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Topics - erwin

Pages: 1 2 [3]
31
Suggestions & Ideas / Shopkeeper rooms
« on: July 04, 2008, 11:10:10 pm »
Would it be possible to make the rooms which shopkeepers are in main cities / newbie zones have the peaceful flag?

Currently, it is possible to lure shopkeepers out of rooms / affect shopkeepers by various non offensive spells, such as shooting them at a distance (bows / guns), sweet dreaming them, polymorphing them..etc.

*Or modify the shopkeeper flag to grant them immunity to such effects.


32
Suggestions & Ideas / Items which can be auctioned
« on: July 01, 2008, 03:34:08 am »
Perhaps there can be a removal on the restriction of what items can be auctioned?

Currently, I think potions, wands, scrolls, lights, and containers cannot be auctioned. However, I think it would be good if these objects can be auctioned, since it could promote a healthy trading system. Y'know, like a wand of magic bubble for 5M gold, or a potion of thorn shield for 1M gold.

33
Suggestions & Ideas / Spells
« on: June 10, 2008, 11:29:06 pm »
Heya Mord (or coders),

just like to clarify, currently offensive spells do zero damage (ie, miss), if the person casting is not either wielding a staff, or wearing a manifested orb. Is this going to be the norm now? I don't really mind, thieves and warriors aren't even supposed to have spells, and GM gives you the manifest skill, *BUT*, gypsies get call lightning at T2, but only woodsing at T4.

I asked Nat to help me test if her gypsy did damage when not wielding any staves / orbs, and her call lightning did zero damage.

Also, I guess if any spellcasting classes die, it would be extremely difficult to get back their corpse, since they'd have no orbs/staves to cast offensive spells, should their corpse lie with aggro mobs / guardian mobs etc. My priest kept on missing repeatedly with 98 percent spells when he removed his orb/staff.

34
Suggestions & Ideas / Counterspells
« on: June 06, 2008, 09:15:27 pm »
Should we have *current spells act as counterspells, removing the effect totally, and not just them listing on effect?

For example, a cast of weaken shows this

SPL: (80     min)  weaken                -6 to Strength, sets WEAKENED

a cast of strength shows

SPL: (34     min)  strength              +6 to Strength, sets HOLY-STR

, and both shows up on my effect.

Why not make it simpler, if you have STRENGTH casted on you, a cast of weaken will NULLIFY it by an appropriate amount, and then if it gets too low, sets the WEAKEN status. Similarly, if you have WEAKEN cast on you, STRENGTH can also nullify weaken.

There are some spells with this +/- effect, like armor/corrupt armor , energy drain/bless, haste/slowness.

Instead of having an affect list one page long, it could be shortened with such counterspells :) This would make such spells all the more useful, because it is no more one-cast to have these effects, they can be countered as well, making PK more fun.

(Oh yeah..is it me or are negative buffs way too long, lasting around an hour?)

35
Suggestions & Ideas / Trainer List of Skills and Spells
« on: May 23, 2008, 02:50:54 am »
I think creating a new thread here for more suggestions of trainers would be easier, and not clutter up the News and Annoucements thread.

I'd believe however, it would be easier to go through zones one by one to pick out trainers, instead of going over spells/skills one by one to pick out trainers. Eg, a Priest in a random zone should be able to teach a curative spell, ICwise, but it seems that only a select few are able to do so.

I'm hoping that eventually all ICly mobs are able to teach some form of skill/spell, though I suspect that would take a lot of work from the imms to do so, so it's best to make do with what we can. While it is true that there will be a lot of redundancy, say, maybe 10-20 mobs teaching the same skill/spell, it would seem more 'realistic', and give players less of the feel that trainers have been planted arbitarily in the game.

Ideally, everyone should pick a favourite zone, comb through it for all mobs, and give suggestions to what skills/spells they teach. So for those who level in VE for example, can help by giving good suggestions as to what skills/spells the VE mobs can teach...

36
Suggestions & Ideas / Spells/Skills that need to be reworked
« on: May 16, 2008, 12:27:53 am »
The fact that spells are badly organised currently is no reason to not make a good change like this to prepare for the future. Spells ARE going to be reorganised, so are skills. Skills/spells are going through quite a big change atm, not just trainers.

Also, the fact that to be good at warrior/hunter/thief you need the 1 uber skill that class has to offer is ridiculous. Hence why we're going to make the classes more unique, and not have them rely on one skill/spell.

As Virisin said, perhaps we could list skills/spells here which are somehow..not up to par for the tier/level?

I'll state a few.

Bow / Crossbow - Damage on bow/crossbow should be worked up a bit.
Detect Magic - Magic items show up when using an identify scroll on an object.
Flank - not finished yet
Forage - RP-like skill..Could it be removed, and say, let it be learnt with an item/mini RP quest or something?
Hamstring - not finished yet
Mana Blast - Takes up way too much mana (1000+) for a 1-2% damage off hp off a T4 level 60 mob. Damage doesn't show on prompt too, so no way to estimate, and some mobs are even immune to it.
Nightmare - Spell doesn't follow helpfile at all, mob doesn't flee. Some damage is dealt though, but there seems to be no damage message at all. Goes like this
You power up a nightmare attack!, and hp is deducted from the enemy. No multiplier shown, but damage is below average (compared to chill touch), plus the spell can only be cast out of combat.
Pick Lock - I don't like this skill, though I guess it should be in for RP reasons, since most doors are unpickable, and those that are pickable, the key is usually in the same room on a guard. I'd like it if it could be upgraded to the same function as knock does, so it could save a skill/spell slot.
Psi Panic - It has a high failure rate, a successful cast either results in nothing, the mob leering at you, or the mob fleeing. While it can be used in combat, after the 8th-or 9th try and you get your opponent to flee, you're probably almost dead. Good thing is that it can be cast on shopkeepers or peaceful rooms, so you can chase that weaponsmith out of Olde Yorke or the Healer out of Recall.
Weaken - Redundant, since chill touch does damage AND reduce strength, AND is a T1L2 spell AND is affected by mind ice.

I'll update this post as more skills/spells are listed.

37
Suggestions & Ideas / Gold bug..
« on: May 15, 2008, 05:04:13 am »
..is a nice story by Edgar Allan Poe.

But seriously..there's a small bug with split.

'gold'

        _                   4 DIMENSIONS FINANCIAL SERVICES
  _    |-|  _   -------------------------------------------
 |-|_  |-|_|-|  Gold in Bank:         [        176,698,033]
 |_|-| |_|-|_|  ------------------------------------------- 
 |_|-| |_|-|_|  Gold Carried:         [         25,730,089]
   |_|   |_|    -------------------------------------------
                Total Balance:        [        202,428,122]
                -------------------------------------------
                Tokens on file:     0 brass,      1 bronze.
                                    0 silver,     0 gold.
                -------------------------------------------
                Tradepoints   :     0 

'split 1'

You split 1 coins among 2 members -- 0 coins each.
1 coin was not splitable, so you keep the money.

*Edit: Need to be grouped to do this.

'gold'

        _                   4 DIMENSIONS FINANCIAL SERVICES
  _    |-|  _   -------------------------------------------
 |-|_  |-|_|-|  Gold in Bank:         [        176,698,033]
 |_|-| |_|-|_|  ------------------------------------------- 
 |_|-| |_|-|_|  Gold Carried:         [         25,730,090]
   |_|   |_|    -------------------------------------------
                Total Balance:        [        202,428,122]
                -------------------------------------------
                Tokens on file:     0 brass,      1 bronze.
                                    0 silver,     0 gold.
                -------------------------------------------
                Tradepoints   :     0 

So, you can earn about..86400 gold coins per day with this..

38
Suggestions & Ideas / Directional Spells in Arena
« on: May 15, 2008, 04:25:13 am »
It seems that directional spells are a bit buggy in arena.

Here are some examples from the fight of Asper versus Iwku, with Asper using cone of cold.

Iwku was riding a stallion.

Casting directional spells at Iwku ends up in : You power up a cone of cold attack.

No damage is done.

Casting directionals at the stallion is a bit buggy. Before combat with the stallion, casting directional spells at it will give a 0.00x) Your cone of cold ...... (a zero multiplier)

At this point, hitting the stallion with directionals results in Asper unable to move. Typing n s e w will give the same result as a return, ie, your prompt is shown, but Asper can't move out. Only way to get out of it is to 'flee'. Think this is the same bug Erwin experienced with Fizban in the last KOTM, Erwin got out with 'retreat'.

After typing 'kill all' and getting involved in combat with Iwku and the stallion, I can fire off cone of colds at the stallion.

However, strangely, the directional spells I fire show the damage on my prompt, like it was a regular physical combat. (Normally, damage done by firing directional spells on mobs don't show up on the prompt) Furthermore, I saw that the damage dealt was constant, 100 damage per cone of cold.

After the stallion died, I tried to use directional spells again, but still came up with a "You power up a cone of cold attack.", and it doesn't do any damage at all.

Yup, think that's about it :)



39
Suggestions & Ideas / Kill History
« on: May 14, 2008, 02:02:27 am »
I just got an idea about xp distribution, but not sure how feasible it is code-wise.

There could be two counter values that determine the xp of a mob, how many of that mob you killed in that zone for your last x number of kills, and how many mobs you killed from that zone, for your last x number of kills.

So then people can't  run from mob to mob in the same zone to xp on, because eventually these will give negligible amounts of xp, and they are 'forced' to level in another zone.



40
Suggestions & Ideas / Newbie Helpers
« on: May 14, 2008, 01:18:58 am »
Since we have a > for players who have logged on for the last two minutes, would it be possible for newbie helpers to be informed when a player of a certain level logs on?

Was thinking, if a Seeker of below level 20 logs on, someone with the helper flag gets something like: *Virisin, a level 15 rogue/fighter/caster, has just logged on*

41
General Discussions / The Lifeboat
« on: May 11, 2008, 11:30:35 am »
I read this excerpt in the book "The Pig that wants to be eaten."

"Right", said Roger, the self-appointed captain of the lifeboat. "There are twelve of us on this vessel, which is great, because it can hold up to twenty. And we have plenty of rations to last until someone comes to get us, which won't be longer than twenty-four hours. So, I think that means we can safely allow ourselves an extra chocolate biscuit and a shot of rum each. Any objections?"

"Much as I'd enjoy the extra biscuit," said Mr Mates, "shouldn't our main priority right now be to get the boat over there and pick up the poor drowning woman who has been shouting at us for the last half hour?"

A few people looked down into the hull of the boat, embarrassed, while others shook their heads in disbelief.

"I thought we had agreed," said Roger. "It's not our fault she's drowning, and if we pick her up, we won't be able to enjoy our extra rations. Why should we disrupt our cosy set-up here?"

There were grunts of agreement.

'Because we could save her, and if we don't she'll die. Isn't that reason enough?"

"Life's a bitch," replied Roger. "If she dies, it's not because we killed her. Anyone for a digestive?"


So, I'm curious, and would like to ask all you guys some questions.

1. What do you think of Roger's behaviour, and would you do the same thing in his position?










This excerpt is a metaphor : The boat represents the affluent West and the drowning woman those dying of malnutrition and preventable disease in the developing world. There is enough food and medicine for everyone, but others would rather enjoy luxuries and let others die rather than forfeit their 'extra biscuit' to save them.

2. Do you think this metaphor is accurate? Why or why not?

3. Would you do the same then?

I thought this was quite thought provoking, and wanted to know you guys and gals' viewpoints on this.

42
Barrel of Laughs / Hitting bouncers with golf clubs
« on: April 24, 2008, 12:04:48 am »
I thought this was funny

Virisin says, 'That's a different matter entirely'
Virisin says, 'As long as I don't go to clubs with clubs'
Kitolani smiles happily.
Palathas states, 'yes, the bouncer might not be too happy.'
Virisin says, 'Hmm'
Virisin says, 'Although'
Virisin asks, 'As long as I had a club I wouldn't care what the bouncer thought huh?'
Virisin says, 'This idea intrigues me'
Palathas asks, 'have you seen a bouncer?'
Virisin has gone AFK: Thinking about hitting bouncers with golf clubs
Kitolani laughs.
Palathas asks, 'do you think a 1 wood can take down a bouncer?'
Virisin asks, 'Have you seen a decent 3 wood?'
Kitolani nods solemnly.
Virisin says, 'Or 1 wood.. I forget which is bigger'
Virisin coughs inconspicuously.
Palathas states, '1.'
Virisin says, 'Actually, woods are kinda sissy'
Virisin says, 'A good iron would be more solid to hit someone with'
Palathas states, 'you should know your tools, even if the skills of the swordsman apparently counts for more.'
Virisin nods.
Virisin says, 'A damn good iron to the kneecap takes down even the most stoic bouncer'
Palathas states, 'i think a real bouncer, unlike 4d mobs, moves.'
Kitolani laughs.
Estidn says, 'Virisin, I know people who are bigger than your country'
Palathas states to Estidn, 'that hurts. you shouldn't be so hard on him.'

|Virisin  (AFK) is sitting upon a beanbag.
   -- AFK: Thinking about hitting bouncers with golf clubs

43
Suggestions & Ideas / Hand to Hand
« on: March 26, 2008, 10:05:35 am »
Currently, it seems that hand-to-hand is only practiced just to gain access to skills that has hand-to-hand as a prerequisite.

If a character has no damroll at all, fighting unarmed will do around 0-1 damage per round, even with hand-to-hand maxed.

How about something like hand-to-hand giving stats to 'unarmed' combat, something like a default 'standard' weapon that ranges from maybe 2d2 at 1%, and increases to 10d10 at 97%?

44
Suggestions & Ideas / Movement Costs
« on: March 02, 2008, 02:42:33 am »
I find it that the higher level you go, the more movement points skills cost.

IC wise, this doesn't make sense, as the more proficient (aka level) you are, you ought to perform the skill better, and hence use less movement.

However, I would suppose that this is done to prevent players from levelling faster / remorting (this is a guess.)

Example, I use over 8000 movement points killing Greenie at level 47. At level 40, I would probably just use over 500~1000 movement points, and still manage to kill Greenie.
Not to mention, exploring is a bit of a pain at higher levels, but that's still okay, unless I run into high level mobs (then my movement really runs out).

I'd suggest having skills use the same movement per level, what do you guys think? Otherwise, I'd have to kill my character when he's about to level just to prevent him from levelling.

45
General Discussions / Mud frozen?
« on: February 25, 2008, 09:25:11 pm »
There are four people on the forums now..and I'll guess I ask this. Is the mud frozen / down? Seems like this is the second time it happened..at the same time in the morning (for me).

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