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Topics - Virisin

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31
Suggestions & Ideas / Speed And A Tiny Bit On Hitroll
« on: February 28, 2008, 11:15:48 pm »
I think speed should be altered slightly. Make the range bigger between classes, and remove the limit.. Currently fighters and rogues can both max out, and casters can get close.. It just seems annoying that as rogue.. You always have max speed no matter what, and as fighter it's not hard.. Specially when you take into account things like HP and damage.. Rogues are meant to have speed as a benefit, but fighters get it aswell..

More input would be appreciated but I think removing the speed cap would be a good idea. (Which would mean lowering the effect speed has so the maximum speed is still the same) And lowering fighter speed bonus and caster speed bonus...

I also think that hitroll doesn't play a big enough roll, 1 hitroll = 2 accuracy + 2 speed or something.. Which isn't all that much. Should make it 1 hitroll = 5 or 10 accuracy + 0 speed.

32
Suggestions & Ideas / Grouping
« on: February 26, 2008, 03:55:17 am »
I just want to start a discussion about grouping. Currently it doesn't work very well because there's a huge difference between player strengths. Also, if you're in a fight and you're the healer, you won't do as much damage as the fighter and so won't get as much exp.. Etc. It also screws up PK. Because we distribute exp via damage dealt, we upped the strength of followers again, so players can choose how much damage they want their follower to do, and exp to steal.. PK isn't about exp, and so a fire elemental for instance, can kick ass.

We need to come up with a feasible grouping system that will work with teh current system.

33
Suggestions & Ideas / PK
« on: February 26, 2008, 03:45:15 am »
Quote
difference = victimTiernum * victimLevel - killerTiernum * killerLevel
If this difference is more then -10 then the difference is ADDED to the killer pk points (minimum -5 points, maximum 50 points (or 25 if this is an arena battle) and SUBSTRACTED from the victim pk points (minimum 1 point, maximum 50 points (or 25 if this is an arena battle).
If it's less then -10, the killer will have the positive difference substracted from their pk points, with again a maximum of 50 points, or 25 if this is an arena battle. Nothing will happen to the victim in this case.

That's the current PK equation..

Quote
Alright, here’s a wrap up of the discussion with what’s been agreed upon, and what we’ll work with for now:

If you’re a PKer and you die (be it to a mob or another PKer,) your corpse is left open to all other PKers. They can pick and choose however many items they decide they want to nab, if they want to nab any at all. The corpse will not be open to non-PKers. Scalp will become a way of gaining scalps, not destroying PK corpses.

The new PK points equation is being worked on now. It will involve:

-Positive PK points for killing a PKer above your level, tier or remorts.
-Negative PK points for killing a PKer below your level, tier or remorts.
(These are the two main variables in the equation and will take some balancing. It will probably end up with level, tier and remort brackets, so that if you kill a player 1 level below you, but the same tier and remorts for instance, you don’t necessarily go down PK points.)
-Negative PK points for dieing to another PKer.
(Different amounts depending on the difference between levels, tiers and remorts.)
-Negative PK points for spam killing one player over a short period of time.
-Arena battles will have no impact on PK points.

A PK room will be annexed to the Hall of Fame with a plaque showing the current top 10 players in order of highest PK points in the form of a ladder. Another plaque will show a list of all the players that managed to stay at the top of the ladder for 3 months, these names will stay forever, whereas the ladder will always be up to date. Legendary old PKers will also be mentioned.

That's the wrap-up of the PK discussion on the last forum.. Just reviving it so we can get back to redoing the PK equation.

34
Suggestions & Ideas / Skills/Spells Distribution
« on: February 25, 2008, 12:45:18 am »
Here's the basic background: I'm working on distributing every skill and spell in the game to a mob, so we can in turn get rid of guild masters. They're overpaid and underworked.

Basically, I (and now you  ;D) need to think up IC mobs that fit with whatever skill/spell WE give them, not only logically, but levelly.  ;) Lower level skills need to be on easier to find mobs. The very low level skills/spells that are needed just as basics are staying with the normal normal guildmasters. We're just getting rid of that fat Mike next to recall.

So.. Enough chitter chatter.. Here's the current list I have, I want you all to help me with it.

Basic Trainers:

                Lionel:
                                -melee
                                -hand-to-hand
                                -mount
                                -riding
                                -manifest
                                -chill touch
                                -kick
                Thief Guildmaster:
                                -melee
                                -hand-to-hand
                                -backstab
                                -blackjack
                Gypsy Guildmaster:
                                -melee
                                -hand-to-hand
                                -backstab
                                -blackjack
                 Ranger Guildmaster:
                                -melee
                                -hand-to-hand
                                -backstab
                Warrior Guildmaster (Swordsmen Guildmaster needs a name change):
                                -melee
                                -hand-to-hand
                                -riding
                                -kick
                Hunter Guildmaster:
                                -melee
                                -hand-to-hand
                                -riding
                                -kick
                Mage Guildmaster:
                                -manifest
                                -chill touch
                                -colour spray
                                -magic missile
                Esper Guildmaster:
                                -manifest
                                -chill touch
                                -cone of cold
                                -magic missile
                Priest Guildmaster (Cleric Guildmaster needs a name change):
                                -manifest
                                -chill touch
                                -cone of cold
                                -magic missile

Skills:
- Advanced melee -
- Backstab –
- Bash -
- Behead –
- Berserk –
- Blackjack –
- Bladedance –
- Bow –
- Brace –
- Brew -
- Charge –
(Crete)
- Cleave –
- Crossbow -
- Disarm –
- Dodge –
- Drunk –
- Dual –
- Encircle -
- Face -
- Filet –
- Firearm -
- Flank –
- Focus –
- Forage –
- Fortify –
- Grapple –
- Grip –
- Hand-to-hand –
- Hide –
- Holystrength –
- Hyperactivity –
- Joust –
- Kick –
- Longarm –
- Manifest -
- Manipulate -
- Martial Arts –
- Master Melee –
- Melee - 
- Meditate -
- Mount -
- Mounted Combat –
- Parry –
- Picklock –
- Phase –
- Poison Weapon –
- Push -
- Rescue –
- Retreat –
- Riding -
- Scan –
- Scribe -
- Scalp –
- Sling -
- Slip -
- Smash -
- Snare -
- Sneak –
- Short Blades –
- Strangle -
- Steal –
- Tame –
- Tinker -
- Throw -
- Track –
- Trample –
- Trap Aware -
- True Strike -
- Woodsing –

Spells:
- Absolve –
- Air Elemental –
- Acid Arrow -
- Animate Dead -
- Antidote -
- Armor -
- Battle rage –
- Bless -
- Blindness -
- Burning hands –
- Burning skull –
- Call Lightning -
- Chain Lightning -
- Charm -
- Chill Touch -
- Clone -
- Colour spray -
- Cone of Cold -
- Confuse -
- Control Weather -
- Corrupt armor –
- Create food -
- Create water -
- Cure blind -
- Cure critic -
- Cure light -
- Curse -
- Demonshriek -
- Detect alignment -
- Detect invisibility -
- Detect magic -
- Detect poison -
- Devine mind -
- Dispel evil –
- Dispel good –
- Dispel sanctuary -
- Earth elemental -
- Earthquake -
- Electric blast -
- Embue armor -
- Enchant weapon -
- Energy drain -
- Evil eye –
- Facemelt -
- Fireball –
- Fire elemental -
- Fire Shield -
- Flame Arrow –
- Flight -
- Forsee -
- Fortify body -
- Fortify mind -
- Gate -
- Group Armour -
- Group heal -
- Group recall -
- Group shield -
- Harm -
- Haste -
- Heal -
- Heart squeeze -
- Hold Person -
- Holy shield -
- Holyshout -
- Holyword -
- Ice shield -
- Inferno –
- Infravision –
- Invisibility -
- Knock -
- Lifesuck -
- Life transfer -
- Lightning bolt -
- Locate object -
- Magic bubble -
- Magic missile -
- Mana blast -
- Mana shield -
- Mana transfer -
- Meteor shower -
- Midas touch -
- Mind ice -
- Mind electricity -
- Mind fire –
- Mind water -
- Minor identify –
- Mirror shield -
- Nightmare -
- Numb mind -
- Paralyze -
- Polymorph -
- Poison –
- Protection from cold -
- Protection from evil –
- Protection from fire –
- Protection from good –
- Psi panic -
- Recharge -
- Remove alignment -
- Remove curse -
- Sanctuary –
- Senselife -
- Shield -
- Sleep -
- Slowness -
- Soulsmash -
- Static shield -
- Stoneskin -
- Shocking grasp -
- Steelskin -
- Strength –
- Suffocate -
- Summon -
- Sweet dreams -
- Teleport -
- Thornshield -
- Vitalize -
- Water elemental –
- Water to wine –
- Waterwalk -
- Weaken -
- Word of recall -

Your turn.. Fill in the gaps, or make suggesstions if you think more mobs should be added to a skill. I'll just edit the original post as I see fit.

Note: Done

35
Suggestions & Ideas / Race Balancing And Character Balancing
« on: February 23, 2008, 11:57:13 pm »
Currently the race bonuses are slightly uneven I think. +10% damage is kinda better than +10 attack.. If we assume 10% damage = 10 points, 10 attack = 1 point (etc for evasion, and negatives) then here's how the races play out:

Centaur = 11 points + 100 speed
Dwarf = -5 points + 100 speed
Elf = -2.5 points + 150 speed
Faun = -16.5 points + 100 speed
Gringo = 0 points + 100 speed
Indian = 0 points + 100 speed
Martian = 0.5 points + 180 speed
Spacewolf = -15 points + 110 speed

Quite a difference you'll find..

Also, the character bonus subskills are kinda uneven aswel. +15% damage is by far the best, and you're only crippling your own character by choosing anything else..

That's all, let's hear what everyone has to say.

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