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posted in Ideas
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Posts made by Ithilidin
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RE: Layout
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RE: Leveling SystemI suggested to Syn a couple of things for making levelling easier. The first is reducing the penalty on exp for level difference a bit. The second is to add on exp on damage that is done, 10-25% of the damage you do, you get as exp. So, if you do 200 damage on a hit, you could gain 20 to 50 exp for hitting them, plus your normal exp for killing. The third was to increase bonuses for grouping with people. Normal exp for two people, 75% for three people, 60% for four people and 50% for five or more. This will encourage people to kill things much higher than themselves for better rewards rather than always staying in the same area by themselves. Also, to encourage exploration of areas, random teleporting, wizi mobs could be introduced into the game that will hop between open areas. If a player runs into one of these, exp/coins could be rewarded to them.posted in Suggestions Archive
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RE: Bard suggestionSong of silence - This creates an encompassing aura of silence that permeates the entire room. While this is being used, no additional spells can be used, even by the bard if they are using an instrument. Another bard using the song of anti-magic has the ability to counter this song.posted in Discussion/OOC
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RE: Weapons and armourOf course the numbers are off. :P This is something to be introduced as new, so it is all theory and guesses. I just set up a model of example, not to be followed strictly. But daggers should hit more often, while doing less damage per hit than a two-handed weapon, which should hit less often, depending on the protection and dexterity of their foe.posted in Suggestions Archive
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RE: Bard suggestionSong of war - This song creates a morale bonus in combat, raising to hit and damage probabilities. Song of death - This song creates a sorrow in the bards opponents. This lowers their chance to hit as well as taking damage per three seconds as the song is connected with the bean sidhe's song. Skill: Dancing - This increases the bards performance of music, making their songs a bit more powerful. A skilled bard will be able to make others in the to start dancing as well. It gives those dancing an increase to defenses, as they are constantly moving, but anyone dancing cannot flee. Willpower check every tick. Drains movement 15 per second. I can see a revision to how bards play, as well, and neither are still magical in nature. Singing part 1 - Songs that affect others: Must be used continuously at a slight drain to mana. All attacks still hit, can be silenced. Cannot cast spells. If the song stops, the affects on the enemy cease as well. Singing part 2 - Songs that affect the bard and group: Used before combat starts, or during. Songs will have a greatly diminished benefit on the bard and the group, lasting no more than ten ticks. Songs must be sung a full tick to gain benefits. Music - Requires two hands, but cannot be silenced. Loss of attacks during combat and must be played continuously. Any song that can be sung can be played. There is minimal drain while playing. Increased damage/effects of the songs played in this manner. Songs should be classified into woodwind, percussion, string or brass. When playing music, these should gain an extra bonus if they are played by the correct type of instrument.posted in Discussion/OOC
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RE: The Unabridged Discourse on Racial Comparison350 ave damage, last I remember, two-handed, which I hope that the idea of weapon speed and accuracy are considered and implemented, so that won't be as much of a bother in the future. You are screwed against a titan at the moment. And I am trying to get energy drain removed from curse of the abyss, if you remember right. Actually, I am trying to get rid of all spells from bards. I know all about the now. It is the the future I want to see fixed.posted in Adjustments Archive
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Weapons and armourposted in Suggestions Archive
It might be a pain, but I think it would add a bit to combat if weapons and armour were to do something other than just hit and be used for stats.
Weapons:
Weapons should have two catagories added to them.
Accuracy - Adds or detracts from hitting chances.
Speed - Determines the amount of hits you can gain.
A two-handed weapon, should do massive amounts of damage, but it's speed should be low as well as accuracy. A two-handed sword or axe, should do 350-400 damage at 120. On a scale of 1-100, accuracy should be 40-50, speed should be 20-35. What this means is that due to the size and weight of the weapon, accuracy of the weapon should mean that a person should miss more while getting fewer attacks due to recovery.
Likewise a level 120 dagger should do 175-225 damage with 90-100 accuracy and 90-100 speed, meaning that you can get nearly all your hits in and be close to always landing them. You do less damage with them, but make up for it by getting in more attacks. This should balance out against a two-handed weapon. These two being the extremes of size and damage, other weapons should fall in between them.
These are just starting numbers and something that will take a while to tweak and figure out, but I think that it is something that should be implemented to make weapons more desirable, at least more interesting.
Armour:
The material of an armour should reflect it's protectiveness. Leather should not protect as well against steel or mithril. With the talk of removing class restrictions and alignments on them, A thought occurred to make things interesting.
Cloth armor: paper, organic, skin, ink, flesh, cloth, light, wool, energy, fire, water, silk, ice
Light armor:bone, clay, mud, rubber, ceramic, leather
Medium armor: scale, bronze, copper, wood, silver
Heavy armor: gemstone, adamantite, steel, gold, concrete, crystal, iron, onyx
Heavy armor should give the highest AC, but at a cost. While wearing it and walking, more movement should be used when moving, there should be higher movement taken in combat while wearing it. A slight decrease in defenses that require dexterity while wearing it, a bonus while wearing a shield.
Oppositely, cloth armor should have low AC, but while moving, takes less movement, slight increase to defenses involving dexterity, uses less movement in combat, with possibility of shield block decrease, depending on material.
This is assuming full suits of the above, either full heavy or full cloth. This is just a rudimentary suggestion at the moment, so focusing on just the possibilities of all of this.