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Post by Amos's Boots on May 7, 2019 15:04:45 GMT -5
Tbh the amount of guards on WAGONS is bullshit. On an argosy, it makes sense for there to be lots of guards because it's literally a mobile fortress.
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Post by shakes on May 7, 2019 15:17:59 GMT -5
Not only that, the wagons (at least some of them) don't seem to follow the guarded entry scripts. You can shadow someone into their compound no problem, right past the guards at the gate, but if that person goes into a wagon and tries to go through the door the guards will stop you, the guy turns around and looks at you, and you're totally at their mercy from that point forward.
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Deleted
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Post by Deleted on May 7, 2019 18:35:05 GMT -5
some of the wagons have no_hide flags. That's why this happens. Off the top of my head, I recall TM having that. Probably others too, I cant recall.
Also. What is wrong with the number of guards at the wagon? Is 4 people too many? Most of them have 2-3. None of them have 5+, unless someone brought them in manually.
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Post by shakes on May 7, 2019 18:56:55 GMT -5
From a gameplay perspective it makes it hard to do anything with wagons from an antagonists point of view.
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Post by lechuck on May 7, 2019 19:24:43 GMT -5
That's probably by design. They don't want wagons to change hands ever.
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Deleted
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Post by Deleted on May 7, 2019 20:08:01 GMT -5
Or ... they just dont want a few people logging in at 4 am and stealing a wagon with zero reaction from virtual world. Want to take over a wagon? Do it. It's been done before. But dont cheese it.
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Post by najdorf on May 21, 2019 2:48:44 GMT -5
Agility is the most crucial thing here. With stealth equipment, failure is only down to the very small chance in code (it was 1 or 3 in 1000 hard coded). My exceptional agility humans used to move 100+ rooms in Nak and be perfectly safe even in taverns. Can't say the same for good or below agility. I usually have max hide in day 2-3, about a year ago they still didn't fix desert/urban hide. If you are a city stealth type, go to the gates, pray to Highlord and don't forget to hide outside. Each time you see a "It's not city but you tried anyways" type of a message, you get 1 step closer to maxing.
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kannot
Clueless newb
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Post by kannot on May 21, 2019 2:55:32 GMT -5
I'm not too sure hiding in non HIDE_OK areas increases skills.
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Post by najdorf on May 21, 2019 15:48:52 GMT -5
Another myth. It does. I always hit to maxed hide @ under 2-3 days with this method. (Latest one was about a year ago) Unless changed recently, but I keep hearing it doesn't work for ages, and grin under my mustache.
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jenki
Clueless newb
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Post by jenki on May 23, 2019 8:43:55 GMT -5
Concerning no_hide flags, it's my understanding that they don't break hide, they just make it in effective. Like if someone were to hide in a no_hide room, they themselves could acquire a hide flag but it'd just be ineffective while in the no_hide room.
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kannot
Clueless newb
Posts: 126
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Post by kannot on May 23, 2019 10:39:08 GMT -5
Concerning no_hide flags, it's my understanding that they don't break hide, they just make it in effective. Like if someone were to hide in a no_hide room, they themselves could acquire a hide flag but it'd just be ineffective while in the no_hide room. Im not sure about hiding in the no hide room but Id +1 that if you SUCCESFULLY hide somewhere else then go into a no hide room then come out, barring the routine sneak fails, your hide is still on.
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Post by shakes on May 24, 2019 13:11:02 GMT -5
The stealth classes ... enforcer, infiltrator, miscreant, and fence.
If miscreant is the gold standard for top-end stealth, where do all the others rate?
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Post by lechuck on May 24, 2019 13:40:51 GMT -5
From what I could tell, infiltrator gets 75 (and probably scout too) while enforcer (and presumably raider) get 60. It's a little hard to be completely certain because these skills go up by a variable amount at a time, but my experiments strongly lean toward 75 and 60. I have no idea about fence, never played one.
I tested this based on the assumption that most skills still branch 10 points before their cap. There are exceptions to this, but staff has said that those exceptions are mostly just for the classes that branch something from weapon skills. I'm pretty sure skills in general still branch at cap minus ten. It can be hard to be 100% sure since hide and sneak go up by a variable amount at a time, but unless I had extreme statistical anomalies in my experiments, it's 60/75/90 for stealth tiers. Makes most design sense, too.
Basically, you keep track of your skillgains and pay careful attention to when you branch. If you branch exactly at a threshold, let's say advanced, you know that the cap is 10 points above advanced, i.e. 70. If you branch midway between journeyman and advanced, the cap is 60. You could be off by 5 in case of variance, but it's pretty unlikely that you'll have the same variance on multiple characters. Hide goes up by 1-3 points at a time, five failures is *usually* 10 points, and it's seriously improbable that you got 5x 1 or 5x 3.
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Post by shakes on May 24, 2019 14:51:05 GMT -5
Is 60 still going to be useful? I'm going to assume fence gets 60 at least.
What human agility would you need to have a high likelihood of not being seen with a 60 hide/sneak?
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Post by najdorf on May 25, 2019 0:28:03 GMT -5
60 is garbage unless you are going to play hide and seek for fun. If u are planning any serious criminal activity or hiding for safety 80 is minimim (with high agility and equipment) thats why mischrent is awesome as a new guild. It has better pk potential (safer) than even assassin
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