AsdI
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Post by AsdI on Aug 11, 2010 17:34:14 GMT -5
Have you all realized how thin the player base is? is it because everyone is on testing port? now with grapple fixed too, how will you kill QB, or any other mobs that entropies or steps or whatever crazy things they do?
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Post by Arizhel on Aug 11, 2010 18:00:01 GMT -5
That's being discussed now, actually.
Perhaps we really ought to make a thread for suggestions...
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Post by Austinpowers on Aug 12, 2010 13:40:02 GMT -5
Hi all, I wanted to give everyone an update. All deserve to know why jedi 6.0 is taken so long. I have had a lot going on in my life, from work, to licenses, to family. however, the Admin and I have been communicating constantly. While some weeks I could only give an hour (if lucky) a day. Certain aspects of the code are taking me longer. The spec procs are the #1 thing keeping me busy. There were issues, and functionality issues, that we had to figure out. I want this to come as NO surprise. We will be fixing the Grapple issue. For those who do not know, a cleric and 3 warriors were known to take down quite a few mobiles. This will be erased come jedi 6.0. I wanted to make that clear, so people were not caught off guard. The other item is, many of the special procs were coded to fire off outside of combat, however, there was a code check that did not allow this to happen. Then only combat conditions would allow those spec procs to fire. This was totally unintended. The consensus as of this writing, is to allow those proc's to fire off during normal game operation. That means if you walk in the room, you could get zapped. Once we have a complete consensus, I will let all know which proc's will now fire outside of combat. This with the grapple issue being resolved, should make mobile combat quite interesting. It will also make grouping with all types of classes more important. Progress, is slow, but the work I choose to do, meant for me to do it right the first time! Once the work converting the spec proc's to their new format is completed, we will then work towards a stable release. Jedi 6.1 is being discussed, and OLC will be part of that release. Currently Tedit, and Hedit will still reside with 6.0. Please be patient, real life does take presidence. AP This has been tabled, and added to 6.1 release, as changing grapple to work as intended opens up a lot of other things we need to address.
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Ash
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Post by Ash on Aug 12, 2010 18:45:35 GMT -5
In reference to special procs firing outside of combat: 1) Arrow fire and dragons breath seem to work fine for mobs outside of combat and 1 or more rooms away. Are these not special procs? Perhaps these are some special combination of room and mob procs that are in a different catagory... Is this only for same room procs? 2) I hope you tabled both this and the grapple fix. Since the size of the admin group seems to be bigger than the size of the concurrent active player base it almost sounds like there's a disconnect between what the mud might NEED right now and how the administration would LIKE it to be if it had a strong player base. Personally, I disagree with the idea that the way to keep and draw players is to continually make things harder. I think groups of 4 SHOULD be able to take down anything on a mud. Especially if they're all multi-remorts. Try taking QB with a group of 4 brand new chars with 0 remorts. There's some real danger there... I think adding more puzzles to solve and interesting things to do and try are more of a draw. I don't mean to harp on this already acknowledged point of small player base but I also fear that these non-combat procs will put an even bigger damper on mortal exploration of areas especially for new players. DTs, massive groups of aggros, arrow fire, dragon breath, fidos, etc. already provide me with plenty of challenges. Since I seem to be pretty much the only active player actively mapping and exploring areas as a mortal I feel I have some justification in this opinion. 3) I'd rather see non-combat procs that AREN'T damage causing. These can add a lot of flavor and fun to a mud. I'd love to see cool things for mob interaction (which OLC can help with) that can result in automated quests where you actually interact with mobs through say, yell, etc. as well as giving them things or performing socials. Did I already mention puzzles and problem solving? 4) What is the goal month/year for version 6.1? As the dumbest player around I'd like to know when the mud will be too hard for me to play at all since nobody in their right mind will want to group with me to do difficult things Joking..... kinda
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Post by Arizhel on Aug 12, 2010 22:17:51 GMT -5
Death gate scripting will go a long long way toward providing some flavor. You can make a mob pretty interactive using that. That's coming in 6.1 to my knowledge. I'm already planning to use them to make a puzzle-based area where the focus isn't on killing mobs, but on solving your way through it. I agree with you about procs that don't just straight up cause damage as well. In fact, I've already made a few requests. As far as a fix to grapple, yes, we know it's going to be a big change. We aren't just going to tear it out and leave nothing behind to stop the procs. It's more a matter of redistributing the functionality between several skills and/or spells. As far as the mobs themselves, I'll conduct a realm-wide review of them once we decide how exactly we're going to move forward.
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Ash
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Post by Ash on Aug 13, 2010 12:44:24 GMT -5
Thanks for the response. That all makes sense and sounds exciting.
Something else I'd like to see and would be glad to help with is a series of automated quests that take you throughout the entire mud instead of a puzzle series in a single zone. The way I implemented this somewhere else was to create a store in midgaard where people could go to see what kinds of bounties and missions were available out there and what the posted rewards were for them. They could then select the one they wanted to try and get the starting info/clues. Some of them actually required a certain amount of gold (or items) bribe to get the starting information.
Took the creating of some new flags and a whole lot of non-combat procs but resulted in a lot of fun.
Sorry if this should have gone in a different topic.
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Post by Austinpowers on Sept 6, 2010 21:38:42 GMT -5
Hi All, I wanted to let you know I was alive and well. I have snuck on quite a few times to keep up with stuff. I am still working hard to get 6.0 out. My work schedule has just demolished me. I have been given an hour each day to try and get it done. I apologize to all for the length for this. I hope the end product justifies the faith you all have in me.
AP
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Mal
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Post by Mal on Sept 24, 2010 13:50:29 GMT -5
Something else I'd like to see and would be glad to help with is a series of automated quests that take you throughout the entire mud instead of a puzzle series in a single zone. A lot of this could be accomplished with dgscripts but it might require some minor coding updates. It does bring up other questions though such as can a character repeat quests, or is it a one shot deal or a combination of both. It would be worth creating a separate topic just to cover this.
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Post by ching on Oct 6, 2010 20:45:11 GMT -5
Something else I'd like to see and would be glad to help with is a series of automated quests that take you throughout the entire mud instead of a puzzle series in a single zone. A lot of this could be accomplished with dgscripts but it might require some minor coding updates. It does bring up other questions though such as can a character repeat quests, or is it a one shot deal or a combination of both. It would be worth creating a separate topic just to cover this. I would vote for most quests being once per PC. However some could be repeatable. At one point Doc and I discussed having people walk 'the pattern' in amber (from the books) to remort to ranger, bard. so you had to bring in some 'good enough eq' to make it all the way.
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Post by Austinpowers on Oct 20, 2010 6:33:44 GMT -5
Hi all! I know I have not been around the last few weeks. I was promoted at work, and It overwhelmed me. I also have/had trips with my family that also coincided with this. This is absolutely no excuse for not being around. However this is, my server died. For 7 weeks now, I have had to save, build and rebuild and rebuild my server until I got it the way I needed it to be. I have no idea what caused it to fail, but I took everything. Last night I finally recovered my data for Jedi 6.0. It was never lost, it was a virtual machine I run via VMware. I cannot state how frustrated I was trying to get this box up. It hosted my 3 websites, my CCIE wiki, and various other utterly important items for me.
5000$ later, I have hope to have built a box that should last quite a while. "knock on wood here".
Need less to say, I will crank it up again after my final. I will be on the 2nd of my family trips OCt. 28- Nov 5.
Then its all out to get Jedi 6.0 up.
Thanks for all the patience and I hope we live up to the billing on release day!
Scotty AKA AP/Cunning
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Simba
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Post by Simba on Nov 7, 2010 17:11:41 GMT -5
Suggestions:
I may have missed this in all the updates about 6.0 but how about fixing the way the mud reads the +stat eq instead of top down how about what is worn first or the bigger bonus first?
The problem really isn't with grapple...the problem is that only 2 classes have that type of proc. It was like when only stun used to work that way. So if a couple of other classes had a proc like that there would probably be some variation. Give ninjas old stun back, change protection from anarchy to good mobs instead of evil. Old stun will not only make ninjas useful again, it may revive thieves using the backstab off the stun. And changing anarchy may make another tank option for good mobs...remember mobs still have toss & area so it would be very hard to solo them. Possibly player test it before implemented? Plus it wouldn't work on evil mobs.
The way all the mobs purge/pzar/toss/entropy/area/army and many with !nuke/step and turned up high without a grapple type skill the mud shifts in the mobs' favor and many people will get frustrated. Area does way more damage now and many mobs toss/entropy every other round. The addition of step as a way of helping the mobs being grapple will now make mobs unkillable unless removed. And on the flip side if mobs can cast/etc while grappled can PCS?
Or maybe changing bash similar to grapple/old stun/bash is the way to go? Since A/J/P/R/W all have bash it would make many options.
Just remember this...the player-base is dwindling so it's hard to get many into an eq group and the more people in the group the less chance people have of actually winning a dieroll for that 1 item you loaded after your 3 hour run. Which brings me to: everyone isn't in college anymore and can spend hours or days glued to the computer.
Are we waiting for 6.0 to add zones and such or are people not submitting any?
Try killing the quest beast without grapple. Heck try killing count cags without it. I have more on this subject but I'll let others chime in first.
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Post by gonfalon on Nov 15, 2010 21:49:46 GMT -5
That is a good question, Simba, about the area submissions. I know that I have pretty much stopped work on the projects I was engaged in. Writing takes time. I was using my “free time” at work. Every month some twit gives me another 5 to 10 hours of _their_ stupidity to cram into my 40 hour work week (No, we won’t pay you any overtime, so you better work faster, Drone!) so I have abandoned Jedi in favor of reading the odd book while I eat my lunch.
Lunch is good. Books are good. People mostly leaving me alone is good.
I know that there are people who have high hopes for 6.0 when it does come to fruition. Many of the features do indeed sound like pretty good things to have around. I am a builder who likes the basics to work. Right now, they don’t. Adding OLC, quest scripting, and all the in game questing goodies that have been discussed will not really fix that. Those kinds of additions won’t make the game fun again. That is what our old home desperately needs. An injection of something fun to draw people in.
Jedi is a MUD. I think the MU part is important somehow. Was it frustrating sometimes playing in the old days, wandering from zone to zone looking for something someone else hadn’t killed? I never thought so. I always enjoyed walking around looking at what there was to see and when I was stuck waiting someplace remote for it to reset- talking to people. There was a time when more people on one floor in my dorm played this game than there are active users now. Total. That is really a sobering thought.
So, what can we do to get some people to log on and stay for a while? To get them talking and interacting. Exploring and trash talking. Hell, even flirting and gossiping song lyrics. Anything people are actively doing on the public channels helps, I think.
Is the problem something with grapple? Or perhaps it is something much more fundamental to how the game plays these days. Some of us remember Jedi before anything had multi-hit, color widgets, or aliases. Back when your alignment gear would zap you and fall on the ground while you were running from place to place with your 2 multis, commingled with a trail of magic mushrooms as your clan leader led you from one zone to the next with his idiotic Tintin aliases. When crash runs sometimes meant using your cleric to summon the mob to you to kill before someone else did it first.
Can we please do something to make the game feel more like a game again and less like an unpleasant task my boss dropped on my desk? I have enough of those. I don’t want to come online in some of my increasingly rare free time and voluntarily subject myself to another apparently endless grind. Grind = bad.
Maybe we need to start a new conversation here. Let’s ask people “What brought you to Jedi? What was your hook?” Perhaps we need to look back at where we have been to see where we need to be? What will be done to do to draw people in?
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Post by Austinpowers on Dec 19, 2010 10:23:55 GMT -5
HI All, I know its been a long time since I have updated this.
Real life hit myself, Kailyn, Eniac, and Arizhel hard. Most of us had to deal with deaths in our family's, and/or personal tragedy. Add work to bury our heads in, and you had a lul in Jedi.
Well I have decided to take new route with Jedi 6.0
It was so hard to get things fixed, so I used a brand new Code base that has taken over from Circlemud. I have for 2 weeks now, followed a Task list that I gave to the Admin. I can say I have progressed further then I thought i could get.
All of OLC, DG-Scripts, database loaders, are now in. Tonight, I hope to bring the test bed up to go through some stuff. I have completely converted the Spec procs into a hybrid. Meaning, I used the new Circlemud way and added Jedi's uniqueness to it. I have to clean up the procs, but If I can get all of this done tonight, I will allow people on to start seeing the progression.
Please do not expect a miracle. I have yet to move spells, skills over. I have yet to move a lot of Jedi Unique features. I am trying for a X-MAS release, but I have to more realistic that more like a mid January release could happen.
Depends on how many people jump on to test.
YES you heard me correct. THERE IS A GREAT CHANCE OF A RELEASE for January.
There is a discussion on the game boards about adding 5 new damage messages. I might up that again. I think as gonfalon has pointed out, I am going to take another route here.
In the past suggestions have not really been taken seriously. I am here to tell you, Please post them and lets get real inspirations going here.
I was asked for private channels - I responded with I was not sure, well that has changed I am adding them as we speak.
I was asked for new damage messages, I am given more damage messages.
I was asked to make the game more interactive. I have tried to do do this.
My ANSWER TO ALL OF THIS IS, WITHOUT you the players we cannot move forward.
So my CHALLENGE to all of you is, suggest something, I empower you to make change happen. I may not know the answer right away, or even make it into this release, but I know we will do minor and major updates as we go along.
And on this note MERRY X-MAS to all, or happy hanukkah to all our Jewish friends.
I might/might not be around much between Dec. 23-28, I will be spending time with My family. I fly out early on the 23 and fly back the 28, but I have to go straight to work.
AP/Cunning/Gramps/Slyest
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Post by Austinpowers on Dec 23, 2010 14:00:28 GMT -5
Hi all, I am currently in NY. However, I have just learned that my VPN firewall is not letting requests go through. That is a major pain for me. As such, unless a miracle happens, I will not be able to dent as much as I thought I would before I get home.
Currently, I have ported 50% of the Magic/skills into 6.0. 75% of the spec_procs are done. This was massive, the new loaders work, I have centralized all procs. I have added autoquests, quest points and dg_scripts. I have completed 90% of OLC to Jedi standards. I have ported 75% of the fight system. I am integrating it into the standard circle code. What a challenge it was, and I have tested it and it works. I have added 5 new damage messages with possibility of more then that from the suggestions. You can also see the amt of damage done during that combat turn. Timed DT's are in. The new current code has been ported and works. I have changed over the MOVING FLAG to ROOM_CURRENT. Now currents will choose a random direction.
OLC is rocking, I have showed this off to the admin. I am porting Assemblies, spec procs and spells into OLC.
As you all know aliases, rent, player files were all converted to ascii. Complex aliases will allow embedded aliases.
I have added several new flags. I will introduce them in my next follow up. As I am heading out now to see my nieces.
Have a great day all
AP
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Post by Austinpowers on Dec 23, 2010 23:42:01 GMT -5
after a great day and fun night. I figured I would share more.
i have added HIDDEN and DESTROYED door flags. As you can imagine, HIDDEN DOORS can be found by certain INT and classes. Destroyed doors I felt could enhance certain classes as part of their skill set.
Zone flags are now in, I have added several open, closed, !astrail (teleport/dirt/summon), quest, !immort, then added just normal high, mid, low etc etc zones.
I have also ported !class_restrict zones, and autoexit flags for zones.
If you do not know, Quest tokens will have shops that can exchange the tokens.
The !DT card that was introduced back in April, is in the code. It has always been there, but never ported over. It can be anywhere, as in, inventory, eq, or a storage object.
Several things have changed or enhanced, such as, affects are now their own list, and not part of the character list. The admin can do a show affects and see who has what effects.
The admin also have a greatly enhanced logging system. It can log any feature, communication, player they deem necessary. It is part of the OLC code. They also have a, in game configuration changer. This is also part of OLC. They can change any timer, static room, game feature to suit the games need. I have corrected the RENT free.
I have added the purchase rent slots based on remorts and/or level. This will be further enhanced.
Several new flags are introduced. I wish I could give them now, but without access to my home box, I cannot do it.
I have also added a new slot WEAR_OFFHAND. I have not discussed this in depth with the admin, but I wanted to point out that it could be used as a second damage weapon, but you lose the shield and held item. Further discussion will be held.
Several admin/immortal commands have been enhanced or added.
Text files can and will be editable from in the game.
Copyover was added and can allow for in game reboots now.
I will be opening the testport for all, but keep in mind, I am adding 1 bit at a time and testing.
GATT will still be head of testing for us. I will keep in mind that I need as much testing of individual functions as I can get.
private channel communications have been added.
Customizable colors for communications have been added.
AGain, I am super tired, and do not have access to my test machine. I would post all the new flags, which will enhance game play.
Have a Merry X-Mas all!
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Simba
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Post by Simba on Jan 2, 2011 15:40:41 GMT -5
Some things I was thinking about....I may be repeating myself
Is it possible to fix energy drain back to the way it was with 6.0? By this I mean that mages/jedi can energy drain small pets. This was a great help not only as a heal for mages and evil jedi but as an align fix as well. Since Sohei can't take advantage of this anymore.
Speaking of Jedi can Nerveshock be tweaked so it can be used if the group is fighting a mob and a jedi can use this as it's first strike. If the mob is engaged a jedi can't use nerveshock at all which makes it kind of crappy.
Getting skills/spells that don't work taken off the spells/skills lists.
Clerics should get restore after rejuvenate since restore includes a more powerful version of it with a more powerful heal.
There should also be more elemental spells added to the classes. Like cone of cold, etc. I would like to see us take better advantage of those additions years ago. Mobs that have weakness to some elemental spells but others don't affect them.
Also make Arcadia special. Yes, the remort system has been tweak but how about some cool perks for the people that have been running their chars forever? Like not only renting at their house but also entering the game/recall there as well? And moving Arcadia from on top of New Thalos. Maybe a remort for a trump to recall to your house?
Thanks for your time.
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Post by dannywayne on Jan 2, 2011 19:36:28 GMT -5
6.0 sounds good. lookin for testing help? you wanted suggestions for damage messages well here goes.. Luke Skywalker is ISOLATED by your incredible smash! ..ERADICATED by your tremendous strike! ..decimated by your terrific slash! ..siezed by your furious stab! ..penetrated by your well executed hit! ..slaughtered.. ..demolished.. ..razed.. ..slit.. New various kill messages! The Droid Bouncer is now a bucket of bolts! R. I. P. The Goblin Chief is exterminated! R. I. P. The great white shark is wiped out! R. I. P. Darth Vader has failed the emperor for the last time! R. I. P. You have killed the fierce dragon in the name of the king! R. I. P. --I could do this all day lol want more? Kill messages assigned to mob-id's, terrain, weather, zone, room, killing blow, player-id, player-class, player-stats, player-activequests, etc. ..it's repetitive reading "Another mob is now dead! R. I. P." just somethin to chew on
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Mal
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Post by Mal on Jan 3, 2011 23:42:58 GMT -5
Some ideas: Allow items to have more attributes - I think this is extremely important. Right now, there is very limited options for new equipment (or revamping equipment) in the game. I'd say four stats would be the right number to have instead of the current two.
Create a new attribute luck that affects all skills/spells/levels/regen in game but only be a little amount each.
Continue class revisions.
Introduce remort specific equipment (max remorts allowed, min remorts allowed). 0 remort restricted equipment could give a little more edge to the new players.
Set aside some time to upgrade dgscripts...
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Post by gonfalon on Jan 4, 2011 15:20:12 GMT -5
Adding more spells (elemental focus was mentioned) would be a great way to burn extra practices for some classes. If enough new spells were added to make it impossible to learn them all... even better.
I'm not sure how that would work for any of the physical melee classes, though. There is a limit to how many different ways Sir Awesome of Western Palindromia can whack something with his sword.... shield... foot... head.... Pinkie of Doom. That last one refers to a newborn mouse. Get your mind out of the gutter.
I guess that's all I have to say. Constructive anyways (=
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Post by Austinpowers on Jan 4, 2011 15:38:28 GMT -5
Some ideas: Allow items to have more attributes - I think this is extremely important. Right now, there is very limited options for new equipment (or revamping equipment) in the game. I'd say four stats would be the right number to have instead of the current two. Name a few? You kind of left it out there, without specifying which ones you think would be good? quote author=mal board=general thread=494 post=5200 time=1294116178] Create a new attribute luck that affects all skills/spells/levels/regen in game but only be a little amount each. I can tell you I am adding at least one stat ESS. Short of essence of life.,... This will be for a future idea that is being passed around. I have 2 or three more i would like... [/quote] Continue class revisions. Introduce remort specific equipment (max remorts allowed, min remorts allowed). 0 remort restricted equipment could give a little more edge to the new players. Set aside some time to upgrade dgscripts... Remort only eq is being thrown around. I can see it happening, but not this second. What in the way of upgrades do you see for dgscripts? This is quite loaded as we speak. I am also going to toss the idea in for feats to be added. So that Races can play more of a role in the game. Such as elf's and dwarfs can see in low light/dark rooms.
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Post by Austinpowers on Jan 4, 2011 15:39:59 GMT -5
6.0 sounds good. lookin for testing help? you wanted suggestions for damage messages well here goes.. Luke Skywalker is ISOLATED by your incredible smash! ..ERADICATED by your tremendous strike! ..decimated by your terrific slash! ..siezed by your furious stab! ..penetrated by your well executed hit! ..slaughtered.. ..demolished.. ..razed.. ..slit.. New various kill messages! The Droid Bouncer is now a bucket of bolts! R. I. P. The Goblin Chief is exterminated! R. I. P. The great white shark is wiped out! R. I. P. Darth Vader has failed the emperor for the last time! R. I. P. You have killed the fierce dragon in the name of the king! R. I. P. --I could do this all day lol want more? Kill messages assigned to mob-id's, terrain, weather, zone, room, killing blow, player-id, player-class, player-stats, player-activequests, etc. ..it's repetitive reading "Another mob is now dead! R. I. P." just somethin to chew on All excellent ideas. However, suggesting them does not place with corresponding damage level. What levels would you suggest for the current damage plus the ones you suggested?
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Post by Austinpowers on Jan 4, 2011 15:41:46 GMT -5
Adding more spells (elemental focus was mentioned) would be a great way to burn extra practices for some classes. If enough new spells were added to make it impossible to learn them all... even better. I'm not sure how that would work for any of the physical melee classes, though. There is a limit to how many different ways Sir Awesome of Western Palindromia can whack something with his sword.... shield... foot... head.... Pinkie of Doom. That last one refers to a newborn mouse. Get your mind out of the gutter. I guess that's all I have to say. Constructive anyways (= As I grow the game, I would like to see elements added into the game. I think being able to draw powers from elements would add more of a challenge and more to do. I can see this as part of a 6.1 Upgrade, if I can get people on board with it.
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Post by Austinpowers on Jan 4, 2011 15:45:56 GMT -5
Have you all realized how thin the player base is? is it because everyone is on testing port? now with grapple fixed too, how will you kill QB, or any other mobs that entropies or steps or whatever crazy things they do? I am keeping Grapple as it is, however, I would like to see some change to it. I might consider disarm as also a way of removing the weapon a mobile has into inventory. These are all just suggestions. However, a 4 person group taking down 3000+ hp mobiles is just too easy. I would like to suggest something along these lines. each level of mobile has its specifics that need to be included. EX: a LVL 37 mobile needs to have 3500+ hp minimum, 5 spec procs, and 1 anti-class proc. This is all ideas I have in my head. I am all for having fun with 3 warriors and a dam good cleric. However, this does not really encourage grouping. I also do not want to scare people away because it is too hard. The best times I have had playing is when the group was 5,6,7 even 10 players. Armying really does not play a roll now as a spec proc, as most mobiles have a set amount to army on, and we do not reach that in 90% of the mobiles. thoughts?
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Mal
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Post by Mal on Jan 4, 2011 19:22:02 GMT -5
Allow for more attributes to items such as hp,mana,regen etc, items like: +2dam +1dex +1str bracelets (a new option instead of fbones/auburns) +1dam +8mana +8hp rings +1dam +1hr +1xp rings +5hp +5mana +5mana_regen +5hp_regen neckwear +1dam +3mana regen +5mana neckwear +1dam -10 moves -5move regen legwear (the 'new' moorish perhaps)
dgscripts upgrade.. If/When I have the go ahead to start writing dgscripts I'll can come up with a list of things that would be good to have... One thing that comes to mind would be saving out dgscript variables on rent/crash.
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Post by dannywayne on Jan 5, 2011 19:09:13 GMT -5
hey mal this is sephiroth/lloyd from adventuresmud, long time no see! i use those chars on jedimud and dannywayne currently how bout you? Some ideas: Allow items to have more attributes - I think this is extremely important. Right now, there is very limited options for new equipment (or revamping equipment) in the game. I'd say four stats would be the right number to have instead of the current two. two traditional stat improvements for equipment are plenty i think. there's always room to expand other ways. For example introducing elemental attributes to weapons, armors and mobile npc's. Continue class revisions. Introduce remort specific equipment (max remorts allowed, min remorts allowed). 0 remort restricted equipment could give a little more edge to the new players. Set aside some time to upgrade dgscripts... agreed
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