Results 1 to 20 of 109

Hybrid View

  1. #1
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Location
    Pigmy Drow Paradise
    Posts
    4,502

    Default Extreme Permadeath Static

    A team from Mortal Voyage started a static permadeath group with extreme rules. Our goal is to form a well balanced group of characters and see how far we can go. We picked players who believe they can stay in the group long-term.

    In addition to our Mortal Voyage rules:
    -- No rest shrines
    -- No sharing anything outside of chest loot
    -- Favor reward restrictions, No house P&J buffs, No Free Agent vendor, No D ammo (not completely settled on what we will allow, but probably allow D quivers, Silver Flame discount cures and P trinket)
    -- Elite only until we can no longer progress

    It's a great group of players. We'll see how far we can get.
    Last edited by parvo; 11-02-2010 at 03:01 AM.
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  2. #2
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Location
    Pigmy Drow Paradise
    Posts
    4,502

    Default

    Although we did not plan our builds extensively, we coordinated to ensure a well-rounded group. As a group, we are not as perfect, as say, one person designing six characters. However, it's more important for each individual to "own" their character and enjoy watching it grow. I believe we will ultimately get farther when everyone is having fun. In any case, our group is very well rounded. It's rare to have such a group in open PD guild play. We'll enjoy not only that advantage, but having the same quest completions, six characters opening most chests (for more sharing opportunities), well practiced tactics, etc...


    The Team
    Tipto http://my.ddo.com/character/orien/tipto/
    Artylosh http://my.ddo.com/character/orien/artylosh/
    Pomelo http://my.ddo.com/character/orien/pomelo/
    Clourthio http://my.ddo.com/character/orien/clourthio/
    Kazmodius http://my.ddo.com/character/orien/kazmodius/
    Niablarg http://my.ddo.com/character/orien/niablarg/

    We're playing on Orien with guild name Mortal Voyage Extreme Permadeath.
    Last edited by parvo; 03-13-2012 at 08:12 AM. Reason: Because we restarted and because I linked the wrong character
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  3. #3
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Location
    Pigmy Drow Paradise
    Posts
    4,502

    Default

    Quests Completed by Larger Group
    Prior to March 12, 2012
    Every base level 5 quest and below on elite

    March 12, 2012
    A Small Problem, elite

    March 19, 2012
    Partycrashers, elite
    The Snitch, elite

    March 26, 2012
    Under The Big Top, elite

    April 2, 2012
    Delera's part I, II, III, elite

    April 9, 2012
    Thrall of the Necromancer, elite
    Valek's Mausoleum, elite
    Dead Predators, elite

    April 16, 2012
    Mirra's Sleepless Nights, elite
    Redwillow, elite
    Forgotten Caverns, elite
    Ruined Halls, elite
    Purge the Heretics, elite
    Caged Trolls, elite

    May 7, 2012
    Gladewatch Outpost Defense, elite
    Troglodytes Get, elite
    Old Grey Garl, elite
    Bounty Hunter, elite

    May 14, 2012
    Greymoon series, elite
    Last edited by parvo; 05-14-2012 at 11:14 PM. Reason: Edited because of restart
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  4. #4
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Location
    Pigmy Drow Paradise
    Posts
    4,502

    Default

    Reserved 3
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  5. #5
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Location
    Pigmy Drow Paradise
    Posts
    4,502

    Default

    Reserved 4
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  6. #6
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Location
    Pigmy Drow Paradise
    Posts
    4,502

    Default

    Reserved 5
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  7. #7

    Default

    Off the top of my head, I can't remember if Mozeze has pure good or holy wraps yet. But I don't think so. He does have a holy kama though. His best handwraps include the following: +5 handwraps, +2 flaming burst of parrying, +1 crippling of greater giant bane. And that's about it.
    The Core HC Permadeath Guild
    HC stands for Hard Core
    on Khyber
    thecorehc.home.comcast.net

  8. #8
    Community Member parvo's Avatar
    Join Date
    Mar 2007
    Location
    Pigmy Drow Paradise
    Posts
    4,502

    Default

    During a lag storm, Losh was killed. Qepto saw him take a big shot, moved over and attempted heals from spell and wand. Even though he was only a few feet away, neither would take. Then he went incpap. Still laggy. Then he died. Although I don't like to blame lag, there wasn't much could be done.


    (Edit Dec 13, 2010)
    The group has restarted on Orien
    Last edited by parvo; 12-13-2010 at 11:53 PM.
    M O R T A L V O Y A G E
    Permadeath Guild
    Stay Hard

  9. #9

    Default

    Quote Originally Posted by parvo View Post
    Although I don't like to blame lag, there wasn't much could be done.
    I know what you mean, through necessity you have to make lag deaths count, because people will just blame lag for actual deaths if that policy is not in place... but real lag deaths DO happen, and it really sucks when they do.
    Member of The Sublime Permadeath Guild on Thelanis.
    www.thesublimeguild.com

    Go Hard or Go Home!

  10. #10
    Community Member Chai's Avatar
    Join Date
    Aug 2008
    Location
    Wisconsin, birthplace of D&D
    Posts
    21,811

    Default

    Quote Originally Posted by Talltale-Storyteller View Post
    I know what you mean, through necessity you have to make lag deaths count, because people will just blame lag for actual deaths if that policy is not in place... but real lag deaths DO happen, and it really sucks when they do.
    Yeap, the other issue for PDers is the combat nerf and how they changed the way the physics checks are coded. Allow me to elaborate.

    What used to be causing the lag was the huge number of physics that occurred for every_single_melee_action, including all swings. So for every swing the server was checking to make sure your character was close enough to the mob and facing the mob in order to award the hit.

    The nerf changed this system so that if a main hand swing occurred and you were within range of the mobs, the offhand swing "assumes" you are also within range. This holds true for combat animations and casting animations well, for both the players and the mobs.

    In our static group, we were drawing a named ogre toward the door in WW when our cleric made the wise choice to just command it to the floor. When this happened, everyone ran into the door and down the hall to smack the prone ogre, and I took 3 full ogre stomp crits, a full 2 seconds after it had been commanded. The computer "assumed" that because the ogre was starting a combat animation while being commanded, it got to play out the entire animation and award all three hits to its target, my rogue, who was not even in range when the animation began, who doesnt have the hp to take that kind of damage. BLAM!!! Back to korthos.

    I have also seen situations where mobs have slower caster animations. The blue ogres will raise their hands slowly and cast spells. I will stun one of these on my monk and the mobs 18 hit dice chain lightning will still go off a full second after the autocrit on the stun kicked in. I have even succeeded in killing the mob with autocrit before the spell goes off out of thin air.

    The reality is: If the mob started doing something before you incapacitated it, it gets to continue to do the entire action, regardless if what happened in the meantime. If you kill an ogre in the middle of a tripple stomp, he still gets three hits on you. If you dance a mob in the middle of casting a CC spell, the end result will be a dancing mob and a bunch of hypno'd players. If you see a mob casting a spell and step around the corner to avoid the result of the spell, you can end up held in a completely different room.

    How many cleric mobs have you dropped cold, only to have the flame strike spell hit the entire group 2 seconds after the fact?

    For PD players, the new physics check system is bunk, because it completely screws up timing, and timing is everything when taking survival into account.
    Last edited by Chai; 12-07-2010 at 06:25 PM.
    Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.

  11. #11

    Default

    I hear what you're saying. I've seen a lot of that kind of damage when an ogre is tripped: WHAM! ogre is on his back but still does major damage with that delayed cleave attack.

    But I think it has gotten better, at least in regard to spells. Even tonight in Freshen the Aire we dropped a trog caster who had cast ice storm, but because we killed him in time, no one took any damage. I got the enemy spell message so I knew exactly what he cast upon us, but we did enough damage in that moment to kill him and cancel out the spell. I like that change.

    It's not perfect now, but at least the spell effects have improved.
    The Core HC Permadeath Guild
    HC stands for Hard Core
    on Khyber
    thecorehc.home.comcast.net

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload