Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
We can extrapolate fairly well based upon what the actual change made is likely to be. Does a remove fear clickie work while feared? Unless they create a special circumstance exception a la rage(which is, as has been said elsewhere in this thread, an incomplete special circumstance) then we can deduce that it is likely the potion will not work while feared. Personally, I feel it would be better to overreact now and make certain that this will be going in correctly than to have to wait 6 months - 1 year to get it fixed later.
heh well over-reacting is fun and all but normally doesnt end all that well.
There'll be teh flamers, saying how the devs shoulda caught this and how much they suck.
The Fanboi's who completely defend The devs, saying that they knew about thsi all along.
The trollers wholl call both teh fanboi's and the flamers idiots, because its just a game.
Fun Fun.
~Kire
The fact is they did NOT think of any of this. Not once, but twice now - first when they did the change to the 2 potions, and again when they tried to fix 1 of the 2 potions for barbarians - so to think they have without mentioning it isn't over reacting - its obvious. They made 1 special circumstance that ignored the overall problem, infact they did it only for 1 of the 2 potions they broke for barbarians - remove paralysys still aren't even usable while raged - barbarian or madstone.
And all of these examples can be tested right now - just go buy a lesser restore potion. There is no reason to think any of the other ones changed will work any different.
Anyways the issue is very clear and plain. To those who don't see it or care about it - thats fine, but irrelevant to the topic.
Last edited by Talcyndl; 03-24-2008 at 11:10 PM.
Except for the fact that madstone is not only offensive but also defensive... it's increased ac and HP aside from strength. Predicting a caster off in the corner is going to cast a debuff is a **** shoot I'd say... thus you're saying never use madstone except when there are only melee or ranging mob around. I can tell you many a time where I was madstoned.. not in trouble myself at all but others in the party died because I was madstoned and could not deliver a lesser or anything but res them after my madstone wore off.
The concept of funnel is a nice gesture on the devs part but the short-cut taken to do it is not exactly optimum approach to the feature.
Last edited by Emili; 03-25-2008 at 04:14 AM.
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Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour
Good point Shade, I totally forgot about underwater potions...![]()
The first obvious thing is we shouldn't have to use a funnel to drink a potion by ourselves, so the tech just shouldn't apply when we're using the potion on ourselves.
The second obvious thing is I have no idea how hard it would be to properly implement it. But I'll be happy to wait till mod.10 for a proper implementation if existing potions are not changed until then.
One thing they still need to fix is the potion/madstone rage bug.
Madstone Rage prevents you from casting spells.
It shouldn't prevent you from drinking a pot, which it does.
Flying Burrito Brothers, Proud Officer
Krunck - Lvl 20 Barbarian, Abraxius - Lvl 10 TR Cleric
Fieldtest - Lvl 9 Cleric, 2 Monk, 1 Rogue
I agree. But (barbarian rage) was not one of the problems this topic is about. Madstone rage was the main example.
And considering they did NOT "fix" remove paralysys potions to be usuable while barbarian raged - whos to say they won't leave out half the potions in the next change?
I mean yea generaly for remove paralysys - who cares - but there is one situation where I wish I could use them;
Fighting cholthullz - in either black mausoleum or ghosts, he casts this permanent slow effect that cannot be displled or remove with haste - the only way to fix it is remove paralysys.
Right. But the point is there is little to indicate that the Developers intentionally designed things so that potions would be useable in fewer situations. Rather, it appears that it was an unintended bug that they weren't useable while raged.
I would certainly hope that the developers now recognize the issue. So absent an express statement to the contrary (or reports from Risia) I'm not going to assume the worst.
I will continue to believe that what we have now is what we will continue to have until, at the very least, a developer even acknowledges that they know potions do not work while madstone raged. Until they even admit that it's not working they way they intended, there's absolutely no indication that the people who need to know that potions don't work even know the problems.
There's nothing obvious about it at all. In fact, fixing rage but not madstone implies to me that they chose not to fix it for madstone. (Simply because I find it very hard to believe they went through the trouble of fixing for regular rage and didn't even check it for other forms of rage). I find it hard to believe, not impossible.
My point is that when it's practically inexplicable why they didn't fix it for madstone at the same time, there's no guarantee how the next batch of potions will be fixed.
Again.. that's not even addressing the fact that all these potions will be drank more slowly. It'd be better if they kept potions exactly the same for when you drink it yourself, and only change the animations for when you affect others. I doubt most raged barbarians care if they're able to use lesser restore pots on other people.
The main problem is that this will take alot more coding and time. Right now they can simply take the code they made for Lesser Restore Pots and throw it on the potions that they want. If they wanted the animation to change depending ont he target they would have to code this (this would prolly be a good bit of code because of recognizing variables and what not) then search their code for all the potions they ahve used the previous code for and replace it. Then test it.
Also you said that the animation takes too long. I do believe it takes longer to uncap a potion, put a funnel on it and spill down a party mates throat then it does to simply uncap a potion and chug it.
Of course we could just make potions throwing weapons that do 1d8 damage and teh effect:
(To Party):"Hey ranger can you throw me a restoration?"
(Party) Mr.RangerMan: "Sure"
(Combat): You Receive lesser restoration debuff.
(Combat): You take 6 bludgeon damage from Potion.
(To Party): "Hm thats odd. Hey Mr.RangerMan, can you throw me a cure light pot?"
(Party) Mr.RangerMan: "/sigh. Fine."
(Combat): You heal 4 damage from cure light wounds.
(Combat): You take 8 bludgeon damage from potion.
(To Party): "hey... hrm... can i have another?"
(Party) Mr.RangerMan: "Arg!! HERE!"
(Combat): You heal 4 damage from cure light wounds.
(Combat): You take 6 bludgeon damage from potion.
(Combat): You heal 6 damage from cure light wounds.
(Combat): You take 2 bludgeon damage from potion.
(Combat): You heal 2 damage from cure light wounds.
(Combat): You take 8 bludgeon damage from potion.
(Combat): You heal 8 damage from cure light wounds.
(Combat): You take 4 bludgeon damage from potion.
(To Party): "Uhm... Yeah im still down like 5 health. Heal please cleric?"
Wooh that took forever to type. Good fun though. And who wouldn't want to pelt some party members with potions?
~Kire
Anyone seen the movie "Hot Fuzz"? Kire's idea made me think of that trash can that kept getting thrown into people's faces.![]()
Well then you don't understand how coders think. Coders brains are very advanced, but do not work like regular humans you see - they see a problem as a bunch of lines of code we do not understand as something very easy to them. They change the code so that it all lines up right.. They test that line of code, and if it compiles and works- its shipped, QA takes a quick look at it and all is well. But to the actuall players - it turns out it's not so well as they thought see, they don't think that way. 1 problem gets 1 solution, thats it.
The fact the underlaying issue still remains is not there concern, the bug in the code was fixed and there job was complete. It's not hard for me to understand. I don't blame the coders who did the work - they did there job and did it well. It was someone else's job - the guy who has that job may not exist at turbine tho.
Oh few other great things i've noticed:
Interupted while using a clicky potion = its gone. You didn't drink it, you didn't click it onto someone else, you got interupted by a ledge/tumble/water/trip/breeze of soft air hitting you... And its gone, where did it go? no one knows, but its gone, you dont have it anymore. Hope they make menonic potions clickies so we can remove feblemidn on other players, really won't mind losing a few majors due to animation issues there.
Interupted while drinking a potion - sure it might happen, very very rarely.. But you know what, the potion isn't gone, its still there, ready to drink.
Failed Mummy rot - currently a 3 second potion drink fix, curse, disease, lesser restore. Soon to be a 18 second ordeal (12 seconds cooldown, 2 second animation x3). Fun. Good thing we can use em on other players tho, because you can't open a trade window to give another player a curse or disease potion.. Oh wait you can, but thats harder then waiting 18 seconds right.
Imagine if you got poisoned too - you'd be looking at a good 25 seconds to fix that doosy!
But potions are overpowered, so they should be slowed down. Nerf em all!
I'm going to have to agree that this probably wasn't necessary....who runs around without fear removal pots? They are like 50 gold....