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| Members & Time Slots |
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Posted by: KingOfPain - May 11th, 2005, 03:59 - Forum: Guild Wars
- Replies (37)
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Lets make it easier to recognize who is who and get organized online.
My recommendation is for everyone to make a character under the name you post with.
- Leave the guild when another guild member is online (use the icon left to your name for options)
- Make a new character with the name you post with
- Get re-invited
- Delete the character if you want. The deleted name will still show when other people mouse over your current character name in the guild panel
The name King Of Pain is already taken so I added and "I" at the end.
Please, post your invited name here and time available so we can see if we can organize a PvP team and otherwise. I will edit this post so we have everyone on the same page 
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Name ------ GW Name
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KingOfPain = King Of Pain I (2nd account King Of Pain Too)
Available time:
Mondays and Tuesdays practically anytime, except Tuesdays 5:30-9 PST for BNx
All other days after 10 PM PST
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SoulEdge = Soul Edge
Available time:
Friday and Saturday 22:00 hours GMT (PST +08:00?) onwards till I fall asleep, other days are random.
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Zed = Zedf Eliza
Available time:
Arbitrary, but I'm usually around on weekends, excepting Sun night for 7 Samurai
<!-- / message --><!-- controls -->------------------------------
SoulFlayer (or PoO, from Diablo) = Soul Flayer
Availble time:
Kinda of random, but quite often online
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Hawkmoon = Hawkmoon of Realms
Available time:
Typically Friday and Saturday evenings, at least for now.
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Green_Gloom = Green Gloom
Available time:
Currently my gaming time is somewhat random but centered around a GMT+1 schedule.
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DeeBye = Dee Bye
Available time:
Absolutely and completely random
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Lurker Wyrm = Lurker Wyrm
Available time:
I'm on a lot, actually... Most frequently around noon-5pm and after 10pm, all EST (GMT -5).
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WarBlade = War Blade I
Invited name: War Blade I
Available time:
Random/Erratic/Fickle and any combination thereof.
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FoxBat = Fox Bat
Available time:
likely weekday nights EST
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Xyngynkynyn = Xyngynkynyn Skyz
Available time:
Random
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Carbon Copy = C A R B O N C O P Y
Available time:
I'm probably on weeknights And Sundays from 2 to whenever EDT. Fridays I can probably sneak in some play time during normal people hours during the day and maybe afternoon, but Saturdays are more or less right out.
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Name: Krakhan = Bloody Hand I
Available time:
Online: Randomly on the weekdays, mostly on the weekends.
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Zedd = Zedd Zoran
Available time:
Late night (GMT-5) throughout the week.
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Havral = Havral Glommon
Available time:
GMT, I generally play randomly with sporadic bursts of high activity.
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Seijin = Seijin Tetsujin / Seijin Ronin (two accounts)
Available time:
Usually after 8pm (PST) and may play until early morning.
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Eldrinn = Eldrinn Woodbury
Available:
After 3:00 PM PST
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BeefontheBone = Beef on the Bone I
Available:
Free evenings, Mondays and Sundays.
______________________________
KoP
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| Suggestions for Monk's secondary profession? |
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Posted by: Hawkmoon - May 11th, 2005, 00:23 - Forum: Builds and Templates
- Replies (2)
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Hey everyone,
I wanted to get some opinions on a secondary profession for my Monk, who is just a baby in Pre-Searing Ascalon. During the beta, I played him as a Monk/Necro, and had him focus primarily on healing (duh) and de-buffing the enemy using skills like Life Siphon and Faintheartedness (slows the enemies in an area). Now I'm wondering if the necro class would again be a good choice for this type of role, or if I could accomplish the same thing in a more effective way with a mesmer secondary. Or, take ranger as the secondary and have a pet that could be a tank if I had to solo. So many choices; I'm in a quandary!
Thoughts, anyone?
Thanks,
Hawkmoon
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| RBers take on GW (from the Guild Hall Choices thread) |
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Posted by: Hawkmoon - May 11th, 2005, 00:16 - Forum: Guild Wars
- Replies (2)
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Since this is really quite a different topic from Guild Hall choices, I thought it deserved its own thread, so I copied KoP's comments (to Sirian's post) here, and will append my thoughts below:
KingOfPain Wrote:for those who might be waiting for some RB reviews before committing to GW.
[about PvP problems with no level-matching of opponents]
There's no power-gaming advantage to be had. You can now (since the later beta events) create PvP only characters, they all start life at clvl 20.
As for casual low lvl PvP goes, the matching system has been improved, tho still not perfect. If one is serious about low lvl PvP there is at least the GvG option - Direct challenge. I am not sure how this works yet as I have not read much on it and never tried it myself. However, and that's a big however, low lvl PvP cannot be balanced under the current skills system, and, not worth the compromise having to adjust (the game system) everything else to balance low lvl PvP since these characters are short lived. I can think of one big loophole for low lvl PvP - there is no clvl req on skills.
The lack of skills prereq is a good thing the way this game plays. It means all the skills are "suppose to be" balanced, which means player skill matters.
[about "dogpiling" as the be-all and end-all of PvP]
I have read somewhere one of the highest ranking team during the last beta event was a team of 6-7 monks with only 1 or 2 real offensive characters, which definitely did not rely on dogpiling tactics. This is just one example of such different builds that I have heard of. Granted, one can still argue there are still some degree of dogpiling in every match, but it's only efficiency.
To simplify PvP battles into one single tactic, dogpiling, would be the same as saying Capture The Flag tournments boils down to whoever grab the flag first wins. The devil is in the detail. It is how you go about it that counts. There is no one strategy-tactic that works across the board, against all team builds. The builds need to be dynamic, able to change (preplanned or on the fly), the players have to gel as a team. This is people vs people, there is no monster AI to "exploit", and only so much is predictable. In the end, it still boils down to quick thinking, skill, knowledge of the game and team work.
[about soloing not being fun]
That much is true for most of us. Coop game should be eaiser and easier to find once everyone have a chance to run thru the game once, and get in sync with everyone else. The old RBers have a habit of building a variety of characters at different stages of the game so we can jump into almost any game in progress. too bad there are only 4 characters allowed per account ATM, there are ~20 active members in our guild, not a large number but enough to pick up the occasional coop game here and there without prearrangement.
I myself am enjoying a slow solo pace and not finding the FedEx training tiresome, yet. But that's just me, I want to see the game and enjoy the scenery while it is new. Most of the quests I have done so far are more or less since-you-are-going-there-anyway kind of thing. Still, you would have location markers (waypoints) to jump back and forth anyway.
[about the restriction to 8 skills at a time]
I think this is a commendable system, although I wish that would be upgraded to 10 or so skills. This system gives the game and characters more challenges and variety. You not only have dual classes, even those characters with the same professions and same masteries can play quite differently even driven by the same person. Well okay, we variant scums no need game dev to decide how to restrict ourselves but you have got to admit the limited number of skills you can bring along does impose more careful planning.
[about the skill timers making things "wait, wait, wait"]
No one hates the DII timer more than me, however, I find that it works for Guild Wars. Your statement is a bit misleading for those who have not played GW - only means you wait for the timer of the skill to recharge, not sitting idle. In Diablo terms (for the benefit of those not in GW)- One would cast a Firewall (Firewall recharges while enemies is roasting), then Dim Vision the monster so it has only 10% chance to hit you (DV lasts 3 to 10 seconds depending on slvl, and recharges in 3 secs). Meanwhile you need to keep an eye on the party especially if you have healing abilities. You may need to heal yourself or teammate since there is no healing potion in the game, or squeeze off a Fireball. The Firewall would be recharged at this time. If not, there are still a few more skill you can use... as oppose to just keep the button down and spam Frozen Orbs as in DII.
All said, I am still a noob with this game and I reserve to right to eat my words later ![[Image: smoke.gif]](http://realmsbeyond.net/forums/images/smilies/smoke.gif)
KoP
I haven't tried any PvP at all, other than the required match when you enter the Ascalon Academy to leave Pre-Searing. In that one match, my "team" was composed of myself, a warrior/monk and another warrior/monk, with two henchmen - a fighter and a mage. Our opponents had three "real" members and a mage henchman. The had a warrior, and archer, and a monk primary. They barely beat us, by one kill. It was a total free-for-all, it seemed - the henchmen are idiots, of course, and it was impossible to have any real strategy for the fight. I imagine that real, team PvP will be quite different. We really ought to try it sometime. 
Regarding the only 8 skills at a time restriction, and the skill timers - I am selfish enough to want ALL the skills, at ALL times, NOW, dammit! I don't mind the skill timers - I think that it makes the game far more interesting. And I think it's a tribute to the GW designers that they came up with such a variety of skills that you want to use so many of them! My typical scheme with my warrior/monk my last gaming session was to cast Reversal of Fortune and Endure Pain while the enemy was closing, then to melee with Power Attack, wait for adrenaline to charge up, and as soon as it built up enough, use Sever Artery, wait a second or two for adrenaline to come back up, hit them with Gash, followed immediately by Wild Blow (doesn't require it to use, but discharges all your adrenaline, so important to use this right after an expensive adrenaline skill). Depending on how the fight was going, I might have to hit Orison of Healing, or refresh Endure Pain somewhere in the middle. When I wasn't using a particular skill, I was using normal attack, so, as KoP says, it's not like you're standing around doing nothing! And I find the constant use of different skills more interesting than just Click-and-Hold with Zeal, for instance. But I still wouldn't complain if the game designers upped the skill total to 10 or 12!
I played in most of the beta weekends, though not the April one, and I find the game much improved over the initial looks. I like the new maps - I actually have a clue where I am now, in Post-Searing! Enough of the landmarks are still there from Pre-Searing that I can find my way around, and I like the overall look. I like the collectors - it's a useful way to improve your equipment while you're waiting to amass enough crafting supplies. Like KoP, I'm not tired of the quests and missions, even the FedEx style ones - either the reward is tempting enough (tasty new skills!), or it's taking me someplace that I need to go anyway. I do want to hook up with fellow RBers for more coop gaming, though - the henchmen aren't quite up to snuff, and I haven't been that impressed yet with the general run of gamers.
Cheers,
Hawkmoon
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| What The...? I win? |
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Posted by: Flint - May 6th, 2005, 08:05 - Forum: Civilization General Discussion
- Replies (5)
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Has anyone won a cultural victory of the 100K type (whole civ score not OCC) in C3C? I never have and apparently niether has the AI. Im wondering if maybe I uncovered a wierd bug in C3C or if something stupid just happened.
I was playing an emperor level game as the British and my main rivals, the Russians were poised for a 100K cultural victory by the 417th turn of the game. I had been montioring the victory screen closely every turn. I had built 8 space ship parts, but there was no way to win. I needed too many turns to research the laser and robotics to beat the Russians to victory. In the last 5 turns I constantly monitored all the diplo screens to see if anyone had researched robotics in time, but alas, by the last turn before Russia's culture pushed the Motherland over the victory limit noone had researched robotics, and I was still several turns away on max science. So, in maniacal dictator fashion I launched my stockpile of ICBMs at Russia, invaded a neighboring civ (who cares at this point? ) and sat back and waited for the inevitable. But then-Shockingly-the game continued the next turn. I checked, Russia had more than 100000 culture points , why hadnt they won? I know that all victory modes were active and that also victory modes should only show up on the victory screen if they are enabled. Nonethless a few incredibly unsatisfying turns later I launched my space ship (funny enough that victory mode ACTUALLY gave me victory) Why did this happen? It feels like my high scores list is tainted. It was a fun game that seemingly came down to a spacerace v culture battle at the end, which the Russians won. It was fun and I had accepted the fact I would lose, but I technically didn't. I have never gotten 100k culture ever (not just in C3C, any version of civ3 ) and I am wondering if anyone else has experienced this or knows what went wrong. Is this like a major C3C bug or something?
Edit: fixed typos
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| Guild Hall choices! |
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Posted by: Walkiry - May 4th, 2005, 05:12 - Forum: Guild Wars
- Replies (67)
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So, I've gotten myself to Lion's Arch already.
On foot.
From the Frost Gate.
It was an interesting journey, to say the least. Level 18 enemies sure are fun to fight with a bunch of level 8 Henchmen ^_^
And also, I got some sidequests containing some major spoilage regarding the main quest.
But I disgress.
I took the chance to look around and realized why the place was familiar. Open events happened there! Nifty. I went to talk with the Guild Registrar and he sent me to talk with the Ferry Captain if I wanted a Guild Hall. So I did, and here's a quick rundown of the available choices:
1. Warrior's Isle. Looks familiar? It was the design of the Guild Hall back in the day, I'm not sure if there were more in the open event, but it's the only one I saw.
![[Image: 1_warrior_isle.jpg]](http://walkiry.no-ip.org/guildwars/1_warrior_isle.jpg)
2. Hunter's Isle. Nice and greenish, perhaps the overcast sky isn't too cheerful, but there you are.
![[Image: 2_hunters_isle.jpg]](http://walkiry.no-ip.org/guildwars/2_hunters_isle.jpg)
3. Wizard's Isle. A bit like Warrior's Isle, but with a bit more "classic" design, so to speak.
![[Image: 3_wizard_isle.jpg]](http://walkiry.no-ip.org/guildwars/3_wizard_isle.jpg)
4. Frozen Isle. Snow! What else needs to be said?
![[Image: 4_frozen_isle.jpg]](http://walkiry.no-ip.org/guildwars/4_frozen_isle.jpg)
5. Nomad's Isle. With all the charm of the desert, this could be anywhere in the mediterranean, albeit more likely on the African coast.
![[Image: 5_nomads_isle.jpg]](http://walkiry.no-ip.org/guildwars/5_nomads_isle.jpg)
6. Druid's Isle. I was expecting something a bit more lavish and greenish, but hey, at least there are some trees there!
![[Image: 6_druids_isle.jpg]](http://walkiry.no-ip.org/guildwars/6_druids_isle.jpg)
7. Isle of the Dead. Pretty self explaining...
![[Image: 7_isle_of_the_dead.jpg]](http://walkiry.no-ip.org/guildwars/7_isle_of_the_dead.jpg)
8. Burning Isle. Finally, the classic molten rock/volcano lair.
![[Image: 8_burning_isle.jpg]](http://walkiry.no-ip.org/guildwars/8_burning_isle.jpg)
Now, choices choices! I realize I could have gotten appropiate screenshots by googling a bit, but this was more fun ^_^
As for me? 1 or 5, Warrior's or Nomad's. What would you prefer? ^_^
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