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    Posts made by Pravus

    • RE: Help! I'm stuck in Olaria. and I can't work my starchart…
      Thank you very much everyone! Once the test port is back up I'll have to try that. :>
      posted in Gossip Archive
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      Pravus
    • Help! I'm stuck in Olaria. and I can't work my starchart…
      Um, didn't know where to put this really... thought maybe rp... But over on the test port(5900) I am in Olaria... I just bought a starchart, and I don't know how to operate the sucker... Any help?
      posted in Gossip Archive
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      Pravus
    • RE: Bards
      Here's my suggestions on changing bards. Allow them to sing to cast their magic songs, with the bards' % in music allowing them to sing up to medium powered songs. For more powerful songs, they would have to wear an instrument to play along with some of the sung parts. Specific instruments(my guess would be mostly wind instruments) like trumpets, flutes, tubas, etc that require breath to play would cast specific songs, but couldn't be used to acompany a bard's voice. An acompany or instrument skill would determine the power or maybe the availability of medium to high powered songs, or maybe different instrument qualities could enhance sung magic. Instruments could have volume, musical range, and key(average tonality) values, and perhaps combinations of range/key combined with different sung parts could alter the effect of songs or invoke unique songs. Volume could affect the power of some songs, or maybe even allow the song's effects to cary over room borders. It would be really cool, in my opinion at least, to collect special/quest musical instruments to make a bard very versatile… And a magical expanding baby grand piano of madness would be cool to whip out and start jamming on to destroy your foes... not to mention it would be soooooo cool if a formation of bards could play together for tremendous magical effect... ~whew~
      posted in Discussion/OOC
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      Pravus
    • RE: Bards
      Thanks Riane, thats a great point. :) Also, nowhere in my post did I say each insturment would be limited to evoking 1 bard song/spell. Also, its hardly a problem to swap insturments so you could benefit from the healing magic of say… a celestial banjo, or whatever. That way people won't always be wearing a silly os tuba, because tubas aren't good for all types of music/songs, and that would separate the bards from the good bards who win at pk.
      posted in Discussion/OOC
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      Pravus
    • RE: Bards
      I think that being able to target a bard's weapon with spells(silence, fireball) or weapons would be a nice way to counter the bard's magical songs, and if a specific insturment either allowed new songs to be used, or a specific insturment would be required for certain songs(ie. a demonic fiddle for curse of the abyss). Maybe even balance it by having some insturments be great for offensive songs(such as my demonic fiddle example) but totally nerf[increased chance of failure or slower casting time or reduced effectiveness] healing/buffing songs since it __is__ made from negative energy filled demonflesh.
      posted in Discussion/OOC
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      Pravus
    • RE: Bards
      I think Ithilidin put it pretty well in saying that insturments should be used to enhance bard song, as an acompanyment to the bard's voice. It would be pretty cool if a bard's race would set up their vocal qualities, and change how effective some songs were. Also, the way silence works now, using an insturment would allow a bard who has lost her voice through silence to still use bardly magic with an insturment. An insturment wear spot could be added, but while actually using the insturment to cast spells, it seems to me that attacking with weapons would be much more difficult.
      posted in Discussion/OOC
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      Pravus
    • RE: WHAT NEXT?!!?!
      My idea really wouldn't affect targeting a player, as words in their chosen description/their race would allow you to target them, unless they were smart and had earned multiple descriptions and changed them often. Perhaps there would be a slight bonus vs. spells that wouldn't hit correctly without using someone's true name as the target, but thats a whole 'nother idea. I agree with Xevira about just wandering into a room with some other people, and you automatically know their name and whatever organization they are a member of. Stupid brain osmosis. :>
      posted in Suggestions Archive
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      Pravus
    • RE: WHAT NEXT?!!?!
      My votes go for new remort racial abilities, Deities/Shrines, and special EQ as top priority. As second priority, the weed smoking and herbalism sound like a couple of fun things to experiment with. Ith's point on trying to balance the game with layers and layers of new stuff added is a very important one, though. It was pretty hard to choose my favorite things since all the stuff in the list would do a great job rounding out the game. I also think adding some roleplaying elements into the game would be tremendiously cool. One idea I had for that is give each player a short description and a matching long description for each mortal class they earn, and 2 more short/matching long descs for each remort class they gain. These descriptions would be what we would see with players in a room instead of their name and title. Then add a command to "remember" players' names, and once you have met a character and they have given you their name, you would see their name and title or name and short desc upon entering a room with them present. Short/long player descriptions would probably have to be individually approved by the Immortals, and perhaps allow players to buy a wardrobe or dresser that would allow them to switch their current appearance at their residence. A hint of race could be required on warrior/cleric/mage descriptions, since each Sentience race would create very different images of each archetype. This would also allow the use of a racial keyword to look/interact with someone, and other keywords could be gathered from good descriptions/preset ones determined by the IMP staff.
      posted in Suggestions Archive
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      Pravus
    • RE: Remort Races: Minotaur->Hell Baron
      I think it would be pretty interesting if charge worked a bit differently… The minotaur/hellbaron would have to start a charge x rooms away, and the farther they charged before slamming into an opponent would determine the damage that opponent would take, and perhaps would set a % chance that some negative effect would take hold. Stamina loss could be based on the number of rooms the horned beast decided to charge, with progressive rooms requiring more stamina, due to the increased speed. Hellbaron charges would do more damage than mino charges at the same charging distance, due to better horns and more body mass. Also, I think %skill in charge would allow the hellbaron(maybe not minos) to charge around corners to attack a foe. My best guess for syntax on this skill would be "charge *target* *direction*". Some possible status effects would be, in order of most severe to least severe, Target CRUSHED, major damage and 1-2 round stun, Target IMPALED medium damage and loss of hp per round due to bleeding(could be stopped with magical healing), Target MAIMED medium damage and penalty to dex and hit roll, and Target SLAMMED medium damage and target knocked to the ground.
      posted in Adjustments Archive
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      Pravus
    • RE: Reagents
      I think reageants would be a fun part of the game if they 1)had a near negliable weight 2)took up space in the score menu instead of in a players inventory and 3)enhanced spells to make them more interesting, or as a balancing effort over spells(such as having a weak version of a spell take a common reagent, a more powerful version needing a better reagent, and maybe a remort version negating a reagent requirement). Power levels on reagents sound great, as do a # of uses rating.
      posted in Suggestions Archive
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      Pravus
    • RE: Sith power down
      Llauf, it seems you wholly missed the point that Xevira was so eloquently making… We should institute a vulnerability rating on armor, so that armor itself would block sith fangs and prevent your __horrible__ demise, a spell or skill that would slow the effects of the toxin, perhaps a casting or two of cure poison would lessen the strength of the toxin, racial resistances to toxins, and maybe some sort of added resistance like the shell Xevira mentioned. If you think about it, biting someone with stoneskin would probably hurt the biter… Also, how about adding a way to defang a sith after you pk him, and, using brew, make a dose of antivenin for emergencies. One thing that I would like to see changed is toxins not overwriting each other. Cumulative toxin bites should be a big deal, instead of canceling themselves out. Having a separate effect for each toxin would be nice, and having some sort of affect to combat statistics such as AC, hit roll and damage roll would be nice base effects. Sleep toxin should make an opponent sluggish in battle, possibly reducing hr and AC, and an opponent whos body is coursing with paralyzing toxins seems like they would be easier to hit. I think having a many pronged way to resist the sith's one true power would be interesting, especially if it involved equipment. Then you'd all go don your sith hunting suits and try and defang __me__ to get my precious super naga-antivenin…. Just watch your backs :twisted: :rifle:
      posted in Suggestions Archive
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      Pravus
    • RE: Bards
      It almost seems to me that the silence spell should be a zone of no sound, which would counter speaking, casting, AND music… Maybe by making silence affect the room instead of the person, it wouldn't be so powerful or decisive... Or perhaps a separate spell, such as a cone of noise, which could have a chance of countering a bard's song. and look at me pay attention... I agree with Red! :}
      posted in Discussion/OOC
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      Pravus
    • RE: Of focus, combat, and skills/spells.
      I read through the focus brainstorming transcript, and really like the "spirit" of the idea. I personally think techniques/rituals using focus sound like a great addition to the game, and earning/learning these powerful weapons sounds like tremendous fun, not to mention the enjoyment of trying out a newly practiced technique or ritual on a foe. Leveled spells sound really cool… Hrm... It almost seems that the way the level of a spell could/would be set is by the ammount of focus dedicated to it. I think it would be interesting if mastered spells/skills, with enough focus/stats dedicated to them, would have added or improved effects such as improved damage, more impressive echos of the spell effect, and/or a subaffect for a spell, such as a mastered energy drain with enough focus would drain more than hp/move from a target, possibly draining some hr/dr from the target temporarily, not to mention an echo along the lines of Pravus' dark energies surge out and lift Emperor Yurien into the air! Pulses flow through the dark energy from Emperor Yurien and empower Pravus! I think certain spells, like detect invisibility, should only be able to bypass a lower level of its counterpart, so a level 110 improved invisibility could only be pierced with a level 110 or greater detect spell. The idea of a natural flow of energy overlaying the world sounds fantastic. I have yet to read the mana sea transcript, but I think that a fun additive to having varying levels of power across the world would be places of lawlessness across the wilds, embodied as npk/cpk spots. That would require a bit more player cooperation if some horrible bandit lord *points Mythology* were to take up residence near a well traveled path and close to a point of power. I think ranged spells would be a great addition as well, especially if one could tap into a node or ley line to fuel them or empower them.
      posted in Suggestions Archive
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      Pravus
    • RE: Vocalize
      Sounds like an excellent sollution, Redraven. It seems like there should be more spells that interact with each other, such as a Treat spell to remove disease/poison/sith bite.
      posted in Suggestions Archive
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      Pravus
    • RE: Skill/item Stake
      I think it would be pretty cool to put a powerlevel/age of vampire that the stake would be effective against. It makes sense to me that a high level slayer with a special stake would be able to slay lesser vampires without them having to be asleep, but a powerful fiend like Soth or Redraven would take a mighty stake to slay.
      posted in Suggestions Archive
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      Pravus
    • RE: Sith Toxins
      Only problem with your idea is that it doesn't make any logical sense. Why would a creature only be able to generate a sleeping toxin if they were sneaking… If there was a spell/ability that would cure the venom, then it wouldn't be such a problem.
      posted in Adjustments Archive
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      Pravus
    • RE: Sith Toxins
      Here are the changes I propose for the sith toxins. Give vampires/liches a bonus to resist sith toxins because of their undead nature. Reduce paralyze toxin to 1-2,(rarely 3) rounds. Add an item, perhaps created by the druid class or a spell/ability(lay of hands perhap) to attempt to neutralize the poison if the target fails to resist the toxin. Also, doses of the same toxin should add up in a victim, causing more harm. The neurotoxin bite should damage dex/con instead of intelegence, since low int doesn't really matter unless you're practicing a skill. Oh, and maybe you could make an antivenin from sith sleeping toxin to negate a bite. I also think it would be cool if nagas got an additional bite, one that would magically target an opponent's vunerablility, since actually biting a target with a toxin doesn't deal physical damage, and bites miss relatively often unless I have haste and my opponent doesn't. Hiding or maybe sneaking should give a bit of a bonus for a sith trying to bite. One more thing… > …are the Sith's favorite tactic of attack. In addition > > to their poisonous blood, Sith constantly regenerate dangerous > > toxins to use on their enemies... Where's my poison blood, Syn?!?! AHahaha, the power! I am the master of the universe!! ~steps down off his dais~ ~hides~
      posted in Adjustments Archive
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      Pravus
    • RE: Quest Items
      I think tattoo sets would be really cool… Ink from questing + special area quest tattooers for sets would be sweet...I think different collors would be cool. :} Maybe you could opt to show tattoos in your character description with some sort of setting. I still think a sith milking jar would be sweet. Especially if I can envenom my caster shells with it... :snoring: :rifle:
      posted in Suggestions Archive
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      Pravus
    • RE: Arena
      Myth, your points are very well taken. With formal challenges it makes sense that the combatants wouldn't flee from each other. Maybe fleeing from an opponent would count as an arena loss for the person fleeing, and maybe even a victory for the other person. I still think that a flee skill would be very fun to have in the game, and I can see both rogues and ninjas getting this skill. :envy:
      posted in Adjustments Archive
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      Pravus
    • RE: Mounts getting the kills.
      Maybe pmounts should have a stat block that says how much xp they've acrued as part of your form, how many monsters that have fallen under their hooves/claws, steps taken by the mount, etc…
      posted in Suggestions Archive
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      Pravus