Change 3979
Originally Posted : Wed Oct 14 17:43:56 2009
Posted by : Traveller
Title : Kyldiss update
As you're all aware, the object of recent and ongoing changes
to Kyldiss is to ensure the area retains a level of danger
equivalent to the rather nice rewards it gives. It's worth
providing a little synopsis of where things have gone so far
(at the broad level, not on an item by item/room by room basis,
and obviously not including quest tweaks) in the hope that
it will encourage you to explore, enjoy, and give further
feedback on the Kyldiss experience:
* Assassin, fighter and mage AC were modified downwards
* Their stats were also tweaked downwards, to ameliorate the
issue hat players had been encountering where certain skills
just returned 'DOH' even for very high level players. This
seems to have returned positive results in terms of players
being able to access Kyldiss at lower levels
* Certain other NPCs have seen minor tweaks, but still looking
for any feedback on any of the non-generic NPCs
* Wererats now heal a little more after shifting
* Blitzes now have much more of a linear scale
* Those players who over time have, in poker terms,
learned to "count cards" in respect of when a blitz is going
to arrive and effectively gamed the system by jumping in and
out of Kyldiss to ensure they never get hit, will find it
quite difficult to do so from now on
* Therefore, currently the blitz system gives a scaling level
of risk versus rewards as you level, as has always been intended
* There remain ways to get around blitzes
* Bugfixing remains an ongoing effort, but at the moment we're<r>seeing fewer instances where assassins cause MUD calculations
to spiral out of control