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EverQuest Players Defeat 'Unkillable' Monster

Thanks to Got Game? for their posting discussing the in-game slaying of Kerafyrm, aka The Sleeper, in PC MMO EverQuest. This event, commemorated with a screenshot on the site of one of the guilds involved, is notable because the players "...killed what Sony Online Entertainment intended to be unkillable. But rather than actually make it untargetable, Sony just gave it a hundred billion hitpoints. For those non EQers out there a reference scale: a snake has about 10 hitpoints. A dragon has about 100,000. A god has 1-2million." So, it took "close to 200 players almost 4 hours to beat the thing down into the ground", after an earlier failed attempt where the guilds "beat it down to 27% and then it mysteriously disappeared. Without dying. It seems that one of the Game Masters at SoE reset the zone because 'they thought the encounter might be bugged'."

196 comments

  1. Unkillable by bsharitt · · Score: 2, Insightful

    If it's supposed to be unkillable, why didn't they just give it unlimited hit points?

    1. Re:Unkillable by Anonymous Coward · · Score: 0

      how would you store the number 'infinity' on a computer eh?

    2. Re:Unkillable by Anonymous Coward · · Score: 0

      because they probably CAN'T.
      the "hit points" has probably a max value..

    3. Re:Unkillable by Anonymous Coward · · Score: 0

      one

    4. Re:Unkillable by mausmalone · · Score: 1

      Why was it supposed to be unkillable? Did it play a part in the story? And if so, sy would you want to kill it if it's plot pivitol?

      Something tells me this RPG needs more cows falling from the sky and killing munchkiners... but that would assume there's any sort of real DMing going on in the first place.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    5. Re:Unkillable by sporty · · Score: 0

      Simple. Use 0. If there's a state change of some number greater than 0 to 0, it's a death. If something is already AT 0, it's already dead. Can't attack dead things, eh?

      --

      -
      ping -f 255.255.255.255 # if only

    6. Re:Unkillable by Anonymous Coward · · Score: 0

      DO WHILE monster_alive
      IF monster_health < rediculously_big_number
      monster_health = rediculously_big_number
      END IF
      CALL Time_Delay_Function
      END WHILE

    7. Re:Unkillable by FortKnox · · Score: 1

      0 is probably a bad number. If -1 hp means death, have a '-2 hp code' that means you can attack and attack, but nothing will happen.

      Sorry for being nitpicky.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    8. Re:Unkillable by Tofino · · Score: 4, Funny
      Yes. Basically, Kerafyrm was supposed to be the doer of the end of the world, opening the door for the EQ2 storyline. After getting extremely annoyed about something or other, Kerafyrm blows everything up, including complete destruction of the moon, and buggers off somewhere. Years later, civilization redevelops, only in much higher resolution and with better textures and less clothes.

      No Kerafyrm, no moon blowing up, no mass destruction with a T-25 Space Modulator.

    9. Re:Unkillable by ggwood · · Score: 5, Interesting

      Hi,

      They gave Sleeper total immunity to spell damage and an insane ammount of hit points and an insane regeneration rate. Apparently, it was vulnerable to summoned creatures thus all the magic users who could, made them.
      Sleeper was weaker, but upgraded a couple expansions ago and then he was wakened on virtually every server. This one server may well be the last holdout - no one woke him there. Time passed. Sleeper was not upgraded, but players were.
      Thus the inevitable happened.

      As for invulnerability, they can make a creature untargetable - and thus unkillable. I suppose you could argue that some kind of area of effect attack would injure it, but Sleeper is/was immune to spell damage...and that doesn't leave much.

      I have no problem with just having a really nasty monster in the game, but they should have planned for it to be killed and given it loot. Best loot from Velius expansion, which I guess would seem a bit gimpy now, would have made people think more highly of the development team, because at least they had thought it out.

      It goes to show how much time these people have on their hands. Perhaps more things like this could be introduced with commensurate loot.

      This was on a PvP server, by the way, so all those people spent all that time in close proximity to one another and at any time they could have started smacking each other. They didn't. It is a great feat of organization and dedication.

      Further, after the first time they got the guy down to 27% health and the zone was reset, the people were all given complete resurections (e.g. death with no losses) by a GM *and* a few points (called AA points or alternate advancement points) to make up for all the losses they took in those initial deaths. That was pretty kind of the GM's...given the fact that they probably brought the zone down intentionally to prevent the people from killing it.

      I think there was a quote at the time Sleeper was upgraded that it would take so many people to take it down that the zone would crash - and that was probably true at that time. Perhaps it would have taken, say, 600 people, and that will bring down zones in Everquest, I think. (A zone is just sort of a patch of virtual space. All space is divided into "zones".)

      --
      a war on terrorism? How can we end a war on a method?
    10. Re:Unkillable by gooru · · Score: 1

      The number infinity is very easily specified on a computer. The IEEE Standard 754 for floating point includes a specific representation for infinity.

    11. Re:Unkillable by jo42 · · Score: 0, Troll


      To all EQ players - Get A Life!!!

    12. Re:Unkillable by oman_ · · Score: 3, Funny


      It's just a classic example of security through absurdity.

      When will people learn that THIS NEVER WORKS.

      --
      Rats would be more funny if they could fart.
    13. Re:Unkillable by Anonymous Coward · · Score: 0

      Want to play football for a couple of hours and then shower together? You're purty.

    14. Re:Unkillable by UberGeeb · · Score: 1

      Actually, that's assuming someone who plays EQ isn't a munchkin.

    15. Re:Unkillable by Anonymous Coward · · Score: 0

      Very few non-munchkins around, probably not enough to make a few big guild even.

      The Lingo is what Killed that game. Immersion is dead, and Powergaming is all that rules it. People brag about being the first to kill something, rather than boasting of the kill, because they know that everyone else can kill that same thing just as easily.

    16. Re:Unkillable by Qzukk · · Score: 1

      After getting extremely annoyed about something or other, Kerafyrm blows everything up, including complete destruction of the moon, and buggers off somewhere.

      Reminds me of a CS Lewis story....

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    17. Re:Unkillable by Erioll · · Score: 1

      Perhaps it would have taken, say, 600 people, and that will bring down zones in Everquest, I think.

      Do you remember the first few days of the bazaar after it opened to PC traders? It was lag hell. Even with good machines you had to have your face looking at the floor or you couldn't move. You SURE there wasn't more than 600 people in that zone at the same time? There was a LOT. Same idea in EC before the bazaar came about. That tunnel was crowded 24/7.

      Erioll

    18. Re:Unkillable by MntlChaos · · Score: 1

      except hitpoints are integers. roundoff error for hitpoints is BAD

    19. Re:Unkillable by karlandtanya · · Score: 1
      Illudium Q-36 Explosive Space Modulator


      That creature has stolen it!

      /Marvin

      --
      "Reality is that which, when you stop believing in it, it doesn't go away." - Philip K. Dick
    20. Re:Unkillable by ggwood · · Score: 1

      Sure, you are right. A zone can hold lots of people, probably more than 600. With the gear available at the time, it would have taken loads of people. The developers, at that time, said it would have taken so many people that the zone would crash. They did not specify how many. In part, it shows how much the new AA and gear changes the game.

      Further, it is kind of amazing that no one woke up the Sleeper on that server for so long. It is, apparently, a once-in-a-server-lifetime event, thus all the other servers where Sleeper was woken ages ago and could not kill it. It's not like there was a chance to gather another, say, 300 friends, and try again. I heard perhaps a year ago that sleeper had been woken on all servers. Obviously this was not the case.

      --
      a war on terrorism? How can we end a war on a method?
    21. Re:Unkillable by Fulcrum+of+Evil · · Score: 1

      It's just a classic example of security through absurdity.
      When will people learn that THIS NEVER WORKS.

      Speak for yourself. Nobody else knows that you have to dance a flamenco before you open my wallsafe.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    22. Re:Unkillable by dnoyeb · · Score: 1

      Describe mathematically "unlimited hit points" please!?

      They made an attempt to give it what they perceived to be just that. High regen rate and high hit points and certain immunities.

      Probably making it invulnerable would have triggered it to relate to the world in a manner they did not want. Such as its ignorance of attacks since attacks could never harm it.

      Alternatly, they wanted to see what would happen. I assume the programmers enjoy the game as well.

      Seems though as if this was a mistake they were catching up with slowly, but the players were faster. Also this was the final monster in that game and the next game would come out, so I assume programmers were not working on this game anymore but the next.

    23. Re:Unkillable by chemosh6969 · · Score: 1

      I liked watching Get A Life when it was on FOX ages ago.

  2. Raising the bar by MMaestro · · Score: 2, Insightful
    Now you went and raised the bar even higher. The next "unkillable" monster will probably have 100 trillion hit points and have a one-hit kill attack...

    Course this will probably mean 'we need 2000 people for this one guys' for some MMO gamers..

    1. Re:Raising the bar by {8_8} · · Score: 1

      Well, that sort of task would depend on its rate of attack. If it has a 1-hit kill but only attacks every 15 seconds, you could just overwhelm it with sheer numbers, especially if the game allows resurrection during combat.

  3. Everquest players.... by quandrum · · Score: 5, Funny

    Proving they have too much time on their hands one unkillable monster at a time.

    1. Re:Everquest players.... by Anonymous Coward · · Score: 0

      Oh if only I had mod points and a -1, Totally Old and Predictable.

  4. The Result? by Goyuix · · Score: 3, Interesting

    So what treasure did he leave behind? Hwo much experience? Etc.??? And yes I read the linked articles and none of them mention anything... and if he dropped nothing then that sucks almost as bad as Sony resetting the zone...

    While it is all good and well that they bonded together to put the smack down on him, is there anything unfathomably cool to show for it?

    1. Re:The Result? by Scrameustache · · Score: 2, Insightful

      Well, it was meant to be unkillable, so I don't think anyone bothered to code some loot for it to give away in the unlikely event of its death.

      --

      You can't take the sky from me...

    2. Re:The Result? by roche · · Score: 5, Informative

      The last line in the first article says, "Oh, and God drops no loot."

      --

      roche
      Bah Humbug!
    3. Re:The Result? by darkwing_bmf · · Score: 2, Funny
      You just killed the unkillable. What loot could possibly compare with the experience itself?

      Also, your weapons and armor are obviously in no need of upgrade if you killed the toughest creature in the game world. What do you want, a hat with a feather in it?

  5. Some people just don't get the concept... by srmalloy · · Score: 1, Redundant

    Making something difficult is no substitute for making it impossible.

    1. Re:Some people just don't get the concept... by mseeger · · Score: 3, Insightful
      Making something difficult is no substitute for making it impossible.

      How do they say?

      Difficult things become impossible if we don't try them.

      So they tried ;-).

      Regards, Martin

  6. Those were the days. by August_zero · · Score: 0, Funny

    That reminds me of a little incident on Ultima Online years ago where a prankster with a firefield scroll managed to kill Lord British during one of his in game cameos.

    The guy got banned from the game, though Origin claimed that it was for other TOS violations. Back then UO was looking so broken, and Origin was claiming that there was no problem with the game client. This was a real slap in the face to them when their own slowed buggy servers let someone kill the most important personality in the game universe.

    --
    On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
    1. Re:Those were the days. by Violet+Null · · Score: 5, Informative

      Ummm. Not quite.

      1) This happened during betatesting, before the game went live.

      2) Lord British died, not through the guy exploiting a bug in the client, but because British's "Invulnerability" flag had gotten lost during a reset.

      3) He was not banned from UO, he was banned from their beta testing, since he had (unrelated to killing Lord British) exploited bugs in the client without reporting them.

      http://www.aschulze.net/ultima/stories9/beta.htm

      (Or google for 'ultima online killing lord british')

    2. Re:Those were the days. by August_zero · · Score: 1

      More holes in my memory than I thought, thanks for the corrections.

      --
      On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
    3. Re:Those were the days. by hyphz · · Score: 1

      What they didn't mention was that after Lord British was killed, his aides all summoned a bunch of demons into the crowd to "root out the assassin".

      Of course, the Lord's justicars having a) summoned evil creatures and b) having the "kill them all and let god sort them out" attitude promptly cause a whole bunch of the roleplaying types to say "well, our characters just wouldn't support Lord British anymore".

  7. One question... by hookedup · · Score: 1


    If this monster has been in the game since the games inception, how does it get it's hitpoints back? When no players are in the immediate vicinity (ie: viewable) of it?

    In my experience in these types of games, if i get into a fight with a monster, then die/give up against it, it will then wander around with the remainder of its hit points until it dies.

    1. Re:One question... by the+morgawr · · Score: 1
      He has been in the game since one of the expansions.

      Reading the article, it appears the monster spawns as part of some quest, does his thing, and then vanishes forever. So you only get one shot at killing it.

      --
      The policy of the United States is worse than bad---it is insane. -- Ludwig von Mises, Economic Policy(1959)
    2. Re:One question... by aster_ken · · Score: 4, Informative

      NOTE: I am not an EverQuest player.

      This monster has been attacked before. It can only be summoned once per server. When it is summoned it goes around the zones killing everything. It has an insane regeneration rate! The last group to attack it couldn't get it below about 97% because it would continue to regenerate faster than the players could damage it.

      However, Sony didn't account for the higher levels (60-65) when they designed this creature. The higher the level caps, the higher the damage caused. Thus, the Sleeper died.

      Yeah, my thoughts are kinda disconnected there. I'm sleepy. Leave me alone.

    3. Re:One question... by Anonymous+Cow+herd · · Score: 2, Interesting

      Everything in Everquest has an innate regeneration level. For players this is only a few hitpoints every 6 seconds (a game 'tick') whereas NPC's generally regenerate much quicker, and moreso the higher level the NPC is. This is basically there to stop low-level players from killing high-level monsters by doing a series of kamikaze attacks on the NPC. Also, it should probably be noted that once this particular NPC spawns, it goes on a scripted rampage across several game 'zones', killing everything in its path until it reaches another high-level dragon NPC, and they duke it out.

      --
      Ita erat quando hic adveni.
    4. Re:One question... by jwilloug · · Score: 1

      Everquest has gone through several different methods of hp regeneration, but since the Sleeper is Velious era (released at the end of 2000), he probably has a static regen of some number every six seconds. The number I heard was 20,000, but that seems awful high.

      However, Kerafym doesn't hang out somewhere waiting to be beat on. Waking the Sleeper is a serverwide event even if you don't kill him, and you only get one chance to ever see him.

  8. MMORPG challenge by Anonymous Coward · · Score: 5, Insightful

    This is half the fun of MMORPGs and it happens all too infrequently.

    Half the articles on here are about how designers want to create camraderie amongst players and keep them from griefing newbies. Here's a secret-- give them a challenge, something that they can't do, then wait and see how long it takes. And on a PVP server too, bravo.

    On an old MUD I used to play the designers created quests that were insanely hard to crack. People would spend hours trying to figure them out. New games rarely have this sort of thing-- even the high level EQ quests are waaaay too straightforward and don't require any brainpower.

    I suppose it just costs too much to have to make unique quests that are reworked after being solved.

    1. Re:MMORPG challenge by Pete+(big-pete) · · Score: 5, Interesting

      On an old MUD I used to play the designers created quests that were insanely hard to crack.

      *grin* I learned that to make a decent quest on AnotherMUD I had to make it exceptionally tough - and I learned the hard way. Nothing like seeing the players swarm over hours of preparation in no time at all, and having it go to waste.

      I only managed to make one quest that was tougher than the players, and I recompensated everyone who tried it - I thought getting to the final creature was insanely difficult and the final creature itself was virtually impossible, I had to log off for a bit... When I came back all the surrounding creatures had been slaughtered, but the final creature had a big chest full of corpses and equipment from all the players who tried and failed.

      The important thing any game designer should remember is to NEVER underestimate the players. Some people will go to incredible lengths to achive the impossible and go that extra mile. For an example see the Lytha way for Thief: The Dark Project.

      People are crazy. ;)

      -- Pete.

    2. Re:MMORPG challenge by smcv · · Score: 4, Interesting

      That "Lytha Way" reminds me of some recent guest articles on diabloii.net, in which an expert Diablo II player describes how he completed the game on Hell difficulty with the following strange characters:

      - A melee-only Sorceress whose name I forget: her primary spell was Teleport (for targeting purposes), with Enchant (extra damage) in a secondary role

      - Gunter, the Barbarian who wanted to be a wizard: a Barbarian with no melee ability whatsoever, using only warcries and the fire spells provided by the items he was wearing

      - Maldar the Magnificent, the compassionate, pacifist Necromancer: completed the game without killing a single monster, except those that had to die in order to complete quests (quest bosses and so on). His primary spells were Bone Wall (summon a wall), Bone Prison (trap a monster), and Dim Vision (target monster can't see).

    3. Re:MMORPG challenge by jjhlk · · Score: 1

      This is what I like about most other genres: there are extremely difficult but unnecessary quests (characters to collect, items to get, etc), so once you have completed the game, you still have something to look forward to (replay value!). Strategy games and first person shooters don't seem to do that, because they are mostly about multiplayer (however, there are the times when people try to beat each other's times in single player). I can't think of how simulations or puzzle games could implement it well.

    4. Re:MMORPG challenge by ceejayoz · · Score: 1

      Along similar lines, there's someone attempting the game with nothing equipped. Just running around dealing a couple melee damage points with fists.

    5. Re:MMORPG challenge by osu-neko · · Score: 1

      It's the same guy, and this particular character of his is, IIRC, "Irene the Infirm". She has no equipment at all, and simply "banks" all the skill and attribute points she gets (she's a sorceress, incidently). She gets a rogue merc after quest 2 and likewise does not equip her with anything at all. AFAIK, he hasn't tried taking her beyond Act I yet -- he never expected, starting out, he'd make it to, much less beat, Andariel. It'll be interesting to see if he continues her quest...

      --
      "Convictions are more dangerous enemies of truth than lies."
    6. Re:MMORPG challenge by Deathlizard · · Score: 1

      I used to be an imm on a mud a long time ago. I used to make monsters that were in SMAUG hit table spec but would be generally unbeatable by anything less than 20 players. My one Smite Mob was a level 105 ghost known as the Cloud of Doom. One day one of the newer imms found my office where I had the thing and decided to do a quest with it. When I came on two hours later half the mud was asking me that the hell it was and why it killed everything that it saw. I had to find it because it had scripts to appear and slowly smite people that targeted it. Even if they left and came back. :)

      Shabranigdo Tiba, and Buddy Lee were also fun mobs to play with. There no Lord of Nightmares when it came to kicking your ass, but they all would emote like crazy if you talked to it. especicially Tiba, the Demon that looks like a chicken. He would get really pissed off if you started called him one. Buddy Lee was just a mob that would put stuff in a chest. (Man of Action. Get it?) once in awile it would appear out of nowhere and confuse the hell out of regs. It had nice Stuff (Lee Dungarees If I remember correctly which was decent armor) if you killed it somehow.

  9. All I can say is... by Anonymous Coward · · Score: 5, Funny

    I would like to be there when they try to use their 15 minutes of fame to get laid at a bar.

    1. Re:All I can say is... by Anonymous Coward · · Score: 0

      why... you looking to get lucky?

    2. Re:All I can say is... by musikit · · Score: 1

      are you saying you would be part of the sextivities?

    3. Re:All I can say is... by Anonymous Coward · · Score: 0

      Because god knows getting laid at a bar is the only activity to which any human being should aspire.

    4. Re:All I can say is... by Anonymous Coward · · Score: 0

      I would say it ranks quite a bit above playing everquest.

    5. Re:All I can say is... by DavidBrown · · Score: 0, Troll

      I would like to be there when they try to use their 15 minutes of fame to get laid at a bar.

      Yes, I bet you would like to be there.

      --
      144l. ph34r my 133t l3g4l 5k1lz!
    6. Re:All I can say is... by Anonymous Coward · · Score: 0

      well when you finally find a woman and get laid you may realise it's actually more of a challenge to find time to play everquest. damn women.

    7. Re:All I can say is... by Anonymous Coward · · Score: 0

      Well, there is a reason that nature made sex so enjoyable. Maybe because we are only supposed to carry on the species (read: get laid)

  10. Flawed Thinking by {8_8} · · Score: 4, Insightful

    Really, if Sony wanted an unkillable monster they should have done more to prevent it. Invulnerability would be the best choice, since giving people any chance means they'll take it. Failing that, a obscene hp regeneration rate coupled with pornographic hp and insta-death to anyone within theoretical attack range might work. Given the ingenuity people display when trying to circumvent the rules, however, I suspect that anything less than complete invulnerability would be overcome eventually.

    Of course, the above ideas are based on the assumption that the game rules are followed. Exploits and other rule-breaking techniques throw everything out the window.

    1. Re:Flawed Thinking by PainKilleR-CE · · Score: 1

      Really, if Sony wanted an unkillable monster they should have done more to prevent it. Invulnerability would be the best choice, since giving people any chance means they'll take it. Failing that, a obscene hp regeneration rate coupled with pornographic hp and insta-death to anyone within theoretical attack range might work. Given the ingenuity people display when trying to circumvent the rules, however, I suspect that anything less than complete invulnerability would be overcome eventually.

      According to the links posted here (since I never got to a high level in EQ before quitting), the thing had an obscene regeneration rate, pornographic hp, and insta-death to a target within it's current zone (every 30-45 seconds).

      Of course, obscene and pornographic being based on the game as it was when the creature was created, and based on the idea that the creature only appears once on each server, walks a path, and is never seen again. The players only get so many chances, and as shown by this, it takes a very high level of cooperation between very large numbers of players to actually kill it.

      Personally, I think it's great that it could actually be done, and that it finally has been done. it gives players something to do that should actually be very satisfying to them, without a need for a great deal of planning on the part of the developers. Of course, now that it's been done once, it's probably much more likely that players will attempt it on other servers where the Sleeper has not already been awakened.

      --
      -PainKilleR-[CE]
    2. Re:Flawed Thinking by {8_8} · · Score: 1

      Point taken. I've never played EQ, so I didn't know the Sleeper's stats or anything. Still, my original post should have read "insta-death to everyone within theoretical attack range." That way, everyone that could attack it would die instantly if they got/stayed within attack range. Insta-death to a single target just begs for an attrition attack, much like the one mentioned here.

  11. Kinda like the Matrix... by wickedj · · Score: 5, Interesting

    The monster was kind of like an Agent from the Matrix. Even though it was "all powerful" and supposedly impossible to kill, it was still bound by the laws of system. Same as an Agent. Instead of running away from it, some users decided to go all "Neo" on it and take it down. Not bad.

    1. Re:Kinda like the Matrix... by SamBeckett · · Score: 5, Funny

      if i hear another friggin matrix analogy i am going to kill myself... and have trinity kiss me to wake me back up..

    2. Re:Kinda like the Matrix... by Anonymous Coward · · Score: 0
      i am going to kill myself
      That's impossible. There's no way they'de let you do that.
  12. Storyline Problems by Akai · · Score: 4, Interesting

    One of my guys here at work is an evercrack addict, and he was saying that the dragon that was killed was a set-piece for a quest/storyline that was running.

    It'll be interesting to see how they rewrite the quest/story to relfect the realities of the situation....

    --
    Please send all UCE to scally@devolution.com so I can f
    1. Re:Storyline Problems by Lordrashmi · · Score: 4, Informative

      They don't have to. They will just respawn him, probably with more hit points and forget about it.

      The majority of Dragons have storylines that they are apart of but they get killed all the time.

      (I am a recovering EverCrack addict, clean over a year)

    2. Re:Storyline Problems by Violet+Null · · Score: 1

      Probably the same way they rewrite the quest/story to reflect the reality of Durgo the Dark Elf or Barry the Barbarian or any of the other quest monsters getting killed -- they don't, and the monster respawns in due time.

    3. Re:Storyline Problems by realdpk · · Score: 1

      It would have been interesting if they had a storyline all set up just in case the dragon was slain. But from what I remember of EQ, nothing like that will be there. The story line is stagnant, except for when expansion packs are announced.

  13. so they beat the unbeatable character by musikit · · Score: 4, Funny

    how long until it gets solo-ed?

    1. Re:so they beat the unbeatable character by LordJezo · · Score: 1

      BAHAHAHAHAHAHAAH!

  14. If you give it hitpoints by Johnny+Mnemonic · · Score: 4, Interesting


    One of my DMs was fond of saying: "If you give it hitpoints, the players will kill it" when describing god design. I guess he was right...

    --

    --
    $tar -xvf .sig.tar
    1. Re:If you give it hitpoints by SharpFang · · Score: 1

      You can always give it:
      1) Regen. Say, 1000HP/round
      2) Really good damage. Kills with one hit.
      3) A decent mass destruction weapon. Boom, and everyone's fried.
      4) Some other good stuff. Like, reflect damage. A player receives just as much as he causes. Or paralysis. Or plainly number of 'wish' spells. Your god wishes "I want them all to die now." and good bye.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:If you give it hitpoints by Ubergrendle · · Score: 1

      Putting my geek thinking cap on...
      1)Regen. Say, 1000HP/round. Create a spell of vampric regeneration, cast it on the god. If the god regenerates, he takes damage.

      2) Really good damage. Kills with one hit. Easy...mirror image, illusions, temporal displacements, vampric regeneration...lots of ways to avoid combat damage. Or, just bring alot of people with you. :)

      3) Mass destruction weapon Any mass effect spell should at least allow a saving throw. If not, then its in the realm of "impossibility" to kill.

      4) Reflect damage Saving Throw, or "reflect" damage in return. Had this happen in a game, a character cast reflect damage on a low level peon hireling, then faced him off against a god with this ability. Infinite loop! You cast fireball...reflects off of the god...reflects off of Joe Schmoe....reflects off of the god... :)

      --
      John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
    3. Re:If you give it hitpoints by Glonoinha · · Score: 1

      Dude you just described the yard trash on some of the zones my guild clears for fun. The real boss mobs in those zones are pretty nasty, however.

      --
      Glonoinha the MebiByte Slayer
    4. Re:If you give it hitpoints by SharpFang · · Score: 1

      1) 100% immune to all spells. Sorry.
      2) 1:1 hit exchange rate. Needed 80.000 hits to kill the God. Needed 200 hits to kill all 200 attackers, needed another 1000 hits to kill all their creations.
      3) You get 20 second warning to abandon the blast area. Then everything gets fried. Say, if you're alone, you can do that. If you are with a group of 200 people, they won't all just squeeze through narrow exit door, maybe 20 % will run, 10% will teleport away, 1% with really uber resistance stuff will survive on-site with 90% health loss. Also other arcade tricks: No saving throw, just saving action from the player required. Cast a specific spell to counter god's spell effect (snow storm on fire field, clarity of mind on mass daze, void gate against demon gate, unsummons against summons, etc) - you are late by 3s with launching given spell - you are dead. You succeed - you have another 10s of life till another attack.
      4) Reflect works once. We both have 100% reflect. I hit you with fireball, I get hit with my fireball. You hit me with a sword, you get struck with a sword. Eventually, there may be a Godly Power of "unlimited reflect", unavailable to mere mortals.

      And finally, what happened in the first fight. A decent teleport spell if the god sees the enemy is just too strong. "I'll be back!". And is back, picking one by one all of its enemies when they only leave the group.

      BTW, with decent AI, even quite weak creature may be VERY uber, with superb speed. Hit&run. Dodge arrows, escape from area effects, hide, run away from overwhelming odds...

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    5. Re:If you give it hitpoints by cpeterso · · Score: 1


      5) SONY PROFIT!!!

    6. Re:If you give it hitpoints by cpeterso · · Score: 1


      If it bleeds, we can kill it.

  15. algorithm for hit points by SolemnDragon · · Score: 5, Interesting
    If it were me- and it's not and i'm not making games, so this is an armchair argument at best- the next 'unkillable' thing would require some form of regenerative algorithm, where the reduction of hit points triggers an addition, or some other form of increase- and make the darn thing reset at a certain level!

    i think it's pretty d*d funny that the one thing gameplayers could agree on for an in-game large-scale social goal was to thwack the monster meant to be part of the permanent landscape. Somewhere, an executive is going mad under their desk, whispering things about a revolution...

    i wonder whether such things will be deliberately introduced into future games, as a quiet little way to increase teamwork?

    1. Re:algorithm for hit points by musikit · · Score: 1

      actually D&D had a monster which was supposed to be impossible to ever kill. i believe it was called a Terraque (spelling might be wrong)

      it had 300 hp and couldn't be killed until it was at -100 it regenerated 20 HP a round. and after all that you had to use a wish (which required the DM/GM to grant) to actually kill it. so maybe SoE will take a lesson from that and require that a GM be required to defeat the next "impossible" character. that way at least someone is responsible for it dying.

      Side note: Anyone have a link to the Screen shot of the dead monster?

    2. Re:algorithm for hit points by FortKnox · · Score: 5, Interesting

      Its happened before in the first major MMORPG, Ultima Online. Richard Gariott (creator and 'king' of the game) came on for a ceremony. Well, instead of doing the 'infinite hp' thing, he just loaded a buncha hp into his character. Well, an 'evil' guild planned an assassination, and it was successful. Lord British died. They went along with it and made it quite entertaining experience for the players, too.

      But, honestly, the best way to do these types of things (used to code for MUDs (text-based predecessors to MMORPGs)) is to have an 'infinited hp' code. Like 0 hp means unconscious, and -1 hp means death... so -2hp means "unlimited hps". So you do a simple check when you are hit for damage....
      if( target.hp == -2 ) then target.hp = -2;
      else target.hp = target.hp - damage;
      Simple as that.

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    3. Re:algorithm for hit points by Anonymous Coward · · Score: 1, Insightful

      Oh, please. That sort of hack guarantees buggy code. For example, if target.hp was 1 and damage was 3, the target would suddenly become invulnerable!

      What you want is a flag: if (!target.invulnerable) target.hp -= damage;

      Sure, it uses at worst four bytes more memory per entity. But we're talking modern harware here, not Commodore 64.

    4. Re:algorithm for hit points by Gaijin42 · · Score: 5, Interesting

      I was a member of that guild (The Ravens of Fate) and we were not evil. We all had played the game since pre-alpha 1, several members of the Origin dev team (Pall, Ares, Grimli etc) were members of our guild or played with us regularly. One of our members (Mental4) also ran the primere fansite of the time (ultima.scorched.com)

      In this particular instance, they set a no_kill flag for LB, but he logged off. When he logged back on the flag was reset, and the dev in charge of the event (Grimli if I recall correctly) forget to turn it on again.

      LB was killed by a single blast of a fire (wand or scroll, I don't remember) not some really large amount of HP. other than the no_kill flag LB was actually a pretty weak char.

      Further, killing of LB was a goal in pretty much EVERY incarnation of Ultima, including cool events that happened if you did so, so it should have been no suprise that it happened in UO.

    5. Re:algorithm for hit points by Tofino · · Score: 2, Funny

      That's THE Terrasque. :)

    6. Re:algorithm for hit points by Anonymous Coward · · Score: 0

      Not quite so simple as that. Unless you want your deathblow to deliver invincibility:

      if (target.hp == -2) then target.hp = -2;
      else { target.hp -= damage; if (target.hp LT -1) then target.hp = -1; }

    7. Re:algorithm for hit points by bedurndurn · · Score: 1

      Why?

      Just do:

      ApplyDamage(target, damage) {
      if (target.hp == -2)
      return

      target.hp -= damage

      if (target.hp -1)
      target.hp = -1
      return
      }

    8. Re:algorithm for hit points by bedurndurn · · Score: 1

      Whoops. When you forget to use the code mode instead of plain old text, slashdot doesn't like comparison symbols. The second if should be "If target's hp is less than -1, set it to -1."

      You live, you learn, you clog the system with extra comments :)

    9. Re:algorithm for hit points by Anonymous Coward · · Score: 0

      heh...the one time i killed LB in ultima underworld 2 (i think, might have been 1) the game locked up...not a partiucularly 'cool event' but amusing none the less :)

      I think he was supposed to be unkillable there too, seems like i had to do something strange to get him to die...pretty easy fight otherwise tho, since i had gotten stuck by a bug, so spent my time while waiting for a patch summoning demons to kill for XP, and was pretty much invincible to the people in LB's castle.

    10. Re:algorithm for hit points by burns210 · · Score: 1

      just as a slightly off-topic question... if i had hp=4, and you hit me, knock me down six, and i would have hp=-2, then you couldn't hit me, since i am dead.... but how do you differentiate between a dead player(me) or you(who also has -2, but is suppose to be immortal?

    11. Re:algorithm for hit points by swmccracken · · Score: 1

      You could just think Object Oriented and do it that way.

      The code to cause damage should be:
      monster.takeDamage(damageAmount);

      And then you have:

      class Monster {
      public void takeDamage(int damageAmount){
      hitpoints = hitpoints - damageAmount; ...
      } ...
      }

      class SomeUnkillableMonster extends Monster {
      public void takeDamage(int damageAmount) {
      //NOP - unkillable
      } ...
      }

    12. Re:algorithm for hit points by GreyWolf3000 · · Score: 1

      If you get hit with an attack, the program will go on to check to see if you died. If that's the case, then the if statement in question will never come up, since you won't be running around the game, you'll be back at the main menu.

      --
      Slashdot: Where people pretend to be twice as smart as they really are by behaving like children.
    13. Re:algorithm for hit points by scavenger87 · · Score: 1

      Picture of this killed mob fighting with another nemesis http://www.albrandes.com/skden/images/sleeper_yeli nak.jpg

    14. Re:algorithm for hit points by Anonymous Coward · · Score: 0

      I remember killing LB in Ultima 6. Smack him with a glass sword when he's asleep.

    15. Re:algorithm for hit points by n.wegner · · Score: 1

      >Like 0 hp means unconscious, and -1 hp means death... so -2hp means "unlimited hps".

      No, because that way you'd be wasting the rest of the negative range of a signed int. It'd be better to have some flags in a seperate variable, such as an unsigned char with 1 being unconscious, 2 being dead, 1 & 2 being unreviveably dead, and 5 other flags. That way, you can use an unsigned int for HP and not worry about what values are in there.

    16. Re:algorithm for hit points by SomeGuyFromCA · · Score: 1

      That's Tarrasque"

      --
      if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
    17. Re:algorithm for hit points by Anonymous Coward · · Score: 0

      just do this

      hit_points=4
      attack_points=6

      if attack_points>=hit_points then
      hit_points=0 ;dead
      else
      hit_points=hit_points-attack_points
      endif

    18. Re:algorithm for hit points by Control-Z · · Score: 4, Informative

      This is the account I like, from Rainz:

      The servers had just been taken down to prepare for the huge influx of players for the speech Lord British and Lord Blackthorne were giving throughout Britannia. When the servers came back up, I strolled through Britain with Helios, my fellow guild member. We headed to Blackthorne's castle where the first speech was being given. LB, Blackthorne, and their jesters were up on a bridge orating to the masses. Unfortunately I wasn't playing my mage character, so casting spells from a spellbook was out of the question. Luckily my character was a good thief who had high "stealing" skill. I desperately searched the backpacks of those around me and eventually came upon a fire field scroll. After that it was pretty simple, I just cast the scroll on the bridge and waited to see what would happen. Either LB or Blackthorne made the comment "hehe nice try", can't recall exactly who. It was a humorous sight and I expected to be struck down by lightning or have some other evil fate befall me. Instead I heard a loud death grunt as British slumped to his death. After that it was just pure mayhem, Blackthorne or another force summoned 4 daemons into the castle and people were dying left and right.

    19. Re:algorithm for hit points by Bish.dk · · Score: 1

      More information (with screenshots) on that incident can be found at http://www.aschulze.net/ultima/stories9/beta.htm.

    20. Re:algorithm for hit points by Pofy · · Score: 1

      Using a single variable to have multiple purposes is in general not a good idea and as someone allready point out, have a good chance for buggy code sooner or later. Thus, the variable for the HP of a monster should hold just that, the monster's HP, be it positive or negative (for whatever reason it ends up there). You then have some other variable, flag indicating death, invulnerability and so on.

      As an example, what if you suddenly want to actually be able to use negative life for some reason? Perhaps you want to add some system where death occirs only at larger negative values, where a monster would be unconsious, or perhaps in some other state while at negative value, or perhaps allowing death to take time and regeneration as a possible way for a monster to regain life back above 0. Just pick a reason.

      Adding that into your code will mean you actually have to go over every single place your code handle life, making sure there isn't any use for special values of the HP. IN addition, you have to change the whole system since you need new ways to indicate invulnerability and so on. Either intriducing the new variable/flag you should have had in the first place, or changing the magic number indicating death to some other negative (or positive value) that you think will never be used as actual HP and hope you don't have to change it again when a monster suddenly is supposed to be able to have that value. It is just asking for trouble and bugs in the future.

    21. Re:algorithm for hit points by WWWWolf · · Score: 1
      Further, killing of LB was a goal in pretty much EVERY incarnation of Ultima, including cool events that happened if you did so,

      That reminds me, I sometimes wonder what Yancey-Haussmann did to fix the problem, and were they happy with the publicity...

    22. Re:algorithm for hit points by chl · · Score: 1
      else target.hp = target.hp - damage;

      Can you say exploit?

      chl

    23. Re:algorithm for hit points by andr0meda · · Score: 1


      I'm surprised no one thinks of health as a component of your Actor class.

      Just define an interface for the actor class with a DoDamage ( source, amount ) method, and plugg in whatever type of DoDamage implementation you fance at any one time. Statechanges of the actor plugs different components. Done.

      Yes, virtual fuctions are slow on PS2, but do fine on all other architectures.

      --
      With great power comes great electricity bills.
    24. Re:algorithm for hit points by Thud457 · · Score: 1
      Sort of like an 80's Batman villian "the Calculator" who learned how to defend against each superhero with each defeat. Soon he was seemingly invincible.

      Actually, the idea of a foe that gets stronger each time it is resurrected sounds like a good ploy to me.

      --

      the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

    25. Re:algorithm for hit points by osu-neko · · Score: 1

      Actually, if you're implying there's just the one, you're mistaken -- as Spelljammers know, that one creature on your little world is from another world where they are native, and hundreds of them roam the surface. The sentient inhabitants of this world, quite sensibly, live well underground. :)

      --
      "Convictions are more dangerous enemies of truth than lies."
    26. Re:algorithm for hit points by Anonymous Coward · · Score: 0

      BZZZZZ wrong!

      Virtual functions are slow on everything. Dynamic binding is a neat feature, but if you want to write anything fast, forget it.

    27. Re:algorithm for hit points by dcormier · · Score: 1

      As a 5 1/2-year vet (which I imaging will likely be disregarded) of UO and an accomplished thief, I commend you. I wish I could have been there to see it, though I have seen the screenshots.

      The best a friend of mine and I managed was probably the peacemaking of the guards, for which we had GM's called on us several times for. The reaction to this was amazing. Since my partner in crime was an RL friend who I went to school with a few years prior and who actually got me started in the game, we would often play while we were on the phone and could coordinate with each other very well. We would choose a target, snoop and target an item. Hit the steal macro, run, then peacemake when the guards showed. The guards would go out of war mode and continue walking up to us and just stand on the square we occupied.

      We also created various other tactics (exploits of game mechanics, rather than bugs in the code), which we've never heard of anyone else using. Most of these tactics ended up being eliminated after repetedly stealing rather, erm, 'valuable' items from OSD (a well-known Atlantic guild) as well as the characters involved in the major quest in Trinsic, if you were around for that.

      Anyway, I guess I'm done with by jabbering. Well done.

    28. Re:algorithm for hit points by ameoba · · Score: 1

      Ummm... you need some more checks in there, lest somebody with 8HP take 10HP of damage and become immortal.

      ...at least until they regenerate and go up to -1HP.

      --
      my sig's at the bottom of the page.
    29. Re:algorithm for hit points by Fulcrum+of+Evil · · Score: 1

      That's no good - every time you create a new creature, you have to modify the code for the server. Much better to have the creatures be data-driven.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    30. Re:algorithm for hit points by FortKnox · · Score: 1

      Sa-weet jesus people. I just mentioned a quick psuedo code algorithm to give a more concrete idea to what I was suggesting, and I'm getting critiqued like its code I'm using in commercial software.

      Honestly, I'd have an object with flags and pretty things like that, cause I'm quite partial to good architected OOP. I just used my quick algorthim as an alternative to something already in place that didn't design these ideas into it. I'd add a complete function of code for damage, but I'd rather just get my point across with a suggestion and psuedo code than actually code in the solution.

      Sheesh...

      --
      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    31. Re:algorithm for hit points by chemosh6969 · · Score: 1

      And that would work as long as an example like this never happens. Target has 3hp Player hits for 4 damage target now at -1 and dead.

    32. Re:algorithm for hit points by FurryFeet · · Score: 1

      Wrong... THE TArrasque....

    33. Re:algorithm for hit points by Anonymous Coward · · Score: 0


      You think you know, but you don't.

  16. Sometimes the engine won't let you... by smcv · · Score: 5, Interesting

    It depends whether the NPC in question had been thought of when the engine was written, or whether it was added later. I don't know how often Everquest developers update the client, but if it had no concept of "invincible", it's possible that they would decide a client update would be too much effort, and stick to things the client could already do.

    I used to make mods for X-Wing vs TIE Fighter; admittedly, the available tools were all reverse-engineered, so we never really knew for sure what the engine was capable of, but it was pretty limited in areas Totally Games (the developers) hadn't needed.

    One of the early XWvTF missions that used add-on models was the Death Star trench run from A New Hope. The Death Star was represented by a square something like a hundred miles wide, with a trench running across it (10 polygons making up 5 rectangles - "ground" to the left, "ground" to the right, and two sides and a floor for the trench). A few other mod makers (including me) used the same mesh as a convenient representation of "the ground" in other ground-based scenarios.

    It turned out that the XWvTF engine didn't have a form of invincibility that was useful; the "invincible" flag in mission files actually meant "no collision detection", and flying down the Death Star trench pursued by TIE fighters would be no fun if you flew straight through it whenever you should have crashed, so people usually just gave it a few million points of hull strength instead.

    In the sequel, X-Wing Alliance, "invincible" was implemented in a much nicer way: invincible ships could get hit, they could lose shields, they could even be seriously damaged (slightly alarming in one mission where you fly alongside Luke Skywalker), but they never dropped below 1% hull strength.

    (If you still play XWvTF or XWA, see my linked homepage for some old custom models and an XvT mission pack)

    1. Re:Sometimes the engine won't let you... by Luigi30 · · Score: 2, Informative

      Yes, it was implemented the same way in Freespace 1 and 2. If a ship was needed for the mission's plot (like Alpha 2 in one mission), a flag was set and his hull couldn't drop below 1%.

      --
      503 Sig Unavailable

      The Signature could not be accessed. Please try again later or contact the administrator
    2. Re:Sometimes the engine won't let you... by Jerrith · · Score: 1

      You are correct. When the Sleeper was added to the game, in the Scars of Velious expansion, Everquest had no support for invincible mobs. With the next expansion, Shadows of Luclin, the first support for untargetable / invincible mobs was added, first used for the npcs that would teleport the player up to the moon (expansion area). So they would have had to have gone back and changed him after they added this functionality, something which there wasn't really any good reason to do. :)

  17. Charge of the Heavy Brigade by Anonymous Coward · · Score: 5, Interesting

    1.

    Half a league, half a league,
    Half a league onward,
    All into the Impossible
    Rode almost two hundred.
    "Forward, the Heavy Brigade!
    "Charge the dragon!" they said:
    Into the Impossible
    Rode almost two hundred.

    2.

    "Forward, the Heavy Brigade!"
    Was any wizard dismayed?
    Not though all guildsmen knew
    Someone had blundered:
    Their's not to make reply,
    Their's not to reason why,
    Their's but to go and try:
    Into the Impossible
    Rode almost two hundred.

    3.

    Dragon to right of them,
    Dragon to left of them,
    Dragon in front of them
    Fumed and thundered;
    Stormed at with sword and shell,
    Boldly they fought and well,
    Fought with old Kerafyrm
    Fought at the the mouth of Hell
    Fought almost two hundred.

    4.

    Flashed all their sabres bare,
    Flashed spells they turned from air,
    Pelting the Dragon there,
    Charging a Fortress, while
    All the world wondered:
    Plunged into fire-breathed smoke
    Through 2 billion hit points they broke;
    Dragon unkillable
    Reeled from their mighty stroke
    Shattered and sundered.
    Then they returned back, but not
    With a bit of loot
    No rust-sword for the bold
    Almost two hundred.

    5.

    Quiet to right of them,
    Quiet to left of them,
    Quiet behind them
    No mighty thunder.
    No "Jolly good!" and "well!"
    No grand applause to tell
    How they had fought so well
    Came, killed old Kerafyrm
    Came, did the Impossible.

    All that was left for them,
    For almost two hundred, then,
    Was burnt Dragon.
    6.

    When can their glory fade?
    O the wild charge they made!
    All the world wondered.
    Honor the charge they made,
    Honor the Dragon Slayers,
    Nearly two hundred!

    [Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.Read other people's messages before posting your own to avoid simply duplicating what has already been said.]

    1. Re:Charge of the Heavy Brigade by pp · · Score: 1

      Shame I don't have any mod points today, or I would
      mod the parent up. For those who are not
      into poetry, it's based on a very nice poem by Tennyson, the Charge of the Light Brigade (which is also the title of an excellent Outer Limits episode where mankind makes its last stand against aliens that plan on conquering Earth against impossible odds).

    2. Re:Charge of the Heavy Brigade by starfurynz · · Score: 1

      ROFLMAO

      --
      We tend to become like the worst in those we oppose. --Bene Gesserit Coda--
    3. Re:Charge of the Heavy Brigade by Buran · · Score: 1

      Hey, I liked that! Creative. And it was Tennyson. I love Tennyson! This post is pointless except to say "That was cool!". :)

    4. Re:Charge of the Heavy Brigade by jfengel · · Score: 1

      "Too much free time" is not killing the unkillable monster with 200 of your friends.

      "Too much free time" is composing an epic poem about it.

      If I could hook up a generator to Tennyson's grave I could power Manhattan, with enough left over to drive a computer to post a "Way to go" comment.

  18. only on /. by sw33tjimmy · · Score: 0, Flamebait

    only on /. would something this lame make headlines.

    --
    Get Virtual.
  19. risk/reward EQ style by Castaa · · Score: 1

    The saddest part is that it dropped no items nor did the EverQuest GMs give out anything for defeating the dragon (that I know of).

    3+ hours for nothing but posterity.

    --
    Chew: You Nexus, huh? I design your eyes.
    Roy: Chew, if only you could see what I've seen with your eyes.
    1. Re:risk/reward EQ style by Tofino · · Score: 4, Insightful
      You can't take a sword with you when EQ goes away, but this will always be part of EQ lore when EQ folks think back to the game.

      You should probably consider thinking along these lines for your REAL life, too. ie. doing work that doesn't pay in dollars can often mean more than...

    2. Re:risk/reward EQ style by Dachannien · · Score: 1

      They went into this pretty much knowing that would be the case. At least they satisfied their curiosity.

    3. Re:risk/reward EQ style by SamSim · · Score: 1

      "Nothing but posterity?" Hah! You can't buy this kind of recognition.

    4. Re:risk/reward EQ style by slothman32 · · Score: 1

      Sure you can. You can buy anything on Ebay, or is it eBay, now-a-days. I'm still waiting for something to sell something stupid like a bit or even better a penny. With all the people on Ebay someone will buy it.

      --
      Why don't you guys have friends or journals?
    5. Re:risk/reward EQ style by Anonymous Coward · · Score: 0

      Actually, if you can kill the unkillable, I think you're equipment is good enough. :)

  20. I bet... by Crayon+Kid · · Score: 2, Informative

    ...it was Chii who did the Sleeper in. :)

    --
    i ate crayons when i was a kid and now i have two braincells and the blue ones taste nicer
    1. Re:I bet... by Anonymous Coward · · Score: 0

      That was a great scene (=

  21. Reminds me of the game Cranium by Hamster+Lover · · Score: 4, Insightful

    You know, the board game that Starbucks sells in their coffee shops.

    The rules are so pathetically thin that situations come up with no ready answers in the rules, so we make it up. Consequently, everyone I know plays the game a little diffently.

    I had the inspiring idea during Sculptorades (where you sculpt your clues in plasticene) that I could spell the answer out in the clay. Of course, the rules say nothing about this.

    People will always try to achieve the impossible or seemingly impossible.

  22. Wow by Deanasc · · Score: 1

    Never underestimate the power of a couple hundred geeks. Next on the hitlist? How about the RIAA!

    --
    I've hit Karma 50 and gotten a Score:5, Troll... I win!
    1. Re:Wow by Anonymous Coward · · Score: 0

      The RIAA hits! The RIAA hits! The RIAA hits! You are litigated!

  23. Balmung of the Azure Sky & by jameskojiro · · Score: 0

    Orca of the Azure Sea.

    I wonder if the descendants of Fionna had anything to do with this?

    --
    Tsukasa: All I really want, is to be left alone...
    1. Re:Balmung of the Azure Sky & by Orne · · Score: 1

      For those that don't get the reference, it's from the Japanese anime/game series .hack

    2. Re:Balmung of the Azure Sky & by Echo5ive · · Score: 1

      Actually, Balmung is a sword from the Norse mythology. It was forged by Wayland the smith (Anglo-Saxon god of smithing), and then used by Odin to stab the Branstock tree. He then said that he who could pull the sword from the tree was destined to win every battle.

      --
      Leveling up builds character.
  24. Sure you can by stardeep · · Score: 3, Funny

    > Can't attack dead things, eh?

    Something tells me you haven't played many fantasy RPGs...

    Look out! There's a lich behind you!

    --
    Sentimentality is merely the Bank Holiday of cynicism.
    - Oscar Wilde
  25. 100 billion? Unlikely. by Anonymous Coward · · Score: 0

    A 32 bit integer can only hold a value of up to 4 billion, and that's if you don't allow negative numbers. If you allow negative numbers, then it's half that.

    I seriously doubt they put special code into the game for handling integers larger than that if only one creature would need it.

  26. I love this though... by TrueBuckeye · · Score: 2, Interesting

    The fact that the proles rebelled and killed the unkillable God when they were supposed to be killing each other. It is insurrection at its best.

    --
    Was that night on the marge of Lake LaBarge I cremated Sam McGee...
  27. What kind of monster has 100 billion HP? by weeboo0104 · · Score: 2, Funny

    Was it a sea urchin?

    --
    It is easier to build strong children than to repair broken men. -Frederick Douglass
  28. Reminds me of "Harry" by Notright · · Score: 4, Interesting

    Reminds me of "Harry" in Asherson's Call which was a shard that had to be destroyed as part of the story line. On the thistledown server a band of PK's got together and protected it 24hours a day long after it had been killed on the other servers. So the devs had to actually force it to be killed by spawning in Admin control monsters and getting one person on the server to volunteer to be the villain. They even made a statue to commemorate the event in the game.

    1. Re:Reminds me of "Harry" by Anonymous Coward · · Score: 0

      "We'll be renowned across the boards"

      "yeah, as assholes who like to ruin other peoples gameplay"

      "exactly!"

      "Well I didnt start a PK to be nice to people, lets go!"

  29. Problem with this by AvantLegion · · Score: 1
    The game most likely has many, many, many, many lines of code that "expect" HP to go from a finite number to 0.

    Now, one could go through the code and change ALL those lines of code, just to accomodate this creature... or they can just assign it a high number. The design decision was reasonable, and hey, the outcome of the effort of these players is only a good thing. It's a nice story for all the players involved. After all, we know EQ players give up their pathetic real lives in favor of their EQ virtual lives.

    (that last part was a joke. Mostly. Don't anyone kill themselves over it.).

    1. Re:Problem with this by jjhlk · · Score: 2, Insightful

      I don't know about EQ, but muds generally have monster states. EQ probably has them too, for poisoning, death, paralyzation, etc. If so, it would be much simpler to just add a status for invincibility than hack all the math references. Then they just need to add code to functions that check status and act appropriately (at least in the implementation in my head, that is a decent way of doing it).

    2. Re:Problem with this by TGK · · Score: 1

      More likely than that, EverQuest probably has a damage function.

      if (IS_UNKILLABLE(monster) && monster.hp < monster.maxHp) { monster.hp = monster.maxHP; }

      --
      Killfile(TGK)
      No trees were killed in the creation of this post. However, many electrons were inconvenienced.
  30. Bah. by dacetone · · Score: 1

    We did this on MUDs I've played. Ever killed the Executioner in Midgard? I have :-D

    --
    Just follow the day, and reach fo
    1. Re:Bah. by Anonymous Coward · · Score: 0

      Dude, Midgaard!

      MUDs were teh shit ;) /me goes hunting for his copy of tinyfugue... reconsiders, goes hunting for his 2400 baud modem ;)

    2. Re:Bah. by Paisley+Phrog · · Score: 1

      Yep, been there, done that. Back in the day when Hero was at level 50... ***THWACK***! (-;

    3. Re:Bah. by Kisama · · Score: 1

      No, but I remember watching some fool blackjack the mage in town and robbing his ass for months worth of healing scrolls and recall potions. Or the time that anti-paladin (or death knight, I don't remember which) cleaved the healer in half.

    4. Re:Bah. by dacetone · · Score: 1

      Ahh! I remember that...and when my MUD converted to having 150 levels...then 1000...(so glad I don't play anymore)

      --
      Just follow the day, and reach fo
    5. Re:Bah. by dacetone · · Score: 1

      Hehehe :) Our Imms usually made rooms containing shopkeeps/healers nokill :(

      --
      Just follow the day, and reach fo
  31. 100 billion hitpoints? by vojtech · · Score: 5, Interesting

    It's interesting that the story says that the beast had 100 billion hitpoints. This wouldn't fit into a 'long' on a 32-bit architecture. So either is EQ using more than 32-bit numbers for hitpoint counting, or it was something like 2147483647 (2^31, two billion) hitpoints and they actually managed to underflow the counter ...

    1. Re:100 billion hitpoints? by Detritus · · Score: 3, Interesting

      IEEE double precision floating point gives you 52 bits of mantissa. That's good for about 4.5 quadrillion hit points.

      --
      Mea navis aericumbens anguillis abundat
    2. Re:100 billion hitpoints? by Anonymous Coward · · Score: 0

      long long in C/C++ is 64 bits, and long in Java is also 64 bits. Do the math.

    3. Re:100 billion hitpoints? by Anonymous Coward · · Score: 0

      Actually, in MSVC++, there is a keyword __int64 that is a 64-bit integer. I would assume the same is true in Linux and Macintosh, although I haven't programmed enough in either platform to say for certain.

      The problem with using a floating point number is the lack of precision; I believe a 64-bit floating point number has something like only 12 digits of accuracy.

    4. Re:100 billion hitpoints? by AyeRoxor! · · Score: 1

      IEEE double precision floating point gives you 52 bits of mantissa.

      Mantissa bits eh?

      -----------------
      The part of a floating point number which, when multiplied by its radix raised to the power of its exponent, gives its value. The mantissa may include the number's sign or this may be considered to be a separate part.

      (1996-06-15)

      Source: The Free On-line Dictionary of Computing, 1993-2003 Denis Howe

      -----------------

      Ya learn something new every day...

    5. Re:100 billion hitpoints? by MagPulse · · Score: 1

      Interesting for newbie programmers, maybe. After you code for more than a month you'll find things like this that give you arbitrary precision integers.

    6. Re:100 billion hitpoints? by vojtech · · Score: 1

      Well, bigint has been there for a long, long time (emacs has it built in, even my calculator works with up to 512-bit bigints).

      It's useful when you don't care too much about the execution speed of the program. If you're using Java, you probably don't. But MMORPG engine programmers definitely should make sure their systems don't get slow when many users are connected. After all, how often do you need a billion hitpoints?

      On a side note: Windows64 (*), which runs on AMD64 in 64-bit mode, has 'long' still only 32-bit, so that old i386 applications don't break after being recompiled. Rather ugly, ain't it?

      (*) - which will be about 40 years late, considering Microsoft product naming scheme

    7. Re:100 billion hitpoints? by Nebu · · Score: 1

      As a game designer, you wouldn't want to use floating point numbers for hit points, because float point arithmatic suffer from rounding errors.

      As an oversimplification, let's say I store 200 billion in my floating point, but because of the precision I use, I only keep track of the 5 most significant digits, i.e. 2.0000 * 10 ^ 11. If someone where to deal one million points of damage, i.e. 0.00001 * 10 ^ 11, the substraction would yield 1.99999 * 10 ^ 11, which then needs to be rounded so that 5 digits are accurate. This number rounds to 2.0000 * 10 ^ 11, so with 5 digits of accuracy, dealing on million points of damage is equivalent as dealing 0 points of damage.

      In real life, IEEE double precision gives you about 15 digits of accuracy, which is more digits than there are in "100 billion", so this might work, but I think most game designers will still avoid using FPNs because of these potential rounding errors.

    8. Re:100 billion hitpoints? by Anonymous+Freak · · Score: 1
      Quoth vojtech:
      On a side note: Windows64 (*), which runs on AMD64 ...

      (*) - which will be about 40 years late, considering Microsoft product naming scheme


      No, it'll only be 2-3 years late. Come on, give them more credit than that. It'll come out in 2066, 2067 tops!
      --
      Another non-functioning site was "uncertainty.microsoft.com."
      The purpose of that site was not known.
    9. Re:100 billion hitpoints? by cpeterso · · Score: 1


      so if EQ is using a 64-bit integer, then why didn't they just use MAX_INT_64 or whatever? They are probably using some arbitrary precision integer available in their database backend.

  32. The Sleeper Must Awaken by TwistedGreen · · Score: 2, Funny

    Looks like the Sleeper can't awaken anymore!

  33. Ebay!! by More+Karma+Than+God · · Score: 4, Funny

    Can I buy the corpse on Ebay?

    --
    Go here to create your own Slashdot dis
  34. Re:100 billion? Unlikely. by Brian+James+D'Astous · · Score: 1

    Congratulations, you are ignorant. Use TWO 32-bit ints. Four extra bytes aren't about to bring the EQ servers to a screeching halt.

  35. Re:100 billion? Unlikely. by Anonymous Coward · · Score: 0

    Well that would mean special code to handle those large values, unless you meant they compiled EQ with larger ints.

  36. Wow by Lemental · · Score: 1, Funny

    They got teh powerup and won teh game!

    A winner is you!

  37. Because it is there by SamSim · · Score: 3, Insightful

    As a hardcore gamer (though not of EQ) I totally understand the drive to succeed in a near-impossible videogame task like this, and I've seen milestones come and go time and again. The perfect Pac-Man game. 43 seconds Minesweeper Expert. Quake 1, completed in under 12 1/2 minutes. Perfect Dark, done on all difficulty settings in less than 100 minutes. I know the dedication you put in for an achievement likely to be recognised by only a tiny fraction of the whole world, and I know the elation when the barrier falls, the timer stops one second faster than the previous record, the final objective completes. I can only hope that there exist more and greater challenges out there, because, seriously, who in the world would want to stop here?

    "Nearly impossible" = "possible".

    1. Re:Because it is there by DNS-and-BIND · · Score: 1

      Funny, I got more elation when I got the Japanese chick with big knockers to leave the bar with me and come back to my apartment last Saturday night. (true story)

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    2. Re:Because it is there by Anonymous Coward · · Score: 0

      Eh. I treat it as a lark. Not a real milestone, just a "Hey, they got off their asses and did it"

      Sleeper has been killable for years. Most people knew it, and most people that knew he could be killed knew how as well. He'd been "awoken" on every developed server by ill-prepared (or ill-intentioned) guilds, so it was a moot point. All it took was for one of the less developed servers to finally get their act together.

      I play on one of the older servers. Even back when Sleeper was the top of the top, several years ago, the strategy was known. It had been shopped around the circuit of top guilds quietly, and nothing ever came of it. The strategy? Toss 200-250 people at it, death loop for hours, and done.

  38. Re:100 billion? Unlikely. by Brian+James+D'Astous · · Score: 1

    sure. either with special code, or with something like long ints (http://www.technipal.com/cpp/datatypes.html).

  39. Give it stats ... by Kleedrac2 · · Score: 5, Insightful

    As an avid Role-Player myself this rings true to a debate a friend and I have had for years. I play alot of D&D (3.5) and my friend plays Shadowrun. In D&D they came out with a book of Gods & DemiGods and gave them stats that it would probably take 4 - 50th level PC's to take out. As the game only supports level 20 by default (ie minus the Epic Level Handbook) I am of the opinion that that's enough to make sure they won't die should I bring them into a campaign. My friend however pointed out that in the Shadowrun universe any "plot character" such as Harlequin the Immortal Elven Mage has a character sheet that simply states "Harlequin always wins, Harlequin can do anything and everything" And I've argued that this takes away from the game. It's not even a fair playing field! I used to argue that at least the Gods in my campaign, while uber-powerful, had to follow the rules and roll a die before they accomplished something (though the odds of failure were approximately 1 in 20.) This however gives me a new perspective. And I think should my players ever beat a god ... I'll give them good loot.

    Kleedrac

    --
    Sure we wang, can.
    1. Re:Give it stats ... by WWWWolf · · Score: 1

      I always thought the fact that D&D gods having stats was hopeless powermunchkinism, but I later found that to be pretty logical, for precisely the same reasons you say. Having stats for deities is good for giving some perspective.

      Not that it matters much. It's easy to say "Okay, Lolth laughs evilly and squishes you all like a a bunch of cockroaches", while with stats it's +67/+62/+57/+52 melee, concluded with "Oh, freaking heck, she hits anyway." =)

      There's always NWN noobs who go "Why only 20 levels? Why not 99 or something?" and I can quote the Faiths and Pantheons book and say, look, Selune and Shar are around level 69, Chauntea is around level 68, and together they created the world - what are you going to do on level 90? =)

      As for the death of god in the game, in FR, Bane was killed and then he came back. I bet Kerafyrm will be back, and he may be a little bit peeved. =)

    2. Re:Give it stats ... by osu-neko · · Score: 1
      "Harlequin always wins, Harlequin can do anything and everything" And I've argued that this takes away from the game. It's not even a fair playing field.

      This depends on your view of the game. If you view role-playing games as a type of wargaming, you're quite right. If you view role-playing games as a type of collective storytelling, you're dead wrong.

      Personally, I think the best RPG I've ever played was the Amber Diceless Role-Playing Game, particularly when you followed the designer's advice and threw away the rules. Dice are an abomination -- what decides if an action does or doesn't succeed? The dramatic possibilities, of course -- and a good storyteller who can adjust when the players (as they inevitably do) present the obstacles, that is, opportunities, to take the plot in new directions.

      Fair playing field? Bah -- I prefer a bit more realism in my RPGs -- I like a bit of fantasy, but you can go too far, and stretch credulity too thin. A reasonably mature role player can't swallow the existence of anything so wildly unlikely as a fair playing field... :)

      --
      "Convictions are more dangerous enemies of truth than lies."
    3. Re:Give it stats ... by Anonymous+Freak · · Score: 1

      The big one in the D&D rules is that gods get both 'perfect initiative' (meaning, they ALWAYS go first against anyone that doesn't also have 'perfect initiative',) and 'divine strike' or something similar. Basically, a god's attack roll and damage roll are always maximum. You only roll to see if the god gets a successful critical hit, (which, with +50s to hit, is also pretty much guaranteed.) Then, of course, they always score maximum damage.

      That makes a god pretty darned potent. (Plus the fact that gods cannot be surprised, so you'll never even get a sneak attack on them, they will ALWAYS get the first swing.)

      --
      Another non-functioning site was "uncertainty.microsoft.com."
      The purpose of that site was not known.
    4. Re:Give it stats ... by Kleedrac2 · · Score: 1

      You can sneak attack a God if he's flanked. They're not immune to Critical Hits therefore they can be sneak attacked. Just because they can't be surprised is nothing ;)

      Kleedrac

      --
      Sure we wang, can.
    5. Re:Give it stats ... by Kahm-Hime · · Score: 1

      Reminds me about playing Car Wars back in high school. A friend of mine got the Tank expansion set so brilliant me decides to challenge a bunch of maxed out cars against 1 100 "space" tank.

      Long story short - the car's heavy weapons bounced off the tanks armour, while a single tank shot went through our cars in the following order: front armour, engine, driver, rear equipment, rear armour, out the back of the car.

  40. only on /. by Anonymous Coward · · Score: 0

    only on /. would people post so senseless comments.

  41. Re:100 billion? Unlikely. by Mister+G · · Score: 1

    what happens if the server is a 64-bit binary, meaning that the int type is 64 bit wide?

  42. Re:100 billion? Unlikely. by Anonymous Coward · · Score: 0

    The server is actually a Commodore 128 with the RAM expansion unit (They need the RAM for the new graphics)

    And that's why downtime is usually 6 hours per patch.

  43. Re:100 billion? Unlikely. by Anonymous Coward · · Score: 0

    That page is blatantly wrong.

    The language specification doesn't give lengths for short [int], int, or long [int]. In fact, K&R say that typically a short is 16 bits, a long is 32 bits, and an int is typically 32 or 16 bits, depending upon the native integer size.

    On most current platforms, short is 16 bits, int is 32 bits and long is also 32 bits. Many compilers also support long long and ultra long long, although those aren't in the standard (well, maybe they are in C99; I'm not sure).

    Typically gcc uses a 32 bit long and a 64 bit long long, with int being 32 bit or 64 bit depending upon the native integer size. So not only is long not necessarily bigger than an int, it is actually smaller on some platforms. Again though, this is all implementation specific, and not specified in any standard.

    The issues that would likely prevent Sony from using a 64 bit value here would be that the extra memory for changing the field on all monsters would be huge. Secondly (and more importantly) they are likely running 32-bit servers, so the extra overhead of performing 64-bit integer operations would be very significant.

  44. Re:100 billion? Unlikely. by almightyjustin · · Score: 1

    You're missing the point. Of course the developers *could* have made the hitpoint field larger than 32 bits if they wanted to using various techniques, the question is why would they have bothered if no other monster in the game even gets close to the 32-bit limit. Programmers are lazy, remember. ;)

    --

    Omnes arx vestrum sunt adiuncta nobis.

  45. Re:100 billion? Unlikely. by Brian+James+D'Astous · · Score: 1

    point noted.

  46. General Usage of a billion Hitpoints in EQ by Anonymous Coward · · Score: 0

    The developers of EQ have used the "short-cut" of giving a monster several million hitpoints rather than making it invulnurable a number of times. I can think of at least 2 monsters besides the sleeper invulnerable in this fashion. In both cases the monsters are present for part of a quest scripted event. Sadly, the limitations of the everquest scripting engine require that "things you interact with" to be basically monsters. Which leads to the brutal and unnecassary slaying of the "File Cabinet"

  47. It's good to know... by WoTG · · Score: 1

    if we ever have giant space invaders with 100 billion hit points wandering Earth, there'll be a few hundred brave people with pointy sticks to hack away at it until it dies. Maybe humanity will survive, afterall. =)

  48. Re:100 billion? Unlikely. by mongbot · · Score: 1

    long long (but not "ultra long long") is in the C99 standard.

  49. Re:100 billion? Unlikely. by Anonymous Coward · · Score: 1, Informative
    The standard requires long to be at least as large as int.

    That page is comically wrong. All integers are rational, all rationals are real, floats and doubles can only exactly represent certain rational numbers. A char is the smallest addressable unit, which may or may not be called a byte. They neglected signed char, wchar_t, and all the actual size constrants (such as char at least eight bits, short at least 16, long at least 32).

  50. This is how it should be by seangw · · Score: 1

    The developers didn't mess up not accounting for such a large battle. It's most likely minimally difficult for them to make an object invincible.

    The point, in MMOG especially, is that having something possible, but very difficult actually serves a role beyond him just being there. In this case it united an entire server.

    Making games realistic whereas nothing is invincible makes them better (in my opinion).

    If I had it my way, as a character, I could destroy whatever it is I wanted. Obviously this holds true, everyone wants to be strong. I'm talking about everything being possible, just someone has to gather the means to do it.

    Imagine if a group of X amount of players was able to actually destroy a town in everquest by bashing at it for a day? That would be an amazing news item, and be something that SoE should use to propel the story on each server.

    Good stuff, congrats!

  51. if an architecture is 32 bit... by rebelcool · · Score: 1

    then the long is typically 64 bit, at least if you're using a modern language.

    --

    -

    1. Re:if an architecture is 32 bit... by vojtech · · Score: 1

      Surprisingly enough, no. A long on a 32-bit architecture is 32-bit, the same size as an int. That's because on most architectures the size of a long is the same as of a pointer. For 64-bit numbers you need a 'long long' or "uint64_t".

  52. Killing the Sleeper by InvisiBill · · Score: 1
    I was on a different EQ server (each server is basically a separate copy of the same world) when all this happened. A friend who started "playing" EQ just to chat with friends was actually on the server but had no clue what The Sleeper was when the event started. While it's really only impressive to a small group that understands what all went into it, there is still the point of doing something that has been said to be impossible.

    Nobody seems to know for sure exactly how many hitpoints Kerafyrm had, or what his regen rate was. It can definitely be considered in the "obscene hp regeneration rate coupled with pornographic hp" range. As for "insta-death to anyone within theoretical attack range", he hits for just under 7000hp with each swat. For comparison, my level 52 has about 2000hp. At the time, level 60 was the upper limit. 7000hp would be enough to kill just about anyone near him, and that's not taking into account his other attacks. The clerics were constantly resurrecting the dead. It wasn't just that people are now ten times stronger (current level cap is 65 plus Alternate Advancement abilities) and could stand up to the guy.

    As was stated, the story goes that Kerafyrm was put to sleep to prevent him from destroying a whole bunch of stuff. When players manage to kill the four warders guarding the Sleeper, he wakes up and goes on his scripted rampage through the zones. Once he is awoken, that's it; it doesn't happen again. Other creatures will eventually regen or respawn, but Kerafyrm was a special creature that played an important role in some of Sony's scripts. GMs (the in-game Sony people) have said in the past that Kerafyrm was a part of the EQ2 storyline, so they simply wouldn't allow him to be killed. Resetting the zone, spawning other creatures to attack the players in the middle of the Sleeper fight, or whatever else they might think up. I guess we'll have to see how that one plays out.

    Sony has also outsourced some EQ stuff to other companies in foreign countries. The Sleeper was just recently killed on one of these outsourced Asian servers, but they are several expansions behind, and therefore Kerafyrm hasn't received the upgrades that the main servers have. It was an official Sleeper kill, just not the same Sleeper most of us are used to.

    While it may not be "Stuff that matters." in the grand scheme of things, it's definitely "News for Nerds." Congratulations again to those who took down the beast.

  53. If you stat it they will kill it. by Bartgroks · · Score: 1

    Anybody ever heard this exspression? Seems very apt here.

  54. Uhhh, well by Sycraft-fu · · Score: 1

    No. Smith was taking over the system and was killed by sacrafice.

    Also, had the developers wanted, they could simply make the thing invincible. They could give it an infinite amount of hit points, make it untargatable, make it immune to all forms of damage, etc. It's not hard to make truly incincible enemies that obey the laws of the system of a video game.

    Like mnay of the NPCs in Star Wars Galaxies. Guns will not fire at them, (the game just fails to respond to the attack command if they are targeted), splash damage (like from a grenade) does not affect them, and they have no hitpoints on which to do any damage anyhow.

    1. Re:Uhhh, well by DuranDuran · · Score: 1

      > No. Smith was taking over the system and was killed by sacrafice.

      No yourself - he was clearly talking about the first Matrix film. And in any case, even if he wasn't, we all knew what he meant.

      --
      "You can justify anything by putting it in quotes, adding a famous name and making it a sig" - Albert Einstein
  55. Rounding Errors by Detritus · · Score: 1
    Sorry if I didn't understand your argument, but one of the nice things about IEEE floating point is that it can be used for exact integer arithmetic, if you stay within the limitations of the mantissa size. This is very useful if the largest integral type supported by your compiler is 32-bits, and you need more bits.

    I've used it extensively to process time tags, which are often larger than 32-bits.

    --
    Mea navis aericumbens anguillis abundat
  56. Oh there's always a way. by Gldm · · Score: 1

    Some game experiences come to mind. Hmm let's see if I can pick a specific example...

    Approx 14-16th level party vs like 26-28th level spellcaster. This was supposed to be a "plot" encounter where the DM smacked us around a bit before having our asses saved by divine providence. Unfortunately it was his broken NPC that needed saving.

    After a few minutes of stalemate with the party hiding in an antimagic field set up by my cleric cohort and my paladin and the others figuring out that running outside it, flying up, and whacking with a sword, even a good sword wouldn't work, we changed tactics. Next time I came flying up with an extra-fluffy towel I'd had sitting in my inventory since level 9 or so (about a year and a half of previous gameplay). So, grapple check, got him wrapped in towel. Now what? I throw him in the antimagic field of course. Then the rest of the party proceeds to kick the stuffing out of him.

    Unfortunately they always have tricks like hiding their souls and stupid minions always show up to bail them out, otherwise we'd have had him easy.

    Shortly after this we started a new campaign to get away from the rampant munchkining that had occured. Our DM found out that even at level 1, giving me things like a crowbar, a net, some paint, or pepper can be a bad idea.

    --

    Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!