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Messages - Mordecai

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31
Secondly I think you should be able to see what skills/spells the trainer teaches.

You can, you go up to a trainer and type: prac skills or prac spells

32
Maybe a 'forget' command as well?

Yeah, I had a think about it, and I like that as an idea.
Clear a skill of all learned, and quickly recover 1 prac point per 5% of skill learned you wiped.


33
I love this.

Would make for more unique and specialized players and definitely reward use that think tactically in their choices of classes and skills.

It also provides an easy way for a player to rectify a bad choice, by just forgetting that skill and concentrating on others. (I assume that they will be able to train up a skill that they have forgotten again later if they choose)?

I also like the part where you highlight the skills that are in use.
Would it even be possible to have a sort of 'scale' from 1-5? For instance the colour turning from white - blue - green - yellow - red, or different shades of green, using a more advanced colour code?

Yes, I would make it 3 colors for basic players. Bright green, for recently used skills, dark green for skills that haven't been used in a 'week', and plain white for skills that haven't been used in a month.

For players that have gmud, or zmud, or any other client with MXP support, we could have a full scale of shades as it moves from light to dark.

And yes, it will be easy enough to use a skill again to start gaining it again through use, or going to a trainer and practicing.

Personally I like the way that skills could be made more powerful, because you can't have as many each one will mean more.

34
The next step:
Firstly:
Currently the max learned on all skills/spells is 97% learned each.

Example of a balanced change to this:
Taking the total number of your skills, say 30 if you are a Warrior.

So, lets say that a skill is a 'bucket' that can hold 97 units of 'learned' (each unit being 1% in a skill).

And, you have a total potential % to learn of 30 x 97 = 2910 x units of 'learned', is the max for all skill buckets.

Then, putting a limit on that total potential of say 75%, you would only get 2182 x units of 'learned' to fill your 'buckets' with.

Giving you more skill 'buckets' potential space than you have units of 'learned'.

So for every skill you learned up to 97%, another skill could only be learned to 53%.

Benefit of this would be:
  • Provides a good reason for wanting to forget skills that you don't use.
  • Players could have more strategy in selecting what skills they learn, and in turn having those skills give them an advantage based on the forward planning they did.
  • Reduces the 'overpowered' GM's, because they would also need to choose their specific skills more wisely, and not just be uber in all classes T1 and T2 skills.

35
Can I have some feedback on this idea:
Issue:
  • There are a lot of skills people don't use regularly, if at all.
  • WIS as a stat is under utilised.
  • Many old players have an unbalanced advantage because of their skills, namely GM's.
  • People don't know how to use all the skills they have anyway.
Concept example:
a timestamp can be added to skills to record the last time they were used in the code.

If a skill goes unused for a week (or alternatively, a certain number of hours online), you loose between 1 and 7% learned in that skill.
The amount that you lose would be dependant on your WISDOM.
Where: 22 WIS = 1% loss and 15 WIS or less = 7% loss.

Non action skills (eg: hand-to-hand), and skills that are pre-req's would get updated as their child skills get used.
Every 5% of a skill you 'forgot' you could gain 1 practice point in return.

Additionally, this would also allow skills and spells in the practice list to be highlighted if they get used regularly, and made darker if they haven't been used in a while.
A sort of 'heatmap' as to your skill usage.

The goal of this idea being that:
  • Unused skills on people would fade out, and allow for the skills they do use to become better.
  • So that people wouldn't maintain skills they didn't use.
  • So that skills were more of a commodity, by reducing the frequency of their occurrence in the 4d population.
  • So that it provides scope for the coders to make skills comparatively better then they are now, because not all players will have all skills.

36
Suggestions & Ideas / Re: Race Balancing And Character Balancing
« on: April 22, 2008, 01:49:00 am »
We can come back to this once the Trainers are done.

37
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 22, 2008, 01:47:16 am »
I suggest that for tier 4 skills and spells, the dimension / zone name should be mentioned in the help file.

38
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 09, 2008, 02:43:05 am »
Because many of the mobs are agro.
I suggest that instead of the skills being taught by these mobs, new mobs be made that are near and related to these existing mobs that do the training.
It will be easier to do, since all the mobs can be added in a single zone and tested in one place, and just have the resets done in game.

39
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 02, 2008, 03:28:32 am »
Polymorph is obvious - Circe of course, she invented it, after all

Polymorph isn't a player available spell.
And is only avail as potions from circe.

40
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 26, 2008, 06:54:27 pm »
Has anyone ever used detect magic or detect poison? :-P

41
Suggestions & Ideas / Re: Hand to Hand
« on: March 26, 2008, 06:52:09 pm »
hand-to-hand dictates how well you do quite a lot of stuff actually.

I don;t have time to find everything for you now though.

42
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 18, 2008, 11:39:48 pm »
I also agree that newbies should be able to get the basic (tier 1) skills/spells easily.

Anyway there's one question I haven't seen answered yet so maybe Mord can since he made it:

Does this new piece of code look at the classrestrictions?

By this I mean for example woodsing, is this still limited for only Gypsies to learn or will every class be able to learn woodsing once they find the correct Guildmaster who's teaching the skill?

In other words, do the current classes keep their skilllist and will players only be able to learn the skills/spells on that list or will classes become redundant after these changes?  Meaning anyone can learn anything as long as they find the right mob?

Just a question to clear up some confusing people might have.

No, the change only involves splitting where you get the skills for your class out.

43
Suggestions & Ideas / Re: Exp Loss from Fleeing/Dying
« on: March 18, 2008, 02:49:14 pm »
PS- RE Dying/What Estidn Said/What mord said about a putting the onus on a player...

Gotta remember there are still some situations (mobs) where it's almost impossible not to die or flee, and those are the times where the exp loss CAN be a bitch.

Gojira, Voltron, Sweeney...

Those mobs are one offs that aren't there for exping off, and really were designed with group combat in mind.
You are expected to die a lot to these mobs.

44
General Discussions / Re: Favorite Areas
« on: March 18, 2008, 03:55:33 am »
I really like the Greek Archipelego.

I think you can really tell the zones that the collective known as Molly makes.


I heard a proverb today I quite liked, it came from Myth Busters, which, I also quite like. Ha.

"In the beginners mind there are many possibilities, but in the expert's mind there are few" - Suzuki

45
Suggestions & Ideas / Re: Exp Loss from Fleeing/Dying
« on: March 18, 2008, 03:41:42 am »
Well,
I am all for people killing and exping in zones that have the right toughness for their level.

So, if you are fleeing and dying a lot, i think you should exp in safer zones.

How else do we regulate the speed with which people go up in level?
I could reduce the exp you gain from mobs, and increase the time between attacks in fights, that would increase the time it takes to level up.

Or, we put the onus on the player and make the punishment for dying and fleeing high, and then it is up to the player to avoid zones that are uneconomic for them to play in at their current strength.

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