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Author Topic: Hell: The Inferno  (Read 7019 times)

Ivefan

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Re: Hell: The Inferno
« Reply #15 on: December 10, 2012, 12:03:57 pm »

You say lack of grinding, but isn't it just that they've removed the "gain by usage" part of the grind that took ages anyway?
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Astral

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Re: Hell: The Inferno
« Reply #16 on: December 10, 2012, 03:23:28 pm »

You can't grind skills, but you can grind experience from kills.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Ivefan

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Re: Hell: The Inferno
« Reply #17 on: December 10, 2012, 03:29:05 pm »

You can't grind skills, but you can grind experience from kills.
Right, so no difference except the sperg has been reduced as you can't save like 5% xp or less by using the skill.
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Astral

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Re: Hell: The Inferno
« Reply #18 on: December 11, 2012, 03:04:30 am »

It looks like NDY is back with a vengeance, this time as Rahul_Ghandi, and leading the RAHUL corp, ganking newbs and such.

Feels just like HATE already.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

beorn080

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Re: Hell: The Inferno
« Reply #19 on: December 11, 2012, 03:15:44 am »

Let me just say this. Sgt. Hatred now stocks 2 of every contract, instead of a random assortment. Bestchange.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Astral

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Re: Hell: The Inferno
« Reply #20 on: December 12, 2012, 05:23:02 am »

Seems like RAHUL and GRU are the two major powers at the moment, and they're always looking for opportunities to gank each other. Apparently NDY is running a Merlin build, with minmaxed Focus and lots of mutations to help it along, and it's simultaneously scary and nerfed, since they don't appear to allow chain stunning at all.

Overall, it's somewhat quiet aside from that, and has that old HellMOO feel about it. Getting ganked and killed on my first day back made it feel strangely... home-ish.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Yoink

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Re: Hell: The Inferno
« Reply #21 on: December 14, 2012, 01:07:02 pm »

Ohhh gods I am addicted to Hell again D:

I have pretty much spent almost the entire week alone, in my house playing this. I left the house about 3 or 4 times.
I didn't have anything to do this week anyway, so it's all cool. :P Tomorrow, though, I might have to start being normal again. Oh no. At least I somehow managed to hit 25k XP in a few days.
This is like my second Hell-variant character where I've had any real idea what I am doing.

Anyways, why does this thread not have any more pages?! Sheesh. I checked out the thread on Facepunch (mainly to bathe in their delicious tears after slaughtering a fair few of 'em) and discovered that their thread has like, five pages. D: Where are you, Bay12?
« Last Edit: December 14, 2012, 01:09:03 pm by Yoink »
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Booze is Life for Yoink

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Baneling

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Re: Hell: The Inferno
« Reply #22 on: December 14, 2012, 01:10:43 pm »

I think nobody really likes Hell that much, maybe.

I think it's decent enough, but I don't have enough of an idea to be able to do much of anything except whore myself out and blow up AP every time I get enough money to buy a suitcase.
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Rakonas

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Re: Hell: The Inferno
« Reply #23 on: December 14, 2012, 01:11:31 pm »

I think bay12 just has a smaller pool of people who are interested in hellmoo and its variants and currently most of that pool isn't interested. Personally I'd love to get back in and try it out but I don't think I have the time, also I'm put off by the lack of orphans and am uncertain what kind of build I'd even want to make along with how much I'd enjoy no skill grinding.
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Ivefan

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Re: Hell: The Inferno
« Reply #24 on: December 14, 2012, 01:39:32 pm »

...no skill grinding.
I don't see why people pick on this. In Hell some skills were near impossible to grind and in many of them you barely gain in after a few raw. In Hate you were limited to max 6 grind.
So now they removed a feature that saved you at most 5% total xp.

And the reason why people from bay12 didn't jump on this is that the pool of players is burned out, occupied or don't want to start up again.
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Rakonas

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Re: Hell: The Inferno
« Reply #25 on: December 14, 2012, 02:42:06 pm »

The issue is mostly that it goes from a reasonable "use skills to get better at them" to a silly "kill things to get xp to pay for skills" system. Sure the original was grindy, and it didn't offer much benefit, but I see no reason why not to make it still possible to gain IP through using skills in addition to learning skills from teachers.
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beorn080

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Re: Hell: The Inferno
« Reply #26 on: December 14, 2012, 03:23:46 pm »

The issue is mostly that it goes from a reasonable "use skills to get better at them" to a silly "kill things to get xp to pay for skills" system. Sure the original was grindy, and it didn't offer much benefit, but I see no reason why not to make it still possible to gain IP through using skills in addition to learning skills from teachers.
Except, killing things is the slow way to get xp. I haven't seen a single person slaughtering crack heads or the reject clones, except to clear up more scam targets or finish the clone hunt job. I'm at 4 slots already, and haven't ground out on anything, except to get me some tasty moonshine from some rednecks. Eventually I'll need to take a flame chain to some ghost faces, and some flashes to leechs, but other then that, I don't think grinding is gonna be a big deal. Plus, it lets people get more versatility earlier.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

jetex1911

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Re: Hell: The Inferno
« Reply #27 on: December 15, 2012, 04:25:04 pm »

I'm in, as I always do in every HellMOO variant, as Chaz. Is anyone else playing?
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Baneling

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Re: Hell: The Inferno
« Reply #28 on: December 15, 2012, 05:16:22 pm »

I'd be playing more except there aren't any corps set up enough to be able to fund my preferred style of combat, namely blowing everything the fuck up.
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Astral

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Re: Hell: The Inferno
« Reply #29 on: December 15, 2012, 05:44:37 pm »

The issue is mostly that it goes from a reasonable "use skills to get better at them" to a silly "kill things to get xp to pay for skills" system. Sure the original was grindy, and it didn't offer much benefit, but I see no reason why not to make it still possible to gain IP through using skills in addition to learning skills from teachers.

There are a few benefits to not having the system... for example, have you ever spent an amount of time grinding some skill, only to get ganked by a rival corporation, or die to an unexpected gangbang of mobs? You lose whatever experience you might have gotten, as well as any IP towards the skill you were attempting to grind.

Now, you just get the experience, learn a raw, get your clone updated automatically, and are good to go. It's a little more user friendly, though I'd rather still have some form of the grinding system myself. The jobs make getting experience almost laughably easy, with certain ones (Deliveryboy and Pusherman come to mind, early on) having no cooldown at all while giving a good payout in terms of experience and cash. Also, they removed the benefit to grinding, insofar as simply buying a full skill costing the same as it would have been to grind it in HATE.

Now, you'll mainly be wanting to grind kills for drops (turtles in the sewers, the trees for their bark, etc) and getting kill journals, as the amount of experience you can get from jobs alone outweighs the time investment you would need to do to sustain grinding kills. Which is how some people are nearing the 100k experience mark already, aside from the obvious "no life" jokes, considering the game has been out for about a week now.

I'm in, as I always do in every HellMOO variant, as Chaz. Is anyone else playing?

I'm playing, my name shouldn't be too hard to guess.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.
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