Author Topic: New Skill/Spell Ideas!  (Read 9378 times)

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Offline Xeriuth

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New Skill/Spell Ideas!
« on: January 31, 2009, 10:40:11 pm »
I figure it would be a great idea to compose a list of new skills/spells players would like to see added to the game.
Be sure to post it with all of the following:
Name of Spell/Skill
Usage: What you type to use the skill/spell
Description: What the skill/spell does. Something with flavor.
Trainers: Potential people who can train this skill/spell. If you can't think of any just ask for help, I'm sure some people will have ideas. Be sure to include the mobs, name, dimension, and zone. No quest mobs or areas!

That's all for now! Happy creating!
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Offline Kvetch

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Re: New Skill/Spell Ideas!
« Reply #1 on: February 01, 2009, 09:57:52 am »
Sure.. while they do that though, can they also post which skill/spells they think should go?  We only have a set number we can have and the last I heard 4D was maxed out.  So, to get new ones in, we need old ones out. 

Kvetchy

Offline Xeriuth

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Re: New Skill/Spell Ideas!
« Reply #2 on: February 01, 2009, 10:00:22 am »
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can they also post which skill/spells they think should go?
I don't see why not?
A coder would have to answer if the limit is true. Also if does subskills have a limit? Can just have subskills added which I've heard is a bit easier to do than general skills.
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Offline Molly

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Re: New Skill/Spell Ideas!
« Reply #3 on: February 01, 2009, 12:05:40 pm »
I think Kvetch is right.
Apparently the code only permits a set number of skills/spells, and we have that maxed already.
(I think the number is 200, but I might be wrong there. Any of the coders can probably answer that).

Anyhow, that's why Mord started with the subskills, some years ago. Just raising the number of skills/spells allowed was not an easy operation, I gathered, or he'd have done that instead.

Actually I don't think it's a bad idea to substitute some skills/spells with new ones, if you can think out some that actually ARE better and/or more interesting. I bet there are a number of the current skills/spells that nobody ever uses, and having thousands off skills/spells might sound cool in theory, but only gets confusing in practice.
It's a bit like having hundreds of races and classes. (Only Twink muds do that, because the differences are really just cosmetic, there is no way you can make them all significantly different and still keep some sense of balance).

Offline Xeriuth

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Re: New Skill/Spell Ideas!
« Reply #4 on: February 01, 2009, 12:18:07 pm »
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he differences are really just cosmetic
I agree, a variety of spells would be nice but most are all the same. IE, cast spell, it does damage. What would be a way of getting around that? Have them all added as subskills? With class limitations on whether the subskill is used? I heard subskills are easier to add than new skills/spells so this would in fact be a better option. Will need a coders input on that.
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Offline thotter

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Re: New Skill/Spell Ideas!
« Reply #5 on: February 01, 2009, 08:35:42 pm »
Or how about I just fix that limit?
That's an idea..

Offline Prometheus

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Re: New Skill/Spell Ideas!
« Reply #6 on: February 01, 2009, 08:59:32 pm »
It shouldn't be hard to increase the limit. It is set in the code and like Thotter said shouldn't be too hard to increase :)

Prometheus.

Offline Xeriuth

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Re: New Skill/Spell Ideas!
« Reply #7 on: February 01, 2009, 09:03:43 pm »
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Or how about I just fix that limit?
That's an idea..
Cheers!
After clans puh please. ;)
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