Super Celpeze Expansion on 10/29/2009 06:27 AM CDT
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Hello!

I hope this is the right place--I wanted to issue a request to have the super celpeze hunting area expanded in Mer'Kresh. Right now I believe there are like 4 or 5 rooms.

I have plans to move to this hunting area soon adding to what may already be a high hunting population for this small area. Would it be possible to add in like another mini set of rooms even further on the outside of the rings which would be designated solely for super celpeze?

Thank you for reading,

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Super Celpeze Expansion on 10/29/2009 07:22 AM CDT
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>>I hope this is the right place--I wanted to issue a request to have the super celpeze hunting area expanded in Mer'Kresh. Right now I believe there are like 4 or 5 rooms.<<

Quoted for emphasis. We're going to start shanking each other if it gets any more crowded and there's really no where else to go.


- Mazrian

The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
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Re: Super Celpeze Expansion on 10/29/2009 11:10 AM CDT
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Hehe I'll be coming back there too. Just to add to the fun. ;)


Player of Drevid



http://www.phiiskeep.homestead.com/Barbarian.html

Cylons... why debugging matters.
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Re: Super Celpeze Expansion on 10/29/2009 11:55 AM CDT
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People who have support teams might want to consider juvie dillos as an alternative. The Super Celp area can't support a large influx of regular hunters.


- Mazrian

The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
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Re: Super Celpeze Expansion on 10/29/2009 12:35 PM CDT
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Juvenile armadillos would be a GREAT hunting location except for one major problem. Elder armadillos show up an a regular and frequent basis, making juvenile armadillos almost unworkable.


________________________________________

<<DISCLAIMER: THIS POSTER IS NOT A MEMBER OF STAFF AND HIS INFORMATION IS/MIGHT BE WRONG. >>

You flat out, absolutely, 100% have no idea what you're talking about.

Solomon
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Re: Super Celpeze Expansion on 10/29/2009 01:36 PM CDT
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If there is a larger population of hunters in the area over a long enough period of time to show it's needed then I'll consider it.


GM Alvy
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Re: Super Celpeze Expansion on 10/29/2009 02:25 PM CDT
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>>If there is a larger population of hunters in the area over a long enough period of time to show it's needed then I'll consider it.<<

Thanks, Alvy.

There are maybe a dozen characters coming up through Apes/Malchata and south barricade celps who will probably be hitting the north barricade in the next three months (rather than armadillos, because of the adult/elder problem). A couple of people are in a position to move up to armadillos but for the most part there's nowhere to spread out.

Right now Mazrian, Totenus, Rayyoln, Phii, Pendus, Magdar, Elceus, Taghz, Padaxes, Nixieg, Sekhmet, Cax, Arteal and a couple of others cycle through the North barricade. During weekends/prime times we sometimes over crowd the area but it's usually not that bad.

Here's hoping an expansion happens before the demographic bulge hits!

- Mazrian

The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
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Re: Super Celpeze Expansion on 10/29/2009 06:57 PM CDT
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Thank you Alvy, just FYI I hunt for hours at a time and I know there are others like me so a single or group of people sitting within 5 rooms will indeed be quite aggravating to the others especially when 10+ characters are wanting to participate.

I know that I'll end up being both on the receiving and giving end of this little problem soon.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Super Celpeze Expansion on 10/29/2009 07:44 PM CDT
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Alternately, you could fix the issue with elders wandering into juveniles and bump up the gen is resuscitants and possibly malchata and people would have options. As it is, super celps are a superior choice for most people.
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Re: Super Celpeze Expansion on 10/29/2009 07:58 PM CDT
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Another thought would be to put celps and super celps on the mainland. There are a group of players who are tied to the mainland via role play and leaving the mainland for training purposes is frustrating. But this probably isn't the right folder for that unless permission is needed from the gms who run Mer'Kresh and M'Riss.


Felicini
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Re: Super Celpeze Expansion on 10/29/2009 08:01 PM CDT
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A further thought is to make group hunting more viable. Although, new combat may help greatly with this.

- Simon
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Re: Super Celpeze Expansion on 10/29/2009 08:33 PM CDT
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<<another thought would be to put celps and super celps on the mainland.??>>

put em somewhere near muspar'i.


The undead hordes would like to take this moment to remind you that they are quite happy to eat your brains so that you may test new depart.Please consider it.Hugs and kisses, Team Necro.
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Re: Super Celpeze Expansion on 10/29/2009 09:04 PM CDT
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If they bumped up the spawn in resuscitants I would probably stay a bit longer. As it is I have stretched it out about as long as I can.

With more people headed to Mer'Kresh it might become good again. I used to love the place.


Player of Drevid



http://www.phiiskeep.homestead.com/Barbarian.html

Cylons... why debugging matters.
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Re: Super Celpeze Expansion on 10/29/2009 09:07 PM CDT
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As much as I'd like to see celpeze just "ported" over to the mainland, I don't think there are many places with environs which would support the idea of a celpeze.

(per the in game description)
"...Elven for "sea lizard", the asaren celpeze are generally content to bask on rocks or beaches near the ocean..."

Maybe that port area North/Northeast of Leth Deriel.

In reality, there just needs to be a better range. As far as I am aware once you reach armadillo range there are no other options. While it would be fantastic to have more than just malchata, black apes, sky giants and resuckitants for the 500-700ish range those creatures exist for a reason. I am nowhere near the range of armadillos, but something in that range on the mainland would probably be a really desirable solution.

Anyway, there was already a GM response about expanding the area if they see the demand.
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Re: Super Celpeze Expansion on 10/29/2009 09:15 PM CDT
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>>
put em somewhere near muspar'i.

What's the point of copying a critter in a remote place to a remote place?
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Re: Super Celpeze Expansion on 10/29/2009 10:11 PM CDT
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I would rather see a new creature brought to the mainland, I refuse to go to the islands or you could add another to the list competing for space there. The Islands are just to isolated for me and its hard to serve a province when it takes so long to get there and back.


Miv
I would rather have an intelligent enemy than a stupid friend.
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Re: Super Celpeze Expansion on 10/29/2009 10:31 PM CDT
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as a s'kra i just hate having the 10 sec rt for the "tail-pulling" that happens on riss & kresh, so i avoid those island like the plaque. as far as celepeze being sea-lizards that like the beach, whats got more "beach" than the deserts of muspar'i? just missing the water. :-)

or, you could put a critter that likes the desert there, just change the description a little. voila, new critter.

Muspar'i needs lots of critter-love.




The undead hordes would like to take this moment to remind you that they are quite happy to eat your brains so that you may test new depart.Please consider it.Hugs and kisses, Team Necro.
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Re: Super Celpeze Expansion on 10/29/2009 10:37 PM CDT
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<<Muspar'i needs lots of critter-love.>>

<<What's the point of copying a critter in a remote place to a remote place?>>

- Simon
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Re: Super Celpeze Expansion on 10/29/2009 11:08 PM CDT
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Take a look at the Muspar'i folder: I made a suggestion there based on this thread.

Sometimes the key to happiness is not assuming it is locked in the first place- Ziggy

A journey of a thousand SMILES begins with a single step- Ziggy
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Re: Super Celpeze Expansion on 10/29/2009 11:29 PM CDT
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Various constructs, including celpeze and dillo level ones, on the mainland, imo.

-- Player of Szrael --

p.s. PLEASE OH PLEASE. I'll be good in guardians for a while longer but I can't learn my main weapon or evasion there. :-(
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Re: Super Celpeze Expansion on 10/30/2009 04:28 AM CDT
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All, please feel free to join me in my room when I am hunting north barricade celpeze. Only one thing, Barbarian rules apply. Let the critter/s advance you. Once they decide to advance you, go ahead and advance them. And skin them and/or loot them. Multiple hunters pre room will only increase the gen.

I hope others will take this philosophy. Not sure how this would work with spell casters and area spells. If I get hit, I guess I have concent right?


______
Kertig Heart Magdar Bluefletch, Legendary Barbarian of M'Riss
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Re: Super Celpeze Expansion on 10/30/2009 04:46 AM CDT
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I have often wondered why hunters dont share rooms more often, especially in crowded areas (gryphon den in theren comes to mind as well). I always welcome people to join me when I hunt. When trying to learn defenses it is easy enough to just say what advances you is yours and what advances your room partner is theirs. When allowing someone to join me in a room I typically just say "just dont kill the ones on me" and that takes care of that. Granted using abilities that affect the entire room is an issue, if your in a life/death situation I would think most folks would understand if you wiped out the room if you didnt actually hurt them. As Magdar said, gen rate goes up with more hunters anyway, its not like sharing a room is going to get you less critters to kill or dance with.

I rarely go into super celps myself, a tad hard for me still, but when I do get there anyone is welcome to join me.
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Re: Super Celpeze Expansion on 10/30/2009 06:38 AM CDT
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>>I have often wondered why hunters dont share rooms more often, especially in crowded area...

To be quite honest, group hunting breaks my script. I only really have the luxury of focusing enough to physically play myself late at night and/or on the weekends.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Super Celpeze Expansion on 10/30/2009 07:07 AM CDT
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Yeah, thought that might be the case. Although you should put a trigger in your script that says "go right ahead, I'm AFK anyway" and leave if anyone asks to share.

P.S. Not anywhere near celpeze, but this problem starts at eels and moves up from there.
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Re: Super Celpeze Expansion on 10/30/2009 07:22 AM CDT
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Here's why I don't like to train with a group:

When group hunting it's a PITA to figure out what is on who, what is attacking you, etc. Take all the decision making you have to make hunting alone and then add in the noise generated by the other people.

And a lot of the spells I like to use to hunt will effect my hunting partners as much as they effect the creatures.

And because I tend to hunt for long periods of time, anything that can possibly go wrong will go wrong eventually.

I could write script logic to deal with sharing a room, but whether scripting or not I think it's more of a PITA than it is worth.

- Mazrian

The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
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Re: Super Celpeze Expansion on 10/30/2009 07:40 AM CDT
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At some point the social element of hunting got broken by constant introduction of critter swarms that pander to scripting. Increasing the circle cap to 150 has only served to strengthen that because unless you script, you're nowhere.

As for PITA, the designers should just cede that they've lost and introduce magic doorways to instanced hunting rooms for the power trainers, and leave the critter areas for people who actually want a little bit of challenge with their time and maybe share a room.
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Re: Super Celpeze Expansion on 10/30/2009 07:44 AM CDT
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>>At some point the social element of hunting got broken by constant introduction of critter swarms that pander to scripting. Increasing the circle cap to 150 has only served to strengthen that because unless you script, you're nowhere.
>>As for PITA, the designers should just cede that they've lost and introduce magic doorways to instanced hunting rooms for the power trainers, and leave the critter areas for people who actually want a little bit of challenge with their time and maybe share a room.

I think you really ought to grind that ax elsewhere. All it does is make you look bitter and cynical. I'd wager a plethora of posters rolled their eyes and went on to the next post after the first sentence.


TG, TG, GL, et al.
Also: Moo.
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Re: Super Celpeze Expansion on 10/30/2009 07:52 AM CDT
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>>Yeah, thought that might be the case. Although you should put a trigger in your script that says "go right ahead, I'm AFK anyway" and leave if anyone asks to share.

You don't have to be AFK for it to break your script.
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Re: Super Celpeze Expansion on 10/30/2009 07:53 AM CDT
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>>At some point the social element of hunting got broken by constant introduction of critter swarms that pander to scripting<<

I don't know, man. I've played DR a long time and I can't remember group hunting (for experience) ever being a big thing.


- Mazrian

The Flying Company
http://i35.photobucket.com/albums/d194/huldahspal/flyingcompany.png
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Re: Super Celpeze Expansion on 10/30/2009 07:55 AM CDT
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Long time ago back on Aesry. We would have 5-6 people on the Stalker bridge(1 room) all at once. Nothing like 30 stalkers genning every minute or so.

I think that was probably the best shared room ever...

Crusader Taghz

DFA = DISC + AGIL + TM > Evasion + Reflex

"We few, we happy few, we band of brothers...for he today that sheds his blood with me shall be my brother...", William Shakespeare.
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Re: Super Celpeze Expansion on 10/30/2009 07:55 AM CDT
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>>I don't know, man. I've played DR a long time and I can't remember group hunting (for experience) ever being a big thing.


The only time i ever did group hunting was way way way back when either on AOL or right after the move. Group hunting was somewhat common in field goblins but only because every room was filled.
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Re: Super Celpeze Expansion on 10/30/2009 08:00 AM CDT
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Any ways you really dont want to share rooms with Mazrian. He is a Crazed Mage who cares little for his fellow hunters. Often casting pyroclastic clouds of death that distroy his fellow hunters. Now Bards...They are evil and should be purged from this realm.

I to would like the north barricade super celpeze area expanded. However, "ONLY" if the gen stays the same...

Alvy,

Thank you for your developement of kresh. I think majority of celpeze hunters really appreciate what you have done.

Crusader Taghz

DFA = DISC + AGIL + TM > Evasion + Reflex

"We few, we happy few, we band of brothers...for he today that sheds his blood with me shall be my brother...", William Shakespeare.
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Re: Super Celpeze Expansion on 10/30/2009 08:44 AM CDT
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I group hunt all the time, especially in gryphons where its hard to get a room. If I see someone looking for a room I always invite them to join me. And in my experience no one is concerned about what critter is on who or who is killing whose critter, more get generated, especially as others are saying, the more people there are in the room.


Felicini
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Re: Super Celpeze Expansion on 10/30/2009 10:01 AM CDT
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<<As for PITA, the designers should just cede that they've lost and introduce magic doorways to instanced hunting rooms for the power trainers, and leave the critter areas for people who actually want a little bit of challenge with their time and maybe share a room.

Bad idea in my opinion. Instanced hunting is what killed DAoC.


<<Long time ago back on Aesry. We would have 5-6 people on the Stalker bridge(1 room) all at once. Nothing like 30 stalkers genning every minute or so.

<<I think that was probably the best shared room ever...

Those are some of my most favorite moments of the game. I miss that time.




Player of Drevid



http://www.phiiskeep.homestead.com/Barbarian.html

Cylons... why debugging matters.
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Re: Super Celpeze Expansion on 10/30/2009 10:40 AM CDT
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>Long time ago back on Aesry. We would have 5-6 people on the Stalker bridge(1 room) all at once. Nothing like 30 stalkers genning every minute or so.

There have been certain spots that promoted group hunting. The gargoyle lair, the chickee room in swamp trolls, the blood wolf lair. Even vines/creepers in their heyday was a packed spot, back when they dropped boxes like a UPS truck.
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Re: Super Celpeze Expansion on 10/30/2009 10:52 AM CDT
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Dont want to sound like a board monitor but i replied to this topic in the combat section because it'll get more suggestions and GM attention there.

Plus, i want you guys to focus on asking for more celpeze rooms. I'll be needing that someday.

Here's the reply: http://www.play.net/forums/messages.asp?forum=20&category=11&topic=3&message=16849
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Re: Super Celpeze Expansion on 10/30/2009 03:38 PM CDT
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I absolutely love group hunting both for experience and otherwise when it is available due to the potential social aspect of your fellow hunter(s).

My advice would be to allow both hunters the opportunity to train their defenses and armors if necessary at the outset. At that point, go all out. No need for advancing on creatures that only advance on you. Just go all out and kill with the exception of spells that can harm your fellow hunter(s).

With any team work involved, communication is key towards success of:

1. All team members surviving. The cohesion of the group surviving.

2. All team members being happy with the results of their training.

3. Future continuation of the team's fun and success.

The experience system really promotes the ability to group hunt because you don't need to stay at mind lock to receive optimal type of results.

I've heard of a few reasons as to why people do not group hunt and they are valid, IMO. Here are the ways I get around some of them:

<<i find it difficult to handle the scroll, not necessarily the critters, when more than a scrtain amount of people are in a hunting room.>>

Highlights are very important (for the critical pieces of information in combat) and also Genie3 has helped immensely with the chat/story type of window. I can actually see when and what a person is saying while the scroll may be breezing through the action.

<<Creatures quickly leave the room when your partner has 4 on him/her and you try to train stealths. This causes me to frequently stalk a creature into another room (minor inconvenience). Causes me to lose creatures (minor inconvenience). Causes me to lose ammo (major inconvenience).>>

That one is from a different thread by ALVESN50. It's actually much easier to train stealth with someone else because a creature's attention is focused on your hunting partner instead of facing you at melee/pole/missile. The issue you have with losing ammunition is just poor strategy. Kill the creatures that you need to and basically make sure none of them have any lodged ammunition before you start stealth training.

<<Creatures advance the weakest target. While it makes sense that creatures go after the enemy they know they will survive longest, it makes it hard for multiple people to hunt when the creatures almost always advance the same person. (This doesnt happen if hunters are aprox. the same level).>>

They don't ALWAYS go for the weakest target, just usually. After the weakest target can maintain 4 creatures at melee, they mobs will target the next available hunter that the mobs can see in the room.

<<I could write script logic to deal with sharing a room, but whether scripting or not I think it's more of a PITA than it is worth.>>

It's really what is more important to you in the end. Skills in a RPG only or having the opportunity to have fun with other people while training skills in a RPG.

<<Is group hunting being taken in account with the ongoing combat changes? I believe it would be a great incentive for character interaction if group hunting was more "hunter-friendly".>>

With vitality being more important in the new combat changes and melee/pole ranged weapons taking longer to kill a creature, I think group hunting can be seen as more viable. I don't think you will need to wait at the outset to train your defenses/armor in new combat because you can still work towards killing instead of dancing, while still getting good results for training your defenses and armor.

- Simon
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Re: Super Celpeze Expansion on 10/30/2009 04:55 PM CDT
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Personally, I can't stand group hunting. For me it's solo all the way. If some of the aggravation were removed, I might give it a try, but the rt penalties for attempting to skin or search someone's kill, the inability to target roars, and the scroll involved make group hunting a "no go" for me. Group hunting also "breaks my script" and while I know I can adjust, I don't want to. Hunting time is for hunting, not RP or social interaction.

________________________________________

<<DISCLAIMER: THIS POSTER IS NOT A MEMBER OF STAFF AND HIS INFORMATION IS/MIGHT BE WRONG. >>

You flat out, absolutely, 100% have no idea what you're talking about.

Solomon
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Re: Super Celpeze Expansion on 10/30/2009 05:16 PM CDT
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>>Yeah, thought that might be the case. Although you should put a trigger in your script that says "go right ahead, I'm AFK anyway" and leave if anyone asks to share.

I hope that wasn't directed at me because I don't AFK script.

__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
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Re: Super Celpeze Expansion on 10/30/2009 07:22 PM CDT
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maybe I am symplestic.. here is the script I use in celpeze with a bastard sword. I have a similar one that does not swap for when I am not using a bastie.

LOOP:
put parry
wait
put feint
wait
put draw
wait
put feint sweep
wait
put slice
wait
put chop
wait
put chop
wait
put ass
wait
pause 0.1
put swap sword
wait
put bob
wait
pause 0.1
put parry
wait
put feint
wait
put draw
wait
put feint sweep
wait
put slice
wait
put chop
wait
put chop
wait
put ass
wait
goto LOOP

I use one that does retreat and throw right for HT. I make these up cause my wrists were starting to bother me using macros. Do I need something more complex for ATK? I lock he, 2he, parry, evasion, Leather Armor and move HP and MO up to 6/34 to 12/34. With the retreat and Ht one, I lock HT.


______
Kertig Heart Magdar Bluefletch, Legendary Barbarian of M'Riss
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