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Messages - erwin

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301
Suggestions & Ideas / Re: Race Balancing And Character Balancing
« on: February 29, 2008, 03:29:33 am »
Ok, but when do new players get to decide? At level 50? Or by playing x number of hours?

Can they choose to worship a different god if they choose wrongly?

302
Suggestions & Ideas / Re: Race Balancing And Character Balancing
« on: February 29, 2008, 12:43:33 am »
How about an in-depth character customization / bonus / worshipping a particular god / etc at the end of tier 4, L50?

That should be enough time for a new player to get acquainted with the mud, and decide what he/she wants. And if he/she decides that his/her bonus is bad..he can remort again till T4L50 and choose, but with some penalities of course.

303
Suggestions & Ideas / Re: Race Balancing And Character Balancing
« on: February 26, 2008, 11:59:14 pm »
I'd think I'll post on the other side of the coin, under which circumstances I'll avoid a quest unless there's a very good reason for me to do so.

I can think of three examples in which this happens.

1. Collect an arbitarily large number of items. 10 is okay. 100, or 200 would be effectively grinding at mobs / repop locations.

2. Placing a lot of emphasis on high random drops. Maybe you need Item A, B, C, D for this quest, but they are all random drops with a low chance of happening. Completing this quest would also be grinding at mobs, with some emphasis on luck as well.

3. A large number of DTs. (debatable, I'm sure) This really isn't a problem here, as DTs are clearly highlighted. But if I'm doing a quest, and every other room I walk into are DTs without any kind of warning, I'd be pretty pissed off.

Well, basically, these above types of quests have something in common. The player who spends more time playing will eventually solve this quest, regardless of whether he hacks and slashes his way through, or spend some time thinking about it.

*Edit. Come to think of it actually, 1 and 2 are just variants of the Questmaster kinds of quests. Issue you a quest to slay this mob or recover an item, and then get QP. After getting a certain number of QP, you could trade it in for equipment. But then QP would be equivalent to the 'number of items' to collect in 1, and the 'number of kills needed to get an item' in 2.

Perhaps it's just me, but I feel that if a quest doesn't let you exercise your brain cells a bit, I'll tend to skip it, unless I have nothing better to do, or the reward is kind of worth it. However, I don't think 4 Dimensions have these kind of quests :)

304
Suggestions & Ideas / Re: Race Balancing And Character Balancing
« on: February 26, 2008, 11:29:50 pm »
I do quests because they, well, are fun to do, and there's this feeling of getting closer everytime. You don't need good equipment as a reward, but rather the sense that you're close to accomplishing something.

For example, Victorian England. I spent a lot of time there figuring out how to do the main quest, and when I finally completed it, there's this sense of achievement. Quest rewards are a nice perk, yes, but that shouldn't be the main objective of completing a quest.

But perhaps for these 'harder quests', maybe a 'token' reward (pun not intended) as well as equipment for those who solely quest for stats / rewards?

(I admit I don't know about the Seti Quest, but I haven't really poked about pre-historic much)

305
Suggestions & Ideas / Re: Thorn Shield Fire shield topic Moved
« on: February 26, 2008, 11:23:14 pm »
Nod, I agree with this, ie, the damage done with the killing blow.

306
Yes, but that by itself shouldn't make thorn shield overpowered.

Example. I do perhaps 1,000 damage per encircle, but if on a killing blow I do perhaps, 4,000 damage, I'd expect thorn shield to do 4 times as much damage.

In this case, it shouldn't be thorn shield that's the problem, but the damage done by the killing blow which causes the extra damage caused by thorn shield.

But I'd agree something would have to be changed, either with the damage done by the killing blow, or thorn shield's equation.

307
If I'm not wrong, thorn shield does the most damage when you land a killing blow, with or without encircle.

At least, that's what happens to me.

308
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: February 25, 2008, 10:00:39 pm »
While I agree that finding spells/skills would be much more of a hassle compared to learning them from a single trainer, the 'basic' skills/spells would be easily found.

Eg, someone exploring Olde Yorke (and its surroundings) would find basic cleric spells, as well as kick.

I'm guessing that new players will probably head off to 'newbie' areas to level, and if the mobs in these 'newbie' areas teach these basic skills/spells, there shouldn't be much of a problem.

But if you've remorted, you should be by then able to explore and find these mobs.

After all, these makes the skills more valuable, and more of a challenge to the player.

I mean, think of it this way. If you play a game, and it's easy to get the best eq, best skills, I think you'll lose interest in it pretty fast. But if you manage to achieve something difficult without a walkthrough / help, you'll get a sense of accomplishment and renew your interest in it =)

309
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: February 25, 2008, 09:31:05 pm »
hmm..But surely the more useful skill/spells should have less trainers teaching it?

I mean, if there are two trainers, and one in a relatively easy zone (to navigate), I think most players would go for that one.

310
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).

311
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: February 25, 2008, 09:13:36 pm »
Not sure what Virisin means for this, but I'd think that having several mobs teach the same skill would be good. IC wise, a generic mob in X zone (maybe a guard) would probably have the same skills as the same generic mob in Y zone. I'm seeing this as in "basic skills", "slightly more advanced skills" only. Of course, the more powerful skills/spells (or more useful) would be learnt from one mob / harder to find mobs / unique mobs.


312
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: February 25, 2008, 05:19:10 am »
Perhaps let the mobs not be aggro if they can learn that specific skill/spell?

Anyway, how about a mini quest for the tier 4 skills / spells before you can learn them?

313
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: February 25, 2008, 01:30:06 am »
Here's my take.

Bash - Ruthless Thug, Behemoth
Encircle - Thief Grandmaster in Legend

Acid Arrow - Robin Hood
Armor -  Mother Superior
Bless  - Father Atheslane
Chill Touch - Gabrielle
Cone of Cold - Queen Adia
Create food - Travelling monks at Sherwood Forest
Create water -Travelling monks at Sherwood Forest
Cure critic - Friar Tuck
Cure light - Priest in Olde Yorke
Detect alignment - Priestess (Lower Egypt)
Detect magic - Merlin (Olde Yorke Magic Shop)
Energy drain - Vampire Priest
Fire elemental - Rahkz
Fire Shield - Fire Sprite in Odessin
Forsee - Gypsy Esmeralda, either
Harm - Priests in Temple of Rahkz
Heal - Any of the priests on Cos
Knock  - Tomb Robber (any)
Lifesuck    - Lord Mirkheim
Mind ice - Ice Queen (Bent Planet)
Nightmare - Drow Queen
Protection from fire - Bigfoot
Soul smash - Evil Magician (Rapunzel)
Word of recall - Zedd





314
For the one time quests, there's also the quest which gives the Turquoise Thumb Ring as a reward.

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