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Messages - Calypso

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76
Suggestions & Ideas / Re: **new skill idea** SHARPEN
« on: October 06, 2012, 05:53:11 pm »
I am interested.

77
Suggestions & Ideas / Re: Please fix this...#2
« on: October 03, 2012, 02:09:33 pm »
I have had similar things happen to me with the Magic Return Wand. I know a couple others have complained about this same issue, too.

Additionally, it seems to me that if one wand in the room forgets its location, everyone's wand in that room forgets its location.

78
Suggestions & Ideas / Re: Retreat in combat.
« on: September 24, 2012, 02:29:17 pm »
Ensnare effectively balances retreat/flee. Trap aware is the only skill that voids it out and that is a skill specific to one or two classes.  There are other ways to accomplish this concept. There are poisons that drain movement and stamina, leaving the player unable to flee. There are sleep spells that someone can cast on other, then load that player down with heavy items so they are slow. Those are the ones that I can think of right now. I don't see a reason to limit the number of times a person can flee in battle.


How would that be added in? If a player flees and meets the opponent again, an attack has to be initiated manually in order to start up a new battle so it seems to me that is a new battle. Would that start up the retreat/flee count over again? Or are you talking about limiting the amount of retreat/flee one player can do in a short amount of time? 

Maybe adding a delay to the skill retreat since it doesnt take any xp away? That seems fair.

79
Suggestions & Ideas / Re: Artifacts...
« on: September 09, 2012, 09:36:58 am »
Oh so Jaros, the new artifacts in game were your creation? cool!! I noticed there are no timers on them. At first i thought it as an oversight but I can see by this thread that it was purposefully done. I am excited to see how this affects game play in the mud.

80
Suggestions & Ideas / Re: **new skill idea** SHARPEN
« on: September 09, 2012, 09:32:11 am »
Has this been thought about since the last post? A really good idea, I think.

81
Suggestions & Ideas / Re: Equipment
« on: September 09, 2012, 09:30:27 am »
I think the rainbow serpent skin is harder to get than achilles heel. Perhaps do an adjustment there too?

And although I haven't done the Exoliaths armor quest, i hear from others who have, that it isnt worth the effort. While Achilles armor is better than most other pieces of armor, it is still pretty average in terms of stats. (Also it is pretty easy to get) Can someone maybe look at adjusting Exoliaths armor to make it worth the effort? (or maybe just post here why I am totally wrong about the effort being worth it)


82
Suggestions & Ideas / Re: one time quests....
« on: September 09, 2012, 09:25:42 am »
Are there any one-time quests for gear? i haven't seen any in my travels.

83
General Discussions / Re: Me
« on: August 07, 2012, 07:09:01 pm »
ahem- it's "you can check out but you can never leave."

You lost cool points on that one, bro.

84
Suggestions & Ideas / Re: **new skill idea** SHARPEN
« on: July 12, 2012, 05:52:20 pm »
Or it could be temporary like phase, and take up a ton of move points.

85
Suggestions & Ideas / Re: The Gross Imbalance That Is Race
« on: June 22, 2012, 05:53:06 pm »

One problem is that players are asked to choose their race before they know what their playing style is.


Players that stick around long enough to figure that out usually end up making at least one other alt anyway.

Quote
  No one seems to care much about the bonuses.  I would argue that the bonuses only exist as a derivation of the cosmetic difference.  I think people would care a lot more if we removed ELF, CEN, IND from WHO than if we removed the bonuses.  I think the cosmetic difference is far more important to the game than the combat difference is.

Maybe this should be looked at. It makes sense that a player who chooses a caster-specific race, then chooses a caster-class SHOULD get a ton of magic-centered bonuses. D&D-themed games tend to make casters very weak in the beginning, but have their curve much higher and later in the game than melee. Likewise, with melee-specific race combined with melee-class SHOULD be able to do major physical damage, and tend to get stronger/better much quicker than casters, but peak a little sooner and not be able to max out quite as high in terms of ability to cause damage.

These are choices that players (newbies or not) should put some thought into. If someone chooses a caster race and a melee class due to ignorance, they will soon learn! And they have the ability to start over and try again with a different character. That was one of the most fun things I have discovered about having two mains- the differences between them! 

Balance is important, yes. You don't want to have a mud where there are the haves and have nots, and nothing that can change the fact. Might as well delete the race/class that are the permanent have-nots. Having said that, I don't think it should be heterogeneous in all aspects. Diversity makes things interesting. I think it would be fun to figure out how to max out a caster in terms of class/race/gear- and match it up against a player who chose a different path. The game has a bit of this already, and it makes it very interesting. Really, the idea of making everything the same except the name of the race and magic vs physical attack sounds less interesting.


86
Suggestions & Ideas / Re: The Gross Imbalance That Is Race
« on: June 22, 2012, 05:31:58 pm »
- Martians get innate infravision


Maybe in theory, but not in practice. Calypso is Martian and does not have innate infravision. Does that need to be looked at?

87
Suggestions & Ideas / Overlooked balance issues for casters
« on: June 21, 2012, 09:39:32 pm »
I am still a newb, so forgive any blaring misunderstandings of how the game works. Having said that, I am hearing talk and reading threads concerning balancing the game out a bit more. That is wonderful. I think something ought to be done. But, most of the talk is about Casters being overpowered. In some respects, this is true but that is not taking into consideration some of the disadvantages casters have.


1. Focus Concerns

- None of the options for foci are without a timer (than manifested orbs which are next to worthless).

- There aren’t many choices for casters in terms of focus. Either you get a pike, or a staff… maybe an orb if you are that desperate.

- Neither the pike nor the staff can be obtained without the help of another player, for most non-gm casters in the game.  (Yes pikes can in theory be obtained by any caster class, but in practice it just doesn’t happen. The elephant is just too difficult of a mob for anyone other than the strongest players in game. So either they get a tank to help, and keep up their supply, or they ask a gypsy to get them a staff) So in order to obtain a weapon for themselves, casters rely on the help of others.


.

2. Caster Imbalance

- The only caster class worth its salt is the Priest. I understand this is currently being worked on. But it seems to me that the way this balance is being solved is to nerf the only class that can stand its own.

- I see that a few spells were added to other caster classes to help balance that out. That is great! Maybe that will tempt people to try out those classes, and we can get even more input into how to achieve overall balance with the caster class itself.




I know balancing such complicated systems is difficult. I can't imagine the work that has gone into making the game as fun as it is now. Hopefully, with lots of input from knowledgeable players, we can continue to grow and progress.




88
- I have plans for making frost arrow (mage and priest) and some sort of inferno-equivalent cold spell (mage only).  Anyone have a suggestion for a name for the latter?

Blizzard Blast
Snow Flurry
Hypothermia
Frost Bite
Frozen Tundra

Quote
I'm sure a lot of people will point out that I'm currently a mage and I'm biased.

I assumed that part of your reason to remorting to Mage was to help improve the class, since it currently seems to be a pretty lame class, imo.



89
Suggestions & Ideas / Re: MACRO: Alignment!
« on: January 10, 2012, 09:31:41 am »
May I suggest the following incentives for the religions? The INNs can be added according to rank perhaps?

Good:  ability to cast cure critic or access to potent healing potion and INN BLESS, PROTECTION FROM EVIL
(worshiping deity's statue would cast 'absolve')

Bad: ability to cast 'harm (or whatever destruction spell that would be equal to cure critic) and INN PROTECTION FROM GOOD, HASTE
(Worshiping deity's statue would cast 'evil eye')

Neutral: ability to cast vitalize or fortify body, and INN SANC, SHIELD (or one of the various shields)
(worshiping deity's statue would cast '  ?  ' -[invisibility? a stronger shield? magic bubble? protect from good and evil?] )




90
Suggestions & Ideas / Re: Timed Missions
« on: December 17, 2011, 10:51:47 am »
So, a mini random built in quest creator?

Yes, and for the purposes of getting newbies familiarized with 4D. A little gold and xp never hurt anyone either.

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