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Topics - Bane

Pages: 1 [2]
16
Suggestions & Ideas / Poll for a Toggle on Deed Capture
« on: April 09, 2012, 05:45:56 am »
I understand the idea about trying to make it more competitive, but sometimes it can be quite spammy..

17
Suggestions & Ideas / Easy Obtainable Items
« on: January 27, 2012, 02:13:51 pm »
Im looking for easy to get items that are not quest related that would be helpful to new players to search out and get. With work keeping me busy I haven't had as much time on here as I had. And Im sure some people know some items  that I wouldnt think of or know about.

If you can think of anything post the Name Of the Items and Zone and if you know the stats of the item. Even if its just one item, post. This is for making a type of quest line for newbies to follow after school.

18
Suggestions & Ideas / Unperzable Items
« on: January 11, 2012, 06:47:15 pm »
Why do we have unperzable quest Items? I can understand some of list, and its pretty obvious as to why. But why cant we perz some of the quest items? Is it it because of the builders request of not wanting it to be a Perz?

Is it possible to discuss about removing the items? From a point of view its silly to see everyone wearing some of the same quest equipment. Its just something that was always a little annoying and I never knew the reasoning behind it.
Quote
Heres a list of unperzables.
The following items can not be personalized and more may be added in the future:
- ALL Mine equipment
- Anything that is poison 3 or 4
- Heavy stone shackles
- The sword Orcrist
- The sword Memory
- The dark sword Sorrow
- Martin's Holy Armour
- The bloody horntips of the Minotaur
- The scaled legs of the green dragon
- Achilles' heel
- The *shining* armor of Achilles
- The scourge of Tisiphone
- A crinkled leaf
- Robin Hood's Official Greencoat Dagger
- The cool dagger
- The Rainbow Serpent's skin (May be perzed only once)
- A cosmic string (May be perzed only once)
- A -mythril- bracelet set with the Gravity Materia
- Grizzled fur
- Ghostly Shimmer
- Henna hand tattoo
- ALL artifacts

19
Suggestions & Ideas / MACRO: NEWBIE
« on: January 07, 2012, 01:07:07 am »
    THE PROBLEM
    • New people lose interest in the game before they even get a taste of the game.
    • The first remort is one of the longest/hardest/most boring time on here.
    • New people have no sense of direction as to where to go after they finish the quest academy
    • There has been a lot of changes done over the years and I don't think any one has really taken the time to look at how it affected new people starting out over all.


    THE GOAL
    • Making it easier for newbies to get started on here
    • Bringing in a quest line for newbies that helps them explore the mud and point them in the right directions for not only leveling purposes but also finding equipment best suited to their class.


    Reaching the Goals

    A. Making it easier for newbies to get started on here
    • 1.Removing unnecessary Equipment throughout the school, adjusting existing equipment, ,making it easier to find the preparation room, removing excess dropouts, and adding a reward for the maze-Kvetch!
    • 2.Changing the casters starting out item to an about to not interfere with quest rewards found in the zone

       Partly Fixed, when new caster log in we get You can't wear a swirling magic cloak there and then it poofs.
      
    • 3. Diagnose and fix the Swirling Magic Cloak. Is it from wear location or from the creation code forcing the item elsewhere?
    • 4. Have Lionel detect the player is a caster, then give them a weapon, and have him walk them through how to manifest it into a orb so that they have a weapon.
      Currently casters start with no weapon
      
    • 5.Discuss classes and what they first start out with Skills, Move, Mana.

       Rouge class ends up getting the skill kick, if they train it and then choose a class such as gypsy or thief, they lose this skill.
      
       Casters seem to run out of mana quite fast starting out, take into the consideration the lack of being able to train the spells up very high causes them to miss quite often and draining their mana alot of times before even getting to be able to fire off a spell.
      
    • 6. Add in a new quest in the medieval school to include a orb for a caster class starting with Gandalf, and Adjusting the squire to give a quest for his short sword and adjust stats to compare to the dagger you receive from cook.
    • 7. Add in a small quest in future area for a reward that allows them to cast identify unlimited times up to a certain level. Or change the reward you get from finding out the captains name and killing him to this.
    • 8. Removal of the newbie donation pit to avoid confusing newbies with what to wear.
    • 9. Discussing how to make the Olive Branch reward more useful to all classes.

    B. Bringing in a quest line for newbies that helps them explore the mud and point them in the right directions for not only leveling purposes but also finding equipment best suited to their class.
    • 1. Discuss how we are going to put in the quest line
    • 2. List items that are easily obtained for each class that would benefit them
    • 3. Continue discussion of a quest log? Is this possible?
    • 4. Listing areas for newbies
    • 5. Discussion of creating new quest reward items for newbies to obtain during the quest line. These rewards would target more of the unique  harder spots to obtain equipment.
    (Ex. Tail, Horns etc)
    [/list]



    There is still quite a bit of stuff that still needs to be discussed here, Im sure I left out some other things that will come to my attention down the road. Also thanks to Kvetch and Molly for some of the changes that have already happened. I just felt like this needed a fresh thread.

    20
    Suggestions & Ideas / MACRO: Alignment!
    « on: December 28, 2011, 07:34:01 am »
    THE PROBLEM
     
    • Alignment is too easily influenced.
    • Killing one mob can swing your alignment up or down by a few hundred points at a time.
    • With how easily influenced alignment is, it takes away from RP.(Just cause you killed someone evil doesnt mean your all of sudden should be going good.)
    • It interferes with using spells and equipment throughout the game. And overall just becomes a nuisance than any type of game feature.
    • Any GM can cast absolve to go good(Tier 1 spell), but only Espers can cast Evil Eye(Tier3 spell) to turn evil.
    • Alignment also affects your mounts, buying a mount then going around and killing good alignment mobs will reduce your alignment to evil which in returns causes your mount to leave you. And considering the lack of mounts you can buy in game and white stallions are one of the best bought mounts that is good align no evil align mount matches its power. Once again just makes the current alignment a nuisance and not a thought out feature.


      Ex. How easily Aligntment is Changed My Aligntment is at 1000
      1ST KILL A cityguard in old yorke, it drops 125 points.
      2ND KILL A brother in the Monastery drops 85 more points
      10TH KILL My alignment is at 396.
      27TH KILL I hit evil alignment -355

      Most of these mobs I one hit, so it really takes no time for a person to run around and influence his Alignment to good or bad. Those 27 kills gave me a less than 20mil of experience and took me about 2 mins to run around and kill. Now just because of this system I spent all this money training a spell I can only use for 2 mins or hours upon hours doing a quest for 2 mins of being able to use it in this area. Makes the area a typical turn off towards the player.


      THE GOAL
      Creating a system where it takes more influence to adjust your aligntment up and down, But still allowing a quick fix to meet your alignment requirments(Evil Eye, Absolve, Temples).



      Reaching the Goal(Ideas)
      • A. Moving Absolve up to a tier 3 spell to match with Evil Eye.
      • B. Adjusting the formula for alignment to allow for less of an impact when you kill a good or evil mob.
      • C. Allow a time frame that keeps other mobs from affecting your alignment after your fist kill.

      ex I can kill a Good aligned mob, it reduces my alignment by 50 but I can continue to kill Good Alignment mobs for the next 5 mins before it affects my alignment again.

      • D. Bring in a religion system. Something easy and small to start out with 3 different religions one for evil, neutral, and good. If you join these religions it only allows your alignment to fluxate up and down to a certain point.

      Evil Religion would only allow your alignment to go from -1000/-351
      Good Religion would only allow 1000/351
      Neutral Religion would only allow -350/350


         Religion system would be something we could expand on down the road, Maybe allowing -1000 evil alignment to give a bonus to damage or maybe the gods favor you and cast a fireball from hell towards opponent. If you are at 1000 the gods feel pity and can cast a heal on you. But we also need to allow moving back and fourth between a religion. You can start out as joining any one religion but if you leave one to join another you need to donate money; more times you switch the more money you will have to donate.

       This can overall bring in more RP to the game and make a player play his character how they see fit, also help bring in a gold sink.



      21
      First off I do no take full credit, I just easily edited the triggers to get this to work for 4d.


      This captures tells, gossips, ctell, and gtells and puts them into a moveable, sizable and scrollable window. To use this feature follow along


      1. Download the plugin from here https://docs.google.com/open?id=0BzfkW0nGO36MOWMzZDNiNDMtNWYxZS00NjhkLTk0MGUtMTc3MTNjY2JmYWUx

      2. Save the file to your mushclient location in Muschlient/Worlds/Plugins
      (Just like Kavirs)

      3. Open up Mushclient and login to 4d.

      4. Once logged in. Go to File > World Properties or (alt + enter)

      5.  Under appearance drop down go to triggers and check mark the Enable Triggers

      6. Go to File > Plugins > Add

      7. Locate Chat_Capture_Miniwindow and select it

      8. Enjoy and report any errors back to me.

      In the future Ill be adding tabs for separating the different chats into channels and an equipment page and inventory if doable :)



      Credits go to


      <!-- Bits of this plugin and ideas were borrowed and remixed from the MUSHclient community.

      http://www.gammon.com.au/forum/?id=9385 and others. -->
      <!-- Modifications for Aardwolf and extra awesome sauce added by Fiendish with help from Orogan -->
      <!-- Adapated by Nick Gammon for Smaug and similar MUDs -->

      22
      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.


      23
      General Discussions / Droid Telnet
      « on: October 22, 2011, 06:17:56 am »
      Anyone know a good telnet for phones powered by android?

      24
      Suggestions & Ideas / A newbs life in school, quest academy and after.
      « on: September 27, 2011, 01:10:16 pm »
      Its taken me a bit longer to get the ball rolling on this thread then I anticipated but here it is. I still have more work to do on fully gathering up everything but we can at least have a thread dedicated to this and at least get the general goals discussed more thoroughly..


      Some of the points I want to bring up is :

      1. What kind of equipment is in the School, Quest Academy, and the 8 Newbie Zones?
      2. Is this equipment well balanced for all 3 types of classes (Rogues, Fighters, and Casters) found throughout the starting areas?
      3. After the school, academy, and newbie areas are newbies really ready to face the 4D world?
      4. How can we better help prepare the newbies to make it easier on them to find a massive world as 4D fun and enjoyable at a lower level?


      Upon starting off you are given a sub issue helmet a weapon and one special item that is fitted towards your class, a backpack and some letters with information on them.

      Fighters get the red cape of the squire and a longsword
      Casters get the magical glasses and no weapon.(the magical glasses needs to be changed to an about item I will bring up why further in the post.)
      Rogues get the thiefs cloak and a dagger


      As they continue to go down they run into another backpack that has a few more items in them :

      a sub issue dagger
      a sub issue vest
      a sub issue helmet
      a lantern
      a buffalo waterskin
      a letter with some information

      Now there is no information in this room to tell you to pick up the backpack and get the items from the backpack. So why is it even there? Another point is why give them another helmet they already have in the first place and give them another weapon so early in the game? Which one should they use?

      I personally feel this backpack just needs to be removed. We can add waterskin and the letter to items they receive when they first login.
       
      Now they continue to the next room and Lionel is waiting for them to tell them to get items from the box, practice their first skills, and tells casters to look up manifest and orb. Now, what exactly is a caster suppose to manifest when they receive no weapon to start out with? So I personally feel that

      A. They need to receive a weapon they can manifest when they first login
      or
      B. Have Lionel give them a weapon and walk them through the manifest.(I like this choice better)

      Now moving onto the chest that is in the room with Lionel.

      Inside you find :
      a bear skin(an about)
      a pair of deer skin trousers
      a pair of deer skin moccasins

      Now the trousers and moccasins I'm fine with but not the bear skin. Fighters and Rogues already start out with an about item. Why give them another one? We are forcing them to choose already when they have no idea which is better. Lets change this to the sub issue vest that is found in the backpack in the room before.

      Now lets move onto the the 4dimenions of the school, They provide great information and I'm happy and content with what they provide. My only objections to these zones is what some of the zone offers as rewards for doing small quests

      Prehistoric upon doing a quest you receive a great face item.

      a face mask, striped in red and white is a type of armor made from base-material
      It is from the dimension Old West
      It can be taken and worn on TAKE FACE
      Its weight is 1 and its valued at 0 coins.
      If worn it will give you --
           2 to your Strength
           2 to your Constitution
          25 to your Maxmove

      AC-apply is 2
      Also applies innate armor

      Great item, for starting out. No complaints. We also run into a piece of flint and another pair of shoes. Once again we are wanting them to choose which is better. I think they should just be removed considering how many weapons they will run into during the school.

      Now lets move onto the medieval zone. Here you learn about tiers, how to talk on all channels, how to greet people, how to; post,mail and notes, potions, pills, wands, rules, mortals and immortals. We also run across a few items id like to mention. A short sword from killing the squire and 2 quest items. A small dagger and a ring

      a thin gold ring is a type of armor made from base-material
      It can be taken and worn on TAKE FINGER
      It is glowing
      Its weight is 1 and its valued at 50 coins.
      If worn it will give you --
           1 to your Constitution

      AC-apply is 2

      a small dagger is a type of weapon made from base-material
      It can be taken and worn on TAKE WIELD
      It is undonateable melt-on-drop
      Its weight is 3 and its valued at 50 coins.

      Wanted Weapon Balance: (base)-=======0=================-(tip)
      Actual Weapon Balance: (base)-=======0=================-(tip)
      This balance gives the weapon 20 speed, 40 accuracy and 5 evasion.
      The one handed weapon is a 35cm Dagger that can pierce at 8D9 damage.

      This weapon gives a chance of landing attacks to
                      (Head)
                      ( 9%)
                  (Upper)-(Upper)  
        (18%)(Left)   (Torso)   (Right)(36%)
                      (18%)
                  (Lower)-(Lower)
               (Left )       (Right)
                ( 9%)         ( 9%)

      a short sword is a type of weapon made from base-material
      It can be taken and worn on TAKE WIELD
      It is undonateable melt-on-drop
      Its weight is 6 and its valued at 100 coins.

      Wanted Weapon Balance: (base)-=====0===================-(tip)
      Actual Weapon Balance: (base)-=====0===================-(tip)
      This balance gives the weapon 14 speed, 43 accuracy and 9 evasion.
      The one handed weapon is a 60cm Shortsword that can slash at 4D7 damage.

      This weapon gives a chance of landing attacks to
                      (Head)
                      (10%)
                  (Upper)-(Upper)  
        (20%)(Left)   (Torso)   (Right)(20%)
                      (10%)
                  (Lower)-(Lower)
               (Left )       (Right)
                (20%)         (20%)

      Love the ring and the dagger is good. Now I dont know what I think about the squire. Upon looking at him and the note left in the room hes made out to be bad ass. Hes pretty weak and easily killed just like the bear. Personally I feel like we should and want to make sure they find this dagger with telling you to talk to the cook.. So maybe get rid of the sword because its weaker then the dagger and change the squire description.



      Lets move onto the old west. Here they learn about mounts, range weapons(which sucks atm), tokens, mazes(no reward), timetraps, and they get 2 quest items.

      I feel like they should earn something for the maze. Even if its just experience or maybe an earring. There's only one other earring found in the newbie area and its in the old west newbie zone.

      Now move onto the quest items

      We get :

      a green bandana is a type of armor made from base-material
      It can be taken and worn on TAKE FACE
      Its weight is 1 and its valued at 3 coins.
      If worn it will give you --
           5 to your Strength
          -1 to your Armor

      AC-apply is 1

      and

      a pair of wire framed spectacles is a type of armor made from base-material
      It can be taken and worn on TAKE EYES
      It is undonateable unsellable
      Its weight is 1 and its valued at 4000 coins.
      If worn it will give you --
          25 to your Maxmove
           4 to your Constitution

      AC-apply is 2 applies inn infra

      Now, they already have a great face item if they did the quest in pre historic. So why are we giving them another one. I think this should be moved to maybe neck? It would make sense to have a bandana around your neck. The wire framed spectacles, awesome item I love infravision in the dark. Now this is where I bring up why I think casters starting item of magical glasses needs to be moved to an about. Because their starting item they are already having to give up because the spectacles and glasses are both face items.

      As we move onto the future I really don't see anything wrong here. We get another weapon 16d4 its alright again we are making them decide which is better.

      As they move forward they go through the quest academy upon finish it and turning in all vouchers they receive an olive branch, and (gold?). I personally feel the olive branch is more suited for melee fighters, because you don't obtain all that great of an ulti. This is something we can debate.


      Now if we was going to keep some of the items I asked to be removed to help them not get confused on what to use how about we give them some more help on deciding which is better. Compare is crap I personally think and once they get a few levels under their belt and understand the game more its never used again because of how cheap scrolls of identify are. I was discussing this with Loria about maybe adding a script to the feather that allows them to cast identify with it(making sure they don't have to hold it so it doesn't send them to the clan hall) but as long as they are say below level 20? maybe 30 and still in seekers let them use script as much as their heart pleases.

      I also dislike how many chances you are given to drop out in school, its like hey this is to hard or to boring go ahead and drop out. I think we should maybe only give the chance at the start then tell them if they wish to leave to just use recall, instead of having school drop outs everywhere.

      As far as stats concerned starting out, I personally believe they are fine. Everything seems to be Move, Con , And str. Something that can help all classes early out. I believe once they leave the school the balance of stats should be talked about and discussed in the newbie areas and then out. But that will be in my next post.

      Last but not least something I want to bring up is the donation pit in the starting area, what decides if an item goes there? I personally dont feel like we should 2 donation pits. Just causes more of what is better then what.

      So im going to go ahead and recap some changes I think need to be done in the school and starting out in general. :

      1. Changes casters starting item to an about item, Could call it {cb Mystical {cx cloak. Give it the same stat as the glasses make it an about.

      2. Start them all out with the standard issue vest, waterskin, note that is found in the backpack on the ground before lionel

      3. Remove the travelers backpack before Lionel.

      4. Remove the about item found in Lionel box.

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

      5. Remove the flint and moccasins found in prehistoric area.

      6. Remove the sword from the squire and change his description in the medieval area

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

      8. Move green banana to a neck slot so it doesn't interfere with the face mask slot.

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

      an olive branch is a type of weapon made from base-material
      It can be taken and worn on TAKE WIELD
      It is undonateable unsellable
      Its weight is 4 and its valued at 0 coins.
      If worn it will give you --
           2 to your Strength
          25 to your Maxhit
      Wanted Weapon Balance: (base)-===0=====================-(tip)
      Actual Weapon Balance: (base)-====0====================-(tip)
      This balance gives the weapon 0 speed, -1 accuracy and 0 evasion.
      The one handed weapon is a 40cm Whip that can stab at 10D10 damage.
      This weapon gives a chance of landing attacks to
                      (Head)
                      (12%)
                  (Upper)-(Upper)  
        (24%)(Left)   (Torso)   (Right)(24%)
                      (24%)
                  (Lower)-(Lower)
               (Left )       (Right)
                ( 7%)         ( 7%)

      10. Discussion of adding a identify script on to the seeker feather.

      11. Removing all of the drop outs in school except one at the start, and telling them how to recall out if they wish to leave the school and return later.


      12. The newbie donation pit. Is it needed?


      Now, I still have 2 more posts to come with after this, talking about the newbie zones then the discussion of how to direct them further in game. So if you respond as of right now keep it to starting out and school only till i have the other posts up which should be either later tonight or tomorrow.

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