Home   Forums   Search   Login   Register   Member List  
       

  Viewing User Profile for: MerlinAmbrose
 About  Contact
Joined: 08-24-2003 04:53 AM
Last Activity: 10-22-2003 08:52 AM
Website:
Location: Unavailable to anonymous users.
Occupation: Unavailable to anonymous users.
Interests: Unavailable to anonymous users.
Signature: But long ago he rode away
And where he dwelleth none can say
Email: Unavailable to anonymous users.
MSN IM: Unavailable to anonymous users.
AIM: Unavailable to anonymous users.
Yahoo IM: Unavailable to anonymous users.
ICQ: Unavailable to anonymous users.
Send PM
 Post Statistics
MerlinAmbrose has contributed to 40 out of 62,996 total posts (0.06% of total).
Most Recent Posts:
Re: The rant. 9/28/2003 3:23:16 PM   (Total replies: 1)
Barnas, i guess my main source of disgruntlement with the things you list is the CR issue. i figger it is up to the designers if they wanna make challenges that turn what are usually low level opponents into superfiends...but they oughtta be consistent about it, and up the CR when they do. those "i see you" ettins have the same CR as the blind ones, so far as i can tell. same with the perceptive goblin shamans, and all the rest of the "see invis/true seeing" crowd. the turn resistant ...

Re: The rant. 9/29/2003 2:36:01 AM   (Total replies: 2)
aria, i do remember reading the discussion about the invisibility exploit, and figured this might be part of the solution that was arrived at. glad to know some of the details. wow, that was an elegant solution.... but.... i am not so sure the stochastic argument ("on large numbers, it averages out") really holds water on the CR, when there is asymmetric risk. ok, if we get a weak one, it is easy to kill. if we get a strong one, we die. hmmmm. the reward for killing it is like 20 ...

Re: The rant. 9/30/2003 4:57:47 PM   (Total replies: 1)
kinda shrugging. all the matters we have discussed here are minor annoyances only, imho. yah, slink.....i think there is a noticable downward bias in the random number generator, but i bet the coders are using standard script functions for dice rolls. if so we gotta take that one up with BoiWare (*not* a typo). it is remotely possible that the debugger start/stop calls that Q is using to introduce an interrupt-processing kind of access to outside functions (QNX/QDB) might be disturbing ...

Re: The rant. 9/30/2003 6:25:23 PM   (Total replies: 1)
nodding. that theory...that the server code, when in a very busy state, drops the return of the call to the random function and reuses the last value.....seems to me to be the most likely. caveat, though...i have noticed the behaviour in both busy and unbusy states, so the reseeding of the generator by the code could conceivably be the culprit...can't say. as to the embedded algorithm itself, no idea. as you say, there really is no standard. i have no idea what compiler the BoiWare ...

Re: Pick Pocketing 10/10/2003 11:48:49 PM   (Total replies: 2)
glad someone brought this up. what is the appropriate response when discovering one has been pickpocketed? to what extent can the PC stolen from chastise the thief? is deadly force permitted? please don't say "call a guard." that takes DM intervention, which is not often available. if the guards were programmed to respond to a call of "stop, thief!" it might be different. i personally have no problem with the idea of slaying such a character on sight, say, for six or seven ...

Re: Pick Pocketing 10/12/2003 9:16:15 AM   (Total replies: 1)
all this argument for player vs player pickpocketing is fine....if you want to have a server where there is contention and suspicion. i thought the point of vives was to avoid that. i am even hearing such stuff from admins. can we have clarity on this point please? aria says....only do it if everyone involved enjoys. meaning, consensual, just like PvP. is she the only one?

Re: Pick Pocketing 10/12/2003 2:34:46 PM   (Total replies: 0)
grin...ok, ruldain....but you have to even up the playing field. in pnp, there are good defenses...a mage can magic mouth his important wand, a cleric can put a holy mark on things, etc. you can hire bodyguards. oh my, you can even have *secure storage* for valuables...what a concept! in nwn, there is nothing available (thank you, boiware) except a high spot score. if i gotta carry every blessed thing i own around and i can't outright kill a pickpocket...hardly sporting, gents, but ...

Re: Pick Pocketing 10/12/2003 2:41:43 PM   (Total replies: 1)
hear, hear, aria. brava! :D in terms of formulating a policy...well, that is up to you vives gods (builders/designers/admins) to settle, really. but i strongly agree with your approach. very yes.

Re: Pick Pocketing 10/12/2003 4:32:29 PM   (Total replies: 1)
right dens...and how about that now-so-hard-to-obtain gem dust you have been saving to make a potion with, once you can find the right herb? oh, and that totally insignificant flask that you sweated blood for in the desert, dodging lions and ronin to get the sand.... i can go on and on. for a crafter, the way access to the full component spectrum has been restricted lately, all those "worthless" little pieces represent hours of effort, and sometimes liters of blood. ((btw...that is ...

Re: Pick Pocketing 10/12/2003 8:12:40 PM   (Total replies: 1)
ahem, ruldain...peace, man. didn't mean to flick anyone on the raw... "DM nightmare... The only DM nightmare is a player who shows no respect or consideration to his fellow players and makes it a habit to seek the border with power or meta-gaming. Anyone unable to comply to the simple rule that everyone should be able to enjoy themselves on vives, without having to worry someone else can totally ruin that 24/7, I can heartily assure you such persons shall not play the mod for long. ...

Search for more...