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LA dropping artifacts  XML
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320

Wicked Sick!

Joined: 10/11/2005 21:28:38
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The whole dropping artifacts is a touchy subject for some. Coding-wise, it seems to be pesky.

Personally, I prefer that other people get my artifacts when I die, but if they don't, it won't break my heart. But hey, I'm dead! I don't need them anymore and I get another set next round.

I don't care that I don't get a LW players' weapon if they have denial. My weapons are better than their's 90% of the time because of the LA ability to MWM, max and cap. If anything, I would think they would be mad they never get a chance at my vamp 8 or flak 5 or vorp 11, or my non-droppable artifacts. (what LW player wouldn't like to a get a Max Magic artifact?)

At any rate, one thing I would really *not* like to see is the inability to toss artifacts altogether. That seems contrary to teamwork. The other day, for example, I was playing casually and gave out my triple and played with lightning. And I give out the lightning rod and globe whenever anybody wants (seriously, just ask).

Is the no-spew idea about fairness or about class balance? I think it is the former, personally. So, for what it's worth, I don't feel the situation as it stands currently is unfair. If it goes away, so be it, but if it goes away *and* we can no longer throw artifacts when we want, that would be dissapointing.

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Wicked Sick!
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I routinely drop/toss most all of the artifacts I get and hope some other player can use them. I normally do not use artifacts, except for the mwm. So keep the ability to drop artifacts.

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BotFodder

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I think it's the perfect goal (although I can't read Dru's mind so I don't know for sure) is to stop the pinata effect for the LA skill, but to continue to allow everyone to throw "standard" artifacts to other players.

It's not impossible coding wise (in fact, I think it would be fairly easy to implement, as we've discussed several possibilities in a different thread). But as far as I understand it, issues involving code portability and extension come into play.

I think the concern with the pinata effect is the perception (correct or not) that after a couple of waves (say, by wave 10), when you have three or four AM's on, if those AM's die a wave or two each, everyone ends up with a triple. "Artifacts" are no longer the rare items that the term (while not in its dictionary definition, near as I can find) implies.

Dru's been mostly quiet on this issue after the initial buggy attempt at a solution. So there's no telling what his thinking is now as far as persuing a solution.

Personally, any solution that prevents an AM from tossing his artifacts willingly I think hurts team play. However, the spewing of artifacts on death (especially with an AM who gets so many) seems "messy" to me.

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(DC)DEMONSLAYER

Wicked Sick!
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Excuse me if this a stupid question, but since most of the artifacts that an AM has cannot be picked up by other classes, why worry about "spewing" that AM's artifacts?

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

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320

Wicked Sick!

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USA wrote:
DEMONSLAYER]Excuse me if this a stupid question, but since most of the artifacts that an AM has cannot be picked up by other classes, why worry about "spewing" that AM's artifacts? 


Demon, by "Artifacts", the one most people are concerned with is the triple damage. When a LA dies they drop the Lightning Rod, teleporter, boots of flight, electro magnet and triple. They don't drop the rest. The LR is now more sought after, but most people ignore the globe. The triple is the pot of gold.

Maybe just make the triple no-drop, no share?

I hear what you're saying, Bot, the question is how often does that scenario truly occur. If it's happening every other game then I see the problem. But from my experience it's not so much that things feel unbalanced. Maybe on other servers with a more equal player mix the situation is different.



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USA-DEMONSLAYER wrote:
Excuse me if this a stupid question, but since most of the artifacts that an AM has cannot be picked up by other classes, why worry about "spewing" that AM's artifacts? 

Artifacts that will pinata: Boots of Flight, Electro-Magnet, Globe of Invulnerability, Lightning Rod, Magic Weapon Maker, Teleporter, Triple Damage. (320, you missed one and I suggest it's one that is as sought in some games as the LR, if not more).

Artifacts that will not (and cannot be obtained without LA): Double Magic Modifier, Magic Modifier plus one, Max Magic Modifier.

So while not a stupid question, your premise is incorrect. Most of the artifacts that an AM has are spewed and can be picked up by other players (even if you take out the three that I throw as soon as I spawn - TP, BoF, EM).

320 wrote:
... the question is how often does that scenario truly occur. 

Often enough for Dru to make an attempt at coding a solution - and implementing it in one of the betas for 200. Bugs with that solution resulted in its removal.

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320

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320 wrote:
... the question is how often does that scenario truly occur. 

Often enough for Dru to make an attempt at coding a solution - and implementing it in one of the betas for 200. Bugs with that solution resulted in its removal. 


Touchy subject indeed.
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Interesting. What am I missing here? I use the magic weapon modifier most often (when I can get it), rarely use the triple damage, and never use the others.............tried the lightening rod once and felt it was a waste of time and resources that could have been used for other things.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

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320

Wicked Sick!

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USA wrote:
DEMONSLAYER]Interesting. What am I missing here? I use the magic weapon modifier most often (when I can get it), rarely use the triple damage, and never use the others.............tried the lightening rod once and felt it was a waste of time and resources that could have been used for other things. 


Triple is tougher to use now, with the adren drain, but people are so practiced with it's use that it's still quite effective. Pretty difficult to use, though, without having your adren around 150 or so.

LR, on the other hand, does 40% dmg in one second with no aiming. Very powerful. Consider activating it against a titan as you rush it down - then do alt flak (the ball) followed by primary flak. That is around 60% dmg in 1 second if you time it right.

http://www.disastrousconsequences.com/dcforum/posts/list/30/1488.page#11744

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The lightning rod damage was recently upped to what 320 said so if its been a while since youve used it you may want to try it out again.




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Wicked Sick!
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To be honest with you, I don't even know how to use it. The one time I tried, all I saw was sparks flying from my body.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

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FodderFigure

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USA DEMONSLAYER wrote:
To be honest with you, I don't even know how to use it. The one time I tried, all I saw was sparks flying from my body. 


The tingling, uh, I mean sparks mean it's working.

I was one of the only ones using the triple for a long time and then a lot of others wanted them and it was just as much a challenge to fight others for it as it was to fight the monsters

As a medic I will be using the LR so I can keep the monsters off me while I heal. So if you see me as a medic that's what I'm looking for.

Thank you,

FodderFigure






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BotFodder: I think the concern with the pinata effect is the perception (correct or not) that after a couple of waves (say, by wave 10), when you have three or four AM's on, if those AM's die a wave or two each, everyone ends up with a triple. "Artifacts" are no longer the rare items that the term (while not in its dictionary definition, near as I can find) implies. 


I tend to agree with this; while pinata can be beneficial on the team level, it makes artifacts much less of a rarity and (i feel) kinda cheapens them.

Also to note is that if you play DruidRPG on Deathmatch, the pinata effect is very detrimental to a AM. So, in other gametypes, it would be much preferable if they didnt.

But, ultimately, it boils down to whether Druid feels it needs to be changed, and whether it can be coded (without too many downsides).

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KampKounslr wrote:


Also to note is that if you play DruidRPG on Deathmatch, the pinata effect is very detrimental to a AM.  



We don't play DM here.

If this is a team game, then don't worry if the artifacts are being picked up by others.

If this is an individual race to the highest score then worry about it.

If you're here to enjoy youself then worry about or don't, but do enjoy yourself while you're at it

Peace out!






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I hadn't thought about it from a DM side of things, that would be an extreme disadvantage for an AM in a DM game.


I personally don't mind at all if someone comes buy and takes my artifacts when I die, but the main problem is the overabundance of artifacts that can occur. In that matter, I'm all for say just having the current artifact pop out instead of your entire list. That would probably be harder to code for though.
 
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