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Post by Sherkan on Oct 23, 2007 13:51:47 GMT -5
How about switching the disarm and the berserk skills levels round to enable low to medium level warriors a more usable defensive ability?
Just seems to me that warriors are somehow missing out defensively when you compare them to paladins / anti's / rangers.
Any thoughts?
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Post by Maranta on Oct 23, 2007 13:57:46 GMT -5
Well the common thought is they're supposed to be missing out. Warriors are seen more as the loincloth sporting, dual-wielding, barbarian type whereas Pal/Apal are armoured crusaders and rangers are this supposed "elite class" according to certain admins that don't common on the reason few people play them and most of those have them geared for pet usage. </sarcasm>
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Post by pixie on Oct 24, 2007 0:02:21 GMT -5
I like the idea of a warrior skill customise armor.
Attach Spikey bits +1 dam Reinforced Gothic Spikes +2 damage Attach Reinforcement +20 armor Articulation +10 armor
etc etc.
Makes armor warrior only, would be better with weight modifications, and a str requirement for armor (just like weapons) so modding armor in a big way would essentially make it remort only.
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Post by pixie on Oct 24, 2007 0:06:16 GMT -5
P.S.
I also like the idea of giving high level warriors an uber ac ability so they can be conan and run around in a loincloth. I am constantly worn between damage and ac with my warriors. I tend to run full suit of enchanted armor evil for the first 15 levels.. since you can enchant to -94 ac set with no effort at all.. I would like to base the ac of warriors in Conan's Loincloth based on that, since Conan kicks the evil guards asses every time!
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Post by Tarbal on Oct 24, 2007 6:00:47 GMT -5
thats some neat ideas....kinda like enchant weapon/armor....except a skill where you can modify your weapons/armor....maybe require some additional 'supplies' from the mud....bar of titanium.....or something like that...
<wielded> Jupiters Lightningbolt (SPIKED)
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Post by Maranta on Oct 24, 2007 10:53:15 GMT -5
Actually thats a killer idea and could easily be expanded to a few classes for different modifications and enhancements. Probably would encounter some serious opposition from certain key people but depending on what the criteria would be for allowing what gear to be modified and in what way... adding class-only flags and such, it could be not only do-able but a great change.
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Rox
Full Member
Posts: 195
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Post by Rox on Oct 24, 2007 10:55:52 GMT -5
I assume again that any modifications to any classes will require a coder? Or is this something that someone with limited knowledge of coding can do?
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Post by Maranta on Oct 24, 2007 11:00:08 GMT -5
Oh it'll take a coder alright. No one will allow it to be done any other way.
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Post by DaHart85 on Oct 24, 2007 11:06:31 GMT -5
Translation: It will never go into effect, because we will never trust anyone with archaic screwyness that is the JediMUD code.
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Post by Maranta on Oct 24, 2007 11:16:10 GMT -5
Pretty much. And he was rather polite about the translation too.
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Post by Tarbal on Oct 24, 2007 11:24:19 GMT -5
well.....you COULD......buy adding a few minor constructubles in the game.......hmmmm......
so....afd drops this bar of titanium....i can take this bar and using a warrior make 'spiked gsp' or 'spiked mandalore'.....changing gsp or mandalore stats in some way and making them warrior only with a higher ml or something.....would involve extensive work though.....and someone willing to imp the idea....but it is doable.....
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Post by Maranta on Oct 24, 2007 11:30:04 GMT -5
Yeah then you need someone to decide what items can be changed, what items it'll require to change them, what the items are, where they load, how they load, etc. etc. To say nothing about how many people would want thief-only mods, cleric-only mods, and so on.
It'd be a gargantuan project to undertake and given our... shall we say limited staff, it seems unlikely it'd even be approved, let alone implemented. The whole "balance" claim would kill it in the first stage and for once... it might actually be a feasible argument. The improvements would have to be minor or unuseable on high-end gear... but then lower-end gear would quickly catch up and everything would be thrown out of what little sync there is.
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Post by Tarbal on Oct 24, 2007 15:18:22 GMT -5
wow.....good argument.....and i dont really have anything to say back! then again....i am still drinking my first cup of coffee....so give me a few minutes
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Post by Maranta on Oct 24, 2007 19:27:35 GMT -5
On the other hand, if by some miracle it was seen as feasible from an admin viewpoint, were a group of individuals with a knowledgeable admin member overseeing the work to combine their efforts... this could very well be workable on some scale. Even if only as minor as adding ac boosts or augmenting the current stats of various items. For example... taking 'gleaming silver platemail' and 'chunks of crystal' to make gleaming silver and crystal platemail. pal only, 1dam 25hp. Not much of an increase but it IS an increase that would be do-able and not overpowered.
lots of copper to come!
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Post by Tarbal on Oct 24, 2007 23:13:59 GMT -5
this is true....but it would take a team of people to evaluate all the in game gear and determine what would be best for each class....this would be a very difficult project at best! hmmmm.....sounds like a job for Alucard!!!!
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Post by Maranta on Oct 25, 2007 2:22:33 GMT -5
Oh god. Yeah I'm sure certain higher ups would want me of all people to be spearheading a project of that magnitude. Plus I've got projects of my own still in the works that I want to get finished.
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Post by Tarbal on Oct 25, 2007 6:39:10 GMT -5
and just what kind of 'projects' are you working on that is more important that the improvement of our home away from home?
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Post by Maranta on Oct 25, 2007 12:17:50 GMT -5
Depends on how you look at it. Mostly... improving our home away from home! Of course I'm not gonna even give a hint as to what I'm up to this time around.
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Post by Arizhel on Oct 28, 2007 15:46:01 GMT -5
Oh it'll take a coder alright. No one will allow it to be done any other way. It's not so much a question of allowing it. That's the issue with doing some of the hefty changes that I would love[/b] to see implemented. Hell, I'd love to see the class review actually completed someday. We got two classes done, and got halfway through a third. That's a far cry from having them all updated. See, JediMUD's code isn't as nearly as flexible as some. In order to implement the slightest little change, you have to change the hard code, then recompile it and pray that it doesn't crash. If it crashes, you have to go figure out what you f***ed up. Fun! Yeah, I've prayed for a bit more flexibility. I mucked with Death Gate scripting for awhile - essentially custom special procs. Now that is some awesome stuff right there. But we gotta work with what we gotta work with, limiting as it may be.
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Post by Tarbal on Oct 29, 2007 21:03:58 GMT -5
obviously, without a coder the class revisions have been put on standby, but is there anything that we can be doing now to improve the classes? maybe modifying eq heavily? or maybe even discussing what should be done with the skill sets. i just hate to see the stagnation due to the lack of one person
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Post by Arizhel on Oct 29, 2007 22:54:30 GMT -5
The main thing is that a coder knows what's possible within the limitations imposed by JediMUD's decidedly old codebase. As far as mucking with the skillsets, the same thing comes into play - you need a coder. You need a coder to make any major changes to the mud itself. The exception is, indeed, zones. I believe an equipment review was underway at one point, or at least being talked about, but haven't heard anything about it in quite some time. Simply adding a ton of new equipment into the game without reviewing what's already there is negligent at best, and flat stupid at worst. The equipment isn't even a significant portion of the real problem here, though - what affects the playability of the classes is the skills and spells inherent to them. Equipment is icing on the cake. Or gravy on the potatoes, if you'd rather.
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Post by Tarbal on Oct 30, 2007 3:27:15 GMT -5
i agree that adding a ton of gear would not be the right answer....however....wouldn't a good review of what classes can use what gear be somewhat helpful.....
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Post by Tarbal on Oct 30, 2007 3:40:18 GMT -5
ya know....i just had a thought.....and this will prolly get me flamed to hell, but here goes anyways....what do you think about 'retiring' eq....some eq that is considered best in game (besides quest) could be changed or gotten rid of....if you already have the item, you are good, however, the item will never load again, or maybe will load with different stats....that will open the door for new items to be brought in to replace the current set....anyways....just an idea.....
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Post by Maranta on Oct 30, 2007 12:49:19 GMT -5
That all depends on what gets retired. The biggest fits will be thrown due to retired good-aligned regen gear, thats a certainty. However if you only retire the small stuff, no one will care and doing so accomplishes nothing. Finding a balance will be near impossible in most cases due to so many items being on par or nearly on par with each other. Look at higher-end quest gear for example. Sometimes the only thing that makes it better than in-game gear is a lower minlevel or slightly higher ac. The differences between so many items are so minor in size that you wouldn't be able to change them sufficiently to make them stand out.
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Post by Tarbal on Oct 30, 2007 18:07:53 GMT -5
well, retiring the items would open up some slots to new eq ideas...maybe make some changes to the same ole eq run....maybe exchange bolt with consular or something like that....wouldn't it be fun to run stilchio for top warrior weapon instead of jup? (shudder)
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