Tam
Full Member
Posts: 170
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EQ Idea
Feb 26, 2004 23:48:24 GMT -5
Post by Tam on Feb 26, 2004 23:48:24 GMT -5
Acutally, this is the point I have to kinda disagree on. (though for the most part I generally agree)
Yes, for the most part, a 6 man eq group is what's run but why should we limit mobs so much that we say "you don't need any more than 6 people to kill this mob"? Was there some unwritten rule where you couldn't have this big ugly monster of a mob that was designed specifically for most of the muds population to come together and beat it's head in? The mob that comes to mind here is the firedragon. Most people don't take a 5 or 6 man group there unless they're completely stacked. IMHO, this is ok, so long as every supermob in the game doesn't become this way. Sides.. a couple dirty, rotten, mobs would do some good to compensate for the boredom some people express for "the usual supermobs".
In regard to new players, I would have agreed about a week ago. However, in the last week I've spoken to 1 complete newbie (who just started mudding) and 3 other people who have played other muds. New players are welcome in my book. The more the merrier. I just hope that the people who come to try our mud stay here long enough to realize that most of the people who sit and cat-call at them are mostly little dogs with big barks.
-Tam
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Busco
New Member
Posts: 3
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EQ Idea
Mar 8, 2005 19:37:26 GMT -5
Post by Busco on Mar 8, 2005 19:37:26 GMT -5
An idea I had for a new weapon which would fit the timeframe would be a Spike that Impales, not pierces. I am not so sure how difficult that might be to code, but it would be a lot of fun to run around as an Antipaladin impaling things.
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farbekrieg
Junior Member
"CCChha cha cha changes, time to change the oil... dont wanna be an oily man.
Posts: 88
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EQ Idea
Mar 12, 2005 22:44:38 GMT -5
Post by farbekrieg on Mar 12, 2005 22:44:38 GMT -5
In reguards to the 6 man equipment group, when did it ever grow so large, last i liked it was 2 or 4 man groups leveling a single roman god while the others got soloed.
But the player base i would guess still only has 10-25 people on at any given time hence getting 6 people united in a singular effort is pretty epic in and of itself outside of a crash run. Considering that would be more then half to 1/4 of the MORTAL populace right?
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EQ Idea
Jul 4, 2005 19:57:10 GMT -5
Post by Dank on Jul 4, 2005 19:57:10 GMT -5
I should start a new thread: these damned things get so long that no one ends up reading them. But I'm here, so what the hey.
Let's introduce some bite to the SS flag. I'd like to know a little more about it. Maybe SS is documented in the item builder's guidelines. More eq that helps protect us against area magic/direct magic would be pretty neat.
Any thoughts on this?
It would be easy to implement (more of it) given that it's already in the code.
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EQ Idea
Nov 12, 2005 19:01:14 GMT -5
Post by elveron on Nov 12, 2005 19:01:14 GMT -5
Here is an idea.
Since it appears uptime is getting pretty stable and long at times, what about some new constructable items that are !rent?
One item I was thinking of is a permenant fly item that you would have to collect 5 or 6 pieces to construct and then would stay in the game until a crash.
Could be a holiday themed item so it would change with the holiday's or seasons.
Another possible item would be !hunter or !thirst item that you could construct that as long as you wore it you wouldn't have to eat or drink.
Elveron
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Post by Iolanthe, your fairy godmother on Mar 2, 2009 9:30:34 GMT -5
All of this will be taken into consideration once I start my mud-wide eq/mob review... What is the status of your mud-wide eq/mob review and who else is involved in this project?
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EQ Idea
Mar 9, 2009 23:27:06 GMT -5
Post by Iolanthe, your fairy godmother on Mar 9, 2009 23:27:06 GMT -5
absolutely pathetic lack of leadership here, Ciara.
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