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Messages - erwin

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286
General Discussions / Re: Favorite Areas
« on: March 22, 2008, 09:45:34 am »
Well, here are some favourite zones.

Alpha Centauri (Herbie is cute, but I also like the many (funny) scripts on the mobs which brings flavour to the zone. Eg, talking with His Arrogance Ai Poppy Googy, the Yalcans in Yalc. Possibly the funniest zone in the game) Also led me to read the Retief books by Keith Laumer

Victorian England (It really seems to have everything for everyone. Nuff said. And the fact that you don't need to be a T4 L50 to complete any quests there)

Midlands (I like the maze, as well as the ways of finding/getting the keys to the knothole and the manor room)




287
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 16, 2008, 09:06:58 am »
Here's some more.

Animate Dead - Ghost Traveller in Llano Estacado
Charm - Madam Lydia
Curse - Satanic Enchanter (Sanct. Haze)
Dispel Good - Dreadlord
Invisibility - Someone (Quixotica)
Teleport - Jaih :p

288
General Discussions / Re: Directional Spells?
« on: March 15, 2008, 08:55:33 pm »
Oh, ok then. Didn't realize, my mistake :p

289
General Discussions / Re: Directional Spells?
« on: March 15, 2008, 11:33:57 am »
They work, but with the following conditions, ie, mob must be able to wander (ie, able to hunt/track), you/it must not be in a peaceful room or have peaceful rooms between both of you, and there must be a two way exit leading to you and the mob (ie, you can't fire east if there is no west exit in the mob's room).

290
Suggestions & Ideas / Re: PK
« on: March 11, 2008, 02:07:49 am »
I don't see the reason for looting / saccing / etc from player corpses here, because it seems to me that the only viable reason for doing so is for artifacts that are randomly loaded, and perhaps to junk / loot quest EQ that are once-only.

Most eq here is rather easy to get (once you know how), and it's also rather useless to loot them, as the best ones are quest flagged.

It'd be a bit silly to loot average EQ which can be replaced easily too.


291
Suggestions & Ideas / Re: Elementals
« on: March 03, 2008, 06:25:45 am »
Perhaps the tiers of the elementals need to be looked at as well?

Summoning 2 air / 2 water elementals shouldn't be a problem, but summoning 2 earth / fire elementals as it is now is rather overkill.

292
Suggestions & Ideas / Re: Spells
« on: March 02, 2008, 09:51:37 pm »
I've played a gladiator priest in the arena, and while I never tried fireball, harm is a T1L30 spell, and it has a multiplier of 2.85 with devine mind.

293
Suggestions & Ideas / Re: Movement Costs
« on: March 02, 2008, 09:49:18 pm »
Nod, I agree that movepoints are accumulative, and that the cost to do things increases by tier and level.

But it seems to be a bit strange that a T4 L40 would be much more equipped / able to kill high tier mobs easily than a T4L50, because the movement decrease at the T4L40 is much lesser (and hence less decrease to skill multiplier and speed). To be honest, I've never really noticed that this affects me much, until I hit a DTed, and noticed that killing Greenie took a big chunk of moves (8000 moves from 25705) is just slightly less than a third. But then, it slowly adds up, if there are aggro mobs on route to various zones.

It would seem then, that character utility rises from level 1 to a peak at around 40ish, and then decreases slowly at level 50.

But I think I'll just stock up on movement restore potions then :)


294
Suggestions & Ideas / Movement Costs
« on: March 02, 2008, 02:42:33 am »
I find it that the higher level you go, the more movement points skills cost.

IC wise, this doesn't make sense, as the more proficient (aka level) you are, you ought to perform the skill better, and hence use less movement.

However, I would suppose that this is done to prevent players from levelling faster / remorting (this is a guess.)

Example, I use over 8000 movement points killing Greenie at level 47. At level 40, I would probably just use over 500~1000 movement points, and still manage to kill Greenie.
Not to mention, exploring is a bit of a pain at higher levels, but that's still okay, unless I run into high level mobs (then my movement really runs out).

I'd suggest having skills use the same movement per level, what do you guys think? Otherwise, I'd have to kill my character when he's about to level just to prevent him from levelling.

295
Suggestions & Ideas / Re: Spells
« on: March 02, 2008, 12:43:24 am »
Quote
Currently there are spells like demonshreak that arn't much better than spells like fireball.. Even though demonshreak is a tier 4 spell that requires -1000 align, and fireball is a tier 1 spell.. And with 'mind fire' fireball gets better anyway.. Some spells cost far too much mana for the damage they do, and some spells have timers so you can't cast them more than like once a day.  Undecided Some caster classes don't get spells that compliment their elemental strengths - or if they do, they're the crap spells that either cost too much mana, or have timer delays on casting multiple times..

Yes. Tried them out with gladiator chars, the tier 3 and 4 offensive spells don't seem comparable.

I like the idea of a new spell system, but would that be hard to implement in the code? Besides, wouldn't that pretty well remove the distinction between priest, mage and esper? (Letting mage, priest, esper research their own respective spells would be pretty much like just boosting up the spells currently)

296
General Discussions / Re: Favorite Areas
« on: March 02, 2008, 12:38:09 am »
Some of a few..

Midlands - (Funky maze)
VE - rather good xp there, especially with earthquake


There's more..but I forgot.

297
Suggestions & Ideas / Re: PK
« on: March 01, 2008, 09:20:00 pm »
Because using your system, a Tier 1 Fizban can keep on attacking a Tier 4 Virisin, and get points for bravery even if he loses.

But a Tier 4 Virisin who wins, or perhaps decide that the Tier 1 Fizban is too irritating in attacking him and decides to keep on attacking this Tier 1 Fizban would lose PK points for cowardice.

Even if the equation was modified (cannot attack the same person twice in a row), you can easily log on a T1 L1 and just attack everyone you see on 'who' that is PK-able.

So, yeah.

298
Suggestions & Ideas / Re: PK
« on: March 01, 2008, 10:03:31 am »
I would think the new PK equation is ok, but perhaps it might not be very feasible to add in PK points to those who lost in the fight.

A tier 2 could repeatedly attack  a tier 4 (or every tier 4 he can see online) just to gain PK points for bravery, and be a premature pain. Even if PK points won't be lost by tier 4s who do not initiate combat, if some tier 2 guy keeps on bothering me by PKing, I'd PK him back, but probably lose points too..

299
Suggestions & Ideas / Re: Race Balancing And Character Balancing
« on: February 29, 2008, 09:13:07 pm »
New casters might get weakened slightly ; I spent my first three classes (Priest, Mage, Esper) with base CHA, and warrior hunter with minimal DR.

Shouldn't really affect much, really.

300
Suggestions & Ideas / Re: Race Balancing And Character Balancing
« on: February 29, 2008, 10:51:30 am »
Perhaps we should see what's the max cha we can get with the best eq nowadays, and base it on that? I would guess it's around 4-5 cha for each slot, but I might be wrong.

However, I'm not sure how casters and non casters stand.

The way I see it, cha is capped. So if you got perhaps +5 cha equipment for each slot, you could hit 100 cha easily, and max out your casting potential.

But DR isn't capped (technically it is, capped at the very best eq).

If the situation as it stands now, casters are much better (read: overpowered) than melee classes (in terms of overall ability), by all means, raise the max cha vastly and have that maxed amount have the same effect as 100 cha.

But if melee classes are much better (read: overpowered) than caster classes, increase cha to 150 or 200, but leave damage formulaes unchanged.

But if they are roughly the same, then raise the max cha to the highest available cha possible via equipment, then have that maxed amount have the same effect as 100 cha.

For the above three situations, I'm assuming that the classes are decked out in their best eq, maxing their CHA / DR (and relevant stats) respectively.


The altar idea sounds fun though. Much better than the race bonus at the start.

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