Pot Regen Explained?

joking

Golden Oldie
Golden Oldie
Sep 22, 2003
916
4
155
England
I've noticed over the past few days that mobs are absolutely kicking my arse and i cant seem to get anywhere without losing 50% of my HP pots, before the Pot regen change.

Or so it would seem?

Can we please get an explanation as to how the decision was made to change the pot regen and why? Also, did you change the mobs damage for lower level caves to compensate this? (PSC or PT for example)

Would it not have been better to increase higher level mob damage instead of decreasing the rate at which pots regen?


Thank you
 

stoner123

Dedicated Member
Dedicated Member
Oct 1, 2014
113
0
42
yeah, i feel your pain. I need to pot up after 10-15mins of killing mobs in PB
 

Jambo

Mir 2 Moderator
Staff member
Moderator
Dec 9, 2006
1,660
411
170
West Midlands
You shouldn't be using more pots because of the pot regen nerf. Unless they buffed mob damage. Maybe you're panicking and over potting.
 

Nyx

LOMCN Member
Feb 11, 2018
182
6
30
I had to take over a week out due to PC issues which are finally resolved.

I don't feel as though I've came back to the same game, previously I could lure in Ship/ST and would only go down if I made a mistake or cornered myself. I could take approx 3-4 hits with the rate pots ticked (I would take two hits and be potting before the 3rd or 4th landed) I weould usually be fine but because the regain is now much much slower I'm dropping in 3 hits most times. I realise this comes partly down to my own skill as a Wizard and watching out for those invisible walls on the floor that stop me running but at the same time its made it a lot more difficult to play and as a low level Wizard without shield its tough. Its put me off to the point I've re-rolled as a Taoist.
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
I had to take over a week out due to PC issues which are finally resolved.

I don't feel as though I've came back to the same game, previously I could lure in Ship/ST and would only go down if I made a mistake or cornered myself. I could take approx 3-4 hits with the rate pots ticked (I would take two hits and be potting before the 3rd or 4th landed) I weould usually be fine but because the regain is now much much slower I'm dropping in 3 hits most times. I realise this comes partly down to my own skill as a Wizard and watching out for those invisible walls on the floor that stop me running but at the same time its made it a lot more difficult to play and as a low level Wizard without shield its tough. Its put me off to the point I've re-rolled as a Taoist.

It is tough as a wizard, but your regen still out weighs 2 mobs hitting you, unless your hunting in higher area places. ST mobs before 31 will hurt as a wizard if your trying to have 3-4 mobs around you. its the advantage a wiz has to attack from a far, a melee class does not have this option so they must take damage, a wizard does not have to, its a choice.

-Apocalypse Team
 

Nyx

LOMCN Member
Feb 11, 2018
182
6
30
It is tough as a wizard, but your regen still out weighs 2 mobs hitting you, unless your hunting in higher area places. ST mobs before 31 will hurt as a wizard if your trying to have 3-4 mobs around you. its the advantage a wiz has to attack from a far, a melee class does not have this option so they must take damage, a wizard does not have to, its a choice.

-Apocalypse Team

The biggest issue is the unseen "walls" on the floor. You're running along, hit into one and you stop dead by the time you re-align yourself and gain momentum again you've been hit several times by your lure. Previously you regenerated quickly enough that you could start running again and actually escape. With the new regain its a lot slower, by the time you get moving again after hitting an invisible wall you're done for.

I realise this is a mix of player skill, characher level and spells available, potion regain and the bug that means you stop running if you hit into any impassable land or wall. If you didn't stop dead whenever you hit into one of these invisible walls that in itself would resolve the issue.
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
The biggest issue is the unseen "walls" on the floor. You're running along, hit into one and you stop dead by the time you re-align yourself and gain momentum again you've been hit several times by your lure. Previously you regenerated quickly enough that you could start running again and actually escape. With the new regain its a lot slower, by the time you get moving again after hitting an invisible wall you're done for.

I realise this is a mix of player skill, characher level and spells available, potion regain and the bug that means you stop running if you hit into any impassable land or wall. If you didn't stop dead whenever you hit into one of these invisible walls that in itself would resolve the issue.

Every new map added had 1000s of these, The way the crystal is coded made this a massive issue. i edited so many. However now i have a little more time, i can find the ones i missed. This is a pain in the ass for players for sure.

-Apocalypse Team

-Apocalypse Team
 

Nyx

LOMCN Member
Feb 11, 2018
182
6
30
Every new map added had 1000s of these, The way the crystal is coded made this a massive issue. i edited so many. However now i have a little more time, i can find the ones i missed. This is a pain in the ass for players for sure.

-Apocalypse Team

-Apocalypse Team

I remember reading on Discord that their was a fix in the dev area on here (LOMCN) so that when you hit into a floor space instead of stopping dead you auto path around the item thats blocking you. Not heard anything more of it since, but might be a much quicker resolution rather than manually removing the issues within the maps.
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
I remember reading on Discord that their was a fix in the dev area on here (LOMCN) so that when you hit into a floor space instead of stopping dead you auto path around the item thats blocking you. Not heard anything more of it since, but might be a much quicker resolution rather than manually removing the issues within the maps.

This may be an idea, but would rather make it perfect, than half perfect :P a walk around would still stop you running for no reason. I can look and see if we can patch it in temporarily whilst i try and fix the individual maps.

-Apocalypse Team
 

Koriban

Addict
Legendary
Loyal Member
Aug 18, 2006
5,842
215
260
Brighton
Every new map added had 1000s of these, The way the crystal is coded made this a massive issue. i edited so many. However now i have a little more time, i can find the ones i missed. This is a pain in the ass for players for sure.

-Apocalypse Team

-Apocalypse Team

Hell Cave and Swamp are the worst offenders of this. Tiny little rocks blocking your movement etc, we call it Aids Terrain.
 

Piff1

Legend
Veteran
Apr 17, 2015
2,895
463
145
Africa
Nothing better than getting stuck on a stick in PB and then getting smashed by 30 cross bow omas...

Crystals is without doubt the WORST files ever for these blocking objects that in reall life you'd just take a tiny step over lol. -_- Generally i get stuck on twigs in PB... a ****ing twig.
 

youDonothin

LOMCN n00bie
Oct 3, 2018
9
0
12
Every new map added had 1000s of these, The way the crystal is coded made this a massive issue. i edited so many. However now i have a little more time, i can find the ones i missed. This is a pain in the ass for players for sure.

-Apocalypse Team

-Apocalypse Team

Imagine hunter life with this walls where they miss hits 100%... trickshot is there yes but goodluk using trick shot and kiling mob