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Messages - Xeriuth

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211
Suggestions & Ideas / Re: Duration of Spells
« on: May 21, 2008, 09:14:42 pm »
Longer time on mobs, shorter on players? Some boss fights can take quite awhile ;)

212
Suggestions & Ideas / Re: Newbie Helpers
« on: May 15, 2008, 07:51:50 am »
I always had sent my notes to Solana of who got them, because she was the leader helper, but then once I realized she was kind of actually gone I am posting them  on the Helper's Board. I have no way of telling someone is an alt, even by using my little questions drill, as people lie. Soooo, any objection Prometheus that all Helpers send you whoever gets the voucher reward, and how many?  That way your justice could be carried out if an alt decided to sneak through?

213
Tier 4 skills/spells are uber? I don't remotely see them being uber, uber things or good things are added as subskills and have a quest of some sort attached to them making them the hardest to find.  Tier 4 is just a part of the class, making them exponentially more difficult by offering less information is simply absurd.  I say keep Zone and Mobname, hence when they get to the zone they can type where mobname and see the roomname.  This way all skills/spells are on the same page besides the fact some are in more difficult areas to get to and explore.  Also there are tier 1 and 2 spells better than tier 3 and 4 spells, nothing about them being tier 4 makes them better, take mana and electric blast for example, they suck. Absurdly long timers ruin those spells and i'd much prefer cast magic missile or fireball or call lightning, if not that then shocking grasp. 

All in all spells need a big overhaul and more skills could be added so a fighter or rogue dosn't just have to sit in combat and wait for the mob to die quaffing heals the whole battle or at most be able to start with backstab and use kick during it.  Encircle behead and cleave are essential to the classes, it is what makes the class the class and making it that much harder to get boggles my mind and cheats them out of getting that new skill quicker and using it and having fun. Just like casters have a wide array of spells maybe melees should have several type s of things to use in combat, spice it up a bit? Also with this there could be the potential of initiating a type of chain system... perform these things in this order and get a special move. Just a thought, I've seen it once before and it was pretty impressive.

214
I still think it should be the way it was, a mob gives 1mil exp, there's two people in the group and each gets 500k exp. Just divide it evenly, or bring back you get whatever percentage of the group you have. And with it reinitiate a leader tanker instead of hits hitting everyone.  Also mobs in harder zones need to not be soloable. I don't think many if any could have solo'd the harder zones like Rip in Time and Aussie back in the day... they could but it was difficult. Nowadays even as a non-gm the hardest levelling mobs in dark planet and prehistoric forest are soloable.
Simply balance the mobs and make grouping well worth doing and the mud willl grow and become closer knit.  That's how I see it.

215
I dont like the skills/spells degrading unless once you practice them, even if you remort you still will know it when you go back to the class just with whatever rate it degraded at lower percentage.  That way you don't have to be constantly retraining skills/spells

216
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 13, 2008, 10:40:46 am »
I'll elaborate a bit more on what and how I think clan points should work and ideas revolving around that whole concept.

217
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 13, 2008, 10:36:41 am »
I. Inactivity is a big issue when it comes to clans.  As a DJ you are expected to be an active player of 4D.  Longing on daily would be greatly appreciated, but that is tough to maintain for everyone, but logging on at least once a week should be easily manageable. If you don't think you can be active enough for the clan, then please ask a council member or the clan leader to leave.
            If you know ahead of time that you will not be on for a prolonged period of time, or something comes up notify the Clanleader or Council Member ASAP, post a message on the clan board, or just post a note to all DJ's.  This will allow you to stay in the clan for a time.  If you plan on returning but not for awhile, we would kindly ask that you leave the clan, but let it known that you will be coming back and you will have free passage back into the clan.  If you do not do this, and have not logged on for more than a month, then you will be expelled from the clan.
            If it is the Clanleader who has been inactive for a month without warning he/she will be expelled from the clan by an immortal and the Highest Honor Point member will take over as leader.

            II. Honor Points:  Honor Points are something that is very unique to the Dark-Jedi, no other clan presently has a ranking system quite like ours.  Think of yourselves as a Dark-Jedi through and through and always seek to bring glory to the clan.  No matter what you do, you can be beneficial to the clan.  It doesn't matter what type of player you are or what you like to do you can succeed no matter what.  Here is a list of something things that you can do to bring honor to the clan:
            1. Doing RP sessions that show your loyalty to the Dark-Jedi.
                        a. Any RP session you do that you report to the immortals or place in the forums, let the Dark-Priest or Rank 9 of the clan know and you will receive some award points for doing so.
                        b. Also for simply registering as an RP, you will receive 100 honor points for free!
                        c. Again be sure to tell Rank 9.
2. Completing any Council run quests.
            a. The Honor points given for these quests will be determined when a clan run quest is held.
3. Donating tokens or gold to the clan.
            a. Every 10 million gold is worth 1 honor point
            b. Every Bronze is worth 1 honor point
            c. Any increment of higher values will count towards points, but nothing smaller than 10 million gold or one bronze.
            d. When donating, be sure to give the gold and or tokens to whoever is the Overlord or Rank 10 of the clan.
4. Scouting for potential Jedi.
            a. Just simple keep your eyes peeled for people that you have befriended and could be a potential Dark-Jedi.
            b. Report your findings to Rank 9 of the clan.  He/She will report your findings to the Clanleader, and if your scouting leads to a new member, you will be awarded honor.
5. Collecting scalps from people in other clans, if you're a PK.
a. This is the most rewarding category for all honor points.
b. If you scalp someoneā€¦
            3 tiers below your tier- 1 honor points
            2 tiers below your tier- 2 honor points
            1 tier below your tier- 3 honor points
            Your same tier- 4 honor points
            1 tier above your tier- 6 honor points
            2 tiers above your tier- 8 honor points
            3 tiers above your tier- 10 honor points
c. You cannot scalp the same person more than once in a month, nor does anyone in the Seekers guild count. 
d. Also simply registering as a PK entitles you to a free 200 Honor points!
e. You must tell the Dark-Priest or Rank 9 of the Council when you apply for PK to get your honor.  You must also give him/her the scalps to be accounted for.
6. If anyone sees themselves to be experienced in the fields of espionage they can consult the council for more details.
                        a. Honor points will be discussed under such instances.


That was something I had wrote up for DJ's when I was helping them out during the DJ revival.  Just a small light on how inactivity and clan points could be distributed. What do you think? feel free to use and elaborate.

218
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 13, 2008, 10:20:06 am »
A few changes I think would work for clans:
Adding physical entrance, so that it is possible to walk in to a clan.  I like
Removing all commodities from a clan. Removing ?ALL? the commodities listed below? that's a bit rough
Enabling a clan points system (these are similar to tokens for players, to buy commodities with). Wonderful, my long awaited idea! Or will the commodities be removed and everyone gets the clan points to buy them back, so all clans start from scratch essentially?? And who will give points out? Imms? With clanleaders it'd be abuseable... I have some ideas on this area I'll address later.
Allowing clans to influence certain mobs and shops to join their faction or cause. I like this idea
Having a morale system, that encourages more NPC clan members to join the clan. I like this idea
Enabling an inter-clan war system. I like this idea

Currently clans get certain commodities:
- Healer
- Recall Item
- Crest
- Board
- Potion Shop (Healing potion, remove curse wand, strength potion)Heals should definitely better
- Utility Shop (Container, food, drink)
- Alignment room good
- Alignment room evil
- Clan House
- Clan Prison
- Clan Meeting Room
- Fountain
- Uniform / Rp Eq
- Exit to a distant zone
- NPC Clan members

I suggest these as additional commodities, which all need code support, and will explain why after:
- Remove recall item, and add a coded recall room in each clan. Is this really essential? But it works if needed for other code tidbits
- Clan Entry Guards Good idea, should come as a default guard that are upgradeable ..perhaps even buyable traps?
- Clan Gate Good idea, just something small and another addition
- Trophy Room
- Weapon Racks Will it be crashproof?
- Armor Shelving Will it be crashproof?  These kind of seem currently just like a clans donation bin box. Essentially useless as you never know when a crash will occur but still handy for show
- Remove Alignment room that does not fit with clans alignment. I agree, in TR we only have a good align room.  I can understand neutral clans having both, and evil clans having just an evil align room.  Perhaps good aligned clans get absolve on a mob, evil gets evil eye and neutral gets simply mobs of both types? With this make some spells need good align to be cast... since lots of spells currently need you to be evil, and not much I can think of require just neutral of just good
- Shop to sell goods collected by the clan members I like this idea a lot, especially if the shop saves the items. Perhaps allowed the item be put in the shop at whatever price desired. Sales go to the clan treasury? And are shops available to the public?

219
As is the spells and skills were distributed in the range of the less extreme skills/spells on easy to get to mobs and the most extreme skills/spells on the hard to get to mobs. Already the difficulty of getting the skills/spells was set in place. By making the first tiers have more info than the last ones you are setting more of a greater curve on the difficulty of the last tiers, which is absurd.  As it is every player has been able to train skills/spells easily and now it's more of a chore than it was before.  Soo if it's a chore for those older players who won't remort now because of the inconvenience, this is a pretty big setback for newbies.... Simply give all names and zone names of every skill/spell in the game.

I mean if some players already have a master list why not just give a master list to everyone, the purpose behind doing this is still there.  You tell the the exact name of the mob and zone and the person goes there??? Where's the harm in that?  And as I said the difficulty of the mobs they are on is already set in place so I don't think there's much of an argument in place. 

If you are then pointing out the fact that you wanted the harder to get spells/skills that are used by PK's to be very vague, just add new skills/spells that are PK only if that is an argument. That would promote PK and make it a challenge for them to find. That's only if that's what you're getting at.

And this really does hurt newbies badly again, because every newbie that will play the game in the long run will go straight to to Tier 4 remort and continue to GM as is, but going through Tier 4 is tough enough already havent them search very vaguely makes it even that much longer and more reasons to quit.

Grish is a pretty good player and if this is flustering him then it's really flustering other newbies and you can count on our playerbase not growing if that's the case.  This is only an enjoyable feature currently for us older players not younger ones... that's just what I think about this.

220
Suggestions & Ideas / Re: To GM or not to GM
« on: April 16, 2008, 04:12:33 pm »
OooooO Pwipe??

221
Suggestions & Ideas / Re: Channel histories.
« on: April 16, 2008, 04:12:07 pm »
Good call Kvetch, I guess I tried it when there really wasnt a newbie history, hehe. Two channels down! More to go!

222
Suggestions & Ideas / Re: Channel histories.
« on: April 16, 2008, 08:50:21 am »
Yes, if it is too difficult or not possible then that is alright. But if it is possible I think it would be great to have.

223
Suggestions & Ideas / Re: To GM or not to GM
« on: April 16, 2008, 08:48:43 am »
You still haven't offered a proposal of what will happen to all GM's currently and everyone who has a lot of remorts.. meaning 32+ primarily.  Such as, will experience be redivided and suddenly we have an ungodly number of remorts. Or will there be any milemarkers for remorts like at such and such level you get this bonus or can pick from this list etc. Taking away GM and not leaving anything else up the air, while having many people only get to 3 remorts and people are stuck at 32+ with nothing to show for it seems a bit off to me...

Just making us have 8 different classes isnt going to set us apart from other muds with our class system, just make it a plain old one. With a change such as this I would also see the possibility of newer skills/spells to be learned. GM kind of set us apart a bit from other muds, but with this new skills/spells being taught on mobs, that just makes us more like Zephen/Once's mud. It's not unique. All we have going for us is our quests, which are fabulous, but that shouldn't be all we have.

Also since most classes will be different once again, bring back group levelling and exp divied up by the involvement or equally?  Grouping was very popular in old port and helped the pbase in my opinion.  I think that would help bring the community together as well make it a more fun place to be.  There should be no more soloing of hard zones like dark planet and prehistoric forest.... Also this does raise the question of power levelling being possible. But even in old port people weren't power levelled all the time, unless that is you count the grouping.  But grouping made levelling fun back that, instead of making it a chore as it is nowadays. Anyone agree?

With this, and the gold coins equation.  Harder zones with harder mobs that need to be grouped to be killed should obviously have the gold upped a bit or an equation taking into account how many party members there are.  Just a few thoughts.

224
Suggestions & Ideas / Re: Skills & Spells Training Costs
« on: April 16, 2008, 07:49:19 am »
I don't know, Virisin once had what 81 remorts?  He must have been nuts to and made you wonder a lot.

225
Suggestions & Ideas / Re: KOTM / KOTY rules discussion
« on: April 16, 2008, 12:58:52 am »
Yeah I know, I'm a fan of anything goes, except for blatant bug abuse. But just making a point. ;)

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