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I-MOTION SERVER 4.2 UPDATES


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#1 Vassago

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Posted 21 October 2009 - 03:11 PM

Hi all,

Here are the updates we will be releasing in 4.2. This will also be available in the form of HELP SYSTEM UPDATES from within the game (and in the Reference section on this site).

NAME
 MATERIA MAGICA I-MOTION Server v4.2 Updates

DESCRIPTION
 The following is a brief overview of some of the many changes and updates
 released with the 4.2 update to the I-MOTION game server, as well as links to
 message board discussion threads for additional comments and information.

 The full game system changelog, which presents a more complete (yet not
 exhaustive) list of 4.2 changes, is available at
 |Uhttp://www.materiamagica.com/towne/change/index.php|X

  * Housing: Added the 'build' command, which players may use to buy,
  construct, and renovate their own houses and clanhalls. Building Point
  vouchers are now available in Reward Unit shoppes. See HELP BUILDING
  for more information. Recall ribbons will now automatically set the
  recall point to your registered spouse(SCORE RELATIONSHIPS) and no
  longer require an email to Game Services.
  
  |Uhttp://www.materiamagica.com/towne/message/view_thread.php?board_id=7&msg_id=433401|X

  All players with home keys will be granted new ones that will work to
  unlock the homes. Currently container keys or other locked objects in
  the home will still require the old keys, so you will still have those
  available until such time as containers are updated to the new system.

  * Politics: Players can run for Mayor of Rune. Elections are held every
  real life month, and the Mayor can change elements of the town. See HELP
  ELECTION for more information.

  |Uhttp://www.materiamagica.com/towne/message/view_thread.php?board_id=9&msg_id=431888|X

  * Proving Grounds: Added 25 new items, 20 new NPCs, 3 new bosses and 4 new
  fire-themed levels (400 rooms) to the Proving Grounds. Keys have been added
  for the locked doors and trapdoors on each level, and additional trapdoors
  are now available between levels (previously there was one link between
  levels).

  The Proving Grounds code has also been almost completely rewritten to
  provide additional functionality and a better platform for future
  expansions and enhancements.

  Maleficarum Roots have been changed so they work much less frequently
  to move between levels. 'Shadow tunnel' scrolls and items have been 
  developed to assist in passing up and down levels, but with the addition
  of additional links between levels in the Proving Grounds it should be 
  easier to navigate between levels normally. 'Shadow tunnel' scrolls
  will work in the Tower of Riga as well.

  |Uhttp://www.materiamagica.com/towne/message/view_thread.php?board_id=9&msg_id=432300|X

  * Domain of Arbaces: The Domain has been given an additional entrance on
  the bottom floor of the Proving Grounds, to make it more difficult to camp
  the entrances with the intent of PKing players. As the Proving Grounds
  has had new levels added, the Domain has been moved to the bottom of the
  lowest level.

  * Rentable Inn rooms: Inns have been added to Templeton, Vospire, Vir and
  Maldra Keep - they provide recall locations for 24 Alyrian hours for a
  small sum of gold. See HELP INNS for more information.

  See |Uhttp://www.materiamagica.com/towne/message/view_thread.php?board_id=9&msg_id=432062|X

  * Communications: added the 'history' command, an in-game log of all
  public and private communications that is kept while you are connected.
  See HELP HISTORY for more information. Please note that if you log out
  and back in, the history will be erased.

  See |Uhttp://www.materiamagica.com/towne/message/view_thread.php?board_id=9&msg_id=432109|X

  * Spells: Added a new spell for archons and wizards, 'lava walk'. The 
  'blink' spell can once again transport players to ocean rooms. Added a new
  item-only spell, 'shadow tunnel'. See HELP LAVA WALK, HELP SHADOW TUNNEL for
  additional information.

  * Marks: Hydra's Den, Dungeon Odious and 'a demon composed of eyeballs' will
  grant the respective marks to everyone who was present, not just the killer.
  The Justice mark has been made easier, its reward item requirements have
  been lowered and another item has been added.

  * Novices: Removed the level restriction on Atrascus the King Crab. Added
  some new NPCs to Lasler. The shopkeepers in Unseelie and Seelie Castles will
  assist first classers back to the Physical Plane.

  * Quest items and Relics: The Book of Eight at Nezak has been buffed.
  Added Vandemaar's Orb to Lord Maldra for 4,000 quest points. Added a new
  quest item to Lady Templeton, 'an amulet of alignment enhancement'.
  Multiplying relics in the Strange Ruins now results in the new relics
  taking up an additional binding slot. Vandemaar's Forge forging time
  has been reduced by 30%.

  * Added archon point rewards to epic quests, Vextrinas, Mother Earth,
  Megalith Peulvan and some Queens of Shame.

  * Weapons: Added +5 torso-ar to several upper-echelon two-handed weapons.

  * PK: Reduced the death timer by 2 minutes. Decreased the Saint benefits by
  1 minute. Added some run-based incentives for PK clans, on Megalith Peulvan,
  Old Federation hall, Justice mark. Added death insurance salesmen to
  Maldra's Keep and Lowangen. See HELP DEATH INSURANCE for more information.
  
  * Clans: Clans may now merge two clans into one, with all the best benefits
  of each original clan, and with a root incentive to boot!

  See |Uhttp://www.materiamagica.com/towne/message/view_thread.php?board_id=9&msg_id=432385|X

  * Survey: Fixed and added survey strings for blind and sighted players in
  Colyon Village, Palamire, Emperor's Crossroads, Human Outpost and Oil
  Derricks.

  * Collectibles: #0 collectibles have been renumbered to #30 for plates and
  #100 for stamps. Duplicate collectibles put into the same container will
  crush the previous entries rather than occupying two slots; existing
  duplicates will not be overridden.

  * Chat Rooms: The Chat Rooms have been enhanced so that you may now
  relay from multiple rooms at once, without ever entering the chat rooms.
  Created a dozen or so new chat rooms, including system-controlled rooms
  #sports and #politics. The syntax for CHAT RELAY and RELAY has changed.
  See HELP CHAT for more information.
  
  * Score additions: Fixed various display issues. Added a 'failed quest
  counter' to the quest counter. Alignment now indicates the direction
  that your alignment is trending.

  * Server/Code updates: Upgraded the server random number generator to be
  more efficient. Fixed some telnet connection issues. Implemented MSSP
  (Mud Server Status Protocol) and related plug-ins. Archon Talk and PK
  Talk are now displayed in the CHAT window for Portal and Moongate Client
  users. System stability related to some issues with affect lists have been
  fixed.
  
  * Significantly improved how dungeon creation (Proving Grounds, Tower
  of Riga, the Domain of Arbaces, the Curse of Xazra, the Void maze,
  PK Arenas, etc.) functions.
 
  * Total changelog count: |G450+ NPCs|X
                           |G400+ objects|X
                           |G1400+ rooms + 400 in PG|X
                           |G2700+ scripts|X
SEE ALSO
 version


#2 Lewd

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Posted 21 October 2009 - 03:38 PM

I didn't have snares to check while I was down there, so. Is the bottom floor by any chance no-trap?

I don't mean to tell you how to do your job, but making heroes wander through snare-able cpk, along with the already extremely dangerous mobiles in that area, searching for an entrance to DoA seems a tad sadistic.

#3 Brimstone

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Posted 21 October 2009 - 04:24 PM

is there something i missed? i cant seem to sign back on

#4 Perem

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Posted 21 October 2009 - 04:26 PM

they were imping 4.2
then they had to reboot to correct relationships (I was married to Notorious).

Then....

  .-.-.   '`  .---  .--.  .--. '`  '`
 || | || ||-|  ||  ||-.  ||-.' || ||_|
 `|   |' || ;  ||  `|__, `|  ; || || |
      '     '  '             '  '    '
    .-.-.   '`   .--. '`  .--.  '`
   || | || ||-| ||._' || ||    ||-|
   `|   |' |; | `|__| ||  _, |; |

MATERIA MAGICA is production of Ingenii Interactive Co.
Copyright (c) 1995-2009 Ingenii Interact
Copyright (c) 1995-2009 Ingenii Interactive Co., All Rights Reserved.
For game play information and more, visit http://www.materiamagica.com

New players, please type NEW.
By what name shall we know thee? Password: 

You last logged in Wed Oct 21 16:54:01 2009 from [].

You have not changed your password in over 233 days, please do so now.

M A T E R I A   M A G I C A

 .0  Return to the Real World.
  1. Enter the World of Alyria.
 .2  Enter the Online Chat Rooms.
  3. Read the History of the World.
 .4  Change your Password.
  5. Change your Personal Information.
 .6  Delete this Character.

Your choice? 
I-MOTION Engine v4.20b (build 720)
Materia Magica is brought to you by Ingenii Interactive Co.
Copyright (c) 1995-2009 Ingenii Interactive Co. All Rights Reserved.
There are currently 291 zones and 10,631,401 unique locations in Alyria.
There is currently 1 player online and 7 connections.
There have been 1 players connected to the server since last boot.
The most players that have been online at one time today is 176.
You are player [11,279,262] connected since November 29th, 1996.
[CLAN] Perem has entered Materia Magica.
[CLAN NOTICE] OPENED A CLAN SHOP. READ CLAN CHATLOG FOR INFO
[ALLIANCE NOTICE] [ALLIED 18] Dwarfius: '<Shota> I'm so hungry I could eat a 10 year old'

 The Arches of Rune Estates East                        -      -     NE
(-------------------------------------------------)     W <---(M)---> -
                                                        -      -      -

  A great white arch spans the wide street and is covered with thick grape
ivy that has overgrown and begun to creep along the city walls.  Small gas
lamps that are lit by hand every night adorn the sides of the street.  The
pavement is inset with a mosaic pattern of small colorful stones polished to
a brilliant sheen.  The road winds through the area visiting apple trees and
small niches along the way.  Just to the west on the other side of the arch,
you can hear the shuffle of travelers making their way through the city. 
Occasionally, there are the sounds of boats off in the distance and the
chanting of the ship's captain announcing its arrival.  
     A stately marble fountain flows with fresh cool water.
     A leafless tree, covered in tiny orange lights stands here.
     A flickering jack-o-lantern rests here.
     A black witch's cauldron sits here steaming.
A butterfly flitters around, proudly presenting its beautiful colors to all.

For a list of recent changes, visit http://www.materiamagica.com/towne/change

[SAFE]<2916hp 3094sp 1967st> %%% Disconnected from server.
%%% Performing Asynch DNS lookup on materiamagica.com
%%% Connecting to 66.219.44.169 on port 4000
%%% Disconnected from server.


broke the game again, sorry :(

#5 Brimstone

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Posted 21 October 2009 - 04:27 PM

so the server is down and it's not at my end?

#6 Varys

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Posted 22 October 2009 - 12:10 AM

When is the administration of this game going to realise that if changes are made to gameplay they should be less frustrating and not more so?

I'm specifically referring to the increased frustration (note: not difficulty) in completing DoA with these changes.

1. Roots are a convenient way to recover quickly from a random death in DoA. You kill a mob, you eat a root, you're back in the dungeon roughly 5-10m later.
2. By reducing their effectiveness in dropping you a floor, you increase the time required to do this.
3. You may think that adding a new item-only spell (shadow tunnel) will address this issue, but it really will only encourage more 4th class camping as people try to get enough trunks to carry the 200+ scrolls they'll need to recover from deaths. Then they'll run out of scrolls anyway and need to go off the Isle and go buy more.
4. Most of what I said could be moot if you put the scrolls onto mobs in PG. Even then though, I doubt they'll be loaded on every mob like roots are now and it will still increase time spent and frustration.
5. Considering almost all of the game's worthwhile content starts at archon, why would you want to increase the time players spend at end fourth class?
6. Why weren't any expansions/changes addressed or being worked on for archon classes and/or a bazillion of the other ideas that many respectable old-time players have given you for expanding archons? (Who are all gone now as they got bored.)

#7 Varys

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Posted 22 October 2009 - 12:38 AM

Quoted from Duende in another thread:
"Shadow tunnel will now transfer characters down in PG and up in Verity; they are obtained via scatter in Verity and off of Dream Weavers in PG."

#8 Vassago

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Posted 22 October 2009 - 01:30 AM

Varys: In addition to shadow tunnel we also added multiple level links, instead of just one, so it's easier to find the "down" in the PG. The PG was also enhanced to make it more interesting, rather than just a place to torpedo through, so hopefully the entire experience will be more entertaining. I realize it is different from what everyone has gotten used to - with the idea that the PG is a nuisance to be bypassed entirely if possible - but different can be good too.

You are the other end of the spectrum with the issues regarding new content for Archons; we hear from both camps, including those who think we add too much high-level content. In fact, a good portion of new additions are for Archons. We are putting in things other than content expansions, though, such as things like the building system that can be used by all players, and improvements for the game as a whole. If you will review the changelog you will see there have been a steady stream of content additions for archons for awhile now, not just with the release of 4.2.

#9 Varys

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Posted 22 October 2009 - 05:23 AM

(From Vassago):
Varys: In addition to shadow tunnel we also added multiple level links, instead of just one, so it's easier to find the "down" in the PG. The PG was also enhanced to make it more interesting, rather than just a place to torpedo through, so hopefully the entire experience will be more entertaining. I realize it is different from what everyone has gotten used to - with the idea that the PG is a nuisance to be bypassed entirely if possible - but different can be good too.



With all due respect, I think you missed my point entirely. This is evident from your use of the word "easier". Easy or hard are both completely relative terms when it comes to games. What's easy for some can be hell mode for others. Games shouldn't be based around what people find easy or hard for this reason.

On the other hand, frustration is to my mind a completely neutral and non-relative term which has nothing to do with something being easy or hard. No matter how many back doors you make, teleporting rooms you add around PG, extra spells or scrolls you add -- these should have been added as extra options to make the place more interesting for people who want to spend time there rooting or PKing or whatever. The root method should have been left as a convenience for people rushing through, because believe it or not, the fun in archoning comes from finding and defeating the bosses and solving the puzzles in DoA, not having to contend with a 21 level maze even before you get in there.

Increasing the time to recover after a DoA death isn't making DoA any harder, sorry. My objective observation is that it's just making it more unnecessarily frustrating.

#10 Storrm

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Posted 22 October 2009 - 06:04 AM

I've gotta agree with Larry Flint on this one. Unless you put one helluva lot of downs on each level, time spent there will increase for anyone in PG doing anything for whatever reason.

#11 Storrm

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Posted 22 October 2009 - 06:04 AM

Oh, and relationships still are not working

#12 Kaczia

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Posted 22 October 2009 - 10:07 AM

(From Varys):
When is the administration of this game going to realise that if changes are made to gameplay they should be less frustrating and not more so?

I'm specifically referring to the increased frustration (note: not difficulty) in completing DoA with these changes.



I completely agree with Varys on this. I've already voiced my concern with these changes during testing of 4.2 on the devo server, as have others. Over the last few weeks, many people have also commented on the increase in CPK, overwhelmingly in a negative / concerned manner, on the message boards. How many people will have to say this until the message is heard? I won't repeat what's already been explained about being camped/killed and navigating a 23 level maze in so much CPK on the way to DoA... but like Varys said, it's not about the difficulty factor, its the annoying and frustrating factor that really irks me.

On the plus side, having 2 entrances to DoA helps, but its not like a good player can't quickly find you if they really want to, or snare both entrances and camp it. People have suggested that the bottom level be no-trap in other forums -- I think this is a great idea, even though I love smoke-fleeing against Kurik :whistle: Doesn't help those without throwing though.

Having Dreamweavers drop scrolls is also helpful, so long as they drop with regularity and are more numerous. Multiple links between levels is also a good idea, I flew through levels 1-10 in 10 minutes using tracking and magic-unlock in devo. Overall, it's great to see PG expanded, and set up for further expansions, because let's face it, rooting gets so dull and boring... I'm excited to go rooting again. But am I excited to try to archon? Not so much...

Its disheartening that I've worked so hard building a character to archon, and now I'm dreading it. I've tried being optimistic, especially when others complain about it, thinking maybe it won't be so bad... But now I think, do I really want to multi from 180?? I'm not so sure anymore (I'll probably do it anyway.) Maybe I'll just go camp a 120 character.

#13 Throm

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Posted 22 October 2009 - 01:05 PM

Haha. I think it would be amusing to see someone stumble through an explanation of how "frustrating" is a "neutral and non-relative" concept.

All kidding aside, though, you need to ratchet back the ADHD a little bit, Varys. If that's an impossibility, here's a novel solution: don't die in DoA. Doing it without dying is actually *drumroll* harder, so indirectly, making the trip down to DoA more frustrating actually does make DoA harder.

#14 Varys

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Posted 22 October 2009 - 01:58 PM

Stop trying to derail my discussion with your ad hominem attacks, please. I'm not interested in how you can play this game blindfolded, with one hand, while lying on your stomach with gerbils playing laser-tag up and down your spine, while your next hero in the archon factory that is your mom's basement runs through DoA with a bag lady's umbrella and wearing nothing but a runic city guard ring.

Die in a fire.

#15 Havoc

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Posted 22 October 2009 - 02:48 PM

Hah.

Well, I agree with whoever said the root method should stay unchanged. This, OR an overhaul of Arbaces itself to remove or greatly reduce the number of paralyzing mobs and add more puzzles and content requiring thought and strategy. It's mainly long, boring and linear, and it doesn't have to be.

For everything other than trying to archon, I like the idea of the area being less like "randomly generated dungeon #2342" and more like an actual area. It sounds cool.

#16 Toothgnasher

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Posted 22 October 2009 - 03:25 PM

What about making the 2nd DoA entrance randomly teleport around on the NPK levels of PG? Maybe that would be too easy...maybe make it so that it goes away entirely for periods. Putting a 2nd entrance on lvl 23 does not seem to help alot in my opinion.

#17 Notorious

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Posted 22 October 2009 - 03:35 PM

* Domain of Arbaces: The Domain has been given an additional entrance on
the bottom floor of the Proving Grounds, to make it more difficult to camp
the entrances with the intent of PKing players. As the Proving Grounds
has had new levels added, the Domain has been moved to the bottom of the
lowest level.



On my trips so far down to the bottom of PG, i myself, being resistant to most mob's damage with 100 ar, am taking 600-800 damage rounds constantly from mobs/traps. IMO it's way too easy to camp a hero attempting to get to DOA and should really be looked at.

#18 Toothgnasher

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Posted 22 October 2009 - 03:40 PM

Agreed, Notorious. Granted my hp is close to hero, but it was treacherous down there even without PK'ers about. Then again, who knows how it will all play out. It could be a CPK frenzy or maybe people will adapt in one way or another.

#19 Brimstone

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Posted 22 October 2009 - 03:48 PM

changing PG has made the game significantly more acceptable in two ways.

1. it makes rooting harder. i like the fact that there is now more danger to collecting roots, after all, roots are for keeping clans in the game, therefore should not be so easily acquirable right? making it more of a challenge to keep your clan alive adds fun/challenge to rooting now.

2. the list of people that have passed through doa and archoned is quite long to say the last (counting the past year only). by making doa deeper and more dangerous, it adds an extra incentive to challenge people trying to archon. after all, how many of these new archons can barely even slay a hunter without help/soldier? i rest my case.

great changes, i look forward to more improvements in the future and thank the immortals for a positive addition to the game.

#20 Notorious

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Posted 22 October 2009 - 03:55 PM

I don't attempt to kill my h unters without the aid of a soldier :D

#21 Brimstone

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Posted 22 October 2009 - 03:58 PM

most people use soldiers to kill hunters, because it's easier right? i would be lying if i said i didnt use a soldier cos it cuts down a hell of a lot of time. what im getting at is if you didnt have a soldier at the time, you could solo your hunter right? most of the new archons coming through probably cant.

#22 Toothgnasher

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Posted 22 October 2009 - 04:07 PM

Lets just face it. They don't make archons like they used to!

#23 Brimstone

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Posted 22 October 2009 - 04:15 PM

u can say that again.

#24 Aerii

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Posted 22 October 2009 - 04:24 PM

thats because questing is limited, no doing 60 quests one after the other. a day.

#25 Lewd

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Posted 22 October 2009 - 04:38 PM

I solo my level 130 hunters with 80 ar, a yourban claw, no bascinet, and no soldier.