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Post by Maranta on Oct 30, 2007 18:48:18 GMT -5
Exchanging the mobs doesn't change anything though. Currently every mob in the game is a victim waiting to happen either via mage squad or warrior squad. If you're going to retire eq, retire it entirely. Besides, given how much of any given item is stockpiled on storage chars, sac chars, etc. it won't do much as far as I'm concerned besides make the hoarders richer.
Oh and after last xmas, no in-game mob can make shudder.
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Post by Tarbal on Oct 30, 2007 18:52:18 GMT -5
i dont neccessarily mean to do a complete swap of all weapon stats and everything....but maybe make consular 9d3 +4dam +1str w/a/p !neutral or something.....make the replacement items around the same as current top tier items, but different.....give us some variety.....
as far as the hoarders, well, yeah....an 'old lbolt' value would sky rocket, but there are so many in the game right now, that i dont think it would go up for quite some time (just using bolt as an example, btw, this discussion is not limited to just the bolt, but to any top gear)
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Post by Maranta on Oct 30, 2007 19:10:30 GMT -5
I'm not even talking swapping stats. If you say retire, stop the item from loading, period. Currently everything in-game is easily runnable outside of DOOM with a little patience and a few grapplers. Just moving the item around or creating a duplicate wouldn't do anything but change the target mobs.
Oh I wouldn't say that... You and I both can name ten people who would immediately triple their asking price for lbolts within 20 minutes of finding the change. It always happens when mobs or items are altered to make them more difficult to run or obtain.
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Post by Tarbal on Oct 30, 2007 19:51:33 GMT -5
would making many of the often run items crash only be a good thing? that would make them much rarer, and since we obviously cannot stop people from warrior grouping most mobs into oblivion, at least crash only eq would be hard to get. just tossing out the idea!
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Post by Maranta on Oct 30, 2007 21:39:25 GMT -5
Afraid not. Most people are too lazy to run some mobs unless they're loaded off the crash(or someone else's work)eg. Pagoda and DOOM. One could argue that the insanely long reset time of the Pagoda is a factor but thats a bunch of crap if you time it properly. Might also cause people to start hunting for crash bugs or eq grouping even less than they are now. I'd rather see a lot more high end eq made load_on_death to force people to group. It won't solve the grapple issue but it'll fix the crash only groups.
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Post by Tarbal on Nov 4, 2007 17:30:22 GMT -5
then we have the concern of items loading uncontollably.....27 bolts in the game....and one still loads!!! i think that if we went to load_on_death for major eq items, the load rate would be so severly low that it may discourage groups from running at all....it seems like a no-win situation!
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Post by Maranta on Nov 4, 2007 18:39:55 GMT -5
Thats where we'd probably need a coder. I'm not sure, I'd have to take a look through the codes I know and Worldbuilder. Maybe load_on_death can be disabled once a certain number of items are already in. If thats the case, a few item rates could actually be increased for a change... depending on the items of course.
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Post by Tarbal on Nov 4, 2007 18:49:40 GMT -5
if i remember correctly....and if what i am thinking is correct....load_on_death does not check how many items are in the game...i guess it would be possible to make the zone reset check how many bolts (for example) are in the game using a control item, if there are less than 3 it could load the mob that has the chance of load_on_death....otherwise it would load the mob with !load_on_death proc......the problem here is that when the mob loads there may only be one item in the game....but then when it is ran there may be 100 in the game....i cannot think of any way to prevent that.....now my head hurts!
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Post by Maranta on Nov 5, 2007 12:57:27 GMT -5
Without greater knowledge of the various codes available, its all reduced to just speculation and ideas right now. Not to mention the complete lack of a sanctioned coder that seems to prevent anything major being done... As things are, I don't see any changes being made any time soon.
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Post by Tarbal on Nov 5, 2007 16:58:54 GMT -5
agreed! so....who has extensive knowledge of mob procs and would not mind sharing said knowledge with the ones of us that are trying to improve the mud and could use the information on a semi-consistant basis....
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Post by Maranta on Nov 5, 2007 23:40:57 GMT -5
No coder, it won't happen even if someone stepped forward. They wouldn't be allowed within 200' of the code. Not to mention it'd have to be approved for starters and somehow I don't think improving eq group running rates would rank anywhere within the first 500 items on the Coder To-Do list thats been compiling since we lost Unicorn.
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guts
Junior Member
Posts: 62
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Post by guts on Dec 28, 2007 13:57:40 GMT -5
I still think that it could be done with no official coder. Release that specific function for consumption for improvement. And if its not a specific skill that exists, take one thats like it and make the new skill.
As for the real bugs? Yeah that will take a coder with full access.
Why not do what we can?
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Post by Maranta on Dec 28, 2007 14:43:30 GMT -5
A considerable amount can be done without a coder, thats just it. However more than a few people will and already have over many occasions refused to commit any effort whatsoever to various things that need changing until we have a coder that will actually code. Translation? No active coder = no class revisions, remort penalty revisions, revised HH to make it more ChIMP acceptable, etc. etc.
Even if someone went to all the trouble to work out what needs changing for each of the 11 classes, how the exp penalties should actually make sense instead of losing 50% after 4 remorts and the like, it'd just be ignored or would mysteriously become "lost" until we have a coder if even then.
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guts
Junior Member
Posts: 62
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Post by guts on Dec 28, 2007 14:48:53 GMT -5
Tremendous things have been accomplished with software through GPLs. Wonder how that could fit in here.
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Post by Maranta on Dec 28, 2007 14:56:00 GMT -5
At this point in time I think the real issue to be addressed is why changes aren't being made and what or who is standing in the way of them.
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Mal
Full Member
Posts: 231
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Post by Mal on Jan 17, 2009 14:21:13 GMT -5
Just a thought..
Make new weapons for warriors with varying stats but all simiarly powered. Add new skills to warriors such as:
Apprentice Swordsmen (+2 hr) Improved Swordsmenship (+1 hr +1 dam) Master Swordsmen (+1 hr +1 dam)
These bonuses would only apply when warrior is wielding a sword.
Similarly for spear, axe, etc. You could make them different as well (+1str when wielding axe) (+1dex when wielding ...)
Burn up those useless practice sessions on warriors..
Aaron
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Post by Dank on Jan 17, 2009 16:32:15 GMT -5
Great ideas. I find that with exceptional intelligence at level boundary, I can prac twice to superb, and most of my characters have about 50 extra pracs at level 30.
INCREASE THE NUMBER OF PRAC TIERS
Given, say 30 skills/spells per class, trebling the number of prac tiers would force us to choose which skillls and spells to prac to superb.
INCREASE THE BENEFIT TO THE SUPERB TIER
Add some benefit to being superb along the lines that MAL proposes in his post above. If you knew that it would require 6 18INT pracs to get to superb in a SWORDSMANSHIP skill, but that the skill at superb would yield a bonus of 3 dam and 3 hit, you'd think twice about prac'ing a lesser skill.
Of course, in order to provide torment to the player, tune the skills and spells in such a way that the choice is not always clear.
SKILL TRACKS
I won't EVEN begin to broach this subject.
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