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Messages - Xeriuth

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166
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 10, 2009, 10:50:44 pm »
We will miss you Natalya. I wish you the best of luck on your future endeavors. May peace be with you, and always with you. Time to cry now.

167
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 10, 2009, 08:49:15 pm »
Deal, I will not hoard everything. :)

168
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 10, 2009, 12:18:28 pm »
One problem I can forsee though, with not keeping tokens and keeping houses, one can just make sure they spend all their tokens on their house before the change over, only because they know that the tokens will be wasted otherwise... What to do about that?

169
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 10, 2009, 11:44:13 am »
If only homes and clans remain in tact I have no problem, we just think it sets those of us with houses or even multiple house on equal footing with those who don't. If the populus dosn't mind that aspect I'd be ok with it, but tokens, gold etc should be x'd. To have a fresh economy.

170
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 10, 2009, 07:59:04 am »
Sometimes it makes me cry thinking of giving up over 20billion gold, 11gold tokens, 71 remorts, 3 houses, lots of perzes, quite a few alts, mules, treasures galore.  But it'll be a fresh experience. And it really dosn't bother me. I can easily earn back everything I own. And in a fraction of the time I did it before. Why? Because the only advantage which I think is a huge advantage is knowing the game, knowing the world. Knowledge is power?
I think when ones says that they put a lot of time to get GM, isn't important. I mean didn't we all do that for our remorts, to a degree? I think if the change has merit and is a good change, and pwipe will set everyone on total equal footing, just do it anyways. We'll get some old players back, and the naysayers will leave. In the end we only gain from it, in that respect. And I don't have a problem with that. Especially if we start keeping all the new players that come and building a more solid player base.
I'm sure even people who would vote know would still stick around, because it'd be something new, fun, and exciting. But we shall see. This won't happen for a bit anyways, I wouldn't expect it to be anytime this year. Perhaps next :)

171
Suggestions & Ideas / Re: real artifacts
« on: November 09, 2009, 10:19:07 pm »
A place I played at for a short time had artifacts that were powerful items. You could only have one, but to keep it you had to use it a lot to make it happy. If you didn't do a lot of killing and sat around or didnt log in often, it'd leave you and go to some random mob in the game. At any time you could type artifact list, or something along those lines and see where or who currently had the artifact. Idea had merit.

172
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 09, 2009, 07:46:23 pm »
This pwipe would go along with the said class system, tier tree changes. So a whole new system will  be in place. Making levelling a whole new experience for everyone.

173
Suggestions & Ideas / Re: Some Suggestions To Coders
« on: November 09, 2009, 06:50:53 pm »
People do say tokens are hard to come by, perhaps on random quests reward a brass or bronze, something small. That way people would be much more encouraged to participate if the event comes about. Perhaps, most kills gets the token? 1st place bronze 2nd brass, everyone else some tp's. Something along those lines.

174
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 09, 2009, 06:46:08 pm »
Oh, I forgot to say I'd play again, because I"d have something new to do!

175
Suggestions & Ideas / Re: Player Wipe (PWipe)
« on: November 09, 2009, 05:27:30 pm »
I voted Yes. I don't think anything should be carried over but clans. If we were to get rid of the clans then I would say there should be some way of preserving the ones we have. And as time goes on and we attain more players slowly open up new clans, or prior existing ones back up. As for leaders, either keep them the same, or simply hold a vote. Have the mud vote for whom they think is most appropriate as that leader. Only fair?

176
Suggestions & Ideas / Re: CASTERS, DMG, HP: Serious problems.
« on: July 28, 2009, 09:21:07 pm »
Well no, not shrug it off. Just do a quick fix, until the skilltree's come in. Why balance now, just to balance later? Redundant?

Toch does have a good point in just combining spell def to AC, but in turn it should be different I feel. Just make the points out of the 15 it takes less per. Some items can be more protection against melee less against spells, vice versa, or equal then. Could end up making it so there isnt always just one set of eq, might have to change it depending on who you fight. Just a thought.
Dodging fireballs does make sense, even phasing past the spelll and striking the opponent. Would be a good addition but would have to be dependent on the spells itself, seperate flags. Like as you said you can dodge a fireball, but dodge a spray?
The whole dividing gypsy skills.. there is always Britnoth's idea of seperating them into races. Or another idea, is to just put them part of the different professions when they come in?

177
Suggestions & Ideas / Re: CASTERS, DMG, HP: Serious problems.
« on: July 28, 2009, 05:22:59 pm »
Overall focuses don't need much work right now because with new skills/spells and new equipment with spell defense, we don't know how that'll help defending against spell damage.  So until all that happens the quickest fix is to just lower the multi's of majors to be 150 percent of minor staves multi as opposed to 200 percent.

Also eliminating the charisma cap, and making charisma have less of an affect on damage boost.

But using the ungeared melee person, casters just because gear is easily attainble, casters are better, but an equally geared melee they are about equal. That's just my point of view.

178
Suggestions & Ideas / Re: CASTERS, DMG, HP: Serious problems.
« on: July 28, 2009, 05:17:47 pm »
I play a caster mostly, and I think they are very easy to gear. There is a handful of caster gear that is questable for, but most of that isn't even flagged, so anyone is capable of wearing it. I could give a list if need be, to have flags given to such equipment. With the way caster gear is, max stats are very easily attainable, being charisma 100 and all other stats at 22.  I always said I would like to see the cap on charisma lifted, and it can be still. Just decrease the bonus gained from charisma slightly. Less eq would have to be altered and maxing stats wouldnt be as possible if you were shooting only for charisma, like melee shoots for damroll.  This would be the easiest fix in my mind but not sure what everyone else thinks?

As for how powerful we are in relation to melee. Not very, unless using a major focus. This can be looked at in two fashions. PvP and PvE. I think it'd be very difficult for a mage or esper to ever take down Gojira the said toughest mob in the game. To defeat Gojira you tend to need to be melee, or a priest whom can just heal themselves to make the fight go quicker and easier. I'm not sure how it'd be with a major focus as I haven't really played around with one so can't say for sure. For levelling purposes, casters are easier to start with than melee, just for the fact you can gear them up from the getgo, a melee you have to quest with and some quests require you to be higher level to even do so you arent at your full capacity to level quickly. Once you get geared melee levels pretty quick, just as casters do..... so again a fix is to simply make more questable caster gear? 

Now in a PvP sense casters can be powerful, but don't last very long. This is really hard to say atm anyways and with skills/spells being overhauled making an argument on who's overpowered is irrelevant to me. The balancing should be looked at once the new skills/spells are in, or are available for testing on test port. As for casters with major focuses yes they do deal a lot of damage, and it should deal a lot, but with new equipment with spell defense maybe it wont be as powerful? Impossible to say at this point in time.

179
Suggestions & Ideas / Re: CASTERS, DMG, HP: Serious problems.
« on: July 27, 2009, 11:45:32 am »


Making them available via a quest is one option, or you could even limit them to races - woodsing to all elves, and tinker to all dwarves for example. If you gave all races different unique strengths like this, it might make everyone feel more unique immediately, which I think everyone would welcome.


I like giving things to specific races as opposed to class. Handy. Could make it more diverse for some less existant races.

180
Suggestions & Ideas / Re: CASTERS, DMG, HP: Serious problems.
« on: July 27, 2009, 11:42:08 am »
As for OLC created major focus, to my knowledge only one such item exists, and it is set on an extremely  tough mob and only loads randomly. But yeah - it should have a timer. If someone tells me what the timer on other major focuses are, I'll be happy to set it.

This item doesn't work. Ever since that crash way back during that one December..
The OLC function for minor and major both do not work so player created focuses can't exist without them fixed to apply a multiplier to the said item.

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