Patch 6.0.0.16

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dspain
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Patch 6.0.0.16

Post by dspain »

this is a minor content patch.

teleportation items now take 3% experience when used
dying protected now takes 5% experience
dying unprotected now takes 10% experience
*critical attack damage redesigned to do double damage
**skillful attack damage redesigned to do triple damage
fixed the exit link error in dungeon level 2




* this will be changed later to perform a percentage based upon your level

** this will go back to double damage later on it is temporarily changed to make skillful attacks and critical attacks use a different mechanic

frcorey
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Re: Patch 6.0.0.16

Post by frcorey »

dspain wrote:this is a minor content patch.

teleportation items now take 3% experience when used
dying protected now takes 5% experience
dying unprotected now takes 10% experience
*critical attack damage redesigned to do double damage
**skillful attack damage redesigned to do triple damage
fixed the exit link error in dungeon level 2

* this will be changed later to perform a percentage based upon your level

** this will go back to double damage later on it is temporarily changed to make skillful attacks and critical attacks use a different mechanic
Patches? we don't need no stinkin' patches!
err, ah yes we do, never mind...

Junior1544
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Post by Junior1544 »

great, I'm looking forward to getting back down farther in the dungeon to explore some more :)

Thanks boss!
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Post by Junior1544 »

Has group following been fixed yet? Just wondering about that part...
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Post by dspain »

Junior1544 wrote:Has group following been fixed yet? Just wondering about that part...
i wanna say yes, i think i enabled that in patch 14.

i had to tweak it a bit to handle traps and groupd leader picking locks that may need testing.

best place to try it out in dungeon locked doors and traps are working there.

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Post by Junior1544 »

I just tried it, when I told the account to follow, it said that you're following now, but then the leader walked to the next room and the person following didn't move at all..

I dono if there's a bug or if you just forgot to turn it on?

--Junior
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dspain
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Post by dspain »

Junior1544 wrote:I just tried it, when I told the account to follow, it said that you're following now, but then the leader walked to the next room and the person following didn't move at all..

I dono if there's a bug or if you just forgot to turn it on?

--Junior
yeah i have to unzip the patch then, but its there.

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Post by battleweb »

still lots of problems + new ones after the update.

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Post by dspain »

battleweb wrote:still lots of problems + new ones after the update.
again, define lots.

everything added in this update is mainly invisible stuff to begin paving the way for the overhaul coming up in the next couple days.

most bells and whistles are being stripped from the game and its gonna be exactly as it was when Sean stopped developing it, a basic hack n slash game where ya kill monsters, level up, and purchase 2 different promotions, then go to level 30 double promotion where you will be max level.

then i will add the exact commands from the original and go from there with additions.

when posting problems define what the problem is please, i cannot fix what i do not see.

like Metropolis did with their MajorMud releases minimal testing is done, only enough to see something work w/o crashing im gonna use beta test BBs's to test from here on out.

i have Tele-Arena, XanthaMud, Arctic Trivia, and Trivia, all coming out before summer so im gonna put a dedicated bbs back online and outsource beta testing to other systems for a discounted price when it releases.

the new Tele-Arena is being worked on as we speak and prolly through the late morning hours, all character data will be kept intact no databases are changing just the way things are handled, using methods i have learned writing XanthaMud.

i cannot outsource Tele-Arena's BETA contract til i have licensing in place with Elwynor Technologies and then i will use 2 systems.

battleweb
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Post by battleweb »

dspain wrote:again, define lots.
lot's meaning several. Bugs, exploits, vulnerabilities to the bbs via the game, misspellings, flaws, etc..

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Post by Junior1544 »

Hey Battleweb, he asked for specifics. So, if there's so many problems, and you're one of the people who wants this to be finished, why didn't you answer when he asked what they were?

As he said, he can't fix them if he doesn't know about them...
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Post by dspain »

battleweb wrote:
dspain wrote:again, define lots.
lot's meaning several. Bugs, exploits, vulnerabilities to the bbs via the game, misspellings, flaws, etc..
there are no Game -> BBS vulnerabilities as there is no server API available from within the game except by the standard lock and key system, meaning w/o SYSOP or MASTER key you get into nothing.

but again no specifics.

BUGS, ok ill buy that after all it is a fresh development of a previously written game using all new code nothing from the ld codebase, it just looks the same. so yeah bugs are expected, but again, no specifics.


exploits, we probably use this definition differently, exploit of say as Junior reported. you can deposit gold reroll and keep doing it to stockpile gold,
that is a bug, an exploit is when someone finds a bug and continues to abuse it til its fixed, thats a violation of the TOS of the server, and again no names are given.

misspellings, yeah i get that alot cause i work in the dark and i type w/o looking at the keyboard, again nothing reported.

flaws, flaws can be in the eye of the beholder, again you didnt state any specifics.

i gotta be honest every since you realized im not gonna add every thing asked of me you've been short, and quite frankly unhelpful, the point of pointing out things in a community is so they can be fixed, again all i have is what seems like an apparent lash out.

anyone else posts exactly what they found, and in some cases the person has repeated it 3-4 times to make sure thats what it is, and this has led to the finding of some very hard to find bugs which result in alot of WGNT crashes from alot of games including majormud itself.

you throw a few words out there and roll on.

so whats the point? dont like the project, why connect? don't like the way it is going, why play?

bottom line is i started this upon request from some of my players and designers when i was running a wg2 server with my edited flavor of Tele-Arena, and they needed an easier way to add stuff, etc...

the project grew into something i wanted to make available to all sysops and the instant it becomes non fun and a headache ill scrap the goddamn thing and be done with it.

all other ISV developers rolled on i stayed with the platform even though everyone called me crazy for doing so, and i continue to bring to the table modules or clones which keep the worldgroup community afloat.

so maybe its best that you discontinue use of the test server until its a a more stable beta on another system where you can logon and play the game rather than test it.

the point of making this public was so players/sysops could watch it unfold, make suggestions, and watch the entire project come alive right before their very eyes.

and if you do not like what the new version is bringing to the table, keep in mind me and Rick have pretty much wrapped up the ability to use old data files with Ta2 and you could purchase his TA2 and play the classic 5.6 world right there they way it used to be.

and for others reading this message feel free to report, play, break, whatever it takes to continue to get this thing closer to release.

im currently rewriting the core have been doing so for 18 straight hours now will prolly grab some sleep around 4:am and wake up and continue.
until i have it done.

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Post by Junior1544 »

Thank you Dan... I know you've been putting alot of work into this lately since it's getting so close to the end and I just wanted to say thank you for it. Myself, my friends, and MANY other people out there are really looking forward to the game release...

Thank you so much for all the time and work you've put into this huge project. I know that I'll be getting it, setting it up, and registering it as soon as it's available for me to do so...

Thank you
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Post by dspain »

Junior1544 wrote:Thank you Dan... I know you've been putting alot of work into this lately since it's getting so close to the end and I just wanted to say thank you for it. Myself, my friends, and MANY other people out there are really looking forward to the game release...

Thank you so much for all the time and work you've put into this huge project. I know that I'll be getting it, setting it up, and registering it as soon as it's available for me to do so...

Thank you
any idea what the new crash is? its the final one.

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Post by Junior1544 »

I don't know.. I just know that yesterday and this morning I tried to login and it wouldn't let me... I figured you had it down doing stuff...

Sorry...
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Post by battleweb »

dspain wrote:there are no Game -> BBS vulnerabilities as there is no server API available from within the game except by the standard lock and key system, meaning w/o SYSOP or MASTER key you get into nothing.

dspain wrote:any idea what the new crash is? its the final one.
That's funny - because the latest crash that you are referring to is the "Game -> BBS vulnerabilities" that you were saying didn't exist. I am helping more than you know. After you had threw a fit regarding the heartstone suggestion, I decided not to assist with pointing out the flaws like I had been at the beginning, seeing how the several hours of helping with the game development by finding, tracking and painstakingly reporting bugs and flaws meant so little when it came to a simple request to put in a 15 minute edit which would allow sysops the option to preserve a simple original feature or the option not to - but in your words you were not going to act on every single request and demanded that I move on. Anyways, once I saw how little you were focused on customer satisfaction and input from those helping you I decided not only that I was not going to purchase the new TA, but would no longer pass on any bug reports or help identify the bugs. But, I decided to go against my original decision and help by letting you know that there were still bugs, vulnerabilities and flaws - giving you the opportunity to find those before you rolled out a public release, I could have said nothing and just used those to my benefit in game play or let them affect the game's marketability. I don't owe you any bug reporting or finding, but was kind enough to point out that they still exist. You're welcome.

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Post by battleweb »

Also, I'm sure you will want to argue that the BBS crashing from a bug is not a BBS vulnerability but rather the product of a bug so here is what wikipedia has to say about computing vulnerability:
In computer security, the term vulnerability is a weakness which allows an attacker to reduce a system's Information Assurance. Vulnerability is the intersection of three elements: a system susceptibility or flaw, attacker access to the flaw, and attacker capability to exploit the flaw[1] . To be vulnerable, an attacker must have at least one applicable tool or technique that can connect to a system weakness. In this frame, vulnerability is also known as the attack surface
The ability for someone to crash the bbs at will certainly "reduces a system's Information Assurance" and anyone has "access to the flaw" and anyone has the "capability to exploit the flaw". Also, "an attacker must have at least one applicable tool or technique that can connect to a system weakness." - Telnet Client.

http://en.wikipedia.org/wiki/Vulnerabi ... mputing%29

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Post by dspain »

battleweb wrote:
dspain wrote:there are no Game -> BBS vulnerabilities as there is no server API available from within the game except by the standard lock and key system, meaning w/o SYSOP or MASTER key you get into nothing.

dspain wrote:any idea what the new crash is? its the final one.
That's funny - because the latest crash that you are referring to is the "Game -> BBS vulnerabilities" that you were saying didn't exist. I am helping more than you know. After you had threw a fit regarding the heartstone suggestion, I decided not to assist with pointing out the flaws like I had been at the beginning, seeing how the several hours of helping with the game development by finding, tracking and painstakingly reporting bugs and flaws meant so little when it came to a simple request to put in a 15 minute edit which would allow sysops the option to preserve a simple original feature or the option not to - but in your words you were not going to act on every single request and demanded that I move on. Anyways, once I saw how little you were focused on customer satisfaction and input from those helping you I decided not only that I was not going to purchase the new TA, but would no longer pass on any bug reports or help identify the bugs. But, I decided to go against my original decision and help by letting you know that there were still bugs, vulnerabilities and flaws - giving you the opportunity to find those before you rolled out a public release, I could have said nothing and just used those to my benefit in game play or let them affect the game's marketability. I don't owe you any bug reporting or finding, but was kind enough to point out that they still exist. You're welcome.
no you threw the fit, you made the suggestion, i said no, then you kept on and on about it, something you need to learn is in any game development i dont care what the game is just b/c the developers dont add something does not mean they dont care about customer satisfaction.

lets review what the mechanic is.

teleportation items have checks on them.
you may not use them when mentally or physically rested, are in combat, or there is a monster in the room that is not in your group.

what you wanted done, was add the ability for sysops to turn those checks off.

i chose not to do that and you went on a hissy fit about how i dont care about customer satisfaction, blah blah.

lets talk about the checks.

this check prevents you from rounding up a ton of mobs and running to a rune spawn point such as the yellow or white rune areas in stock.
sure you'll get the rune before they kill you, but if you're going to sit there
and wait til tomorrow when it refreshes keep in mind monsters attack you 15 seconds after you exit the game. (in stock every monster in the room gets 1 free attack with no dodge/miss penalty(

it also prevents you from tapping a monster, using the item while your buddy gets the free exp by hitting a monster continiously looking for you.
(this was in tele-arena 4.0 everyone knows what i am referring to)

it prevents people from running out and killing someone then teleporting away before the guys group can retaliate

now lets look at other games with a similiar item, ill use World of Warcraft for example, they have an item called a 'heartstone'
you link this item to any inn in the game, you use it to teleport to this inn from anywhere in the game, however if you are in combat, you cannot use it, if you get hit it puts a flag on the item so it cannot be used til out of combat, now lets search the forums on suggestions.
and know what ya find? thats right suggestions since 2004 people saying remove the combat resrictions.

so this change to teleportation items did not happen overnight it transpired through years of developing the classic TA game and putting checks and balances in there.

you took it personally, so personally it made me think why would someone give a care that much about not being able to teleport away without certain checks being performed, so either you want the game just to be too easy, or you were an old heartstone user to gain free exp.

either way, teleportation items in tele-arena have checks made against them and that decision is final, it has nothign to do with no caring about customer satisfaction, it has alot to do with the fact that Tele-arena is making alot of changes fro mthe old engine and that is one of em.


now lets this option you want 'preserved' from original TA was an exploit in itself to gain free levels, hence it will not make its way to the new engine.

hours of testing huh? yeah that was good, and kind of you, keep in mind i out in a little more than a few hours writing this so i dont deserve any input in it? im just supposed to add whatever people want in there?
this would turn into a circus rather than a game.

helping me more than i know? you have yet to point out one thing that will crash it, how about 'hey when i buy healing at a temple, it crashes'
or 'hey did you know i can give all my gold away at level 1 and make a new character and repeat' helping is telling me how its being done or what is wrong not saying hey the game crashes.

not gonna pass on any problems then why are you connecting to a server that thats the only purpose of people playing on it?
its not to play and achieve greatness, its to tell me whats wrong with it so far so i can get it fixed.


you're welcome? you have done nothing but waste my time with childish shennanigans which i am puting to an end now.

if you are not reporting bugs,exploits,flaws, do not connect to a 'TEST' server.

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Post by battleweb »

no you threw the fit, you made the suggestion, i said no, then you kept on and on about it
Let's take a step back - initially I brought up how heartstones did not work with monsters in room or during combat, I thought that was an over sight and I reported it as such, you wrote back saying it was intentionally made that way. I emailed requesting that it be implemented as it was taking away the initial purpose of the heartstone, which was being able to teleport back to town when one was in trouble and as a result they would incur a penalty that cost them the loss of exp. You said you didn't want to do it, then began to tell me in a follow up email how you lost a pvp battle because the opponent hearted out just before you could deliver the last blow. At that point I emailed back and suggested that you put in a simple edit that wouldn't take more than 15 minutes to implement which would give sysops the option to enable heartstones during combat or leave it disabled. You got aggravated and rudely told me you were not going to entertain every request that you got and to drop it. That's a more accurate brief reflection of the chain of events. My keeping on and on about it - was not what you portrayed in your post.
lets review what the mechanic is.
Yeah, let's do that. Anyone who has played TA for any length of time is well aware that there are many "exploits" a user can use with a heartstone in the old game. which has cheapened the game significantly. Each of which was due to Sean's coding, this is supposedly a complete rework of the game and it should be possible to take away each exploit.
it also prevents you from tapping a monster, using the item while your buddy gets the free exp by hitting a monster continuously looking for you.
(this was in tele-arena 4.0 everyone knows what i am referring to)
That is easily addressed in the code and you know it. People without the full source code were able to put a stop to that.
this check prevents you from rounding up a ton of mobs and running to a rune spawn point such as the yellow or white rune areas in stock.
How is this even a concern? when the limit on lairs is being made to 5 monsters (so i assume the limit of monsters in a room period is 5 or can easily be made to be 5 anyways) and the penalty of a heartstone is 2% exp loss - Are you planning on dumbing down the game by allowing monsters that give such large exp for a single round that it would exceed 2% of a player's total experience (meaning technically a person could level after 50 rounds) leveling in 50 rounds or less would be understandable for lower levels. With proper coding and gameplay engine in place, this should never be a concern and a player would always come out with loss after using a heartstone. Heck how hard would it be to make it so that the player loses the last round of exp + the 2%. That's really not an issue.
sure you'll get the rune before they kill you, but if you're going to sit there
and wait til tomorrow when it refreshes keep in mind monsters attack you 15 seconds after you exit the game.
I'm not quite sure what you are trying to say, but I will assume you are saying in one part of that, that someone could wait in a rune room and snatch the rune during reset instead of race for it. If that's the case, there's a simple fix to that:

If Player_Room_Number > ## and Player_Room_Number < ## and CleanUP = True then Player_Room_Number = ##

in essence, have a dwindling player relocated when they are in a range of rooms that would give them an unfair advantage in obtaining a rune after reset.
it prevents people from running out and killing someone then teleporting away before the guys group can retaliate
That's ridiculous - no it doesn't someone can kill a person and still use a heartstone afterwards (there is no monsters, etc to prevent them from doing so if they successfully killed the person), besides teleporting would be the better option as there would be no exp loss.
now lets search the forums on suggestions.
and know what ya find? thats right suggestions since 2004 people saying remove the combat restrictions.
This is the part I'm certain you decided I was throwing a fit at, you mentioned something similar in your email about that, and I had responded telling you I had played TA since around the time it was a teleconference module and had never seen that suggestion or complaint.
you took it personally, so personally it made me think why would someone give a care that much about not being able to teleport away without certain checks being performed, so either you want the game just to be too easy, or you were an old heartstone user to gain free exp.
Give me a break - seriously that is just dense, the only thing I took personally was your rudeness in your emails and how close minded you were to user suggestions. Also, anyone that knows me on a personal level knows that I resent heartstone bugs more than anything in the game because that in itself had more to do with the game's degeneration than most other issues - where is the challenge in being able to promo a character in a couple of hours or being able to max a magus in 3 days?
either way, teleportation items in tele-arena have checks made against them and that decision is final
Good, because noone is complaining about having "checks" made against them.
now lets this option you want 'preserved' from original TA was an exploit in itself to gain free levels, hence it will not make its way to the new engine.
What are you smoking? I've never wanted any part of any exploit that had to do with heartstones to be preserved, neither have I requested it nor insinuated that I did - giving the user the ability to heart out when they are about to be killed by a mob with a resulting exp loss the way heartstones initially were meant to be used is not an exploit, it is giving the user an option other than sitting there and dying or hanging up.
keep in mind i out in a little more than a few hours writing this so i don't deserve any input in it? I'm just supposed to add whatever people want in there?
this would turn into a circus rather than a game.
I don't understand what you are saying "keep in mind i out in a little more than a few hours writing this" But I understood the last part - quit being so dramatic, noone is asking you or telling you that you are " supposed to add whatever people want in there" - it's that attitude and thinking that I do take personally, you seem so bull headed that once you get an idea in your head, that's it there is no other side to the story.
helping me more than i know? you have yet to point out one thing that will crash it, how about 'hey when i buy healing at a temple, it crashes'
or 'hey did you know i can give all my gold away at level 1 and make a new character and repeat' helping is telling me how its being done or what is wrong not saying hey the game crashes.
I already explained this to you, After being treated the way I was by you, I decided not to help at all. Helping more than you knew was explained, in that post - instead of keeping to that decision, I decided to break my silence and let you know there were still bugs, flaws and exploits outstanding in the game before you rolled out a public release - like I told you in that post, I have no incentive to take further time from my busy schedule to outline each of those - you demanding that I do is not an incentive nor is it motivating.
its not to play and achieve greatness, its to tell me whats wrong with it so far so i can get it fixed.

What in the world are you talking about? You have maybe 100 rooms in the game and most monsters give 50 to 200 experience per round with stone giants being the biggest - how in the world could someone hope to achieve greatness with that?

It's funny, I was told by people that you had a very unstable mindset and were very close minded to anything other than your way - I've seen it first hand. Some of those people with that opinion happened to have worked with you in developing TA earlier on as well with other mods. Anyways, I'm done with this conversation, it has used up way to much of my time and I don't foresee you changing your mindset or thinking, so it's probably not going to do any good to keep going round and round with you on this ridiculous merry go round.

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Post by dspain »

battleweb wrote:
no you threw the fit, you made the suggestion, i said no, then you kept on and on about it
Let's take a step back - initially I brought up how heartstones did not work with monsters in room or during combat, I thought that was an over sight and I reported it as such, you wrote back saying it was intentionally made that way. I emailed requesting that it be implemented as it was taking away the initial purpose of the heartstone, which was being able to teleport back to town when one was in trouble and as a result they would incur a penalty that cost them the loss of exp. You said you didn't want to do it, then began to tell me in a follow up email how you lost a pvp battle because the opponent hearted out just before you could deliver the last blow. At that point I emailed back and suggested that you put in a simple edit that wouldn't take more than 15 minutes to implement which would give sysops the option to enable heartstones during combat or leave it disabled. You got aggravated and rudely told me you were not going to entertain every request that you got and to drop it. That's a more accurate brief reflection of the chain of events. My keeping on and on about it - was not what you portrayed in your post.
lets review what the mechanic is.
Yeah, let's do that. Anyone who has played TA for any length of time is well aware that there are many "exploits" a user can use with a heartstone in the old game. which has cheapened the game significantly. Each of which was due to Sean's coding, this is supposedly a complete rework of the game and it should be possible to take away each exploit.
it also prevents you from tapping a monster, using the item while your buddy gets the free exp by hitting a monster continuously looking for you.
(this was in tele-arena 4.0 everyone knows what i am referring to)
That is easily addressed in the code and you know it. People without the full source code were able to put a stop to that.
this check prevents you from rounding up a ton of mobs and running to a rune spawn point such as the yellow or white rune areas in stock.
How is this even a concern? when the limit on lairs is being made to 5 monsters (so i assume the limit of monsters in a room period is 5 or can easily be made to be 5 anyways) and the penalty of a heartstone is 2% exp loss - Are you planning on dumbing down the game by allowing monsters that give such large exp for a single round that it would exceed 2% of a player's total experience (meaning technically a person could level after 50 rounds) leveling in 50 rounds or less would be understandable for lower levels. With proper coding and gameplay engine in place, this should never be a concern and a player would always come out with loss after using a heartstone. Heck how hard would it be to make it so that the player loses the last round of exp + the 2%. That's really not an issue.
sure you'll get the rune before they kill you, but if you're going to sit there
and wait til tomorrow when it refreshes keep in mind monsters attack you 15 seconds after you exit the game.
I'm not quite sure what you are trying to say, but I will assume you are saying in one part of that, that someone could wait in a rune room and snatch the rune during reset instead of race for it. If that's the case, there's a simple fix to that:

If Player_Room_Number > ## and Player_Room_Number < ## and CleanUP = True then Player_Room_Number = ##

in essence, have a dwindling player relocated when they are in a range of rooms that would give them an unfair advantage in obtaining a rune after reset.
it prevents people from running out and killing someone then teleporting away before the guys group can retaliate
That's ridiculous - no it doesn't someone can kill a person and still use a heartstone afterwards (there is no monsters, etc to prevent them from doing so if they successfully killed the person), besides teleporting would be the better option as there would be no exp loss.
now lets search the forums on suggestions.
and know what ya find? thats right suggestions since 2004 people saying remove the combat restrictions.
This is the part I'm certain you decided I was throwing a fit at, you mentioned something similar in your email about that, and I had responded telling you I had played TA since around the time it was a teleconference module and had never seen that suggestion or complaint.
you took it personally, so personally it made me think why would someone give a care that much about not being able to teleport away without certain checks being performed, so either you want the game just to be too easy, or you were an old heartstone user to gain free exp.
Give me a break - seriously that is just dense, the only thing I took personally was your rudeness in your emails and how close minded you were to user suggestions. Also, anyone that knows me on a personal level knows that I resent heartstone bugs more than anything in the game because that in itself had more to do with the game's degeneration than most other issues - where is the challenge in being able to promo a character in a couple of hours or being able to max a magus in 3 days?
either way, teleportation items in tele-arena have checks made against them and that decision is final
Good, because noone is complaining about having "checks" made against them.
now lets this option you want 'preserved' from original TA was an exploit in itself to gain free levels, hence it will not make its way to the new engine.
What are you smoking? I've never wanted any part of any exploit that had to do with heartstones to be preserved, neither have I requested it nor insinuated that I did - giving the user the ability to heart out when they are about to be killed by a mob with a resulting exp loss the way heartstones initially were meant to be used is not an exploit, it is giving the user an option other than sitting there and dying or hanging up.
keep in mind i out in a little more than a few hours writing this so i don't deserve any input in it? I'm just supposed to add whatever people want in there?
this would turn into a circus rather than a game.
I don't understand what you are saying "keep in mind i out in a little more than a few hours writing this" But I understood the last part - quit being so dramatic, noone is asking you or telling you that you are " supposed to add whatever people want in there" - it's that attitude and thinking that I do take personally, you seem so bull headed that once you get an idea in your head, that's it there is no other side to the story.
helping me more than i know? you have yet to point out one thing that will crash it, how about 'hey when i buy healing at a temple, it crashes'
or 'hey did you know i can give all my gold away at level 1 and make a new character and repeat' helping is telling me how its being done or what is wrong not saying hey the game crashes.
I already explained this to you, After being treated the way I was by you, I decided not to help at all. Helping more than you knew was explained, in that post - instead of keeping to that decision, I decided to break my silence and let you know there were still bugs, flaws and exploits outstanding in the game before you rolled out a public release - like I told you in that post, I have no incentive to take further time from my busy schedule to outline each of those - you demanding that I do is not an incentive nor is it motivating.
its not to play and achieve greatness, its to tell me whats wrong with it so far so i can get it fixed.

What in the world are you talking about? You have maybe 100 rooms in the game and most monsters give 50 to 200 experience per round with stone giants being the biggest - how in the world could someone hope to achieve greatness with that?

It's funny, I was told by people that you had a very unstable mindset and were very close minded to anything other than your way - I've seen it first hand. Some of those people with that opinion happened to have worked with you in developing TA earlier on as well with other mods. Anyways, I'm done with this conversation, it has used up way to much of my time and I don't foresee you changing your mindset or thinking, so it's probably not going to do any good to keep going round and round with you on this ridiculous merry go round./quote]

1) yes lets take a step back, the instant i said no to an idea you cried like little ms mary, blah blah classic this classic that, news flash buddy, classic is still there, and quite playable. THIS IS NOT CLASSIC
oh yeah and aggravated? are you serious? i got sick of going back and forth on the same subject, this was a system we implemented in our 2001 version and it was going in the new engine, regardless of what classic TA had to offer this was something we were sticking with.

2) true it was changable in the original source code, what noone became aware of was the change only stopped 2 people from doing it and 3 people could easily do it by 2 pepoe alternating hitting the monster and hearthing, rinse, repeat, the guy in the middle continiously bashed on him.
now granted in the new engine all monster targets take place randomly every 5 seconds, but this change was put into effect to cover more than just the heartstone exploit.

3) arena holds 5 normal rooms hold 10, and we had a situation in version 2000 where people were using heartstones to keep the flame giant room loaded up and noone at level 16ish could tackle multiple FGs for scroll #8, they also did it to the DEMO king room keeping 10 arch in there.
now you can tap mobs and run around with em chasing you but as long as they are dialed into you you cant heart away meaning 'you round it up you kill it'

4) If Player_Room_Number > ## and Player_Room_Number < ## and CleanUP = True then Player_Room_Number = ##???

its a database engine i dont control what rooms#s hold what runes, the sysop/designer does, i would have to revise the code for each individual game ever edited.

what im referring to is people filling the said campt room such as the one in classic where the yellow rune spawns with 10 stone giants, so i run level 6 stone works and round em up get em all chasing me, i run w w w w w w
hit the yellow rune room, 'use heart' boom im gone and all 10 stone giants are now in this room.
anyone who enters even if they quickly do a w X
to get out each stone giant still gets a free shot at you.
so when you log back in after cleanup, no yellow rune, you get resurrection menu.

5) PVP puts a combat flag on you so you cant use the item til 5s after the player is dead.

6) never seen people request restrictions on heartstones? what game have you been playing? obviously not a high traffic game, TA97, the dump;'s tele-arena, my tele-arena platinum, all heavy games averaging 50 at a time and suggestions went as far as to request potion drinking timers.
maybe on your game noone asked for it, but a majority of high end games had several requests like that.

7) who treated who with disrespect? you cannot be this immature totally reversing it want me to post caps of the emails? i calmly said why the checks were there, and gave a brief history on how the decision came to be.
you replied 3 more times going on and on and on.
its kinda funny and pathetic at the same time, i been doing games many many years and never EVER came to a point people went on and on about a mechanic not being added, keep in mind i dont do this by myself, i have a team, each with history in the game going back as far as early TA, and even some from TA97's actual design team.

8) demanding that you do? i pointed out why are you on a test server if you're not gonna be helpful ... sorry saying 'game still has flaws,bugs,etc' is not helpful at all its irritating. being helpful is pointing out whats broken.

now this is the funniest part:

"It's funny, I was told by people that you had a very unstable mindset and were very close minded to anything other than your way - I've seen it first hand. Some of those people with that opinion happened to have worked with you in developing TA earlier on as well with other mods. Anyways, I'm done with this conversation, it has used up way to much of my time and I don't foresee you changing your mindset or thinking, so it's probably not going to do any good to keep going round and round with you on this ridiculous merry go round."

not one of my developers, designers, or playtesters said this to you and
i will tell you how i know this. i use the same developers (myself) designers (4 others each been with me minimum of 3yrs) and playtesters (we been playing together since 5.5i)

whomever you claim to be talking to hasn't worked with me on any Ta project, and whats this other mods you are referring to? TA is the only joint effort i have ever done, all my other MODS are done by me exclusively.
and ask any of the sysops that have purchased Global Control, that addon is a collaberation of global command requests by sysops.
it started as 10 basic used commands and grew into what it is today from sysop feedback.

so stop whining in the forums about how badly you were treated, you are one that cannot accept your ideas not being implemented, and i will cap each and every email and post it if you continue to make me out to be the villian in this.

you cannot handle testing an open development game.

all the other ideas in this game not from classic came from feedback from testers/sysops/players

so im not as bullheaded as you continue to play on.

i created an engine requested by you'll. for years all i got were emails requesting this, and when i finally bring it to life im wasting more time writing reiteration posts.

now down the road more and more posts come in wanting the same idea you have to come to light, more than likely it will happen, but right now 1 person cannto sway the decision.

i mean after all, all of us bull-headed stingy selfish developers that add what the general population want are terrible right?

battleweb
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Post by battleweb »

MUHAHAHA - your reply was so pathetic and your sense of reality is so distorted. I'm sticking to my original statement - I'm done with this conversation - you can't argue with insanity because it's too far from sanity.

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dspain
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Post by dspain »

battleweb wrote:MUHAHAHA - your reply was so pathetic and your sense of reality is so distorted. I'm sticking to my original statement - I'm done with this conversation - you can't argue with insanity because it's too far from sanity.
this is true, you are far too immature to deal with a testdev enviroment.

do not connect to the test server

do not post again in this forum

battleweb
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Post by battleweb »

POST - It's called freedom of speech, deal with it.

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Post by dspain »

battleweb wrote:POST - It's called freedom of speech, deal with it.
yes it is, now the true immaturity is surfacing.

what you failed to learn is that yes you are protected by freedom of speech, the little logon "deal with it" page, i am filing an official complaint with your ISP in the morning, it was posted clearly on a public forum and you clearly got it, i asked you not to connect to the server, if you want to continue with the childish shennanigans we can step it up a notch.

internet harassment has made it inside courtrooms buddy, why would one want to connect to a server they are not wanted on, you said earlier you were done with it, thats great, if thats the case why do you continue to push words? one of those last word guys huh? ill file a complaint in the morning and go from there.

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Post by Franchise_24 »

.............Crickets................

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dspain
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Post by dspain »

Franchise_24 wrote:.............Crickets................
on a good note got the core finished :)

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Post by Franchise_24 »

dspain wrote:
Franchise_24 wrote:.............Crickets................
on a good note got the core finished :)
Good job! :D

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Post by dspain »

Franchise_24 wrote:
dspain wrote:
Franchise_24 wrote:.............Crickets................
on a good note got the core finished :)
Good job! :D
yeah i removed all the bells and whistles so i would stay focused on the gameplay. then when everyone is playing the game ill slowly add in the frills.

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Post by VeNoM »

Wow, been away for a little while, checked back in today.

Nice to see the progress, coming along nicely!
<VeNoM>
--
SysOp: The Underground BBS

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Post by dspain »

VeNoM wrote:Wow, been away for a little while, checked back in today.

Nice to see the progress, coming along nicely!
yeah the version up right now is just a test bed with alot of basic functions, the one im working on now is the complete release.

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