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Topics - Grish

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1
Suggestions & Ideas / Idea for corpse sacing
« on: August 02, 2008, 08:55:52 pm »
I mentioned it the other day, and Erwin said the DJ zone might make an item to do something like this, however I will still suggest it.

Generally, this is what you see:

You sacrifice the corpse of a dock worker to your god.
You have been rewarded by your deity.

And unless I missed something you never get rewarded.  What I am suggesting is we implement something to make a small possibility of some random events happening when you sac a corpse.

First of all, the corpse would have to be suitable size to avoid abuse, this could be dependant on the the level, or just a flat number like 1.5mil-2 mil to get a chance at a bonus. In addition you could also make a system where players have to devote to good or evil, and if they sway from their alignment and sac a corpse bad things could happen. Also, could increase the chance of a bonus happening when slaying mobs opposite of your chosen alignment.

Off the top of my head here are some ideas that could be "booned" by your diety

coins
token (would have to be very rare event of course)
heal of mana, move or health (rare event all 3, or even rarer event full restore)
your hunger and thirst decreased 1-3% (this one could be semi common)
a potion of regen, or sanc, or something

other than items other events could take place:
a spell is placed on you, only 1 at a time and can not have another one until it expires, could be special spells of regeneration, spells to decrease satiation, haste or anything.
a blessing which increases your stats, or which would allow you to have higher stats if your gear will take you higher (i.e if you have 24 con worth of gear you could have 24 con)


Thats just some general ideas off the top of my head, of course this same type of system could work with items as well, but it would be a lot harder to govern and control so people dont abuse it by sacrificing a million junk items to get a good buff.


2
Suggestions & Ideas / Moving of skills/spells to cater to GM's
« on: July 31, 2008, 03:07:06 pm »
I strongly disagree with the latest moving of brace and parry in order to tweak GM's. IMO this is a crappy way to make adjustments to GM. The end focus of the game is to get GM, and not have the game made more difficult on the way as you make end game class balancing to GMs. Its not fair to those of us who arent GMs to have bread and butter skills ripped away as we fight to level and get those precious remorts.

I recently remorted to hunter from warrior, and at tier 2 level 35, the only thing I still have with me is from warrior that is note worthy is grip. Thats a pretty damn harsh change to take a tier one skill all the way to tier 3.

Im sure with a little coding you could just make some skills anti GM so you could maintain class balance and unless that GM actually is a class, or was a class that had the skills (or others you want to move around) and remorted it would not be an issue.

This would not only fix the issue I have with this specific change, but it could open doors to maybe let some of those tier 3 skills trickle down into tier 2 and balance things out a bit.

It is my experience thus far that every class sucks until tier 3 with the exception of priest which rocked pretty good right out of the gates.

Another idea would be a customizable GM system which allows GMs to have a certain amount of points to spend in certain trees, and by purchasing some skills it would make gaining others impossible. This would take a lot of changing, but an idea.


So, please take time to consider all the people in the middle of the game, and not just the ones at the end.

3
Suggestions & Ideas / Player Stimulation, Ideas to Spark Activity
« on: May 12, 2008, 01:08:21 pm »
I was running around the other day, and I had memories of a game I used to play that built on "rules". These rules varied from good things (mostly) to some bad things which affected players, and sometimes NPCs. They had an event which would randomly select a few, or immortals of certain ranks could activate them. After the initial phase they were put in, they added a timer so the immortal could set the rules with random, and it would create a random timer. Of course, the bad rules generally had a much shorter timer.

But ill give some examples of what they had, and you will get the idea

Golden Goose: Double gold from all NPCs
Deaths Door: No loss from hitting a DT
Double XP: No need to explain
Quad Damage: NPCs and PCs both did 4 times the damage.
Adrenaline Rush: All things that can regen do it x4 faster
Blood Feud: Members of clans at war will do double damage
Bloodlust : Auto Wimpy Disabled
Bonded Artifacts: You dont drop a corpse when you die
Bullseye: Ranged and throwing weapons do X4 damage.
Cloudwalk: All Players and Mobiles can fly
Divine Blessing: All Hps, Manas, Moves, Vitality are x4
Divine Sanctuary: All Damage is halved
Mayhem:All players become PKable (no corpse looting) longest living player recieves bonus to regen and damage
Enchanters Delight: X8 mana regen
Eternal March: Teleports, summons, gates etc do not function
Fog of war: All exits are obscured and scrying is rendered useless
Gravity well:Movement costs are x4
Hellfire: When in direct sun you regen -800%, -400 in partial
Illiteracy:Scribe and recite functions fail to work
King of the hill: Like mayhem, but only valid for PK players, corpse drops like normal
Lock: Prevents rules from being changed except by a high lvl immortal
Never say Day: If you fall below 25% health, you will do quad damage
Night of the living dead: All npcs are considered undead
Nightmare: Damage to mobiles are halved.
No hesitation:This switches the mud to real-time combat instead of turn-based combat.
Nowhere to hide:When Nowhere to Hide is active all peaceful rooms are no longer peaceful.
Outrage:All mobiles are meta-aggressive.
Over Population:Zones respawn twice as fast
Povery:Mobiles give half gold
Prodigy:50% xp bonus
To the death:prevents fleeing
Underpopulation:Zones repop -50% fast
War of Attrition: PVP damage reduced by 50%


They all may not fit, but these are what they had. Some ruled, some sucked, but when a good ruleset went up people took advantage.

4
First off, I want to say I do understand the logic behind spreading the trainers out. It should spark a bit of exploration, and something to break the tedious grind of leveling. Now, these by themselves are all good and well, but I have some issues with the system, maybe not the entire system but with bits and pieces of it.

(keep in mind this is from a new players point of view)

The first problem is especially playing a priest right now, the amount of skills and spells to train is overwhelming. Several zones I can not find, and some of the ones I do find, the trainer is hidden so well it would take a considerable amount of time and effort to find.

Now I am reaching tier 3, and soon to be tier 4 and not only have the skills/spells I need to train piled up (i am level 38 tier 3 and havent trained a single tier 3 spell) but now less and less information is being given i.e only name or dimension). This is going beyond the point of fun.

My idea of exploration isnt to be told my trainer is in prehistoric (which i hate) then being required to go to each and every single zone and either typing where <mobname> or needing to explore each and every zone looking for the trainer.

This is not a threat, but the way I feel... if at the end of tier 4 I feel exhausted just from finding trainers its likely I will just stay a 3 remorted priest forever, or just simply quit playing. I dont mind being forced to explore, but not knowing where to go or even the slightest for ALL skills and spells is a bit insane. I could understand if a few skills were elite and limited information was available, but come on... this is killing the game for an active player with limited (but growing) knowledge of the game.

I just feel it wont matter if i have 3 remorts or 40, finding these trainers all the time is not going to be even the least bit stimulating or enjoyable.

My suggestions to make the system more friendly would be:
List trainer name and zone for both tier 1 and 2, for tier 3 list only the zone, and the same for tier 4 except maybe a few exceptions list only the dimension or mobs name.

I mean in the end whats the difference, the power players can quickly run to the zones, or have log files of what npcs aer where, or even have immortals who might have mortals who have an unfair advantage. Just point being if you feel by tier 2 a player should explore the elven forest for a trainer whats the difference if you put a drow necromancer, or a drow necromancer - elven forest. You will be saving a lot of heart ache for inexperienced player by at least giving us a dartboard to throw darts at.

Can you imagine how long it will take me to find all my tier 3 trainers? Is that really the goal? I mean, if I got to level 50 - Tier 3 priest I bet I could spend over a week of 4-5 hours a day trying not only to find the zones, but the location of the trainers. I dont think that sounds like fun for anyone.

I feel strongly if you want to push the exploration issue, force the hand, but at least give us some more information!!!!

-Grish

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