588
Exp for mob 'Poltergeist' generated: 4230
Exp for mob 'Bee' generated: 178
Exp for mob 'Butterfly' generated: 85
Exp for mob 'CaveMaggot' generated: 16
Exp for mob 'AngryScorpion' generated: 37
Exp for mob 'IceGoblin' generated: 75
Exp for mob 'GCMaggot' generated: 684
Exp for mob 'Archant' generated: 88
Exp for mob 'Moggun' generated: 280
Exp for mob 'Terranite' generated: 4851
Exp for mob 'Pumpkin' generated: 17
Exp for mob 'Bandit' generated: 91
Exp for mob 'BanditLord' generated: 633
Exp for mob 'VampireBat' generated: 148
Exp for mob 'Reaper' generated: 617
Exp for mob 'Reaper2' generated: 5780
Exp for mob 'Scythe' generated: 6463
Exp for mob 'BallLightning' generated: 5
Exp for mob 'IceElement' generated: 2897
Exp for mob 'Yeti' generated: 9040
Exp for mob 'TheLost' generated: 2354
Exp for mob 'DrunkenSkeleton' generated: 4827
Exp for mob 'TipsySkeleton' generated: 4952
Exp for mob 'DrunkenLadySkeleton' generated: 4565
Exp for mob 'BlueSpark' generated: 3647
Exp for mob 'RedSpark' generated: 3647
Exp for mob 'Serqet' generated: 13
Exp for mob 'HuntsmanSpider' generated: 467
Exp for mob 'CrotcherScorpion' generated: 428
Exp for mob 'IceSkull' generated: 5493
Exp for mob 'Larvern' generated: 164
Exp for mob 'Hyvern' generated: 990
Exp for mob 'HungryFluffy' generated: 111
Exp for mob 'Wolvern' generated: 280
Exp for mob 'BlueSlime' generated: 759
Exp for mob 'SlimeBlast' generated: 20
Exp for mob 'WhiteSlime' generated: 55
Exp for mob 'Reinboo' generated: 273
Exp for mob 'SoulSnake' generated: 325
Exp for mob 'SoulEater' generated: 4158
Exp for mob 'CopperSlime' generated: 198
Exp for mob 'SleepingBandit' generated: 3
Exp for mob 'AzulSlime' generated: 55
Exp for mob 'DemonicSpirit' generated: 865
Exp for mob 'Luvia' generated: 315973
Exp for mob 'WitchGuard' generated: 9529
Perhaps they are not up to date. sorry if they are not.
Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 17:13
by o11c
Kazenawa wrote:
- Mountain Snake : ~ 500 exp
- Skeleton : ~ 4000 exp
- Lady Skeleton : ~ 4200 exp
You also need to consider their effective hit points (i.e. hit points modified by damage resistance).
Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 18:16
by Techron
Does anyone know if mob resets are going to be implemented anywhere else? I know of at least two places where mob penning is done on a regular basis; the mines north of Hurnscald and the PVP Terranite Caves. Players pen the skulls in the mines so they can farm the yellow slimes for ore and they often pen the spiders from the Terranites in the upper cave so they don’t get annoyed by them.
Techron
Re: Graveyard Mob Resets
Posted: 08 Dec 2013, 18:34
by AnonDuck
The resetting is an experimental temporary measure that's helping provide input moving forward with a permanent solution to the mob-penning issue. According to
http://manavis.themanaworld.org/ it's helped balance things out considerably. Player reaction is less horrible than I supposed it would be. Cassy and tux are making a new map for mid-level players which I'm excited for.. Overall it's been a success.
I'm going to try to implement the plan I outlined above(
viewtopic.php?f=12&t=17912&start=15#p139810) sometime within the next week or two. This will be a global change to the mob AI for the entire game. Finding time/attention is hard and I don't want to half-ass it and have it be buggy like most of what I write
Then we can remove the reset script.
Re: Graveyard Mob Resets
Posted: 10 Dec 2013, 08:51
by Hello=)
MadCamel wrote:The resetting is an experimental temporary measure that's helping provide input moving forward with a permanent solution to the mob-penning issue.
I've seen quite good solution to such problems: monsters could be homing to "their" area (where they spawned) if they're not busy with fights. Though you told it's not going to work right now since pathfinding currently suxx (I'm aware, it does). Overall I find your idea with mob resets quite good workaround to dumb cheats used by some players for ages. GY is not meant to be some area where some lvl 50 can shot skeles one by one, getting chunks of about 5000 XP without even slightest interference with low chances to die. And after all, MMORPGs are also about interacting with other players. It could be nice to team up with some mages/warriors and maybe couple of high-level players with illia items (who can easily prey on skulls regardless of their class). Worst cheat I've seen is that some players also store part fo skeles/zombies to freezer as well. Then GY is almost as safe as woodland area but far more XP. It should not be THAT easy. So thanks MadCamel for recognizing this issue and attempting to fix it, even if it happens in imperfect way for now.
Re: Graveyard Mob Resets
Posted: 27 Jan 2014, 12:17
by DefinitelyNOTMrWho
I can see this topic needs my wisdom.
As some of you may know by now I was one of the best contributors this game ever had. 80% of everything that has been done while Platyna owned the game was done by/through me.
You see, Platyna never had time because she always had to study so she gave me her user names/pass and while most people thought they were talking to her they actually were talking to me.
I am very modest so I talked to Platyna and she promised not to tell anyone about me. So over the years I actually built this game with a little help from some of you but mostly by ignoring a lot of stupid ideas...like the graveyard mob reset we are talking about here.
Back then it was easy, someone would talk on irc to the user Platyna ( Which was actually me) and I simply told them their idea was stupid, idiotic and that I was the sole ruler of TMW and only I decided what this game needs. Maybe this is the reason why most people actually considered Platyna a control freak/ dictator. It's because you've been talking to me all this time, she actually is a very nice and kind person. She has a lot of cats which shows she has a big heart and she actually named one of her cats after me: "Pan Kto" (it means Mr.Who in polish).
Throughout the years I kept my secret well hidden and when someone got suspicios and was close to finding out all the good I did to this game I always found a way to make them believe otherwise (like asking Platyna to ban me from the forums, getting banned for botting/spamming/abusing players/etc.). I did all this because I didn't want anyone to consider me special just because I made this game what it is today.
After o11c stole this game from Platyna my contribution stopped because I don't have access to the server and nor I want to contribute anymore since my polish friend has been banned.
Anyway, now that you all know the truth, I think that the mob reset idea is stupid because now I get my ass pwned all the time in the graveyard.
Re: Graveyard Mob Resets
Posted: 27 Jan 2014, 17:08
by o11c
DefinitelyNOTMrWho wrote:now I get my ass pwned all the time in the graveyard.
At last, incontrovertible evidence that the graveayard mob resets were a good idea!
Re: Graveyard Mob Resets
Posted: 29 Jan 2014, 12:27
by Hello=)
DefinitelyNOTMrWho wrote:I get my ass pwned all the time in the graveyard.
Just as planned

. After all it's hardest area in game to the date, except maybe some cindy/candor/nutcrackers arenas which are different things.