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Topics - horus

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1
Suggestions & Ideas / Spells and Skills
« on: September 27, 2011, 11:16:23 am »
Based on skill trees (read the other posts regarding ranks, etc). Bear in mind, all the spells/skills listed below are just describing their effects and proper creative descriptions will be added into the help file when they are implemented. The spells below are representative of Priests.

Casting time: the higher the number, the slower it is to cast.
Pre-requisites: the rank of the current spell/skill cannot be higher than the rank of the pre-requisite spell/skill
Critical Miss: Each weapon/attack type has a percentage chance of missing, regardless of any bonuses and levels of the attacker
Success: When casting aggressive spells, the success of the spell is dependent on the spell rank of the caster, the level of the caster, the saving throws and resistances of the victim.

General Curse
Cast: 1
Lowers target's attack by 1 per rank. At mastery rank, target has double the chance of critical miss

Curse Strength
Cast: 4
Prereq: General Curse
Lowers target's ability to deal physical damage by 1% per rank. At mastery rank, a critical miss by the victim will cause the victim to drop their weapon.

Curse Dexterity
Cast: 3
Prereq: General Curse
Lowers target's ability to use dexterity based skills like dodge/phase/parry. Mastery rank will cause the target to have a small percentage chance of receiving full damage when hit.

Curse Constitution
Cast: 5
Prereq: General Curse
Causes target to take more damage from each physical hit by 1% per rank. Mastery rank will cause the target to have a small percentage chance of receiving bleeding wounds.

Aura of Fear
Cast: 3
Prereq: Either Curse Strength, Curse Dexterity, Curse Constitution
Causes everyone in the same room to lower their attack by 1 per rank. There is a small percentage per rank that the attackers will flee. This spell becomes innate at mastery rank.

Heal
Cast: 1
1d6 per rank heal. At mastery rank, there is a percentage chance the heal is doubled.

Advanced Heal
Cast: 7
Prereq: Heal
2d5 per rank heal. At mastery rank, there is a percentage chance the heal is doubled.

Inner Heal
Cast: 5
Prereq: Heal
1d6 per rank heal, however, this is more of an ability to ask for divine help than a spell, so you can heal in silent and no magic rooms. Can only heal oneself.

Full Heal
Cast: 9
Prereq: Advanced Heal
4% heal per rank. At mastery rank, there is a percentage chance of the target restoring all of his/her hitpoints.

2
Suggestions & Ideas / Clan Ideas - The Complete Edition
« on: May 18, 2011, 03:19:29 am »
Any ideas that benefits/disadvantages clans require a complete strategy to implement it properly. Right now, there are a lot of clan activities that are purely for cosmetic purposes, including adding extra rooms, buying mobs/furniture, etc.

The way forward is to implement clan raids. This will allow other clans to pilfer/reclaim zone flags, zone deeds and clan treasury as part of their reward. Now, the clan's defences become vitally important, and clan leaders need to carefully think of their HQ's layout, spend their treasury on beefing up the mobs and other defences. Now, having a big treasury becomes important, and having your members contribute to that treasury is equally important.

How should clan raids work?
1. All clan rooms are dubbed ARENA rooms, so experience/eq etc wont be lost through deaths when PKed.
2. Defenders will get an extra bonus in their capabilities if they are in their clan HQ. I suggest defenders will do 20% more damage, and attackers will do 20% less damage.
3. Anyone dying in these clan rooms (both defenders and attackers) will not be able to enter the same clan HQ for a limited time - maybe around ten minutes.
4. Attackers cannot cast spells to enter or leave the clan rooms.
5. Once an attacker picks up an item from the clan (for example, a zone flag that gives shortcuts to a particular zone), the attacker will lose half of his hitpoints and can only heal up to half of his hitpoints until he reaches his own base.
6. An attacker can only pick up one treasury item at a time. Only two or three items can be raided at any one time.
7. Once a clan is raided, their HQ will be safe for a short period - I suggest one week.

Defences
1. All clan entrances will now be hidden entrances. Players will need to physically type search to reveal the entrance.
2. All clannies will recall OUTSIDE their clan HQ. This is where a good spy will be able to find the location of a clan HQ.
3. To move a clan entrance will cost you 5 gold tokens. (This amount is up for discussion). It will take 5 days to move the entrance, so if you suspect your secret entrance has been compromised, you will need to concentrate on beefing up your defences during the move.
4. Defender mobs will cost tokens to purchase, and tokens to level. Their upkeep per month will cost coins - the higher the level, the more costly it is to maintain them.
5. Traps also can be purchased using tokens. Traps could include those that damage attackers, or trap them in the room for a period of time. We could also discuss about traps that teleport attackers as per teleport spell. These traps will only have a limited life before they become useless or have random effects, so you will need to re-purchase the traps.

Rewards
1. You will get to keep whatever you have raided. Shortcuts to zones, or zone xp/gold bonuses from zone deeds, etc
2. You will also be rewarded with a special flag that will commemorate your achievement - Something that says Clan A got pwned by us!!
3. There will be flags that equate to zone deeds, zone flags, and clan gold. So you can raid the other clan's treasury - each flag will
represent 10 gold tokens or 100mil coins.

Maintaining your clan
You will need to make sure your clan treasury is enough to maintain your clan's defences. If your balance is below what is required of maintaining mobs/eq/traps etc, you have a chance to lose them completely and will need to repurchase them again. There will also be a delay from the time you make a deposit until the time you can spend it. This will then be the best time for clan raids to happen :)

Thats the rough idea I have of implementing clan raids. Please, when making comments on any specific section of clan raids, start a new post. Dont try to comment on everything on one post as there will be too many things to sift through and too many opinions on each topic.

Thanks.



3
Suggestions & Ideas / Classes in the new system
« on: January 21, 2010, 09:30:33 pm »
Just a brief update on the changes that will occur to classes and the way its played. Be aware and be forewarned, the play SHOULD be quite different from what it is now. No longer will you be able to choose any class and play each class as if they are tanks.

Warriors
The quintessential combatant, they can master any weapon or they can even specialise in unarmed combat. They deal with devastating damage when they specialise in one particular weapon! Pure tanks.

Hunters
Essentially wilderness warriors, hunters use their knowledge of the wilds to gain the upper hand.

Rangers
Rangers are based on the wild west "Texas Rangers". They are the masters of long range combat, including pistols. (This is Molly's definition of rangers, so please dont go complaining to me about this.)

Gypsies
Gypsies are the jack-of-all-trades, having knowledge in all things, including tinkering weapons and armours, as well as having rogue abilities. Gypsies also have musical talent, and their music is known to have magical effects on those that follow gypsies closely (ala bard style).

Thieves
Thieves are the masters of hit and run. Set traps along your escape route, backstab someone, then run away and watch as your victim stumble upon trap after trap. Warning to old 4ders, do not attempt to stand toe-to-toe against a warrior, thieves are not designed that way.

Thats it for now, I will update further when I have time. My aim is to inform you that each class should be played very differently from each other, so dont bother just standing in the same room, typing kill/cast/backstab, and then stand there doing kick/encircle/behead/fireball etc.


4
Suggestions & Ideas / Avatars
« on: November 11, 2009, 04:55:55 pm »
Just so we can have an information overload...

I am tending towards a system whereby we replace all remorts and tiers with a simple level 100 simple. There isnt really a place for remorts etc when we have skill trees. So in place of remorts, we now have levels 101 - 110, which are basically mortals that are so powerful, they have become demi-gods themselves. The number of demi-gods is based on a pyramid structure, where there is unlimited number of 101s, but right at the top, there are only a few that can be 110. So, if those slots are filled up, then the 109s need to challenge the 110s to replace their position. Obviously, you are only allowed ONE character (this means no ALTS allowed) above 105.

So, I am now asking for ideas on what special powers these demi-gods should have. Remember, they are not gods, so dont bother asking for immy powers :p

A simple example I can think of is, 105s now do not require sustenance, so can go without food and water. Level 110 could get a percentage spell resistance - say 10% innate.

5
Suggestions & Ideas / real artifacts
« on: October 27, 2009, 10:56:03 am »
I was thinking, the current artifacts in the game are slightly weaker than quest items - I wont discuss the reasons why this is the case. What I would like to see is true artifacts, true items made by the gods, with real powers and real curses. Not powers like more stats, or more damage, but something more useful.

Here are some of my examples of their powers/curses (I will leave their stats out)

Soul Whip of Hades
Power: 10% of all damage heals the wielder (yes yes, the old vampiric system gets resurrected)
Curse: The whip must be fed at least once every 30mins or its powers fade irrevocably, until it dies out.

Death Mask of Set
Power: When a normal death blow is dealt to the wearer, the Mask intercepts that blow and delivers sanctuary to the wearer. This can happen once per week.
Curse: Any mortal that touches anything made by Set will cause their health to drain constantly, similar to a poison type 1.

The Sun Sword of Ra
Power: A flaming hot lava blast erupts to all those that gets hit by this sword, dealing an extra 6d6 damage that cannot be healed magically.
Curse: Because of the heat of the blasts, the wielder's hands become moulded to the sword. This means, the wielder cannot grab any other item, nor can they use them (ie. no hold item, no dual wield, no light, and cannot use potions/wands/scrolls)

These are just some examples, if you have others, by all means, suggest them. Also, because these are true artifacts, they cannot be dropped or passed on.


6
Suggestions & Ideas / Naval and space battles
« on: August 03, 2009, 08:00:55 am »
I should be completing a new vehicle system that will fix alot of issues that exists currently.

Each vehicle will have varying speeds, shields, and amount of damage they can take. These are dependent on the class of vehicles they are - frigates, battleships, starships, freighters etc. Upon the basic vehicles, there are some that can be modified, so that you can add special features:-
* Laser cannon - adding the ability to fire lasers/missiles at other ships. Its accuracy will be based on your dogfighting skills.
* Missile lock - adding the ability to lock onto your target. Once locked, even if the ship is a few rooms away, you can still fire your missiles, even if your target is not in direct line of sight. Missile lock will not work when the target is too far away.
* Radar lock - adding the ability to fire a GPS locator onto your target, giving you their location, even when they have jumped far away. Radar lock lasts for a limited time before the locator stops sending signals.
* Grapple - special lasers are fired onto your target, locking them onto your ship. Once locked, they cannot escape, and the ship with the larger engine will be the one determining which direction both are heading. You can now board the other ship and begin your raid!!!
* Hyperjump - adding the ability to automatically fly to different locations in space based on coordinates. Simply jump 4 20 and the ship will automatically map a route to take you to the room with the coordinates (x = 4, y = 20). For naval ships, simply typing jump/sail <island name> and the naval ships will map a route to that particular island and take you there automatically. The success of the route is based on your navigation subskill. Hyperjumping uses up more fuel.
* Crashproof - make your ship your special home. Your items will be saved over crashes - just like regular houses, except your ship can be raided. So make sure you hide your ship in a very hard place to find!
* Cloaking device - hide your ship from prying eyes. Your ship will be virtually impossible to detect until you start up your engine again.
* Heat sensor - scan space for cloaked ships. This will slow down space travel dramatically.
* Heat emitters - These standalone devices can be planted to give false signals.
* Stat enhances - these modules can increase the power of your ship's shield, increase the strength of your ship's hull, increase its speed or increase its fuel capacity.

These modules can be purchased at space stations throughout space or on certain planets, or through questing. Fuel can also be mined.

We hope to encourage players to enhance their ships, and also, to raid other player's ships, or wait until someone logs out and go hunting for hidden ships to steal.


7
Suggestions & Ideas / relearning skills/spells
« on: May 24, 2009, 11:43:17 pm »
We know that once you learn a particular skill/spell (say track as a ranger), then you remort into some other caster class, then finally remort again into thief, it would mean you have to relearn track and every other common skills/spells that you had as a ranger. Of course, this applies to all sorts of combinations.

Now you have a chance to vote on a more simplified system. Choose which circumstance should players not have to relearn the skills/spells they have already learnt.

Thanks

8
Suggestions & Ideas / spoilt brats!!!
« on: March 27, 2009, 03:04:54 am »
Yes, you are all spoilt brats!!! Spoilt I tell ya, because Molly has suggested something to protect your sorry asses from death traps. Hmmm, maybe she came up with this idea so she can stop listening to your whinings!!!

We will have a shop that will put a !DT flag on your item, costing TP or tokens, so that when you do hit a DT, those items will be saved!!! Weeeeeeeeeeee, you get to keep your item! Wow, talking about molly-coddling!!!!

Anyways, it is a once off flag, so that if you hit the DT, the flag disappears and you have to re-purchase the !DT flag again.

The other thing is, the costs of the first flag will be cheap, then it increases incrementally to a ludicrous level :) So, ah ha, you think you can get around this loop hole by buying one !DT flag, and then hiding that eq somewhere so that you can continually just pay a first flag payment??? Well, of course, we got that covered - if the eq ever leaves your hands, that !DT flag disappears!!!!

And if you find another way of getting around this, maybe we could just make it all astronomically crazy price for EACH item instead.

9
General Discussions / Ranger skill tree
« on: March 16, 2009, 11:13:23 am »
This class skill tree has been completed by Tocharaeh, with slight modifications by me. Please be aware this is draft 1 and is a work in progress. We will release a draft 2 and further class skill trees after feedback.

General Overview
This is a draft and the numbers will need major tinkering.
The first main branch requires only one prac to gain one rank. The second branch requires 3 pracs for each rank. The third branch requires 5 pracs, etc.
There are a maximum of 20 ranks per skill. Each rank will increase that particular skill's effect.
Once rank 20 is reached, a player can quest for mastery of that skill, thereby attaining rank 21 for that skill and gaining a special bonus on that rank.
(R) Means Ranger favored skill/spell


Melee    --> bash
                --> kick
            --> slashing profiency    --> sword specialisation    --> Bladedance
      --> blunt profiency   --> (R)staff spec             --> Flurry attack
      --> piercing profiency   --> (R)dagger spec       --> lunge attack
                                           --> Expose Armor
      --> advanced melee   --> longarm
                       --> Dual wield
                       --> Berserk

                --> (R)Bows             --> Arrow Craft
                                              --> Strafe
                     --> Sniper
Nature      --> ranger craft
                    (make ranger staff/bow)
      --> nature creation     --> Entangle
      --> call of the wild   --> Greater CoW                 --> Beast Form
      --> Pass Without Trace  --> Camoflague                  --> Forest Walk

      
def man    --> evasion      --> dodge
      --> parry      --> disarm

mounted   --> Riding           --> Advanced Riding
                                        --> Horseback Archery

DESCRIPTION
Melee
With familiarity through use and training, a ranger has a greater chance of striking their opponents with this skill. With every two ranks, their innate

hitroll increases by 1. Mastery of this skill gains an additional hitroll of +5. NOTE: This replaces the current thac0 system.

Bash
A successful bash will send the victim sprawling, making him unable to fight back until he stands up. If it fails, the ranger will be the one sprawled to the ground. Increasing ranks will improve the chance of a successful bash, and with every five ranks, the ranger is able to bash a larger victim. Mastery of bash will give the ranger a chance to remain upright if the bash fails.

Kick
Improving ranks with kick will improve the chances of a successful kick. Also, for every five ranks, the damage multiplier increases.

Slashing/Piercing/Blunt Profiencies
When using a class of weapons (for eg, slashing - longsword, shortsword), the ranger's training helps improve their innate hitroll by 1 for every rank. This bonus is in addition to the melee bonus the ranger may have.

Weapon Specialisation (Sword, staff, etc)
The ultimate in weapon mastery, the ranger is so attuned to his weapon that he is able to deal extra damage over and above what his weapon would normally do.

Damage bonus will increase by +3 for every rank gained! In addition, at rank 10, the ranger gain a bonus +1 damage multiplier, and at rank 20, another +1

damage multiplier. Weapon specialisation is very specific to the type of weapon used, and the bonus is in addition to weapon proficiencies and melee bonuses.

A ranger must gain mastery in each weapon specialisation before they are able to train in weapon special attacks.

Weapon Special Attacks (bladedance, flurry, Lung attack, expose)
Only masters in their weapon classes can even attempt these special attacks. Because of their difficulty in delivering these attacks, bonuses from Weapon Specialisation and Proficiencies do not stack up.

Bows
Increasing ranks will increase the innate hitroll of rangers by 1 for every rank when using a bow.

Strafe:
Allows ranger to hit multiple targets in the same room. Will spend arrows very quickly. Loss of accuracy is incurred through rapid fire.

Sniper:
Allows ranger to hit targets up to 3 rooms away. Loss in accuracy is incurred for every room the arrow passes. Mastery level of this skill causes no penalty but instead gains accuracy bonus.


Pass Without Trace/Camo/Hole in
For every rank increase, increased the chance of being able to walk and remain hidden in FOREST/WILDERNESS/TUNDRA/MOUNTAIN?FIELD/DESERT/Nature zones. Camoflague is a surprise attack akin to backstab, and requires perfect stillness. Forest walk is the combined group of the two skills above. With each increase in rank, the success of the skill climbs. If successful, while in ature rooms, ranger can move slinetly (req sense life to spot him/her), and can backstab with increased efficiancy.

Nature Creation:
Create Spring= make water. Forage = Create food. herbal = A skill allowing for the ability to find roots in nature zones (yellow root = heal, green root = vitilize, red root = cure poison (strenth is random), purple root = poison (strength is random). Create rose = make a pretty rose. Create tree = Creates a tree to craft ranger staffs and bows/arrow from. Separate tree types make better/worse bows/staffs/arrows than others.

Defensive Manoeuvres
This skill allows your body to instinctively turn defensively to deflect the full impact of an attack. Each rank increases the rangers natural armor class.

Entangle: Advanced nature ability allowing a ranger to trap his/her opponent.

Call of the Wild (CoW)
With every 5 ranks invested into this skill, ranger has a better chance of calling an animal mob (be it normal animal or exotic) of equal level/tier (max t2) as s/he. Failure will cause animal to attack, and possibly call for help of its own.

Advanced (CoW) Call: advanced form of above, allow for the ability to call T4 animals to assist you.

Beast Form: The master of CoW allows you to truly become an animal yourself. basic choices of an animal to switch to are wolf, bear, mountain can, lion, panther, jaguar, dire wolf, snake, and gorilla.

Ranger Craft:
Ranger craft allows the ranger to create his own weapons. With every +2 ranks invested in R.C., the ability to create better more powerful weapons of his own increases by 1. Ranger staff is a statless staff (same for bows), which can be later enhanced by other classes (mage/gypsy). upon mastery of ranger craft, max dam dice is 11D10, with perfect balance. Rangers gain a bonus when using his own crafted weapons. Bonus to be determined later.

Arrow craft:
Allows rangers to create their own arrows to be placed in a quiver (new eq slot/item). The following arrows can be crafted as skill increases: Fire Arrow

(Like burning hands, but on single target, Ice Arrow (possible freeze effect), (sectional, default is torso) Armor Piercing, (Poison 3) Poison Arrow, Blasting Arrow (acts like fireball).


Bladedance
gain 2 extra attacks in a given turn for set duration. Lower casting time for nature spells.

Flurry Attack
Send a barrage of attacks of lower dmg to lower the defense of the opponent, and confuse them.

Expose Armor
Sectional attack tat will target an area specific (expose arm), and lower targets armor with 10. Duration to be decided later.

10
General Discussions / General discussion regarding skill trees
« on: March 16, 2009, 11:08:35 am »
I will be posting up skill trees for each class in the near future. Each class will have a full complement of skills etc, and debate/discussions should be held in those particular posts. For example, if you believe a certain skill tree should be taken away from a particular class, or added to another class, those discussions should be held in the relevant class posts.

For this stream here, we should be discussing the general framework of skill trees.

A brief outline:-
Each skill tree comprises of a basic skill, which becomes a prerequisite for all skills branching off that skill. Each skill is made of up to 20 ranks, and a final mastery rank can be attained through either mud-related quests, or immortal run quests.
Each skill further along the branch will require more practices to gain a rank. The basic skill will require only 1 practice per rank, whereas, the next branch along will require 3 pracs, and then 5 pracs and 7, etc.

Some classes will have the same skill trees, except with some branches lopped off, and some will have skill trees unique to their class.

Skills can be practiced at the same levels as they currently are, but instead of using percentages, we are now using skill ranks. There will also be a maximum skill rank you can practice to, depending on your level, and of course, when you reach the max level (say, level 50 or level 100?), you can train all the way to rank 20, and mastery of the skill.

These are rough numbers to be proposed and discussed, perhaps you feel the number of pracs required is too much, or too little?


11
Suggestions & Ideas / Skill Tree System
« on: February 22, 2009, 03:59:37 am »
I know this isnt original, but this is an example of a skill tree system I am proposing, to make 4D classes very different.


Melee  -->  hand-to-hand --> martial arts (general)  --> monkey stance --> special monkey attacks
                                         martial arts (general)  --> snake stance --> various special snake attacks
                                         martial arts (general)  --> tiger stance  --> etc etc
Melee --> weapon profiencies --> sword specialisation --> special sword attacks
              weapon profiencies --> mace specialisation --> mace special attacks

Further explanation:-
The special attacks could be branches for further specialisations. So for example, monkey stance may have Raving Monkey --> Drunken Monkey --> Rabid Monkey as one branch, and another branch could be Vicious Claw --> Frenzied Claw --> Heavenly Strike. Each martial arts stance has different attack damage, so monkey may be claw attack, snake is pierce, etc.

Each special attack has different effects. Each stance also does different damage, and has different damage multipliers and different speeds.

Weapon specialisations has different effects, but the damage is always going to be based on the weapon used.

So, warriors can decide they like to work with weapons, while others may decide to become a martial artist. Even within each branch, they are very different from each other, depending on which specialty they want to go down.

This is just a simple example that can be applied to casters as well.
         

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