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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. -
Spell suggestionsposted in Suggestions Archive
Right now, we have an abundance of spells, but it is overloaded to one side. This thread will deal with just offensive spells, as, for now, I think that there are enough defensive and general purpose spells. When thinking of a spell, take into consideration the below list and design a spell around it, especially the obscure ones.
magic
fire
cold
light
lightning
acid
poison
negative
holy
energy
mental
disease
water
sound
earth
Holy:
Faithful's Bolt - This spell allows the caster to send forth a bolt of holy energy from their god towards their enemy. It is most affective against those of opposite alignment of the chosen's god, sometimes causing blindness or a curse.
Causes 100-150 holy damage, raw. 5% chance to blind, 5% chance to curse. 10% extra damage vs opposite alignment (good vs evil, neutral gains no bonus). 10% extra damage and chance to blind and curse vs undead.
Sound:
Bean Sidhe Wail - Summoning the wail of the sorrowful spirits known as bean sidhes, the caster sends a shockwave of sound at their enemy. Not only is it devastatingly painful to hear, it has been known to also cause momentary paralyzation.
Causes 200-300 sound damage, raw. 5% chance of causing three seconds of paralyzation.
Light:
Sunflare - Drawing from the light of the sun and redirecting it, the caster creates an intense beam of light directed at a single opponent. Even while blind, this spell causes such intense illumination that it still causes excruciating pain.
Causes 150-300 light damage, raw, 10% chance of causing blindness. -
Vulnerabilities, resistances and immunitiesposted in Suggestions Archive
I think that these should be changed as to how they work. If someone is weak to fire, there should be a scale as to how weak, rather than a flat 25% extra damage, or what have you.
Currently the list available are:
summon charm magic weapon bash pierce slash fire cold light lightning acid poison negative holy energy mental disease drowning sound wood silver iron kill
First, I would say change wood to earth, as I honestly can't picture any sort of character, pc or npc going: OW! I got a splinter and it hurts like Gazar!@
Second would change summon to transport, which would deal with not just summons, but gates and nexus, as well. Even with auto summon off, it shouldn't be gauranteed success.
To illustrate the example of which I think would make these better, let's pick on Minotaurs, with the above list. The scale will go from -25 to 25 for simplicity. -25 meaning 25% more damage/success, 25 meaning 25% less damage/success.
transport - 0
charm - 0
magic - -4
weapon - No PC should gain this
bash - 6
pierce - -3
slash - 3
fire - -17
cold - 13
light - 0
lightning - 0
acid - -4
poison - 3
negative - 0
holy - 0
energy - 0
mental - 0
disease - 7
water - 0
sound - 0
earth - 0
silver - 0
iron - 0
kill - Only to Lich
+4 overall. Depending on the race and their other abilities, I think a +/-5 overall would be acceptable. These are just arbitrary numbers to show a point. Equipment can hold these as well, increasing or decreasing ones resistance/vuln to it. I think that it should be limited to Imp level for better scrutiny of how much and where it is being placed in the game. There should be no reason that a piece should have more than 5, and not increased by enchant armor.
I think that this system allows for a higher level of balance amongst races, and give slight bonuses/weaknesses to areas that have previously been neglected. -
RE: Bard suggestionIn addition: Musical affects would be a will power check. Willpower will be dictated by wisdom, making this stat more useful. The higher the wisdom, the better the chance to resist. Vocal would still be affected by silence, so that wouldn't need a wisdom check, I would think.posted in Discussion/OOC
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RE: Martial ArtsFor a start, I would like to see something like the below for players, in general. Not the numbers perse, but something along that line of thinking. combat mode offensive - 15% more damage, 10% less accuracy, 5% less AC. combat mode balance - No changes from damage, accuracy or AC. combat mode defensive - 10% more AC, 10% more accuracy, 10% less damage.posted in Suggestions Archive
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RE: Bard suggestionSince the number of affects that can be produced by a bard would be much more limited, I would say that the musical portion of the bard would be a room affect, even with silence. The vocalization, since it originates directly from the person, would be affected by silence. Also, it still shouldn't be magical in nature, to still retain some power in no-magic rooms. Without it, I think it would weaken bards too much. Though, I would suggest a silence flag for rooms to be implemented. This would cover reciting scrolls, spell casting, new bards music and vocal, says, gossip, ooc, music and grats. Group tell, church talk and tells I think should still be allowed since they are more of a mental usage than verbal. Staves, wands and potions would remain unaffected in these rooms.posted in Discussion/OOC
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RE: The Unabridged Discourse on Racial ComparisonUncalled for? I do not think so. Worded strongly, perhaps. You singled out one race to be "exploited." What about dwarves with their useless vulnerability and many decent resistances? Dracons and their underutilized vulnerablity? Or, to even lesser extents, the uncommon vulnerabilities of slayers, which is found on two weapons and one spell, or titans, which is found on one weapon, that no longer is available to players, and two spells. Evil players and the lich race are well represented in the game. All of this has been addressed in the misbalance thread at some point or another.posted in Adjustments Archive
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RE: The Unabridged Discourse on Racial ComparisonThey get the second highest stats in the game. Lich has first. The have second lowest hp, to counter this. Mana doesn't do much if you can't get the hp to survive. You should know this as a Lich and those horrendous vulns, which I have suggested be changed for the better rather than worse. Magic resistance only works against weapons, which is almost all weapon, at the moment, due to a "feature" of the game as it stands. That will be fixed in the update. And since we have no idea how useful this will be, how can anyone say that it needs to be exploited? Their only other advantage is natural haste, which we do not get the extra dex bonus. Before you want to go Elf hunting because you are ticked at someone let's find out how things will work in the future update and then balance that against humans before even bothering suggesting things that don't need to be.posted in Adjustments Archive
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RE: WHAT NEXT?!!?!It is the same principle that allows us to know who is in a palace or who is in rift or who is wandering a dungeon or town, not to mention to know exactly where a person is in those places when you are there.posted in Suggestions Archive
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RE: Martial ArtsThat should be something that is applied to all fighting, really.posted in Suggestions Archive