khelben

Members
  • Content count

    298
  • Joined

  • Last visited

Everything posted by khelben

  1. khelben

    Barax Raiding

    ;)
  2. khelben

    Barax Raiding

    :blush: :rolleyes: B) :ph34r: :ph34r: :ph34r: :ph34r: :ph34r: :ph34r: :ph34r: :rolleyes: :wub:
  3. Welcome to Helbreath Nemesis hope you enjoy your stay.. (pick ares we need more of them to kill) lol
  4. khelben

    Welcome All Ye New Folks And Those Returning

    and just remember while your here
  5. khelben

    Ronnel Lammer?

    All I got to say about this thread is so both sides hush up an play...
  6. khelben

    Welcome All Ye New Folks And Those Returning

    !. Stable server for what at least as long as I been here I think I seen a total 2 month down total, (one two week run and a couple days here and there while things were being fixed) btw I joined back on: 30-November 04 2. Great development potential in comparison to some out there. 3. great forum system 4. Wonderful people to chat with
  7. khelben

    Anyone Remember Me?

    ::cough:: ::cough:: hiya fonzie ::cough::
  8. khelben

    Need News

    *handled on the multiple post, warning given. *
  9. khelben

    10 Second Rules On (recall)

    yeah i love that too, especially when im raiding the enemy town If u r in enemy town they'll just call u Hacker or noob... u know u cant recall with spell or scroll on oposite town... :glare: Who says I would do it in town... lol middle lands and icebound are so much more fun to do it in. The people it fools bitch about it so much louder then townies.
  10. khelben

    Please Need 1 Admin Is Urgent

    The only way to get three accounts with three diffrent passwords off a persons computer with out them giving them to you is this. Have a key logger on their computer or physical access to it. Fix Format your computer and Be selective on what you reinstall Dont use the same log in info for other servers (some admins love to collect passwords and log into other servers and cause shyte using the username and pass of their players) Dont use a public computer aka a library or a cyber cafe (almost always has keyloggers on the systems) DONT TRY TO USE ANY HAX For Helbreath, 90% of them are known keyloggers and the other 10% are not really worth the time. So if you got key logged either you got someone who is not a friend that you know in real life, you use a pub computer, you used same info on other servers or you tried to run hax. Only way that situation you described could happen.
  11. Once in a while I get a burr under my saddle and shout out Hail all or Ahoy all or even Hiya Yall. when ever i do that the first to speak in red even if it is not to me I give a rep+ I do that because I dont belive in trading them but I do love giving them away so dont be so shocked when you get a phantom rep Just means you opened your mouth at the right time. lol Khelben
  12. khelben

    Scavenger Hunt

    you know I think hunters list was way too easy, a good hunt should take a lot longer lol.... congrats wuta
  13. khelben

    10 Second Rules On (recall)

    Of course it is always funny to precast teh recall spell then double click an invis scroll. Amazing how many people just complain about you recalling when your still standing right there. lol ;)
  14. khelben

    Happy B-day Cid !!!!

    HB cid, hey lvls are going up comeback.... lol your pink bunnies miss you.
  15. khelben

    Who Are You?

    PLAYER INTERACTIONS What follows is a brief explanation of how players predominantly of one type view those other players whom they perceive to be predominantly of one type. Warning: these notes concern stereotypical players, and are not to be assumed to be true of any individual player who might otherwise exhibit the common traits of one or more of the player classes. The effects of increasing and decreasing the various populations is also discussed, but this does not take into account physical limitations on the amount of players involved. Thus, for example, if the number of socialisers is stated to have "no effect" on the number of achievers, that disregards the fact that there may be an absolute maximum number of players that the MUD can comfortably hold, and the socialisers may be taking up slots which achievers could otherwise have filled. Also, the knock-on effects of other interactions are not discussed at this stage: a game with fewer socialisers means the killers will seek out more achievers, for example, so there is a secondary effect of having fewer achievers even though there is no primary effect. This propogation of influences is, however, examined in detail afterwards, when the first-level dynamics have been laid bare. ACHIEVERS V. ACHIEVERS Achievers regard other achievers as competition to be beaten (although this is typically friendly in nature, rather than cut-throat). Respect is given to those other achievers who obviously are extraordinarily good, but typically achievers will cite bad luck or lack of time as reasons for not being as far advanced in the game as their contemporaries. That said, achievers do often co-operate with one another, usually to perform some difficult collective goal, and from these shared experiences can grow deep, enduring friendships which may surpass in intensity those commonly found among individuals other groups. This is perhaps *spam*agous to the difference between the bond that soldiers under fire share and the bond that friends in a bar share. Achievers do not need the presence of any other type of player in order to be encouraged to join a MUD: they would be quite happy if the game were empty but for them, assuming it remained a challenge (although some do feel a need to describe their exploits to anyone who will listen). Because of this, a MUD can't have too many achievers, physical limitations excepted. ACHIEVERS V. EXPLORERS Achievers tend to regard explorers as losers: people who have had to resort to tinkering with the game mechanics because they can't cut it as a player. Exceptionally good explorers may be elevated to the level of eccentric, in much the same way that certain individuals come to be regarded as gurus by users of large computer installations: what they do is pointless, but they're useful to have around when you need to know something obscure, fast. They can be irritating, and they rarely tell the whole truth (perhaps because they don't know it?), but they do have a place in the world. The overall number of explorers has only a marginal effect on the population of achievers. In essence, more explorers will mean that fewer of the really powerful objects will be around around for the achievers to use, the explorers having used their arcane skills to obtain them first so as to use them in their diabolical experiments... This can cause achievers to become frustrated, and leave. More importantly, perhaps, the number of explorers affects the rate of advancement of achievers, because it determines whether or not they have to work out all those tiresome puzzles themselves. Thus, more explorers will lead to a quicker rise through the ranks for achievers, which will tend to encourage them (if not overdone). ACHIEVERS V. SOCIALISERS Achievers merely tolerate socialisers. Although they are good sources of general hearsay on the comings and goings of competitors, they're nevertheless pretty much a waste of space as far as achievers are concerned. Typically, achievers will regard socialisers with a mixture of contempt, disdain, irritation and pity, and will speak to them in either a sharp or patronising manner. Occasionally, flame wars between different cliques of socialisers and achievers may break out, and these can be among the worst to stop: the achievers don't want to lose the argument, and the socialisers don't want to stop talking! Changing the number of socialisers in a MUD has no effect on the number of achievers. ACHIEVERS V. KILLERS Achievers don't particularly like killers. They realise that killers as a concept are necessary in order to make achievement meaningful and worthwhile (there being no way to "lose" the game if any fool can "win" just by plodding slowly unchallenged), however they don't pesonally like being attacked unless it's obvious from the outset that they'll win. They also object to being interrupted in the middle of some grand scheme to accumulate points, and they don't like having to arm themselves against surprise attacks every time they start to play. Achievers will, occasionally, resort to killing tactics themselves, in order to cause trouble for a rival or to reap whatever rewards the game itself offers for success, however the risks are usually too high for them to pursue such options very often. Increasing the number of killers will reduce the number of achievers; reducing the killer population will increase the achiever population. Note, however, that those general MUDs which nevertheless allow player-killing tend to do so in the belief that in small measure it is good for the game: it promotes cameraderie, excitement and intensity of experience (and it's the only method that players will accept to ensure that complete idiots don't plod inexorably through the ranks to acquire a degree of power which they aren't really qualified to wield). As a consequence, reducing the number of killers too much will be perceived as cheapening the game, making high achievement commonplace, and it will put off those achievers who are alarmed at the way any fool can "do well" just by playing poorly for long enough. EXPLORERS V. ACHIEVERS Explorers look on achievers as nascent explorers, who haven't yet figured out that there's more to life than pursuing meaningless goals. They are therefore willing to furnish them with information, although, like all experts, they will rarely tell the full story when they can legitimately give cryptic clues instead. Apart from the fact that they sometimes get in the way, and won't usually hand over objects that are needed for experiments, achievers can live alongside explorers without much friction. Explorers' numbers aren't affected by the presence of achievers. EXPLORERS V. EXPLORERS Explorers hold good explorers in great respect, but are merciless to bad ones. One of the worst things a fellow explorer can do is to give out incorrect information, believing it to be true. Other than that, explorers thrive on telling one another their latest discoveries, and generally get along very well. Outwardly, they will usually claim to have the skill necessary to follow the achievement path to glory, but have other reasons for not doing so (eg. time, tedium, or having proven themselves already with a different persona). There are often superson who isn't popularions, though, that explorers are too theoretical in most cases, and wouldn't be able to put their ideas into practice on a day-to-day basis if they were to recast themselves in the achiever or killer mould. Explorers enjoy the company of other explorers, and they will play more often if they have people around them to whom they can relate. Unfortunately, not many people have the type of personality which finds single-minded exploring a riveting subject, so numbers are notoriously difficult to increase. If you have explorers in a game, hold on to them! EXPLORERS V. SOCIALISERS Explorers consider socialisers to be people whom they can impress, but who are otherwise pretty well unimportant. Unless they can appreciate the explorer's talents, they're not really worth spending time with. There are some explorers who treat conversation as their specialist explorer subject, but these are very rare indeed; most will be polite and attentive, but they'll find some diversion if the conversation isn't MUD-related or if their fellow interlocutor is clearly way below them in the game-understanding stakes. The explorer population is not directly affected by the size of the socialiser population. EXPLORERS V. KILLERS Explorers often have a grudging respect for killers, but they do find their behaviour wearisome. It's just so annoying to be close to finishing setting up something when a killer comes along and attacks you. On the other hand, many killers do know their trade well, and are quite prepared to discuss the finer details of it with explorers. Sometimes, an explorer may try attacking other players as an exercise, and they can be extremely effective at it. Explorers who are particularly riled by a killer may even decide to "do something about it" themselves. If they make such a decision, then it can be seriously bad news for the killer concerned: being jumped and trashed by a low-level (in terms of game rank) explorer can have a devastating effect on a killer's reputation, and turn them into a laughing stock overnight. Explorers do not, however, tend to have the venom or malice that true killers possess, nor will they continue the practice to the extent that they acquire a reputation of their own for killing. The affect of killers on the explorer population is fairly muted, because most explorers don't particularly care if they get killed (or at least they profess not not). However, if it happens too often then they will become disgruntled, and play less frequently. SOCIALISERS V. ACHIEVERS Socialisers like achievers, because they provide the running soap opera about which the socialisers can converse. Without such a framework, there is no uniting cause to bring socialisers together (at least not initially). Note that socialisers don't particularly enjoy talking to achievers (not unless they can get them to open up, which is very difficult); they do, however, enjoy talking about them. A cynic might suggest that the relationship between socialisers and achievers is similar to that between women and men... Increasing the achiever/socialiser ratio has only a subtle effect: socialisers may come to feel that the MUD is "all about" scoring points and killing mobiles, and some of them may therefore leave before matters "get worse". Decreasing it has little effect unless the number of active achievers drops to near zero, in which case new socialisers might find it difficult to break into established conversational groups, and thus decide to take their play elsewhere. Note: although earlier it was stated that this paper does not address people who play MUDs for meta-reasons, eg. to learn how to program, I believe that their empirical behaviour with regard to the actions of other players is sufficiently similar to that of socialisers for the two groups to be safely bundled together when considering population dynamics. SOCIALISERS V. EXPLORERS Socialisers generally consider explorers to be sad characters who are desperately in need of a life. Both groups like to talk, but rarely about the same things, and if they do get together it's usually because the explorer wants to sound erudite and the socialiser has nothing better to do at the time. The number of explorers in a MUD has no effect on the number of socialisers. SOCIALISERS V. SOCIALISERS A case of positive feedback: socialisers can talk to one another on any subject for hours on end, and come back later for more. The key factor is whether there is an open topic of conversation: in a game-like environment, the MUD itself provides the context for discussion, whether it be the goings-on of other players or the feeble attempts of a socialiser to try playing it; in a non-game environment, some other subject is usually required to structure conversations, either within the software of the MUD itself (eg. building) or without it (eg. "This is a support MUD for the victims of cancer"). Note that this kind of subject-setting is only required as a form of ice-breaker: once socialisers have acquired friends, they'll invariably find other things that they can talk about. The more socialisers there are in a game, the more new ones will be attracted to it. SOCIALISERS V. KILLERS This is perhaps the most fractious relationship between player group types. The hatred that some socialisers bear for killers admits no bounds. Partly, this is the killers' own fault: they go out of their way to rid MUDs of namby-pamby socialisers who wouldn't know a weapon if one came up and hit them (an activity that killers are only too happy to demonstrate), and they will generally hassle socialisers at every opportunity simply because it's so easy to get them annoyed. However, the main reason that socialisers tend to despise killers is that they have completely antisocial motives, whereas socialisers have (or like to think they have) a much more friendly and helpful attitude to life. The fact that many socialisers take attacks on their personae personally only compounds their distaste for killers. It could be argued that killers do have a positive role to play from the point of view of socialisers. There are generally two defences made for their existence: 1) without killers, socialisers would have little to talk about; 2) without evil as a contrast, there is no good. The former is patently untrue, as socialisers will happily talk about anything and everything; it may be that it helps provide a catalyst for long conversations, but only if it isn't an everyday occurrence. The second argument is more difficult to defend against (being roughly equivalent to the reason why God allows the devil to exist), however it presupposes that those who attack other players are the only example of nasty people in a MUD. In fact, there is plenty of opportunity for players of all persuasions to behave obnoxiously to one another; killers merely do it more openly, and (if allowed) in the context of the game world. Increasing the number of killers will decrease the number of socialisers by a much greater degree. Decreasing the number of killers will likewise greatly encourage (or, rather, fail to discourage) socialisers to play the MUD. KILLERS V. ACHIEVERS Killers regard achievers as their natural prey. Achievers are good fighters (because they've learned the necessary skills against mobiles), but they're not quite as good as killers, who are more specialised. This gives the "thrill of the chase" which many killers enjoy - an achiever may actually be able to escape, but will usually succumb at some stage, assuming they don't see sense and quit first. Achievers also dislike being attacked, which makes the experience of attacking them all the more fun; furthermore, it is unlikely that they will stop playing after being set back by a killer, and thus they can be "fed upon" again, later. The main disadvantage of pursuing achievers, however, is that an achiever can get so incensed at being attacked that they decide to take revenge. A killer may thus innocently enter a game only to find a heavily-armed achiever lying in wait, which rather puts the boot on the other foot... Note that there is a certain sub-class of killers, generally run by wiz-level players, who have a more ethical point to their actions. In particular, their aim is to "test" players for their "suitability" to advance to the higher levels themselves. In general, such personae should not be regarded as falling into the killer category, although in some instances the ethical aspect is merely an excuse to indulge in killing sprees without fear of sanction. Rather, these killers tend to be run by people in either the achievement category (protecting their own investment) or the explorer category (trying to teach their victims how to defend themselves against real killers). Increasing the number of achievers will, over time, increase the number of killers in a typically Malthusian fashion. KILLERS V. EXPLORERS Killers tend to leave explorers alone. Not only can explorers be formidable fighters (with many obscure, unexpected tactics at their disposal), but they often don't fret about being attacked - a fact which is very frustrating for killers. Sometimes, particularly annoying explorers will simply ignore a killer's attack, and make no attempt whatsoever to defend against it; this is the ultimate in cruelty to killers. For more long-term effects, though, a killer's being beaten by an explorer has more impact on the game: the killer will feel shame, their reputation will suffer, and the explorer will pass on survival tactics to everyone else. In general, then, killers will steer well clear of even half-decent explorers, except when they have emptied a game of everyone else and are so desperate for a fix that even an explorer looks tempting... Increasing the number of explorers will slightly decrease the number of killers. KILLERS V. SOCIALISERS Killers regard socialisers with undisguised glee. It's not that socialisers are in any way a challenge, as usually they will be pushovers in combat; rather, socialisers feel a dreadful hurt when attacked (especially if it results in the loss of their persona), and it is this which killers enjoy about it. Besides, killers tend to like to have a bad reputation, and if there's one way to get people to talk about you, it's to attack a prominent socialiser... Increasing the number of socialisers will increase the number of killers, although of course the number of socialisers wouldn't remain increased for very long if that happened. KILLERS V. KILLERS Killers try not to cross the paths of other killers, except in pre-organised challenge matches. Part of the psychology of killers seems to be that they wish to be viewed as somehow superior to other players; being killed by a killer in open play would undermine their reputation, and therefore they avoid risking it (compare Killers v Explorers). This means that nascent or wannabe killers are often put off their chosen particular career path because they themselves are attacked by more experienced killers and soundly thrashed. For this reason, it can take a very long time to increase the killer population in a MUD, even if all the conditions are right for them to thrive; killer numbers rise grindingly slowly, unless competent killers are imported from another MUD to swell the numbers artificially. Killers will occasionally work in teams, but only as a short-term exercise; they will usually revert to stalking their victims solo in the next session they play. There are two cases where killers might be attacked by players who, superficially, look like other killers. One of these is the "killer killer", usually run by wiz-level players, which has been discussed earlier. The other is in the true hack-and-slash type of MUD, where the whole aim of the game is to kill other personae, and no-one particularly minds being killed because they weren't expecting to last very long anyway. This type of play does not appeal to "real" killers, because it doesn't cause people emotional distress when their personae are deleted (indeed, socialisers prefer it more than killers do). However, it's better than nothing. The only effect that killers have on other killers is in reducing the number of potential victims available. This, in theory, should keep the number of killers down, however in practice killers will simply attack less attractive victims instead. It takes a very drastic reduction in the number of players before established killers will decide to stop playing a MUD and move elsewhere, by which time it is usually too late to save the MUD concerned.
  16. khelben

    Update

    ok guys you heard it straight from the boss :D so now things can calm down.
  17. khelben

    Who Are You?

    Sid love that idea we need more quest ideas like that.
  18. khelben

    Clearing Up A Rumor I Heard Today

    oh come on I love Frost but only my wife gets that type of attention from me ;)
  19. khelben

    Who Are You?

    Being of the explorer bent myself I personaly like what I am seeing on this topic on the vote, I just wish we had more then 22 players who voted on this topic so sexy would know what type of audiance to cater to. the people people aka Solcialiser are imho the easiest to gain, gather all the rest and they come just because there are people here. IMHO the game should cater to more goals to keep the achivers busy. the killers show up when there is more people that is always a good thing, throw them a toy or two. The explorers they are the annoying ones to cater to because they like thinkgs more convoluted so they can tease people with ideas, currently HB has enough rumor stuff in it to keep an explorer busy for a bit. so catering to them is not as important. so the problem comes down to boosting the achivers. reviewing what achivers love you look at it as they love trying to max out. the lv 140 limit is counter productive to that the lv 180 limit was nice the thing that put it over the top was angels and majestics. Achivers love to get to things fast the low xp is also counter productive in bringing in more achivers, but raising the xp to fast leveling is also counter productive to any game enviroment, if you max out fast then the game gets dull if there is nothing to reach for beyond that max out. A stair stepped xp tree where the xp increases by one multiple each map you are from the start of the game would solve the xp thing, also get more players on the outlaying maps thus having them expose themselves to killer type players alot more often. Adding multiple types of quests to the game also keeps achivers busy after all if questing gives you a goal something to posess for doing the quests, like quest only weapons and armor, or quest only accessable areas then that would draw achivers even more. The problems with the server as is the achivers max out and leave after drawing socailites and killers here thus, The balance currently runs to killer heavy on the current poll, this stagnates a player base becuase killers rarely draw anything other then killers, explorers are usuly too busy being archane and have their noses stuck in their mysteries that are in the game to talk to those outside the game. Solcialiser sometimes draw achivers and other Solcialisers, but the biggest draw for achivers is other achivers. So what I see is we need to currently cater to them.
  20. khelben

    Clearing Up A Rumor I Heard Today

    naw frost just leaving you out in the cold on this one. LOL
  21. khelben

    Clearing Up A Rumor I Heard Today

    Of course it depends on which batch your talking bout, there was the outpost, met by The Lunar faults then there was the Darkness that followed. Khelben Warlock ******* Group: Moderator Posts: 1,485 Joined: 30-November 04 From: Lost over the westren sea of Middlelands. Member No.: 595
  22. khelben

    Clearing Up A Rumor I Heard Today

    Most of us do.
  23. khelben

    Raise Xp

    garch 4k endurance is just a little higher then knight armor which is at 3.5k endurance and the way I suggest getting it garontees not everyone will have them.... and those questing for the dk armor will definently run into EKable people of simular level who are also questing for the same monsters which would only encourage eks not discourage it. ;)
  24. khelben

    Raise Xp

    the thing with the leveling is there can be other stuff done, with the lower levels and the time it takes to hit at the xp currently the whole thing with eking gets balanced out correctly, those who max out their level will have a harder time finding those in range to kill, those who kill while leveling might acatualy get their full set prior to hitting 180. but when nemesis gets bigger you could see that skilled guys who can unite could down some of those who maxed out their level or are older. The lower xp gives a longer run to do the quests properly which in turn means that the quest system can be tested properly and where it gaps can be plugged with more quests, also this gives room for more diffrent types of quest other then go kill. There is a lack of the go fetch and deliver this or that style quests. With the lower xp and the full 180 tree that would mean it would be easier to see where those quest types can be placed in. On the subject of the DK armor DONT bring it back the way it was that was for lack of a better term cheese ball. Instead make it a thing where you have to do negitive contrib quests for the peices, this means you have to have the contrib built up to get the quests and then you have to complete the quests to get the pieces of the dk set, now the idea is let the dk set endurnace be the same diffrence between the base dk and gold armor as gold armor is to plain armor. that would keep it logical. instead of making the 32000 endurance pieces of nemesis 1, the 4000 enduance dk set woould be optimal, this would be a little more defence but not too far as to stop the dk set wearing heros from being killed by other players. Also look at this way those who get a dk set that way are the ones who earned it by questing. the dk set becomes the quest armor that some have been asking for. this is just a small sampling of what can be done with full level and normal xp. were not even crossing the idea of the possiblities of new maps and monsters yet.
  25. khelben

    Raise Xp

    its the thread that would not die, ;) I am not for raising the xp per say just the level limit. the 180 lv limit was great for many things, for example a group of lv 180s could effectivly hunt a tiger worm, or stalk though toh3 or d4, also a group of 180s would survive the maze better, and dont even get me going about the battlefield. Lv 140 just does not cut the mustard against these types and levels of mobs.