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 - Bane

Pages: 1 ... 10 11 [12] 13
166
Suggestions & Ideas / Clan Wars
« on: December 09, 2011, 06:02:51 am »
After talking a bit with Molly she told me to post it on the forums and shes all for this.


Main Concept
Clan War system where each CL of each clan can agree to terms of entering into a war. The war would end either one of the goals are reached.

Goals are
a. one side surrenders
b. when X amount of kills have been made by one side
c. When X  amount of points have been made by one side
d. Or when time runs out and who ever has the higher points or kills

Now we can either keep both goals B and C and Ill explain the points below this or remove one and just keep one of them. The way the point system will work follows

If you kill a tier 1 you receive 1 point, if you kill a tier 4 you receive 4 points. If they have GM, Add an extra point. So a tier 1 Gm would be 2 points a tier 4 gm would be 5 points. This way it keeps you from just killing off their lower levels  to get to the X amount of kills. <-- I like this idea alot better then just x amount of kills

When a Clan enters into a Clan War with another clan the players of all clans recieve a Clan War flag, allowing all members to be attacked regardless if they are marked PK or not only by the other clan only. Upon entering into the the prepartion of starting a Clan War, the two CL's are teleported into a type of Negotiation Room


Below I will list some ideas that could be added onto the core of the Clan War system

Additional ideas

1. Upon entering into a Clan War with an opposing guild a few terms can be worked out where both sides have to agree to the terms before the war is started.

  a. A wager for the guild that  meets the requirments to win the war.
Wager can be done in: Gold, Tokens, Tradepoints(if we ever get a way to trade tradepoints), Equipment, Artifacts(with the new artifact system coming in)

Both CLs must deposit the items into chests inside the negoation room.. Three chests will be in there, 2 Wager Chests for putting the items in that you are wagering and a Winners Chest for the Clan that wins to recieve the others wager and his own. Each CL will deposit Items into a wager chest, Each CL must deposit their items into separate chests. Each CL can look at each others wagers chest but they can not remove the items inside the wager chest unless they are the one who put them into the chests. Once each CL agrees to the wagers, the CLs will lock in their wagers and move onto the next step.

 Next step will involve setting up the amount of items you may loot off an enemy corpse. You can agree to no items, 1 item, 3 items or unlimmited items.

 When a player dies they receives a delay on when they can use the crypt to recover their corpse, this way it gives the victor of the fight a chance to look through the losers items and decide what they would like to take, instead of having to rush through in the .5 seconds it would take someone to run to the crypt and recover their body.

A few changes I think would also be needed to be made;
remove the ability to be able to autoloot a players corpse,
also not sure if scalping a player corpses body still drops all of their items on the ground, but if it does allow to still collect the scalp(which I think scalp should be moved to a subskill) but let it leave the players corpse.


2. Clan War members being able to attack their enemy inside safe rooms; ex Recall. If you attacked a player in a safe room they would receive a page for a warning(inscase they are not paying attention), a message only to appears to them to keep from spamming recall, and then they would be teleported outside of the saferoom to avoid spamming the room in a fight. They would  teleport to either

A. Both to the same zone but in a different room, a timer would start to keep the player from being able to recall back, also maybe have a small delay on being able to move from the room you are in when first teleported in

or

B. A few different small areas would be made where the players would be sent to. !recall !teleport etc flags in all room.  After x amount of time and if not in battle players would be sent to their clan hall.

The reason I bring up not being safe anywhere is to keep oblies from just sitting in a safe room and preying on those who actually are exploring and leveling. That way they dont just go out and kill them and then go back and sit in recall and not be able to be touched. If they truly want to be safe they will have to reside inside their clan hall during a clan war.

 I think I remember something in the past of Molly?(could of been someone else) talking about breaking into other peoples clan halls, I think that would be a neat idea too. The clans would have to make defense and pay for guardians to keep their clan hall safe. Wouldn't be able to break into their crash proof rooms, but might be able to break through to catch an afk enemy :)

I think this will also have a little extra benefit, It will open up more conversation In gossip I think, which will let the newer players who play not think the mud is so dead, cause most people just talk in recall, and if your an active player who is out exploring you never hardly hear a soul on gossip, makes you kinda feel alone when gossip is so dead.

3. If possible some kind of room called the War Room or something similar, that keeps track of on going wars with their amount of kills, points and time left. Also a board Past Wars Winners and losers with maybe some kind of MVP next to it each to show who earned the most kills or points in each Clan.




Now everything is up for discussion so I hope to hear everyone input, and hopefully more ideas!

The post below this will keep track of what we have agreed on, and its progress of being completed. This is going to take a bit of work and Im hoping Once will be all up for this, considering this will be down his alley of maybe starting up some drama.


167
General Discussions / Droid Telnet
« on: October 22, 2011, 06:17:56 am »
Anyone know a good telnet for phones powered by android?

168
I like the journal just for the fact I dont have to worry about losing the notes or not being on the computer the notes are stored on.

I know some people take long breaks, I just think it would be nice to have the option of being able to have all your notes saved on the server side so you dont ever have to worry about losing it. I just really dislike having to have multiple different programs, then having to swap between screens when it cou


 If we dont want to offer it to newbies ok, I feel like it should be a players choice. If its not something thats all that hard to input then I think we should. I would potentially use it myself as im not always on the same computer


Side nite Ill be starting a new thread that keeps track of the changes and stuff and will leave this thread up for just holding the discussions,

169
News & Announcements / Re: New semi-graphical client app
« on: October 19, 2011, 02:16:54 am »
Ah, I had downloaded and install what molly had posted in her original thread. Thats why I ended up with the stats. The interface is completely different now.

170
Just want to point out that I too missed the newbie zones after mud school the first time around.  In fact, I'm not even sure when I found out about them, could have been when I was becoming a Helper.   After the mudschool it was like you're dropped in recall where it says "If you are level 15 or higher go up to see the guardian to be transported to the higher level areas".  I like the thought of being dropped back off at Gordy or somewhere else other than recall.  And I also agree that when you're done with each zone you should be sent back to where the portals are instead of recall.  If it was their last venture way zone they can just type recall (I believe the newbies get it for free up to level 40 or so??) to get to recall.

The Journal:
I'll post the script on the scripting board for everyone to look at, but basically, if there was a way to change the commands so they worked exactly like the board, I would think it would help, but I"m not sure what would happened if you tried to write in your journal in a room that had a board in it - which may be why some commands are different.  I seem to remember the command to end and get out of the journal was ;s and that was what messed up my client at the time.  Something about parsing.  I still don't know what it means.  *heh*


Seems like to me the ; would interfere cause its already a command in game to do multiple actions in one line.

171
@ xeriuth

Quote
5. Have Lionel walk casters through manifesting an item, either he gives them an item or start them out with an item to manifest.

I agree with this; however we will have to have the newbies gain at least 1 level by now so they have practice pointes to train manifest in order to actually manifest the item. So they’ll have to be taught training, practice command, score command (if not already learned), skilllist class command, and spell info command. The last two can be taught at a later time but those first few are definitely important early on.  The whole teaching aspect of this is what a lot of my idea of how the school should work revolves around. But I’ll get into that later.

Newbies start out with practice points when they log in. And you are able to practice your first skills with lionel.


Quote
7. Give them a reward for the maze.(Money, Exp, Earring?)

I too agree there should definitely be a reward for the maze, I think it is interesting that the maze is there, and they aren’t really taught about how to properly solve mazes until the quest academy. I think a little teaching should be involved and the quest academy maze later on should be a little bit more difficult. I think this maze is harder than the quest academy as is. I’m not certain what old west earring you are referring to, but I believe one of the newbie arena zones, there is a sonic amplifier or something similar that is an ear item. But in any case we do need another, perhaps relocate the old gypsy ear item to the maze?

Its a earing of animal hearing you have to wear it to hear the animals talk in the medieval zone. I was wrong on the area. But yes I do remember there use to be items for each class, im sure they are still around. But instead of moving those items to the newbie area i was thinking they could be rewards for your class when you start doing the tasks after the newbie area. Maybe have the stats increased a little.

Quote
10. Discussion of adding a identify script on to the seeker feather.
I'd rather we add a small quest in Future for an item with a script to cast identify, restricted for first remort.
(The feather already has too many scripts on it).

Also I have my doubts about the grenade in future, since grenades don't seem to work in the present code.
(Either remove the grenade or fix the code).

I agree with both Bane and Molly on this. I believe I have a solution to it as well. Regardless of the item it is that allows them to identify, they have to receive the item fairly early on. At least get it right before the bandana choosing, or maybe even at the same time as it. They of course have to be taught how to use it, I’d recommend it being identical to a scroll of knowledge/identify, perhaps a scroll that replenishes in your inventory after you use it. With the fair warning of after their first remort they will use it any longer, and perhaps make it poof if they try to. This is something that I should be able to script fairly easily.

As for the grenades Molly mentioned, removal would probably be best for now to avoid confusion, and if and when code is fixed, then can add grenades back in.

You can read my previous thread towards molly on my idea on this, but I do agree with one thing it would be nicer to have early on. So its definitely  something that needs to be discussed on where and when we receive this item. But then again I do like my idea of making a tricorder for killing the captain in the future area. Because I think his reward is lame.


As for the rest of your post Ill have to get back with you on it. I do like some of your ideas But i dont want to see all their levels handed to them for finding stuff. They will eventually have to grind for some levels in the future so I want to make sure they still have to work for some levels. But i was talking to Once about this we can get them a double exp potion to help them gain these levels also. He said it would be an easy to put in, we just want to make sure its not able to be abused or given away.

I also want to steer away from pointing them towards too many quests. I want to keep to items that are not quest rewards. I want to direct them towards a few here and there but not many.

 With so many things we could have them find we could maybe reach out past the tier 1 and move on to helping them getting their whole first class done. But we will discuss more of this later. I have to get ready for work.

172
I've actually grabbed a lot of the variables off the people that do the most adventuring/quests so I probably have a good list.  And the majority of finding the script that does it can be done via tsearch.  I had started this myself back whenever, but it sounded like even though it was a good plan no-one really thought it was viable.  Then Lionheart said something about it should be easy and I just shrugged it away.  One thing I did like though was Mord's journal where people could write their own things in the pages.  The only problem I had with it (yes, I do have an object for the script on build port) was that it interferred with my client at the time.  I had to keep disconnecting to get out of the journal and of course it didn't save then.  Once we figured out the problem and I shut off the interference it worked great.  But I'd hate to hand something out that some people get fed up over because it interfers with the clients they use. Maybe that could be looked into closer for a step up from nothing for the time being.

I actually think this idea would be the best approach. Of course we would have to show the newbies how to use it but, I think it would be helpful to everyone. Im not sure of how you have it set up, but it would be neat to see it set up like the recall board. You can write a title for it then have the note to follow.

173
News & Announcements / Re: New semi-graphical client app
« on: October 17, 2011, 01:37:31 pm »
Does anyone stats show up correctly I couldnt get mine to show also, all my affects spam the entire left side and some are hidden the health and mana bar. I dont know if this just applies to me though. I also notice its extremly long load time but it could be my computer.

Also I dont see why we have the same information in the left hand corner for health and stuff and also have it on the bottom of the screen also.

At one time I had a capture for tells and gossip that showed up in another channel. When I get the time I will remake this and post it. Illt ry to maybe split the channel into 4 sections. One for gossip, one for tells, one for guild and one for group?

I do like the idea and I use to be fairly good with lua and mushclient soo Ill try to contribute to this if time allows.

174
Also something I wanted to add in from my previous post


Quote
9. Is olive branch adequate enough for casters? 1.44 multi. Seems more for melee fighters with the 10d10 and 25 max hit.

Perhaps give two other choice for the Olive branch, one for each class type?
Suggestions?  



Something else I noticed with casters recieving the olive branch is that they are forced to put a timer on their reward. And the timer expired i think around 4-5 days for me.

So Id say lets remove the olive branch as a whole, and replace it with 3 weapons, one for each class but make it have the same scripts the  branch had.

Let fighters get either an axe or a mace, lets start to go ahead and veer away a little with always using swords.
10d/10d
2 str
25 max hit

Rogues
Dagger or I was thinking more of something along the lines of sometype of gloves with claws?
2dex
5hitroll

Casters
Lets give them a staff, have it give the same ulti as a reg staff you can woodsing. Give it a decent timer(or can this be removed, Or can it change into another object and you can have one of the caster trainers embue magic back into it to put its timer back on it?)

2 int
4 cha

Stats dont have to be what I suggested but i figured somewhere along the lines of stats would be useful for damage.






Make sure that they work the same way as the olive branch does, where you can only wear it till x level.

175
Since I cant edit my posts I had to post this here.

But after leaving the quest academy a newbie I feel needs more direction. One thing I think we need to remove is having to hand in the vouchers to helpers. I know that basically all a helper is kinda good for, but their might not always be a helper on. And personally I think at looking at the who list there is way too many people with way to many tags. I personally would like to see helper removed, and have the existing helpers apply for hero. But that's getting off topic I think.

 I think a machine or a npc should be placed to accept the vouchers and reward them with a weapon based on their class. I laid out some weapons in my previous post before this with some stats that I thought would be fitting. I think gordy would be the best npc to turn in the vouchers too. They could go turn in the vouchers and he could then point them towards the newbie zones again because nothing else is said about going back to him to check out the newbie zones if you are able to completely go through the school and quest academy. You just get thrown into recall room and nothing said about going back to him. If you want to keep helpers to receive the vouchers then when they leave the quest academy they should be taken back to Gordy and have him emphasize on them going to the newbie areas, especially if this is your first time on 4d.

Now, something else I did not like is that when you go to venture way its easy to miss or walk by the easy newbie zones(preparation room) I never knew about them when I first started and I had walked right pass them and ended up playing on the game grid. The road guard only talks about their being 4 zones on venture way and in reality their is 8. So I personally think preparation room should be moved off venture way, as not to confuse them more. They can check out the easy newbie zones then move onto the zones in adventure avenue. Or make it so you need to walk through the preparation room before you can continue onto venture way. Should be an easy fix.


Now lets get into the preparation room. There are 4 zones here. One for each dimension. I like how the portals work here. You must climb, mount, enter, and jump to enter the portals here. So lets go ahead and descend the vine and enter the first zone. You get thrown into the prehistoric area.

You got a fairly simply quest here help someone find a weapon to defeat the dinosaur. Now your reward for this is 5000 measly gold coins, and 1000 if you repeat it. With the way the gold system is here this is completely useless and a waste of time imo. If we ever got our gold problem fixed(someday I hope we do) then this wouldn't be such a large problem but this really doesn't allow them buy much. Maybe a few scrolls of identify or a few potions? I say we up the amount you receive to 25,000- 50,000.

Now when you leave here you have to find a hole, entering the hole takes you back to recall(why?) This hole should take you back to the preparation room. Its silly to have to walk back to the guard then gordy etc. All the exits from all 4 zones here take you back to the recall area. They all need to be changed

Lets go ahead and go to the next zone there. Which is entering the portal and ending up in the medieval zone.

I personally like this zone, there's a lot of equipment here you can get and I like the fact you have to gather the items to receive them. Now the only thing I really didn't like is that you receive an ankle item here. Which is a unique spot and the other classes who do not have any ankles slots are left out on a piece of equipment. I think an easy fix would just to be to remove the ankle item as a hole. As far as the rest of the items go seems to be a decent balance of all stats here.

Next zone we mount up and enter the old west zone. Its a decent zone. You can earn a little bit cash in exchange for horse shoes, you get a decent earring here and you can also get some food. I think the cash you get for turning in the horse shoe needs to be upped. I think its 1000, Now as it is a repeatable quest I dont think it should be to high maybe 3000-5000(but im not sure though_? Food is kinda useless because I doubt they are high enough to even feel hunger yet. Idk if maybe you could make it so they receive some kind of buff off eating the food? Armor or bless? A script would have to be made becase I would hate to see if turned into a potion and you have to quaff some bread.. But if it made it easier we could do that.

Last but not least lets jump the gate and enter the future area. This zone is basically set up for melee classes for rewards. You get a 10d10 weapon( dont have stats manifested it :P) and a White beret

a White Beret is a type of armor made from base-material
It can be taken and worn on TAKE HEAD
It is undonateable unsellable
Its weight is 3 and its valued at 100 coins.
If worn it will give you --
     1 to your Hitroll
     1 to your Damroll
     1 to your Constitution

AC-apply is 2

Now if i remember right we have to wear the beret to equip the weapon, Idk if I really like that idea. I mean you have to have the white beret for the quest but you also have to have it to use the weapon for the reward, but if you manifest it into a orb you dont. So i think we need to just remove the restriction of having to wear the hat to use the weapon. I do like the quest here, its not so easy for a newbie but if they can figure it out it will help them figure out quests better in the long run because of how its set up. You have to talk to npcs before you can find everything you need and also you have to wear certain equipment to finish it. So I really like this quest even if it is a tad hard.

Im trying to think of a way to balance the quest reward out for both classes but I cant. And maybe its time for them to realize that not every quest is gonna help you they way you need it. But maybe we can throw in a token as a reward.

So im going to go ahead and recap

1. Do we want to keep the way we turn in vouchers the same or should we move them to a npc like Gordy?

2. After finish the quest academy re-point the newbies back to Gordy or have them start back at Gordy to finish up the newbie areas before exploring 4d.

3. Remove the preparation room from venture way, or make it so you have to walk through the preparation room to enter venture way so they do not miss this area as its helpful.

4. Change the reward in the prehistoric area. 5000 gold isint all that much up to around 25,000?


5. Remove the anklet item(wool socks) from the medieval area because its a unique slot and not available to all.( I have an idea to help newbie get their unique spots filled later on)

6. In the old west area, the food quest is more less useless to them because I highly doubt they will be high enough to even feel hunger yet. Add a affect to the food item so you receive armor or bless? Or turn it into a potion if its easier then making a script for it. Also do we want to up the gold received for turning in horseshoes since or economy is in such bad shape.

7. Remove the flags for having to wear the white beret to wield the blaster and also add a token as a reward for the quest considering its not exactly an easy quest.

8. Change the exits from all the zones to take you back to the preparation room instead or recall.


Sorry it took so long. Im back to being active again. more to come.


176
Suggestions & Ideas / Re: Gypsys and Rangers getting a battle skill.
« on: October 11, 2011, 05:15:45 am »
Lol honestly I think the same of slit and thrust :P

177
Suggestions & Ideas / Re: Woodsing?
« on: October 11, 2011, 03:10:17 am »
@ Once

Anyone too incorporate I think it was called the tree guardian subskill in it too. As of now no one lumberjacks pretty much useless subskill I believe.

Be nice to make it so that the tree would be worth more then its current value as it to want to lumberjack it

178
Suggestions & Ideas / Re: Donation Pit
« on: October 11, 2011, 03:05:13 am »
I think the donation pit should be crashed proofed.

179
Suggestions & Ideas / Re: Gypsys and Rangers getting a battle skill.
« on: October 11, 2011, 03:03:26 am »
Also on another note, on gypsy and their call lightning spell. Any thoughts of how its going to be changed? I really think it needs to be completely revamped. Remove the mana usage and make it use stamina/move. If you start out as fighter and move to rogue you have no mana and you can only use the spell a few times before you run out, and this was the same case before it was tampered with.

Think it should be changed into something along the lines of how kick works, to help with early leveling. Otherwise Gypsy is a long boring class to level.

180
Suggestions & Ideas / Re: Gypsys and Rangers getting a battle skill.
« on: October 11, 2011, 02:55:29 am »
Im assuming the skills are just going to be temp fixes?



Stay tuned, things going on all over the place!!

Thats the thing that worries so many different things being talked about and seems multiple things being worked on at once. I just hope not to see multiple changes being worked on at once then get abandoned halfway through. Rather see people focus together on one thing at a time.

Pages: 1 ... 10 11 [12] 13