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#25775 - 01/09/11 12:24 PM Mazz 6 version 3
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Mazz VI version 4 rc02

Patch from MDv3 b06 to MDv4 rc02
Current and future versions will also likely be uploaded to spa's or my own uploads folder on hl.udogs.net. You will have to patch to my version from MDv3 b06, which can be downloaded whole or patched from Mazz 6 v2.
Omnipatch (OSX)
Omnipatch (windows)


Mazzarin's Demise VI v2
Mazz 6 to MDv3 b06
MDv3 b06

Spa's folder
hmp's folder

Post any comments, suggestions, complaints, etc. here.

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#25776 - 01/09/11 01:20 PM Re: Mazz 6 version 3 [Re: hmp]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Changes:

b10

trow and myrk giants now count for 2 kills
increased strider hero mana regen rate
changed strider hero bottle
increased damage from demo hero satchel
fixed problem with watcher script that could cause interference between his random actions
fixed problem with watcher special attack by making it stun units as wraith devet does
fixed problem causing watcher to not use dispersal on hell thrall after summoning
reduced watcher's para time
increased hell thrall health
changes to warlocks
changes to %chances of watcher's random actions
watcher's hellstorm attack is now randomly time based


b09

hell thrall and iron golem summoning now use projectile to unit feature
watcher can create unlimited hell thrall
golem script works with multiple golems
fixed watcher not turning invisible at start
pf will now use mana airstrike before using his ammo
changes to watcher script
storm crys
lower ammo replenish / random actions more often
fixed bug that keeps activating watchers normal attack
fixed 250 vet bonus scripting for arcs, zerks, herons, and dorfs?
watcher has lowered damage resistance
rebalanced crystal drop rates



b08b

Watcher:
ammo change
change in morale
faster mana regen
scripting changes
reduced damage from thrall
changes to special actions
new hellfire attack
actions controlled by ammo level
added 2 dispersals and another special crystal
uses dispersal on hell thrall
uses special on pal when targeting him
fixed hell thrall


DL:
faster
health degen

mort
fixed devet bug

Ghost arcs:
multiple special arrows
lowered recovery time
increased range

Ghost dorfs:
lowered recovery time

ghost mort:
lowered recovery time
ammo change

Pal:
better health regen at 250
can drop crystals

ranger:
health bonus at 250
at max vet time for mana to reset is lowered to 22 seconds

AL:
better dmg absorb rate
lowered recovery time

ghols:
strid globe drop

mazz
can drop crystals

arcs:
special arrow every 400 shots
slightly more health

GD:
para bite

pyro:
firewall doesn't use ammo, costs more mana

electro:
slightly decreased mana cost for volt

seversect:
reduced random velocity

artifact drops:
changed drop rates for some crystals

strider globes:
increased explosion on impact rate

demos:
removed mana attack for demo hero and mana regen

locks
increased speed of normal attack

FG:
health bonus at max vet

PF:
health bonus at max vet
removed invisibility
added super airstrike

Difficulty settings:
removed changes in ammo and mana at start

Vetting:
strids, demos, arcs, zerks, herons get health bonus at 250 kills
_________________________
•<[:)

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#25777 - 01/09/11 08:44 PM Re: Mazz 6 version 3 [Re: hmp]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Beta 11 is here

b11

added bosses to finale
no-arty wave spawns when watcher is stoned
demon lord crystal drop rates increased
bow drop rates increased
arcs have random chance to start with a bow
arcs shoot strength arrow more often as rate of fire increases
changed strider hero bottles
instead of a single ammo bonus at 250, mancers will get 1 ammo every 4 min
units no longer reset to 0 kills when they level, they only lose a certain amount of kills
mort levels nerfed
possibly fixed bug causing unit with 250 kills to continue to receive blesses
toned down warlocks
fixed fg's 4th level spell
toned down watcher's hellstorm attack slightly
toned down watcher's normal hellfire attack slightly
reduced DL's damage resistance
reduced bounciness of strider globes
toned down ghost arcs slightly
_________________________
•<[:)

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#25779 - 01/10/11 08:45 AM Re: Mazz 6 version 3 [Re: hmp]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
In a time when the language of the constitution is being parsed and considered, I'm glad to see the trend is to make mazz a large team coop again. While it was a fun challenge with previous versions to be part of a small team that could get through to a successful end with as few as 3 or 4 players - the increased difficulty requires (demands) at least twice as many solid players to work together to form a more perfect union.

However, I still maintain that I will never quarter myth troups in my home.

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#25783 - 01/10/11 03:06 PM Re: Mazz 6 version 3 [Re: pangea]
erileykc Offline
Sword & Dagger


Registered: 11/09/10
Posts: 31
Loc: WDC in USA
 Originally Posted By: pangea


However, I still maintain that I will never quarter myth troups in my home.


I dunno, I think a Myth troupe might be kinda fun to have spending a few days in my house. Now troops on the other hand not so much. lol
_________________________
Yankee

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#25785 - 01/10/11 08:44 PM Re: Mazz 6 version 3 [Re: erileykc]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Beta 12b is here

fixed bug with unit receiving infinite blesses
now is given to melee and arcs when they reach 120 kills
increased mini bless amount
watcher now summons between 6 and 12 hell thrall at a time
changed strider hero bottles a little
made myrm captain slightly better
added extra effects to blue and red dragon bites
increased DL's health degen rate slightly
watcher summons hell thrall more often
removed previously added bosses from finale and instead spread them throughout the rest of the game
increased tro train size
added additional myrk giants, trow, and ghost morts
lowered watcher's damage resistance
slightly increased DL speed
more kills taken away from all units on level up
lowered watcher's mana regen rate


Edited by hmp (01/10/11 09:53 PM)
Edit Reason: updated to b12b
_________________________
•<[:)

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#25786 - 01/11/11 08:07 PM Re: Mazz 6 version 3 [Re: hmp]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Beta 13

fixed bosses
changed watcher
changed drop rates
rebalanced mancers
Added bonuses for units at 250 kills
Added scripting to change Watcher's behavior based on difficulty
_________________________
•<[:)

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#25787 - 01/12/11 12:21 AM Re: Mazz 6 version 3 [Re: hmp]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Also, very little else is likely to change. Barring the finding of any bugs, the only thing that will change is tweaking a few things in the script to balance unit vetting and the map difficulty. I don't plan on releasing any new versions for a week or more, depending on how testing goes.
_________________________
•<[:)

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#25792 - 01/12/11 11:47 PM Re: Mazz 6 version 3 [Re: hmp]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 427
Loc: Australia
can i get a link to a fully patched up to date mazz please cuz none of the old links before B13 are working so im not able to patch from my b06 and i wanna play some games of this new version
_________________________
It's not the winning that counts, it's watching other people lose...

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#25794 - 01/13/11 12:14 AM Re: Mazz 6 version 3 [Re: morgoth6]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 427
Loc: Australia
wait dw i just realised its a patch from b06 to b13 \:\)
_________________________
It's not the winning that counts, it's watching other people lose...

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#25811 - 01/14/11 03:34 PM Re: Mazz 6 version 3 [Re: morgoth6]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
b14

fixed some scripting
difficulty settings
mancer health bonus on lvl up
watcher stuff
changes to mancers
changes to vetting
various adjustments and changes
_________________________
•<[:)

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#25814 - 01/15/11 09:03 AM Re: Mazz 6 version 3 [Re: hmp]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
got through a game last night - watcher died. However, it was an oddity none of us had ever seen. Mazz was "super regenerated" and set about fighting him - but got stoned by a few BEHs - but the regen kept him from dying. As he stood his ground, albeit stoned - the BEHs that stoned him kept shooting at him, with Watcher taking most of the hits. This ended up stoning watcher, and then he quickly died about 5 seconds after being stoned - so we got away with a cheap win.

I've got the film, if you'd like to check it out.

Also - I think it's a patch problem - but there's a lot of moonwalking again, when two units are trying to pass each other or a unit gets caught up trying to walk around something like a tree or rock.

Lastly - perhaps not a patch thing - the mort is not shooting when commanded to do so - a great deal more than ever before. This happened mostly at LVL 4.

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#25819 - 01/15/11 08:26 PM Re: Mazz 6 version 3 [Re: pangea]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
b15

additional scripting changes
vetting levels
difficulty settings
watcher
improved demos
various other things

Whatever was causing his health to drop so fast was possibly a bug, and possibly just some too high values, in the new version the cause is fixed hopefully, and if not it should not be as dramatic.
_________________________
•<[:)

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#25821 - 01/15/11 08:51 PM Re: Mazz 6 version 3 [Re: hmp]
chrisp Offline
ChrisP uDog
Dagger


Registered: 03/31/07
Posts: 3
Wuts all this!?

Umm... don't mind me, just doing my occasional stalking of the forums. This looks interesting though. Built off version 2 (or whatever the final version was)? Very cool. Thanks for keeping Mazz going! I feel all fuzzy and warm and amazed. Almost has me tempted to log on and play again. Almost.

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#25822 - 01/15/11 11:52 PM Re: Mazz 6 version 3 [Re: chrisp]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
Yea too bad you're still infected with that cancer known as WoWCrack
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#25824 - 01/16/11 01:01 AM Re: Mazz 6 version 3 [Re: chrisp]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Heya ChrisP! This started out as a slight modification and bugfix for where you left off on MDv3... but then grew into a a lot more new things. You should definitely come around sometime and try it out, would love to know what you think.

Anyways, the newest version is done.
Mazzarin's Demise v4 rc01
I decided it's close enough to the point I want it now, that this is the first release candidate. And it has changed more than enough to warrant being version 4.
I have lied on the last 5 betas or so, but this time really, I'll leave it be for at least a week.

Only fixes from b15 are to black and hell thrall.
_________________________
•<[:)

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#25827 - 01/16/11 06:41 AM Re: Mazz 6 version 3 [Re: hmp]
morgoth6 Offline
Morgoth
Swords with Shield


Registered: 10/02/07
Posts: 427
Loc: Australia
WOW IS AWESOME...
_________________________
It's not the winning that counts, it's watching other people lose...

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#25830 - 01/16/11 09:50 PM Re: Mazz 6 version 3 [Re: hmp]
chrisp Offline
ChrisP uDog
Dagger


Registered: 03/31/07
Posts: 3
Oh! So it's built off the version I showed up with about a year and a half ago and lamely never finished. That makes me really happy. Though still rough, that version had some intense things going on and it always bugged me it wouldn't see the light of day. Thanks, HMP! Your understanding of the dynamics and mechanics of Mazz were always top notch, so I'm sure this is a stellar project.

I'm really, really tempted to check it out. I won't rule out the possibility of doing so eventually, but I've lied before about coming to play a little Myth, and don't want to do so again. Probably better I don't anyway. As all my co-Mazz creators (the ones with all the real talent and technical knowledge) will attest, I was a complete design nazi. I could see my latent attachment to Mazz resurfacing and embarrassing myself in a fit of nerd rage, not because anything was better or worse, but just because it was different. Instead, knowing that somehow people still find the series compelling, and that it's in the hands of someone who will do a terrific job, is more than enough for me. Thank you again.

I would like to give one piece of advice though - if I try to give any more than that, please have an admin ban me from these forums - and that's to keep making new betas for as long as you can maintain an interest and a group of friends willing to be abused with endless patching. In fact, if I could go back and do it all again, I think I would make endless public betas and never try to make a final version. For two reasons: the first, obvious one, is that once a game reaches a certain level of intricacy, it becomes next to impossible to perfect. There's always something, in retrospect, that could have been better, and that would really drive me nuts after release. Even if you somehow manage a "perfect" version for a given time frame, the core fan base will eventually evolve.

With most software, we expect updates and new versions. Just look at what Myth has become. Yet somehow with maps, the expectation is that there must be a final. I realize that for most maps, it's a practical consideration, at least until Project Magma makes a version of Myth with Omnipatch built in, but there are a few maps that could get away with it. The reality is that Mazz was always handled this way, though I pretended to myself otherwise. A month or two after making the last, never-touching-it-again, final, I'd start to plan the next version. Not that I'm advocating you become the Eternal Upkeeper of Mazz, or anything like that, but just that you don't sell yourself (or the series) short by rushing out a final. When you think it's done, sit on it for at least a month and a bunch of games. If you find yourself wanting to go back and change "just a few more things", so much the better.

The second reason is perhaps more esoteric to map makers, but the best times I had with Myth was making and testing new betas of Mazz. I'd do something creative and fun, and then share it and get feedback from friends who really enjoyed it. Over and over again. Sounds simple and like no big deal, but it's an amazingly lucky and heady position to be in - to have that sort of connection. I made other maps, but for whatever reason it was never the same as it was with Mazz. I hope you're also getting some of that, HMP, and if so, don't rush to end it. I sure miss it.

/endsoapbox

/endwalloftext

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#25831 - 01/16/11 10:37 PM Re: Mazz 6 version 3 [Re: godzfire]
chrisp Offline
ChrisP uDog
Dagger


Registered: 03/31/07
Posts: 3
Heya Godz. One of my fellow WoW addicts, Grasshopper, and I always talk about the good old days and how much better of a game Myth is. In fact, just the other day, after reading the new patch notes for Myth, we agreed that Blizzard's entire design and programming team, with their immense perpetual budget, should be fired and the source code handed over to Project Magma because they could do a better job with no money.

Not that WoW is a bad game. It's a great game. Just can't be compared to Myth. It is by playing WoW, however, that the true scope of the Myth / Take2 tragedy comes to light. For every Myth player still around, there's hundreds of thousands of WoW players. Even if 99% of them are total jerks, I find that I like being part of a game that big. I wish I had the free time to play both games. I do miss the Myth community quite a bit, but I also have many friends in WoW - most of them ex-Mythers, many of them of them RL friends - and that's what is addicting.

I read something interesting recently, which commented on a study that measured happiness. We've all heard how having money doesn't make you happy, though I doubt any of us really believe that completely. I know some extra money would definetly make me happy. However, according to this study (and don't ask me how they measure it) being part of a group that meets at least once a month imparts the same amount of happiness as having your salary doubled. Apparently we're very social creatures and being part of a community is super important to our happiness. So, it makes me happy to know that the community I have the fondest memories of is still hanging in there.

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#25834 - 01/17/11 10:09 PM Re: Mazz 6 version 3 [Re: chrisp]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
For real this time, this is the last one for 2 weeks at least. Not even going to open fear or loathing.
rc02

slightly increased manual rc for mancers
slight changes in drop rates for some stuff
slight scripting changes
increased time before watcher shows up
fix for bug with paladin curse
wismuth's newer intro music
paladin can carry more items
slightly increased yield from bushes
other things (minor or secret)

And yeah it is crazy how long mazz 6 has been around (since 2006?) yet is still hugely played. Also like you said, it's interesting the way players have adapted over time, and how they are adapting to the new changes. But there are a couple new things that should keep people busy for a while.
Doing this work on it has been a lot of fun and made me appreciate the map a lot more. I had poked around in the plugin a little bit previously, but doing this made me understand all the mechanics much more, especially when some of the biggest changes were kind of under the hood.
_________________________
•<[:)

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#25836 - 01/18/11 01:30 PM Re: Mazz 6 version 3 [Re: hmp]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
vetted the mort to hero max last night - he was working just fine - no bugs - and good balance and range still. I think I got 3 additional splashes on hero, but don't remember. Sadly, I was the only arty left for the final 20 minutes of the game, so my swiveling head - and the relentless call outs from my team mates (to kill things) didn't allow me to check things for sure.
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#25841 - 01/19/11 11:11 AM Re: Mazz 6 version 3 [Re: pangea]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
the watcher death seems more like what we were used to - and when he gets stoned - he releases another 6-10 hell thrall (on simple). Normal or Heroic test next.
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#25846 - 01/19/11 10:37 PM Re: Mazz 6 version 3 [Re: pangea]
cremisi Offline
Three Daggers


Registered: 07/28/10
Posts: 24
can someone post a complete patched version , i am having a problem with the omni patch .
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#25847 - 01/19/11 11:02 PM Re: Mazz 6 version 3 [Re: cremisi]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
I can't post a complete version because my connection is terrible and I can't upload a file that big, maybe someone else can?
_________________________
•<[:)

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#25848 - 01/19/11 11:58 PM Re: Mazz 6 version 3 [Re: hmp]
cremisi Offline
Three Daggers


Registered: 07/28/10
Posts: 24
I got it , the whole problem with omni was when it asked to save you would have to save it to desk top and not the plug in folder then drag it into plug in folder . just in case someone else has the same problem . thank you scratch and frost .
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#25851 - 01/20/11 01:20 PM Re: Mazz 6 version 3 [Re: cremisi]
danielc409 Offline
Sword & Dagger


Registered: 07/16/08
Posts: 26
Hmm I always saved mine straight to the plug folder with no issues.
_________________________
CreamyCowboy!

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#25874 - 01/23/11 01:06 AM Re: Mazz 6 version 3 [Re: danielc409]
danielc409 Offline
Sword & Dagger


Registered: 07/16/08
Posts: 26
Oh btw hmp, we got to watcher on heroic .. and watcher was throwing tornadoes? Is that normal? Also Spa was FG and a lich threw one of those green balls at him and hit him directly and he dropped him to 0 health and then died.
_________________________
CreamyCowboy!

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#25883 - 01/23/11 11:56 AM Re: Mazz 6 version 3 [Re: danielc409]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
not just that watcher is throwing tornadoes, but in one of our two heroic games - watcher didn't hellfire - but instead launched the same black storm clouds that Lich would.

Is it right that Watcher would be able to kill FG, Pally, and Mazz - successively - with a hellfire?

And - the red pop that Watcher throws out - if chain is the only thing that can arrest that - and ele is dead - is that essentially game over?

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#25885 - 01/23/11 12:45 PM Re: Mazz 6 version 3 [Re: pangea]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
The tornadoes and storm clouds are normal, but I think it might be slightly messed up and he is doing too many.

I'm curious about the lich and fg, I assume you mean the green fireballs he shoots, I think its possible for them to all explode at once if you are at point blank range, but it still seems unlikely it would kill the fg. There are no changes to that attack though.

It is certainly possible to kill anything with hellfire. For the stronger units it is usually pretty avoidable though.

Chain is not the only thing capable of stopping it. It is the easiest and most accessible method. Mazz's lightning sword will stop it easily; storm, void, storm bow, and probably a couple other things will directly interfere with it. You can also use dispersal, which will help. In all cases you have a better chance the faster you act. If you have no way of stopping it, you need to just run away. If you split up more the thrall will disperse and possibly kill the pop. If not, the pop will slow their movement to a crawl.
_________________________
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#25891 - 01/23/11 11:20 PM Re: Mazz 6 version 3 [Re: hmp]
tuggars Offline
Dagger


Registered: 05/24/09
Posts: 1
have rc2 but mine says Md v3?
still red

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#25894 - 01/24/11 01:03 AM Re: Mazz 6 version 3 [Re: tuggars]
pyro Offline
Pyro
Axes with Shield


Registered: 03/31/07
Posts: 586
Loc: TX
When you download you need to use OmniPatch, you can get it from the Tain. Omnipatch will patch MDv3b06 to the new version using the files you downloaded. You will still have the v3 file but the new file is what you will use to play the map in its updated form.
_________________________
Myth Starter Guide

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#25902 - 01/25/11 09:02 AM Re: Mazz 6 version 3 [Re: pyro]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
so, in our attempt at heroic last night - I had the FG upwards of 120 kills on LVL3 - and was frosted in a double maul wave. This was at 1:36 or so - northwest.

The Frost actually frosted the FG - which is not a rare thing these days. The FG subsequently - (frozen) - got Lithed and wraithed to the point where he was a LVL 3 "0" kill slowpoke - which pretty much broke my spirit. I could not dive into big packs of anything after that - without running the risk of getting trapped and killed.

I suggest that Frost is not used on FG anymore, for that matter - any unit - just on the waves themselves. Not worth the coin toss.

Also - FG should never fight a Green Dragon - lesson learned.

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#25912 - 01/26/11 08:23 AM Re: Mazz 6 version 3 [Re: pangea]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
a primer on mazz play

Lately, there's been a bit of strife on my hosting of mazz games. Who gets the password to play has been a bit of a quagmire.

Last night's foul-ups cost us not only a chance at a winning effort - but also cast off several key players in disgust. Gamer, Cream, and myself (the host) - decided it wasn't worth staying up late for another attempt - after we'd already spent over two hours just trying to get a game going after a series of rehosts.

HMP's efforts at toughening up the map and game play have made it necessary to assemble a larger team that was required before - in order to make a win possible on heroic or legendary. Along those lines - our tight-knit 'ventrilo-enabled' group has welcomed a few more players that would otherwise be considered outsiders to our efforts and intentions.

It's always been helpful that the entire team concentrate in any one particular area of the map, in order to not delay or distract the multiple waves. This concentrates them into smaller, tighter groups - that help maximize the efficiency of using the costly 'special' attacks of units like pyro, ele, mort, and others.

If we're not working together towards that end, those important units are not as effective - and can't properly vet up early - when it's a bit easier to do so. Resolutely - when the game starts to get hot and heavy - and the more challenging bosses start moving in on us with greater frequency - our power units are then less effective at vanquishing them - and this starts to widdle our collective forces as we get pinched and are forced to try to rescue distressed and trapped contingents of our team.

Those in my games have always been encouraged to have as much fun as possible - but when it comes at the expense of others - the time we've dedicated to getting through to a win, starts to feel wasted.

So, until we've bagged a win on heroic - maybe even legendary - I'm going to have to be a bit more of a jerk about who gets to play in those games. We've been butting heads with several players over the last few weeks on what we've come to realize are basic mazz principles.

- communicate proactively - in team fashion - using ventrilo

- share waves with each other - to help vetting early, to avoid incidents where mort, ele, striders, and pf all wasting a special on one wave).

- move when the captain - or otherwise power-support units do (FG, Mazz, Pally)

- keep moving. Don't stay back to clean up some otherwise easy kills - because you're suddenly not competing with others for those kills, as they've moved on.

- move early and often - to keep herding enemies for pops, chains, splashes, hellfires, etc.

- archers - your function is ALWAYS to kill wights, fetch, ghost dwarves, and wraiths. Always. You are in support of the melle. If the melle can't go kill a Lith, Dragon, Lich or Beholder - because there's a wraith and a wight mixed in - those bosses will probably be killing you soon. Think about it. It's basic myth protocol in every single multiplayer game and coop.

- properly looking after your herons in the first 20 minutes - making sure they always have roots - and they don't get trapped somewhere - is the only way we're all going to get to the end. If everyone starts with a heron - and half of us have lost them by the 1 hour mark - those with herons are going to have to divide their healing priorities between protecting their own units - and saving yours. Not a good thing.

Don't shoot Beholders with archers - unless its with pus.

try, as best you can, to ask - in advance - for support on a wave - encouraging cooperation and vetting. If you rush a wave - and it rolls over you - don't ask for help when you're already in trouble - because you deserve what you get for trying to take it on your own.

That's probably enough for now - and its basic knowledge to most of the guys I've been playing mazz with.

Sorry about the password exclusion for the next few games - but we just don't want to have to explain it anymore. If you get the pw to play at this point - its because you probably know everything I've just typed - already, or - we trust that you're going to humbly accept it - and apply these principles in a COOPerative fashion.

Good Luck

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#25949 - 01/26/11 09:08 PM Re: Mazz 6 version 3 [Re: hmp]
godzfire Offline
G o d z F l r E
Crossed Swords


Registered: 03/31/07
Posts: 55
 Quote:
Its not worthy of the fun I've had with Zoso, Cream, Scratch, Demo, hmp, and a few others


Once again Spa you find new ways to hurt me.

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#25950 - 01/26/11 09:18 PM Re: Mazz 6 version 3 [Re: godzfire]
gonad Online   content
Scratch _
Crossed Axes


Registered: 04/03/07
Posts: 143
Loc: Land of the Lost
Godzfire ~one of the few others
_________________________
Scratch says:

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#26014 - 01/27/11 04:56 PM Re: Mazz 6 version 3 [Re: gonad]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
::bump::
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#26225 - 02/05/11 05:20 AM Re: Mazz 6 version 3 [Re: pangea]
yousaf100 Offline
falconm og
Shield


Registered: 12/14/08
Posts: 155
Loc: Pakistan
Post one final plugin download link maybe!
_________________________

So do you really wanna flow with the gods?

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#26364 - 02/17/11 10:59 PM Re: Mazz 6 version 4 [Re: yousaf100]
hmp Offline
helicopter monkey pilot
Crossed Axes


Registered: 04/25/07
Posts: 113
Loc: CA
Patch from rc02 to rc03
_________________________
•<[:)

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#26365 - 02/17/11 11:00 PM Re: Mazz 6 version 4 [Re: hmp]
addictwtji Offline
dac
Swords with Shield


Registered: 03/31/07
Posts: 250
yo we beat it on leg already
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#26371 - 02/18/11 04:09 PM Re: Mazz 6 version 4 [Re: hmp]
pangea Offline
Spa
Crossed Axes


Registered: 06/09/07
Posts: 128
Loc: New Jersy
It's cute how every time a unit levels - it says "LEVELED" over its head.

One thing worth mentioning is that when my first serk leveled - I wonder if he became "a new unit" - since he was no longer part of his original melle preset - or the group preset - he had just belonged to previous to leveling.

As usual - with coops, the enemies seem to be most attracted to the most vetted unit - wraith going for hero mort for instance, while skipping over several non hero units.

Good work so far - ill road test it this weekend.

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