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Topics - Jaros

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Suggestions & Ideas / Better race attributes
« on: August 10, 2013, 09:17:12 pm »
Post ideas for better race attributes!


Centaurs - don't need a mount.
Martians - infravision + breath in space.

Need to be unique things that are beneficial outside of battle.  IE not just +10% melee damage.

Suggestions & Ideas / Artisave rooms
« on: October 04, 2012, 12:29:31 am »
Let's have a discussion about Artisave rooms/raiding, since it's being implemented (which is awesome).  Specifically if we're finally opening up clan halls, should we talk about some system for defending our clan halls?

Hiring high level mobs to attack outsiders
Traps in certain rooms

Should we treat invaders differently to people who are invited in?  We could have an INVITED, or CLAN_FRIEND status that allows you free access to a clanhall.  If you enter a clan without that status you are considered an invader and subjected to defenses, attacked by mobs.

What else might work?  And which currency to pay with?  Tokens, tradepoints, deed points, gold..

Suggestions & Ideas / Invoking the god of deeds
« on: April 11, 2012, 08:20:28 am »
So I think it would be cool if we could do more with these deeds we've all been collecting.  I like the idea of using them to summon zone wide effects.  For example:

You may invoke your clan ancestors and lay down a no_recall flag on any zone you control, the duration of which is proportional to the total number of deeds your clan holds.  I think something like 30sec per deed would be fair.  If your clan holds 10 deeds you can lay down no_recall on any of those 10 zones and it will last 5mins.  If your clan holds 50 deeds you can no_recall any of those 50 and it will last 25mins, followed by a recharge period before you can lay it down again.

Other flags that could be available on the same basis:
GOOD [presumably this gives some kind of bonus for alignment.  I don't know for sure]
HP [regen]
MANA [regen]
MOVE [regen]
!TELEPORT IN [this could have an especially long duration and it would be useful for defending your deeds]
!VIEW [what does this do exactly?]

You could even choose the sector type:
Mountains [higher cost of movement]
Water (No Swim) [need a boat or waterwalk to move]
Underwater [lose HP without a scuba mask]
Air [need wings or flight to move]
Desert [lose HP during the day]
Space [lose HP without a spacesuit and extreme cost of movement]

So that's a good many potential environments you could create to serve your clan's needs.

The final and perhaps most awesome facet of this would be the ability to set up some defenses for zones you control.  I was thinking that setting a zone to AGGRO against either specific clans or all outsiders would be great but that might interfere with questing and things a bit too much.  So, better idea:

You can summon dastardly aggro mobs to patrol the zone for you and attack outsiders.  Perhaps their strength would depend on your clan's total deed count and the frequency at which you can summon reinforcements would depend on your personal deed count.  A player with 1000 deeds to their name could quickly build an army to defend their zones but the mobs' strength would depend on their clan count at that particular time.


Suggestions & Ideas / The Gross Imbalance That Is Race
« on: April 06, 2012, 11:53:19 pm »
I'm going to keep raising this because it really is not a difficult fix.

The fighting bonuses/attributes that individual races get are:

a) Horribly imbalanced.
A dwarf gets +40 defence, +10 attack and -10% melee damage.  The attack and defense do not even come close to balancing the negative melee damage.

b) Horribly restrictive.
An elf gets -10% melee damage, +10% magic damage, -40 defense and +15 attack (and 50 speed more than other races).  In this case the +magic/-melee do balance each other, but all that achieves is forcing elves to stereotype themselves as casters.  Someone who chooses elf and wants to play melee classes (read: HAS to if they want GM) is severely disadvantaged.

I have been trying to think of a wonderful way races can be made unique and wonderful without affecting peoples' fighting ability but alas I just can't do it.  Graham suggested giving each race a crafting ability, which would be great if at some point in the future we get a crafting system.  Until then there is simply no reason for these 'bonuses/attributes' to exist.

Therefore I again suggest removing them, leaving all races with +100 speed and ~3 unique wear_locs and nothing else.  No +/- damage, no attack bonus, no extra defense.  All players should start on an even footing.

Suggestions & Ideas / Woodsing?
« on: September 26, 2011, 08:41:40 am »
Anyone know what the story is with woodsing?  I get a 2.15 multiplier on my staves no matter how old the tree is, even from petrified.  That's not very good.

Roleplay / Very satisfactory
« on: September 21, 2011, 10:15:35 pm »

The Isolation Chamber
[ Exits: None!]
Well that was stupid!  You are now trapped in a bare stone chamber in the depths of the Halls of Chaos.  All four walls are plain and windowless and the door to the west is made of solid iron.  It's clear that there's next to no way out of here without permission - this room is about as secure as can be.  Looks like all you can do now is sit tight and hope for mercy.
|@ Ninja Asmodeus wouldn't be make-believe if you believed in him. (invis) is standing here.
...he is under a geas.
...he glows with a bright light!
...he is surrounded by a flaming red shield!
...he is surrounded by a humming blue shield!
...he is moving with unnatural speed!
|@ Mardo [CoD4 Forever] (invis) is standing here.
|@ Loria Alderisio is standing here.

Loria sulks in a corner.  She looks so pitiful, you can't help but feel a bit sorry for her.

You tickle Loria.

Loria is dead!  R.I.P.
Your blood freezes as you hear Loria's death cry.

Asmodeus rolls on the floor, laughing hysterically.

Asmodeus slices the scalp from the corpse of Loria.

Mardo scratches his head in confusion.

Suggestions & Ideas / Build-Your-Own Grids
« on: September 18, 2011, 03:35:46 am »
I'm just gonna leave these here for future reference.  :)

Imagine if there was a type 'forest', 'ocean', 'plain', 'scary room', 'plain room', or some shit like that that were just pre-constructed 1 room pieces of zone that it was possible for players to adjust the links for, essentially making mini- 'create-your-own' mazes of say 10 or 20 rooms that they didn't actually build, just put together. Not sure exactly what we'd get out of it but I'm sure we could make it fun.  :P

And it would also be quite possible to let players build their own mini dungeons or arenas in the sandbox area, without needing to write any descs at all, unless they chose to. Because we actually have the equivalent of the Minecraft lego blocks in our Wilderness code. A room that is set with a Wilderness flag gets an auto-generated description, based on the sector of the room. And until you exchange that default desc for something new, that is what everyone entering the room will see. So, repetitive descs, and just two lines, (but at least two lines without typo, grammar and punctuation errors). And it allows for quick building.

Suggestions & Ideas / Immortals, try not to take this personally :)
« on: September 13, 2011, 09:46:28 pm »
Immortals are great and totally necessary but in an ideal world the game would run itself and we wouldn't need them.  To that end, I think we should open up more things to in-game manipulation.

One reward worth earning that doesn't make anyone physically stronger would be the ability to pay for and build things in the game.  Things like houses, clan-halls and perzes could all be coded such that players can expand and customize them on their own.  The fact that we can do this at all is a massive strength of text-based gaming, so why not make it easier?  Why not lower the cost of things like plain rooms and mobs and stat-less objects, none of which imbalance the game but all of which could add character to the world and get more players involved.

Make it possible to add scripts to certain things in game, for a price, once you've earned the right, whatever.  We could be collaborating on in game 'sandbox' zones, adding ever more interesting dialogue to certain mobs, things like that.  It could be great.

Suggestions & Ideas / A socials shop.
« on: September 13, 2011, 09:04:05 am »
At risk of adding another thing to the list  :-\  I think this would be really cool.  Scenario:

You write yourself a brand new social and apply it to any command you like.  Could be anything at all; now functions just like any other social, but only for you.

Someone sees you use it, they like it, they want it, so they wander down to the little socials market and find it on the list, next to your name because you created it.

They pay for it, at whatever price you've named, and it's now theirs to use as well for ever and ever until they buy a new one that happens to use the same command and thus replaces it.

Then we have stats showing the most popular ones and who is making the most money off it all etc. just for anyone who's interested.


Suggestions & Ideas / PK Ruthless (split from Challenges)
« on: September 12, 2011, 08:01:21 pm »
How hard is it to work around things like PEACE flags?  Because I just had another idea: PK grades.  Sign up for PK and choose your grade:

If you get killed by a player you don't leave a corpse, you just wake up in the Healing Temple with all your equip still, as if you are under lvl20 T1.  Minor inconvenience + all the fun of hunting.

If you get killed by a player you leave a corpse that is open and lootable just like any mob corpse.  How things used to be  :'(

Your corpse is lootable and PEACE doesn't affect you.  You have no guaranteed security beyond your trust in the other RUTHLESS types.

Any of the three can fight each other, but the rules of the lowest grade apply.  EG: only RUTHLESS can attack each other in PEACE rooms; if a NOOB kills a NORMAL or RUTHLESS out in the world somewhere, they leave no corpse and wake up with their equip as if they too were a NOOB.


Suggestions & Ideas / Cybernetics
« on: September 04, 2011, 06:29:51 am »
Imagine you have at the end of your prompt a little white 'o'.  This represents your bio-augment.

Each time you take a hit it either turns red, green, or remains white.  If it turns red, it means your augment is vulnerable to theirs.  Green means it's strong, white means it's neutral.  The strength/vulnerability then affects the damage you take.  So if your augment is vulnerable, you take an extra 10% damage, if yours is strong it means theirs is vulnerable, so they take an extra 10%, be it melee or magic.

Now imagine you have three augments available to you to place in your augment slot: fire, water, and leaf.  Fire is vulnerable to water, strong against leaf and neutral to itself.  Pretty self-evident, I'm just using them because they're easy to follow, they could be anything.  The key here is that you can swap them at any point.  So based on what you have and whether it turns red, green or neutral, you can guess what your opponent has and swap your augment accordingly.

Now imagine there aren't just three possible augments, there are say 10, each with a strength and a vulnerability.  Now when you take a hit and your bio-augment turns red or green you don't know immediately what theirs is - at best you can narrow it down and guess between two or three.

Now imagine you don't just have one 'o' at the end of your prompt, you have three.  Maybe they correspond to speed, damage and accuracy; maybe you have five and their aggregate vulnerabilities determine the percentage change in your damage taken, whatever.
.. Maybe you have three 'o's affecting damage, speed, accuracy, and each one has a sub-realm that can hold five augments and instead of turning red or green you get a value from 1-100 to represent that subset, where 1 is total vulnerability and 100 is perfect strength.  I don't know, the possibilities are endless ;)

The point is that regardless of how intense it is, the system is dynamic.  So now if you just sit there spamming behead or fireball all your opponent has to do is work out your augment setup and adjust, and suddenly you're getting rolled unless you can also adapt.

I wouldn't like to see augments with actual stats attached to them (IE this one has +5 against water and that one only has +3 so this one's better), I prefer the idea of simple types with a strength and a vulnerability so there is no perfect set like there is with equipment.  It should always be dynamic.

I also like the idea of letting builders create their own types and choose the strengths and vulnerabilities, so I could make a purple augment that is strong against fire and vulnerable to jacaranda, as long as it doesn't have more strengths or less vulnerabilities than anything else.  Then you get trends in which random augments from far away make for unusual setups that are hard to pick, or are strong against popular types.

I think that's enough for now.  Work in progress, help me out :)

Suggestions & Ideas / The question of RACE.
« on: August 31, 2011, 07:33:54 pm »
I am officially looking for input on races.

What do we do with them?

Personally I hate them all and think they should go, but that's what this thread is here to discuss.

Right now characters are basically pigeonholed into a style of play before they even know how to play thanks to the attributes their race has.  For example an elf like myself has +speed, +magic damage and +attack, and then less melee damage and defense to compensate.

That doesn't make me any stronger or weaker (theoretically), just less flexible, which seems silly in a world with so much wonderful potential for flexibility.

Beyond that there are also imbalances between the races and whispered rules about which ones are the best and worst and so on.  For something basically set in stone that's a flaw.

(Don't get me started on the flimsy Gringo/Indian premise, and of all the possible aliens out there we chose furries and martians..?  All the rest... meh.  But that's neither here nor there.)

Possible solutions to the actual mechanics:

Remove race attributes, leaving all with a horizontal base a la gringo/indian.  This would be easy and I think it should be done.

Add an inbuilt mechanic along the lines of a bioengineering lab for changing race.  That's also easy and also should be looked at ASAP in my opinion.

Beyond that, a bioengineering/cybernetics lab would open up a lot of options for race/character augmentations available to EVERYONE and not decided upon at creation.  I think a set of chop&changeable wear_locs would be a good solution to imbalances between races (aside from neutering the attributes that is) and also quite cool.

What are peoples' thoughts?

General Discussions / CyberSex
« on: July 23, 2011, 10:16:46 pm »
I'm really curious

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