Friday, October 28, 2011
Die2Nite Construction Yard Tips
-In general, you don't really need to work on converting stuff until we need it as it is better to spend your AP gathering or on construction.
-If there is a hacksaw in the bank, take that first then convert stuff since it will cost 1 AP less. Be sure to put it back after though.
-Try not to convert stuff backwards. This means that unless you know what you are making, it is best not to convert things in the workshop.
-If you really are afraid to leave town and want to contribute your AP, work on the suggested construction. If there is no construction then convert Scrap Metal and Rotting Logs. Try not to work on the Pump during the first 4-5 days as making it too early just tempts people into taking extra water rations which causes the town to dehydrate faster.
Tuesday, October 25, 2011
Edgeworld Maar Lv50 Tutorial
This shows how to get massive xp from the Maar Lv 50 base. As can be seen from this video, all you really need is Specters. You can repeat this every 5 minutes for super fast leveling!
The music is an altered repetitive theme of 'All Along the Watchtowers' because I feel that this mission is you taking out those watchtowers... and the repetition is the feeling you'll get after doing this mission as many times as you heard the repetition. Get used to it, you'll be doing this mission for a long long time.
Monday, October 24, 2011
Die2Nite Tips
1) Read the help files.
2) Click the forum button every other minute that you are playing this game.
3) http://die2nitewiki.com/wiki/General_tips_and_Day_1_Guide
The main things I would highlight are that you should drop found items (except those you plan to use during the trip) as you are heading away from town. You should only be picking up items as you are moving towards town. Your rucksack has limited space for items. If you fill it with items while going away from town, you will reach a point where no more can fit in it. You will be forced to drop some of the items on the ground. The problem is, you can be really far away from town when this happens. If you had left them on the ground earlier, they would be lying much closer to town, allowing other scavengers to bring them in (and use less action points to do it).
The HACKSAW is the most important item in the game.
Scan the watchtower every day. It helps estimate the number of zombies that will be attacking that night and doesn't cost any AP. In fact this should be the second thing you do after logging into the game every day. (The first being to hit the FORUM button to check the town forum.)
Make use of markers, the global map and an external mapping application. I recomend External Map for starters and then moving on to From Dusk till Dawn once you are more used to the game. To use these, you need to go to "Your Soul" click the "Settings" tab and check the box next to "Authorise External Applications". Once you have done that, click the 'Directory' that is located in the upper left of the sctreen and have fun experimenting with the external apps. Do not forget to update these external maps EVERY time you move as well as just before you move.
There is no need to eat every day. In fact there is no need to eat, you cannot die from starvation. The main use of eating foood is to restore you to 6 AP ONCE each day. It is suggested that first time players not eat thier food on day 1 and instead save it for day 2 when more of the map can be seen and expeditions planned to buildings further from town.
Never eat or drink unless your AP is at 0. Food and drink restore you to 6 AP, (7 for super foods) so any APs you had before eating or drinking are wasted. Just like eating, there is no need to drink every day but you need to drink at least every other day and since you can get 1 ration a day from the well, it's best to drink each day and spend the 12 APs. Staying thirsty is a tactic for those who know what they are doing.
Never flee from Zombies! You will ALWAYS get WOUNDED which leads to an INFECTION and eventually DEATH. Wounds and infections are hard to cure because the bandages and drugs needed to heal you are hard to come by. Trapped in a zone with Zombies? Ask for help on the forums if you are trapped outside.
... which of course leads me to re-iterate: Read the town forum every other minute that you are playing this game.
This game isn't really about the APs or the killing of Zombies. It is about working together to survive as long as possible, and this is best done via the town forums.
Saturday, October 22, 2011
Edgeworld Tips and Tricks
For the newer folk, or those who missed the earlier posts a few tips for playing:-
1) Best way to level is to attack the PvE bases. For pure xp, the Lv 50 Maar Confederacy (BLUE) base is an easy way to get xp once you have Spectres. Just put 2 to 5 on each of the NW and SE sides to kill those turrest that cannot reach you and retreat before the guns at the side attack you.
2) To get Uranium, attack the Lv 19 and 50 Helio (GREEN) bases. Target the mines and RETREAT before casualties become too high.
3) Each NPC base takes 5 minutes to regenerate... so wait 5 minutes and attack them again!
4) Once you are out of protection, it is best to surround your command centre with your Storage Tanks and your turrets. Put the other buildings outside that. Scout my base for an example. This will make it harder for enemies to get resources from you.
5) Check the Alliance log, using that you can find many more targets. Be sure to scout everyone who has been attacked ONCE by our alliance in the last 5 minutes, their CC or other building might be exposed to easy Specter attacks or even a full attack. If an enemy has been attacked TWICE by the same person, that player probably has 30 minute protection.
6) My Video showing how to take out the Lv7 Maar Base (at Lv 3):-
7) Video showing how to take down the Lv 50 Helio Base:-
http://youtu.be/Otc0VHejCJ8
Thursday, October 6, 2011
Deep Realms Guide
ENEMIES
Mountain:
Vampire Bat
Hit Points:8
Move 1:Bite/ Damage:2/ Type:Melee
Move 2:Hypnotic Eye/ Damage:1/ Effect:Confuse/ Type:Magic
Dark Accipiter
Hit Points:9
Move 1:Swoop Attack/ Damage:4/ Type:Melee
Move 2:Hawk Strike/ Damage:2/ Type:Melee
Weaknesses:?/ Resistances:Melee, Magic
Muren Bombardier
Hit Points:8
Move 1:Sword/ Damage:2/ Type:Melee
Move 2:Fire Bomb/ Damage:2/ Effect:Fire/ Type:Range
Weaknesses:? / Resistances:? 10xp per.
Muren Elite
Hit Points:18
Move 1:Big Sword / Damage:3/ Type:Melee
Move 2:Tail Whip/ Damage:2/ Effect:Confuse/ Type: Ranged
Weaknesses:?/ Resistances:Range
Muren Trapper
Hit Points:15
Move 1:Spear/ Damage:3/ Type:Melee
Move 2:Dirty Net/ Damage:3/ Effect:Trapped/ Type:Range
Weaknesses:?/ Resistances:Melee
Muren Ice Trapper
Hit Points:15
Move 1:Spear/ Damage:3/ Type:Melee
Move 2:Ice Dart/ Damage:3/ Effect:Ice/ Type:Range
Weaknesses:?/ Resistances:Melee
Muren Hunter
Hit Points:26
Move 1:Ice Pick/ Damage:4/ Type:Melee
Move 2:Tail Whip/ Damage:1/ Effect:Confuse/ Type:Range
Weaknesses:?/ Resistances:Range
The Hermit
Hit Points:22
Move 1:Thrown Rock/ Damage:8/ Type:Range
Move 2:Indignation/ Effect:Indignant/ Type:Buff
Move 3:Cold Blast / Damage:1/ Effect:Freeze/ Type:Magic
Weaknesses:?/ Resistances:Melee, Magic
Ice Spider
Hit Points:16
Move 1:Ice Bite/ Damage:3/ Effect:Ice/ Type:Melee
Move 2:Ice Web/ Damage:?/ Effect:Ice Web/ Type:?
Weaknesses:Melee / Resistances:Range
Snow Beast
Hit Points:22
Move 1:Frost Bite/ Damage:6/ Type:Melee
Resistances:?/ Weaknesses:Magic
Croc Hollow:
Cave Croc
Map:Homestead & Croc Hollow
HP:30
Move 1:Chomp/ Damage:6/Type:Melee
Bosses
Sergeant Skratch:
Hit Points: 60
Mummy
Hit Points: 500
Hit Points: 28
Move 1: Undead Sword/ Damage:6/ Type:Melee
Move 2: Hex/ Damage:?/ Effect:?/ Type:Magic
Hit Points: 28
Move 1: Undead Bow/ Damage: 6/ Type: Ranged
Move 2: Hex/ Damage: 3/ Effect: Confuse/ Type:Magic
Hit Points: 8
Move 2: Hypnotic Eye / Damage: 0/ Effect: Confuse/ Type: Magic
Hit Points: 7
Move 1: Throwing Knife/ Damage: ?/ Type: Ranged
Move 2: Sword / Damage: 2/ Type: Melee
Hit Points: ?
Move 1: ?/ Damage: ?/ Type: ?
Move 2: ?/ Damage: ?/ Effect: ?/ Type:?
Wednesday, February 23, 2011
The Hours of Nymphomania
I've gotten a few requests for more information on the Nymphs as well as tips on how to best tackle these enticing encounters.
As you can see from the vid, and for those who read the previous post, the Nymph Legion has 11 Units comprised of the following (in attack order):
Middle
Right Flank
Left Flank
Mousika
Gymnastika
Nymphe
Arktos
Hesperis
Dysis
Aergia
Hesperides
Hecate
Eris
-
Thetis
From this, you can see that position 1 and 3 have 4 opponents and position 2 has 3.
This means that assuming you have a powerful group of players and are aiming to finish the fight with as few players as possible, you need only 4 players with the toughest player taking position 2. If you have a 5th weaker player (or player who is low on faculty), you'll want to put them in position 5 because they will take the field without having to fight. This applies if you have 6 players as well, put your weakest at position 5.
In a 7 player config where the top 4 can take 3 each, the player in position 7 gets a free ride. Obviously an 8th player will also get a free ride.
The real question of course is what if your players cannot take 3 each? In such situations, the exact matchups are harder to predict but the same basic rules apply. Position 1 & 4 gets the middle lane, Position 2 & 5 gets the right flank and Position 3 & 6 gets the left flank. Because the Middle Lane is the easiest, the one position 7 may take the field but may not need to fight if there are no enemies left in the Left Lane and the player in position 8 manages to defeat the Right Lane.
Interestingly, the Nymph Legion consists of 6 of the 12 Hours or Horae (thus the reason for the title of this post) which are:
Mousika - or Musica, the morning hour of music and study
Gymnastika - or Gymnasia, the morning hour of gymnastics/exercise
Nymphe - the morning hour of ablutions (bathing, washing)
Arktos - night sky, constellation
Hesperis - evening
Dysis - sunset
Mousika, Gymnastica and Nyphe actually do occur in sequence. The latter 3 seem to be in reverse sequence since Hesperis occurs before Dysis and Arktos denotes the end of the day.
Mesembria (noon) , Auge (first light) and Anatole (sunrise) do show up in the zone and you do fight them if you try to take the Locris farm. Sponde ( libations poured after lunch)however is not found in the zone and is instead a recruitable (at M13) hero for the Athenian faction. Same for Akte ( or Cypris, eating and pleasure, the second of the afternoon work hours ) which you get at M18. The only missing Horai is Elete ( prayer, the first of the afternoon work hours ) .
Their specific in game formations:
Mousika Lv 48
2- Thorakites
3- Grosformachoi
5- Mousika (Medical Soldier)
8- Thunderbolt Mage
Gymnastika Lv 49
2- Hammer Phalanx
6- Gymnastika (Trojan Horse)
7- Armored Trojan Horse
9- Medical Soldier
Nymphe Lv 50
1- Griffin Rider
2- Forest Pyromaniac
3- Flaming Cavalry
5- Nymphe (Hydromancer)
8- Soul Hunter
Arktos Lv 51
Hesperis Lv 52
Dysis Lv 53
Aergia ? -assumed Lv 54.
Hesperides Lv 42 (obviously higher in Nymph Legion)
Hecate Lv 44 (obviously higher in Nymph Legion)
Thetis Lv 48 (obviously higher in Nymph Legion)
Eris Lv 52 (obviously higher in Nymph Legion)
... yes yes, work in progress. I'll get the pics and formation info along with suggested formations for the first 3 strong players combo up sometime in the next few days.
Monday, February 21, 2011
Trapped by Nymphomania
Red will be the mist that clouds your eyes,
Crimson beauty that spells your demise!
You know how it happens in every game... the call, that ever so alluring call of Epic Lewt.
The game: Batheo
The place: Dispute of Golden Apple
The problem: A harem of nubile Nymphs equipped with gear such as High Hopes, Caged Desire & Claire's Whip taunt players with the chance at their first piece of red equipment.
The culprit: Sword of Ares Fragments
The Nymph Legion is a necessary step to completing the Dispute of Golden Apple in order to open the next zone, Roaring Sea. It is composed of 11 units comprising the prior ladies in the zone. The rewards are 600 Laurels and the chance of a fragment drop.
It is this fragment that causes the problem. The Sword of Ares is the first red drop that players are likely to see (with the exception of those who invest heavily in Commissions). But instead of the full Sword, you are rewarded with 1 of 10 fragments. Once a player has obtained a fragment they are thus induced into trying for all 10 fragments. Because of this, players will try to run the Nymph Legion as frequently as they can.
While all this may seem quite harmless, indeed players justify it as "I'm just running it for the Laurels." the danger is quite acute. Mathematically, the fragment has an approximate 1 in 10 chance of dropping. A 1 in 10 chance of a drop is actually fairly good odds... indeed it is no different from the other 'Low Odds' drops. What players fail to factor is that only ONE of the players who took part in defeating the Nymph Legion gets the drop. Assuming you run with the full 8, you will on average need to run the Nymph Legion 800 times for a half chance at completing the Sword of Ares.
800 times is a 'mere' 800 divs which being 800 hours is 'only 33 days' .
... and this is where it starts to get more insidious. Believing that red loot is within their reach, players will begin to run the Nymphs whenever quota is available... and this is the part they forget... QUOTA.
You can only run Nymphs 8 times before the quota needs to be refilled, and it is refilled thrice daily for a total of 24 runs. This may seem to still follow the idea of 'only 33 days' but players often forget that they have to compete with other players for that quota. This competition will drive players to launch as quickly as possible to 'grab' their share of the quota before others can. Indeed many will favor running with as few as possible in order the maximize the chance that they will get a drop. (If you run with 4 players, your chance of getting a fragment is improved from 1 in 80 to 1 in 40. Twice as good! ) This rush to launch with as few as possible adds greatly to the risk of failure. With 11 units to defeat the minimum you can launch with is 4 players but if even a single player fails to kill the maximum streak of 3, the Nymph Legion ends in failure as defeating the last Nymph without any reserve results in a win for the defending legion... which in this case is the Nymphs.
As more and more players gather fragments, more and more will begin to compete for the limited quota. This results in a spiral where ever more players are caught by the Nymphs. Having 3,4 or even 6+ fragments, they can no longer afford to quit the race to complete their red weapon and thus become devoted to farming the Nymphs every chance they get even when they reach the higher levels of 60 to 80. At 60, the Nymph Legion gives only 400 laurels... by 80, a mere 60.
What started off as a single fragment becomes an expensive collectors desire to 'complete' their collection even as the costs escalate. This results in lost divs (from failed attempts at Nymphs) and slower progress (meaning you get the more powerful heroes and items from the later zones slower).
If you really want to farm laurels... do the smart thing, run the Prometheus Legion instead. It gives 600 laurels just like the Nymph Legion does but you only need to defeat 10 units and those units are lower level and less deadly than the Nymphs. So not only are you more likely to succeed, you take less faculty loss from the fight AND the item drop from Prometheus (same 1 in 10) can be sold for more.