I randomly thought about Sentience today and decided to look it up. A post from a couple months ago is pretty promising, is this actually going anywhere?
posted in Discussion/OOC
Posts made by Belexus
-
RE: Sentience Returns!
-
RE: Blood magicVampires dont gain any power out of it? They live off of it. I don't agree with the spell, I think crusader has enough currently, other than the lack of mounted skills, such as the shield bash that has been mentioned, and some other things. Realistically a mount helps you a lot more than batting away some flies with a room echo now and then.posted in Suggestions Archive
-
RE: FingerI've seen that implimented as a "whowas' command, as well. Kind of like the whois but obvioulsy slightly differnet :)posted in Suggestions Archive
-
RE: The Unabridged Discourse on Racial ComparisonWhile I agree with most everything you say Inimical, PK RIGHT NOW is Titan all the way. Right now you can kill a person in two rounds of normal attacks, not even thinking about circle, smite, or spells. It used to be a mana battle, but now it's much too fast for that. Unless it's changed, pretty much all of what you have said here needs to be changed because mana simply does not matter in the current PK.posted in Adjustments Archive
-
RE: Dispel magicIt's just too easy to hit someone with a full dispel, or close. I cast it once all their shit is gone in one go. That is too easy. And Arkain as to that quote, I mean for PVP battles only, not mobs. Mob dispelling is fine as it is.posted in Suggestions Archive
-
RE: Dispel magicI think each spell has to have a sort of vulnerability to dispel magic, and sanctuary and other important, powerfull spells like that can have a higher resistance to it, also maybe have a cap on the max affects dispelled at once, like maybe 3 or 4.posted in Suggestions Archive
-
RE: PK ChangesThis is pertaining to the Dwarf vuln, I really don't think it should be blunt as dwarves battle a lot, and use warhammers and such so they can take a blow such as that. Acid makes sense to almost any race, since it can eat through your armor and such, and poison does not make sense, since Dwarves are a very hardy race and have super high constitutions. I'd say acid works for that.posted in Adjustments Archive
-
RE: StakeThat was basically what I was trying to get at. I didn't want it to be just like backstab. Having other factors like that will make it unique and worthwhile.posted in Suggestions Archive
-
RE: Mail or auctionposted in Suggestions Archive
~~@Syn:~~ > Which would you guys rather see implemented, mail or auction queue > > my mail code is about 2/3 finished. You can make a package and add items to it, and write a letter and send it off etc. I'm wondering which to do next. Both will be implemented, but which should go first?
He did in fact say "Which should go first". -
RE: PK ChangesYes Dari, the hour lasting for a 120 berserk is only like 6 hours. It goes away VERY fast, and drains a lot of mana and moves when you use it. It also does add a lot of armor class, which does make a difference. About the dwarves resistance/vulns. I don't think any resists need to be taken out, being resist to magical things is what a Dwarf is all about, but they could have a vuln put in that makes sense. I'm not sure at the moment but we could come up with something. As for the regeneration, it is very nice at lower levels, but the effectiveness goes down later in the leveling scheme. Of course it is till very nice, but it is not worth something such as… immunity to poison. For frame of reference... in pk combat, if I take 5 hits from someone near my level, what I regenerate would add up to less than 1 of those attacks. So while nice, it's not overpowerful. We'll just need to come up with an understandable vuln, and maybe do away with the worthless drowning.posted in Adjustments Archive
-
RE: Sword of SentienceWell I had my character Ridick a long time ago for it… he was 120\. As the sword went up levels the worse it got. All of the other 120 weaps were significantly better, so there was no purpose in having one.posted in Suggestions Archive
-
RE: StakeExactly, why would you? You wouldn't. You'd want to hit them when they're sleeping. It's pretty simple logic that an awake fampire would be more wary of a stake than say… a sword. Just seems pretty obvious to me. A stake doesn't have to be that much less than a backstab, or that much less damaging, I just think it should have a larger range. Say the chance is slightly less, but you can do from very little to a crapload of damage with it, instead of a pretty steady amount. More fluctuation.posted in Suggestions Archive
-
RE: EnvenomIt sucks, completely. Something needs to be fixed, or changed, or maybe it needs to be completely re-vamped, just something.posted in Adjustments Archive
-
RE: Sword of SentienceI remember them being a lot weaker than weapons that could be attained easily through non-questing means. They were pretty useless once you were able to get some decent equipment. I think if they are to be put in, there should be a max that a character can buy from the Quest Master, and they should be decently damaging.posted in Suggestions Archive
-
RE: StakeYeah it does sound like a backstab, but the range of damage would vary greatly, discouraging people from using it on awake vampires. And that's a good idea about the same probabilities as a backstab, but I think it should be less than a backstab. Less of a chance to hit them, and less of a chance to do decent damage.posted in Suggestions Archive
-
RE: Batten Down the Hatches!!!I think this is a very interesting idea. The one thing I can think of currently off the top of my head is that we should not be allowed go gohome to our ship across continents. THAT is the only advantage I think is too great of having that system.posted in Suggestions Archive
-
RE: MountsYes Red, damage in that range is fine, but in the 200's is a bit much. If we do not want to impliment a mount system (which I believe should be done, rather than what is there now) then maybe the higher damaging mounts could be lowered down. I believe my Yoshi does about 220 average damage.posted in Suggestions Archive
-
RE: Vamp/FiendsWhile I hate to do it guys, I agree with Arkain on that point. The shift is insanely good, I'd trade it as well. The Sage remort class was supposed to be able to see through it anyway, that never happened. I also agree with Spunky how there's not very much wrong with Vampire/Fiend, however the damage from certain things is a bit much, imo. I think if you're going to change too much about vampire (for the good, as in more skills/less vulns, along those lines) then Shift will need to be toned down. It seems a bit Nazi MM'ish, but maybe having shift be only during the night, with older vampires having a larger span of time, eventually getting it for a long time, maybe 18 hours out of a 24 hour day, 9 o'clock AM to 5 o'clock PM being the "middle" of the day and hence them not being able to shift during that time. Something along those lines. Feel free to ream me about this issue, as I don't care very much. :) Just an idea.posted in Adjustments Archive