Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - erwin

Pages: 1 ... 17 18 [19] 20 21
271
Suggestions & Ideas / Re: Prices to Raise Skills
« on: April 08, 2008, 12:27:01 am »
Could it be bearable if it wasn't for your equipment?

As in, a newbie would be limited in cash, but he wouldn't need to max his skills, the mobs s/he is fighting would easily die in 1-2 castings of a spell, and don't do much damage.

But I'm guessing that with 100 cha, you'd be levelling in the more dangerous areas, and need these skills/spells maxed ASAP so that you don't die. However...most people who can get 100 cha on a tier 1 mage should at least have the money to back it up..you're an exception :P

272
Suggestions & Ideas / Re: Gold per Kill equation
« on: April 06, 2008, 06:41:11 am »
Well, I assume that from the start because the number of tiered mobs are not equal, being that there are way more T0, T1 mobs than higher tiers, and that the time taken to kill a tiered mob of the same level varies exponentially, as well as the damage taken, and the xp (and gold) gained simply isn't worth it.

Above can be easily seen, an example would be VE asylum and VE docks. Simply put, given a period of time and (non GMed) players (Tor, Seeker, Iwku, etc) levelling there, the number of T2, T3 mobs there will gradually go up.

Supposing that a player reasons logically, they would level up on the lower tier mobs, and leave the higher tiered mobs alone, unless they want a challenge.

PS. changing the equation wouldn't suit my levelling needs, since I just level on lower tiers, it would end up less money for me.

273
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 04, 2008, 07:50:41 am »
A 5th tier with specialized skills/spells would be great, as an alternative for GMing, but I would think that after some time, the mud becomes geared to GMs, or certain specific classes (that specialize in combat).

This is because at higher levels, more and more important mobs become immune to backstab, poison, directionals, bash, steal, and all the fun skills the individual classes get, and a lot of doors are unpickable.

These mobs are important, they are quest mobs or give tons of xp or gold or eq, hence these restrictions, and usually unpickable doors are because they hold the secret to a quest.

But then again, don't players play these classes for the skills they get? Eg, let's say that the big bad Lion of Harte stole the armbone of Robert, and there's a quest to get it back.

As a thief, maybe I could steal the armbone, and return it to the people.
As a ranger, I might poison the lion.
As a caster class, I might use directionals on him.
As an esper/mage, I could cast negative status effect spells on him.
As a warrior, I might occasionally bash and behead him.
As a hunter, I might shoot him with my bow from a distance, before coming in and killing him, relying on cure critic.
As a priest, I'd buff up and kill him with spells, healing on the way.
As a gypsy, I'd tinker and/or manipulate weapons, then kill him.

But chances are, the lion would be flagged !steal, !poison, !bash, sentinel, and probably behind an unpickable door, the same as many quest mobs or high level mobs. So only pure combat and direct combat skills would work on it, and hence classes that rely on skills/spells apart from that are not as effective when un-GMed.

I guess the question is that would the specialist skills the tier 5 players get for individual classes work on all mobs, or just for the lower level, unimportant mobs?

As a mud focused on quests (that's why I like 4D:)), sometimes some mobs have to be just the way they are, and some doors unpickable. But somehow I feel that there are way too many mobs that are immune to fun skills, and doors that are unpickable, just because they can be set as such, not because they hold the secret to quests and stuff.

Then again, quests like VE, Alpha Centauri, Isis and Osiris, Carthage Bay, work well, and they don't rely on high level mobs or hide behind unpickable doors.

The reason for me GMing is for the T1 and T2 buffs, as well as cure critic, as it makes toe-to-toe combat a lot easier, as compared to a non-GMed thief.

I'd RP a thief, but preferably a GM-ed one :)

274
Suggestions & Ideas / Re: Gold per Kill equation
« on: April 03, 2008, 10:42:42 pm »
I think the multiplier should be exponential instead of linear. As in, a T1 mob isn't just a 'bit' more difficult than a T0 mob, and a T2 mob isn't just the same 'bit' more difficult than a T1 mob.

That being said, I would think that the base gold given to a mob should be reduced a bit slightly (T0 mobs are really pushovers, even level 120 T0 mobs given that you have decent speed), and the formulae could be something like a + a*(t^(a/b)).

a - gold given for a particular level mob
t - tier level
a/b - a suitable ratio which lies between 1 and 2, ie, a > b && a < 2b.

But would the above equation be feasible only if the number of T0, T1, T2, T3 and T4 mobs are equal? Ie, in the entire game, there are let's say, 1000 T0 mobs, 1000 T1 mobs, 1000 T2 mobs, 1000 T3 mobs, and 1000 T4 mobs. Then the gold given by the higher level mobs would help subsidize healing potions / spellup potions used to kill them.

In the game, the majority of mobs are T0s and T1s in most areas, and the gold given by them would (somehow), balance the low gold given by the T2, T3, and T4 mobs. I would assume that a normal player (well, maybe just me), just levels in areas with many T0, T1 mobs (xp gain faster, only if the number of T0, T1 mobs > T2,3,4 mobs in a similar area), and uses the gold to go occasionally against a higher tier mob if it is a quest mob / holds decent eq.

In fact...I..er...haven't ran out of money when fighting higher level tier mobs, but instead have increased the amount in my bank account. So I'd say keep the equation as it is, or change it but reduce the amount of gold gained per level, or just reduce the amount of gold gained per level.


275
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 02, 2008, 11:04:03 am »
Hmm..actually, I thought all the skills/spells that are T2L50 and below are given to GMs. Like the spell polymorph and the skill identify, even if spellinfo states that it can't be learnt by any class. Sort of a 'bonus' to GMing.

276
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 30, 2008, 10:11:55 pm »
Face - Outlaws in Hole in the Wall
Flight - Space Bandit
Midas Touch - King Midas
Strangle - Any Orsini in Fenizia

277
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 29, 2008, 11:17:40 pm »
Hmm..in terms of usefulness, I would think 'detect poison' is more useful than 'detect magic'. Simply put, an ID scroll can show whether an item is magic or not, which is most probably what you'll use on a new weapon/armour/misc object (rendering detect magic a bit useless), but it doesn't detect poisoned foods at all.

278
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 27, 2008, 01:00:06 am »
How about something like this? Can be sorted too..though I think it looks better without the colour.

279
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 27, 2008, 12:21:13 am »
umm....not really.

I guess maybe that's because I have antidote spells, and the poisoned food so far can be cured using them, so I don't really use 'detect poison'.

As for detect magic, I don't use it because I have no clue what seperates a magical item from a non magical one, as far as I can tell, they're basically the same, except one is magical and the other is not.

280
Suggestions & Ideas / Re: Hand to Hand
« on: March 27, 2008, 12:17:48 am »
Hmm, didn't realize that actually. Ok then, my mistake :)

281
Suggestions & Ideas / Hand to Hand
« on: March 26, 2008, 10:05:35 am »
Currently, it seems that hand-to-hand is only practiced just to gain access to skills that has hand-to-hand as a prerequisite.

If a character has no damroll at all, fighting unarmed will do around 0-1 damage per round, even with hand-to-hand maxed.

How about something like hand-to-hand giving stats to 'unarmed' combat, something like a default 'standard' weapon that ranges from maybe 2d2 at 1%, and increases to 10d10 at 97%?

282
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 26, 2008, 09:18:10 am »

Thanks Erwin, thats definitely a good start.
Good trainer suggestions for the main list too.

Couple of questions: (I know, I should know this, but concentrating on building has made me lose track of the active game) :)

- Do all the Classes get the Tier 1 skills/spells at the same level?
- And what about the Tier 2, 3 and 4 skills/spells for each Class?
- Which of the skills/spells from other Classes do you keep as GM? (apart from the ones you keep from previous Class)

Heh, I'd probably want them rearranged in alphabetical order too, to facilitate search for a spefific skill/spell, but that's something for later.
I guess next step would be to replace the Y with T#/L# .

Well, all classes get all the skills/spells at the same level and same tier. Eg, you learn sense life at T1L41, whether you are Priest, Hunter, or Gypsy.

I decided to do a sample of T1 spells/skills first, to check if that layout was okay, guess I modified it a bit since all the classes get the skills/spells at the same level, so just a Y if they do learn it.

All skills/spells up to T2L50 are kept as GM.

The skills/spells for T1 are sorted by level, then by alphabetical order.

I somehow feel that it would be better if there are 4 tables for each of the four tiers, preferably right after each other, so it would look like it's sorted from T1L1-T1L50-T2L1...-T4L50, instead of them being lumped together, as I think it's easier to see and compare.

283
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 26, 2008, 12:34:31 am »
Here are some more spell locations

lightning bolt - High Priest of Zeus
locate object - archaelogists in old carthage (Could do any of the Old Carthage quests to get the spell..)
sense life - hunters in the stone age

The skills which I find extremely useful (as a GM), are locate object, encircle, scan, track, cure critic, and knock.

284
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 26, 2008, 12:16:10 am »
How about something like this?

Tier 1 Skills/Spells

Skill/Spell name     Level   Warrior   Hunter   Thief   Ranger   Gypsy   Mage   Priest   Esper
----------------------------------------------------------------------------------------------
'drunk'                0        Y        Y        Y       Y        Y      Y       Y        Y
'firearm'              0        Y        Y        Y       Y        Y
'backstab'             1                          Y       Y        Y
'life transfer'        1                                                                   Y
'manifest'             1                                                  Y       Y        Y
'melee'                1        Y        Y        Y       Y        Y
'chill touch'          2                                                  Y       Y        Y
'kick'                 2        Y        Y                Y
'mount'                2        Y        Y        Y       Y        Y      Y       Y        Y
'protection from evil' 2                                                          Y
'detect poison'        3                                                  Y       Y        Y
'forsee'               3                                           Y                       Y
'infravision'          3                 Y                                Y       Y        Y
'mirror shield'        3                                                  Y       Y
'riding'               3        Y        Y        Y       Y        Y      Y       Y        Y
'word of recall'       3                                                  Y       Y        Y
'minor identify'       4                                           Y              Y        Y
'protection from fire' 4                                           Y      Y       Y
'steal'                4                          Y       Y        Y
'cure blind'           5                 Y                                        Y
'cure light'           5                                                          Y
'hand-to-hand'         5        Y        Y        Y       Y        Y
'blackjack'            7                          Y                Y
'shield'               7                                                          Y        Y
'bow'                  8                 Y                Y
'hide'                 8                 Y        Y       Y
'confuse'              10                                                 Y                Y
'corrupt armor'        12                                                 Y
'fortify body'         12                                          Y              Y        Y
'push'                 12       Y        Y                                                 
'sleep'                12                                          Y                       Y
'sling'                12       Y        Y        Y       Y        Y
'holy word'            13                                                         Y
'filet'                14                Y        Y       Y        Y
'brace'                15       Y        Y
'detect invisibility'  15                                 Y               Y                Y   
'mana shield'          15                                                 Y
'colour spray'         20                                                 Y
'crossbow'             20       Y        Y        Y       Y        Y
'magic missile'        20                                                 Y       Y        Y
'static shield'        20                                          Y                       Y
'create food'          21                                                         Y        Y
'throw'                22       Y        Y        Y       Y        Y
'sweet dreams'         23                                                                  Y
'tame'                 24       Y        Y        Y       Y        Y
'air elemental'        25                                                 Y
'armor'                25                                                         Y        Y
'detect alignment'     25                                                         Y        Y
'strength'             25                                                         Y        Y
'dual'                 27       Y        Y        Y       Y        Y
'rescue'               27       Y
'track'                27                Y        Y       Y        Y
'create water'         28                                                 Y       Y
'forage'               28                Y        Y       Y        Y
'absolve'              30                                                         Y
'burning hands'        30                                                 Y       Y
'harm'                 30                                                         Y
'mana transfer'        30                                                 Y       Y        Y
'scan'                 31                Y        Y       Y
'shocking grasp'       31                                                         Y        Y
'sneak'                31                         Y       Y        Y
'antidote 1'           34                Y                                        Y
'cone of cold'         35                                                         Y        Y
'detect magic'         35                                                 Y       Y        Y
'scribe'               39                                                 Y       Y        Y
'battle rage'          40                                                 Y
'fireball'             40                                                 Y
'poison'               40                Y                Y        Y                       Y
'sense life'           41                Y        Y                Y
'recharge'             43                                                 Y       Y        Y
'bash'                 45       Y        Y
'snare'                47                Y        Y                Y
'grip'                 49       Y
'pick lock'            49                         Y       Y        Y



285
Suggestions & Ideas / Re: Exp Loss from Fleeing/Dying
« on: March 24, 2008, 03:58:23 am »
Sweeney's backstab is tough.

Pages: 1 ... 17 18 [19] 20 21