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| Realms Beyond Multiplayer Times |
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Posted by: Sullla - April 2nd, 2006, 08:55 - Forum: Civilization General Discussion
- Replies (45)
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This thread is designed to organize the times for RB Multiplayer games in an easy reference place. Currently, we have two regular game times:
Wednesday 9:00pm EST (Thursday 200 GMT)
Saturday 9:00am EST (Saturday 1400 GMT)
Anyone is welcome to attend these games - no experience necessary! If there is a desire for more regular gaming times, I will edit this post to add them. Players should plan to show up in the Multiplayer lobby a few minutes before these times to plan and organize a game. Don't show up a half hour late!
We should work out a common password to use for all Realms Beyond games. I suggest using "RB", but it could just as easily be something else.
Teamspeak
Quote:WHAT YOU NEED TO RUN TEAMSPEAK:
* Windows or Linux
* Microphone
* Headphones
* Broadband Internet
The mic is obvious.
The headphones are for reduction of noise pollution. Folks are going to be hearing the game they're playing, so there will be game sounds, possibly music, so any spoken communication needs to be clear to heard over the game sound, and we don't want voice echoes from somebody's speakers, nor do we need to hear THEIR sound and music broadcast to us.
The broadband restriction is not one of permission but of practicality. Dialup users are welcome to TRY to use TS if they wish. Perhaps tweaking the performance to minimal latency at the expense of sound quality will help, but I wouldn't count on that. Use at your own discretion.
HOW TO USE TEAMSPEAK:
* Install the client software.
* Set up your Connection. Go to Connection, Connect, and add a server to your local address book.
Server Label = Realms Beyond
IP: 66.15.72.204
Nickname: (Input your nick)
Login: Anonymously, until we've registered you on the server. Once registered, then login registered.
Server Password: The RBD password. If you don't know it, email me, or Gris, or KoP.
Default Channel: Realms Beyond
* Connect.
* Set up Push to Talk. Go to Settings, Sound Input, and activate Push to Talk. Then choose a hotkey and set it. I've chosen C, which is the nearest key to my normal Diablo hotkeys. (I moved Character Screen viewing to the V key and use C as an extra hotkey, but it's the least-used of my normal hotkeys. ME0003 and I played some D2 tonight on a test run and C worked out very well for me.)
* Enter the correct channel. You will only hear the voices of others in the same channel. Which channel to use depends on what you're playing. I've set up some registered channels to start:
Realms Beyond - main lobby, general chat.
RBD1, RBD2, RBD3 - Diablo rooms, available for general Diablo play. Find yourself in a game with fellow RBers? Some or all of you want to give TS a try while you play? Each room is for a different game, so up to three games can be running TS, one game per room.
Active Team Variants can give TS a try. If you find you like it and want to continue, I can add a registered channel for your team. Let me know.
Obviously, Teamspeak is of no use if there's nobody else in the channel. Also, the server is provided "as is" and we cannot be responsible for what folks say and do while connected, except to ban those who behave abusively. Here's hoping that will never be necessary.
SERVER RULES
* No excessive foul language.
* No deliberate harassment of others.
* No deliberate disruption of games, channels, or activities.
* Exercise common sense.
* The server is for RB use only. If there are less than two RB community members involved, that is not RB use.
These rules go without speaking, but I thought I'd spell them out anyway. If you have a complaint about anybody's behavior on the server, please email it to me. Thanks.
And here is the TeamSpeak website, where you can download the software and find out more information:
http://www.goteamspeak.com/index.php?page=news
I will edit the original post to include this information. Also, I can't remember what the password is for this server (I've had it saved in for years now!) so you'll need to get in touch with Sirian or another longtime RBer to find out what it is.
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| Pitboss?? |
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Posted by: pholkhero - March 30th, 2006, 18:15 - Forum: Civilization General Discussion
- No Replies
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Anybody play this?? Ive read a few descriptions of it, but i'm still not sure i get it. I understand that it's hosted on a persistant server, and people can log in whenever and take turns, but how does the whole thing work??
w/the difficulty of getting people together for real-time MP, i thought an RB Pitboss game might be a nice thing to try....i'd rather try it w/people i know are committed to 'the game' (and not to childish insults and quitting)
ahh well, if anybody has any info on it or how they've found playing it, i'd be interested to know...
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| Oddly Peaceful Game |
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Posted by: StuporMan - March 30th, 2006, 16:05 - Forum: Master of Orion
- Replies (5)
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WARNING: This is long post, the author apologizes for being a long winded idiot.
Well, I just got done winning my first game on Hard Difficulty (yeah I am quite a newbie, get over it). I had several observations.
The first is that Klackons are way overpowered in a human player's hands (I am sure you guys already knew this).
The second though was a bit more unexpected. I had the most peaceful start to any game I have ever played on any difficulty. The galaxy was large which accounts for some of this, but this went on well after the first several votes. I only encountered one brush war near the end of my expansion phase, in which the Psilons (nearly runaway Psilons) stole a newly founded colony before I had a chance to stand it up/defend it. This was the only conflict I saw or experienced until very late in the game. In retrospect, the colony was just a bit too far to try and strech, but I wanted to do my best to deny the Psilons as many systems as I could to avoid the Psilon Psteamroller. As it was they well exceeded the 1 Psilon planet to every 2 of yours rule.
Also in this game was a near runaway Meklar, yes I said Meklar. They actually ended up holding roughly 1/5 of the planets on the map (including a Rich and an Ultra Rich). Both the Meklar and the Psilons held just about all the northern hemisphere together, and the Psilons held a few planets just south of the equator in the far west. So I was up against a Ruthless Expansionist Meklar, an Honorable Diplomat Psilon (thank goodness for a good draw there), an Erratic Expansionist Silicoid, an Agressive Expansionist Mrrshan, and Xenophobic Ecologist Alkari stuck with 2 planets.
After the brush war, I consolidated my empire, secured a few choice systems to colonize after getting the appropriate tech, and wait for the inevitable war to break out to allow me to exploit pointy stick diplomacy for an election victory. And so I waited, votes came and went, and yet no wars broke out, anywhere. Even the Mrrshans and Alkari refused to start a war despite being cornered having 3 and 2 planets respectively. I held non-agression pacts with all races, and all upheld them even the Erratic Expansionist Silicoids which were locked in a corner for an obscenely long time.
I started looking for ways to diplomacy a war, however I started noticing several disturbing facts. The first was there was some major alliance action going on. The Meklars held alliances with most other races throughout the game. They were nearly always in a persistant alliance with the other major AI power, the Psilons. At one point the Psilons had an alliance with every other AI race. Since the Psilons and the Meklars together held a little under 1/2 the map, and both had a tech lead, I could not afford to get in a war with both of them at once. As such, I could not afford to start a war with anyone, as that would likely put me into war with all of the AI's. And so I waited and invested heavily in tech.
Eventually, and by this I mean somewhere around 2430, the Mrrshans finally decided it was time to break out of their 3 planet corner, and decided the best way was through me. On the Exact same turn, the Alkari decide it is time to do the same through the Meklars. This was the break I was looking for, I use some diplomacy to get the Psilons at war with the Mrrshans (the Meklar were not in contact). This in turn triggered the alliance with the Meklars to declare war on the Mrrshans (whom they still did not have contact), and coincidentally the Silicoids are drawn into the war against both through their alliances (See why I didn't want to fight). I used this opportunity to sieze all the good worlds from the Mrrshan, and knab the Artifacts world from the Alkari. This war took all of 10 turns to complete. Altair potatoed for a while after this, but though I hoped it would start a war, the AI refused to let a few million colonists start another war. Fortunately, this did allow my Alliance to the Meklar (which I started to avoid the Meklar joining with the Psilons in a war against me, that and the Psilons were my most frequent opponent for the vote). It also drove a small rift between the Meklar and the Psilons, causing their alliance to break and never reform.
To cut a very long story down to ... well a not quite as long story, Erratic hit on the Silicoids finally and drew up a war with the Psilons and Silicoids against the Meklar and Klackons. I had achieved tech, production, and population dominance, and so was able to win easily from that point.
Ok, so that was long, and ended up being more like a battle report, but I was wondering if any of you had similar experiences with such a long stretch without anyone being at war. I suspect all the alliances were what kept the cornered AI's quiet as it allowed them opportunities to expand to colonies otherwise out of reach. I also could have tried ot get an extra world or two during expansion, but was already streched pretty thin. At one point I was expanding almost beyond my ability to feed new colonies with population to get them up and running. Perhaps my not pressing the AI too hard for land also helped to keep the peace longer.
Just curious,
StuporMan
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| Factions Preview Observations |
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Posted by: WarBlade - March 30th, 2006, 04:16 - Forum: Guild Wars
- Replies (7)
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Okay, so we've had a look and made a number of comments either in game, in the complaint thread, or specifically Ritualist related in the Ritualist thread, but those have given me little opportunity to say a few things I wanted to say.
Firstly, I'm a bit sorry I only had a limited opportunity to participate. Saturday nights are damn near impossible for me to get away from work and I had the Sunday night shift as well. In the end I had to make do with a couple of all-too-brief morning sessions and most of Monday (NZ time) to have a look around.
Where to begin?
Professions?
Monk
I like some of the new skill selection. There are a few like Heaven's Delight that I'll sit back and wrinkle my nose at, but overall I found a number of new toys to play with.
Healing Light is an interesting one. It seems that Factions is loaded with several Orison-like 5-point heals, but this little oddball elite with it's energy recharging side effect falls into "Beauty is in the eye of the beholder" territory and is practically only worthy of a shrug until you start thinking about bonders. When I had a look at this one with a monk I made, the energy recharge from it was 4. So cost 5, change 4. Not too shabby when you consider the possibility of running 4 bonding enchantments and getting presented with an alternative to Signet of Devotion for active healing and gaining a passive bonus from Divine in the process.
Healing Whisper I'm not sure about. This one strikes me as another Orison, but with the short range and my experiences getting dragged around the place trying to shoot Ice Spears I can see a whole lot of dislike surrounding it. Still, I can see an application whereby Whisper becomes effective to a close group of casters battling near the healer as long as there's some other support spells with some range to reach party members further afield.
Life Sheath intrigues me. I don't know how well it would stand against other protections in general, but when I think of the number of protection spells and other skills that operate by reducing a percentage of damage and how they might mix with Life Sheath's potentially large flat figure for a combo protection I can see it being a significant missing ingredient.
Signet of Rage. Oh, ow! As if Warriors didn't already have enough troubles with the smiting monks they now face, here's a skill targeted specifically at smiting down warriors. Eek!
Warrior
I really wish I had more time to play around with the Warrior I made in the preview. I did play around a bit with...
Signet of Strength. All it does is add +5 damage to your character's attacks which seems like a minimal advantage, but for a couple of useful points: Firstly, it's completely fire and forget and secondly it costs nothing. The second part means very little. The fire and forget aspect however is the real advantage. Just hop out of town, trigger the signet and next time you smack something it's benefits become realized. Refresh it in combat or between fights as desired. Quite a handy addition to a max-Str Warrior IMO.
Renewing Smash looks interesting. I never actually tried this skill, but at a glance I'm thinking that runners with a hammer stashed away in another weapon slot will have a handy way to get Balanced Stance back into working order when the recharge bites and avoid all that messy downtime that makes Beacon's to Drok's so tricky up the north end of Snake Dance. Oh wait. The devs just made the Drok runs easier? Hmm.
Elementalists and Ritualists I've already mentioned in the complaints thread. I mostly just played a Ritualist in the time that I had and overall I quite like the class. I read all sorts of negative things in-game and can see how people might have been tripped up although in my case at least I found that the mix of differant areas to specialize in, or even generalize in, created a basis for a very versatile character. In that regard they seem more like a Ranger or Mesmer in some ways than the Monk/Necromancer that they appear to be at a glance. I really need more time playing them though. A LOT more time. 8)
Armour Adjustments
Wanderers
AL60, +10 versus Elemental?
I saw this at the Kurzick armour crafter and must confess to a bit of surprise at the time. If this comes in then what happens to all the existing Wanderer's and Saintly armours with their +5 vs. Ele bonuses in the current game?
Knight's Kurzick Helm
AL80, +? versus Physical
Reduces Damage
Oh... Wow...
When I saw that my eyes bugged. Truely. The existing Knight's Helm has +1 Strength instead of "Reduces Damage" and I found myself wondering why they'd bother putting in Reduces Damage seeing as most warriors pick that up from the global effect of another armour piece whilst retaining their helmet attribute bonus or whatever and then it hit me. I can't be certain of course, but I think this is fairly convincing evidence to suggest that "Reduces Damage" on Warrior armour pieces might become the location based affair that it really should have been from the start, even if for nothing better than to provide incentive to complete a Knight's or Ascalon set. My other observation to support this theory is the proposed 100AL Sentinel's armour. Who'd want to let a Setinel's Armoured Warrior with Knight's Boots, a Superior Absorption rune (in the boots) and a damage reducing shield into the game? The combo effect of the gear alone would be bad enough before even considering extras from the skill side like Dolyak Signet!
So yeah. One or two of you pointed out in game (and rightly so I think) that my evidence is not proof, however I still maintain the mod change on that helmet makes a fairly convincing case for a theory that global Reduces Damage (aside from Absorb runes) might well be given the boot.
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| The Ritualist |
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Posted by: Lurker Wyrm - March 26th, 2006, 13:28 - Forum: Guild Wars
- Replies (3)
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I've noticed, both in-game and on forums, that a lot of people are really dissatisfied with the ritualist as a primary class. After having tried various combinations of Rt/Mo, Rt/N, Rt/R, etc., I have to say that a ritualist primary is (believe it or not) pretty nifty. Not because spawning power is actually useful as an attribute, but because it can combine with the summoning to make itself useful. The devs didn't provide enough spirits with the out-of-the-box ritualist to actually make it useful, so I went and bought 2 of my own, Bloodsong and Dissonance, to use in addition to the provided Pain and Shadowsong. And using those 4, was I ever able to notice a difference in power.
For starters, ritualist spirits work in much the same way ranger spirits do, in that you can't have multiple instances of the same spirit, even if they're both from different summoners. This means that, at most, a team needs 2 ritualists, 1 defensive (restoration), 1 offensive (communing). You're also going to need to devote pretty much your entire skill bar to it (4 spirits, 3 spirit enhancers/related skills), so bringing along a pet or minions isn't exactly an option. If you want to go those routes, you're going to need to spec for them (speccing for pet as a non-ranger primary isn't the most efficient thing to do either); you can't have a mix of both (just as warriors shouldn't spec for both hammer and axe).
Secondly, your elite is an even more important choice than before. Whereas with the other classes you've got 3-4 choices for which elite to bring, a spirit summoner really only has 2. Ritual Lord and Soul Twisting. If you're going the heal route, Preservation is also a possibility, but since my experience comes purely from the offensive spectrum, I'll ignore that for now. Soul Twisting is my personal choice of elite for spirit use. Why? Well, let's look at the skill to begin with: Guild Wars Guru skill listing Wrote:Destroy target allied spirit. The next Binding Ritual you perform cast 66% faster and recharges instantly. While this may look somewhat awkward to begin with (since you have to destroy a spirit to activate it), it becomes incredibly helpful later on, and specifically for use with spirits that don't last very long (Dissonance being a primary example). Once you get a chain started, you can have it going for as long as you want. In other words, you can use Soul Twisting on a spirit that has a fast recharge (Pain, in my case) and then summon Dissonance. Now, when Dissonance gets near the end of its duration (or it's being attacked), you use Soul Twisting on that spirit and you're ready to put the spirit back up again in a hurry (the 66% boost in casting speed means it's ready in less than 2.5 seconds). You can keep doing this over and over to have a virtually never ending Dissonance (Dissonance is the spirit that interrupts with each attack, in case you were wondering why I like it so much). The best part of Soul Twisting, to top it all off, is that it doesn't expire until you summon a spirit with it. So you can walk around for an hour and still have it ready, which takes a lot of pressure off having to cast something right away, even if you're not ready or near the next fight.
The other elite of choice is Ritual Lord, which is a skill that, while in effect, will speed up the recharge time of spirits. This, too, is a great utility for always having access to a spirit. However, I didn't have access to it, so I can't really comment on its usefulness. I would imagine, however, that it can be quite nice if you plan to move at a faster pace than the spirits would normally be recharging at.
The other elites that might seem useful at first really fall short in practicality. Attuned was Songkai is a good example. When you think about it, all it does is reduce the energy cost for summoning a spirit, which is pointless if you've got Boon of Creation on your skillbar (which you should). The other choices, Consume Soul and the elite spirit Wanderlust... well... I'm hoping I don't need to explain why those are lackluster and should be ignored (Consume has potential on a healer, but Perservation looks better). There's also always the choice of going ranger primary and using Oath Shot to keep the spirits up, but that's not always an option, especially if someone will be using spirits with just Factions and not Prophecies (thereby not being able to use Oath at all).
As far as using spirits for combat, they will generally follow your target, so you're going to have to use a bit of brainpower there (i.e. is it really necessary to have Shadowsong up if you're going to be attacking mages, or to have Dissonance up so you can attack a warrior?). I will say this, however, at 12 Communing, the spirits were dealing ~15 damage each (some higher, some lower, so that's where it balanced out to). When you take into account the fact that you've got 4 spirits attacking at once, you've got 60 damage being added to the 11-21 from your staff/wand. At that point, you're pretty much outdamaging everyone else on the field (even if your staff was dealing minimum damage, that's still 70+ damage every 2 seconds or so) making you a very valuable asset to the team (esp. when you consider all the other effects of the attacks: Shadowsong causes Blind, Dissonance interrupts, Bloodsong does life stealing damage so it'll go through protection). Generally speaking, spirits are ignored by most combatants (players and ai alike) so keeping them alive isn't too much of an issue. Even if they are targets, they can usually stay alive well enough with enough points in their attribute and in spawning power, both of which should be 10 at minimum, and the spirit-related attribute should be a 12.
So, how does this all tie back to the spawning power attribute (and the reason you're taking ritualist primary instead of ranger)? Simple, Boon of Creation, your energy management skill, and Ritual Lord, your skill to keep spirits ready, are both tied to spawning power. Also, in the event that your spirits are attacked, that extra 52% health (at 13 spawning) will really make a difference in keeping it alive (if only to buy you the second or two you'll need to summon a new version of the spirit that's being attacked). Also, if you want to be a serious spirit summoner, you're going to need the runes to do so. As has been noticed before with the other classes, there's a big difference between an attribute at 12 and an attribute at 16. At 16, your spirits can potentially (again, I didn't get an attribute that high so this is hypothetical) be level 10 and dealing ~20 damage instead of ~15 (~80 vs. ~60 combined force), which is worth it all on its own, even if you completely ignore the primary attribute.
In case anyone is interested, my spirit summoner wound up with the following build:
Communing: 12
Spawning: 12
Restoration: 3
Soul Twisting [E]
Shadowsong
Dissonance
Pain
Bloodsong
Boon of Creation
Draw Spirit
Flesh of my Flesh
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Edit: After gaining another skill point, I found this gem of a skill tucked away in the channeling line: Painful Bond. What this skill does that makes it perfect for the offensive spirit summoner is it deals additional damage to whatever gets hit by a spirit's attack. At 8 channeling, it's 14 damage. Seeing the absolute pain this can potentially inflict, I switched the attributes around to 12 communing, 10 spawning, 8 channeling (and, to be honest, I could probably switch spawning and channeling). This skill, for damage purposes, basically doubles the damage a spirit deals, so that ~15 goes up to ~30, hinting at some incredible results. The only spirit this has no effect on is Bloodsong, which doesn't deal damage, but rather steals life. But still, with 4 spirits up and ~30 each (the number is in actuality higher (moreso with runes), but ~15 for base is easy to work with), that winds up around ~105, at which point you're outdamaging everything else in the game.
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Edit 2: After experimenting a bit with Painful Bond, it appears to add the damage with each attack from a spirit, not just damage (ergo, it's good to read the skill description), meaning the life stealing effect of Bloodsong will trigger it as well (that ~105 from above becomes a ~120). Granted, this is all in an ideal situation and you can't count on having all 4 up at the same time on a regular basis (I usually have 2-3 up each fight though).
Also, with points invested in channeling, there's another skill worth taking the time to experiment with (on release, of course) called Spirit Boon Strike. This one hits an enemy for lightning damage and heals nearby spirits. Unfortunately, my bar has no more room for skills, unless I take out the res (which may be possible depending on who else brings one). Even so, here's a build thought I might try in the future, attributes uncertain: Ritual Lord, Painful Bond, Spirit Boon Strike, Pain, Bloodsong, Shadowsong, Dissonance (or Disenchantment, depends on what you're going into), Flesh of my Flesh. Right now I would put the attributes at 12 communing, 10 spawning (for the Rit Lord), 8 channeling, modified to 16/11/9 or possibly 15/11/10. That's something I'll have to experiment with.
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| No shield variant |
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Posted by: Gotag - March 26th, 2006, 09:52 - Forum: Civilization General Discussion
- Replies (3)
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I was wondering if any one has ever tried or would be interested in trying a no production variant. IE other then the one shield that the city produces in it's central tile, you can never work a tile that produces a shield. So the only means of getting anything done is the chop, the whip, rush buying and specialists.
Also, whether to leave in or take out production boosters like forges and factories?
Would this be MM hell or broken because most cities would rapidly run out of tiles to work as too many different tiles give shields and every time a city gained pop you have to make sure their not working the wrong tile? I do know that many improvements remove shields but would those work on plain tiles to make them usable for example?
Thoughts?
Gotag
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