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Post by Angels on Jan 22, 2004 23:24:37 GMT -5
Was wondering if JEDI were going to be revised, and was also wondering what class is being worked on now...
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Post by Silverking on Jan 22, 2004 23:26:09 GMT -5
From what I've read on the in-game message boards, all the classes are being revised at once. Even the classes that have already been revised are open for revision.
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Post by Silverking on Jan 22, 2004 23:30:10 GMT -5
This is how it works. You select the color, and where the word "TEXT" is, you put in the text that you want the color changed on. You can't just highlight a word, select the color and have it change. You have to select the color first, replace the word "TEXT" between the tags, and then finish your message outside the tags.
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Post by Angels on Jan 22, 2004 23:32:08 GMT -5
i will just avoid the colors.Just keep it old school telnet...thx Silverking.
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Post by Silverking on Jan 22, 2004 23:33:13 GMT -5
You're very welcome.
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Post by Pixie on Jan 23, 2004 0:00:39 GMT -5
Will these boards *class* be used for discussion of revisions as the occur? ie Will there be revision team input as to how revisions are going, options to run in a test port to playtest etc.
Just wondering
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Post by Silverking on Jan 23, 2004 0:05:30 GMT -5
I'm guessing yes. I think it'll be a lot easier for people to discuss revisions here, rather than on the in-game boards, because these are so much more user friendly.
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 23, 2004 13:15:05 GMT -5
Here's the scoop on class rev as it stands last night....
The core class rev team is meeting on a weekly (or more) basis. This will hopefully speed things up faster than email (how we were doing it before).
We are working on all the classes at once. This is so that we can take our fresh new list of ideas and ways to manipulate the mud and disperse them across the different classes.
We are mainly looking at new ways to manipulate the game and therefore gain new possibilities for skills/spells. For example, regen can be affected by rooms. Perhaps there would be a skill to temporarily change or add something to the room in order to regen faster.
All ideas are welcome but please please please, e-mail them. Post here if you like, but e-mail them as well. This is because I have a specific folder set up to keep track of all the ideas sent in. If I were to try to cut and paste everything from e-mail to the game boards to these boards to mud mail to random tells to gossips, I'm not sure anything else would get done.
Number 1 Hint: think as far out of the box as you can. We know that skills and spells can do damage. We know skills and spells can drop armor class. Invent things like: SpellX will be enhanced if EffectY is cast on yourself beforehand.
Playtesting: Yes.. when we're to that point, we'll ask for playtesters
Ideas: Sure, we'll prolly post ideas here and there to get feedback. We won't however leave class skills up to a vote to the entire mud populus. Nothing would ever get done if we did that.
Ok.. going to run and do constructive things today *I hope*. -Tam
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Post by MarcoDelVespuchi on Jan 23, 2004 14:54:10 GMT -5
I'm assuming that the idea of readdressing class saving throws has been brought up already. If not, readdress saving throws for classes and mobs, have more than one. (ie: Fortitude, reflex, will or vs spell, vs death, etc) Once saves are being looked at you could toss in skill/spells which mod saving throws a bit more. Not just increasing throws for PCs (ex: That paladin spell Blessings of the divine or whatnot) but a bardic Dirge which decreases saving throws or the Dim Mak for Sohei or Ninja which would go off the saving throw. Of course there would be limiting factors to it such as undead couldn't get hit since they are already dead.
Also, little thing that has always been in the back of my head: Why don't you drop a level when you loose the exp required for that level? No clue how much coding would be involved to implement something like that. It is entirely possible it is to time and energy consuming to worry about.
Just couople of things.
Later. dingdong
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umi
New Member
Posts: 43
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Post by umi on Jan 23, 2004 15:06:51 GMT -5
Well there's a few problems with losing levels. People could try to lose levels on purpose because their hps/mana sucked. If they could keep their hp/mana when they lost levels, people would just lose levels to run a bardic college or restricted zone with a beefed up char. The only way I see this working would be that the game remembered the hps/mana you gained and that's what you would get when you re-gained that level.
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Post by MarcoDelVespuchi on Jan 23, 2004 15:22:36 GMT -5
But of course. Much like level drain in P&P, you just loose the abilities temporarily. When you 'Regain' your level, its not a new roll of the hp and mana dice. You just get access to what was already there.
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Post by Arizhel on Jan 23, 2004 16:19:28 GMT -5
Level draining effects are definitely being looked at. Permanent level loss probably will not be, for the reason that Umi named above. People would no doubt abuse it and go lose a level if they gained 3 hitpoints. Saving throws are also getting a major overhaul in all of this mess, so bear with while we're under construction.
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Post by Silverking on Jan 23, 2004 17:57:34 GMT -5
Damn skippy... If you get a three point hp gain on a level, you deserve it.
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 23, 2004 19:47:05 GMT -5
Well, its funny you mentioned that because that topic is what threw everything we were doing into a tizzy and not only forced us to figure out how to restructure part of the game but also (in part) forced us to have to do all the classes at once.
-Tam, who would also like to endrain something bigger than a breadbox.
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Post by Silverking on Jan 23, 2004 19:56:32 GMT -5
To be able to mana channel something bigger than a breadbox would be nice too...
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Post by MarcoDelVespuchi on Jan 23, 2004 20:07:02 GMT -5
Ooooooo! A Disguise skill for ninja. Let's them 'dress up' as a mob in a zone effectively. Woudl work as a limited form of pf except it would be limited by zone. So protection from Goth or Protection from gnoll or whatnot. No, they shouldn't be able to instantaneously disguise as any mob. I imagine they would need some sort of 'disguise' to go with it. Some piece of eq that would aid them and make the skill actually work.
And the requiring a piece of eq to make skills work would be another idea. The possibilities could be limitless. (Not really, but there would be alot.)
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Post by Arizhel on Jan 23, 2004 20:16:30 GMT -5
Not to mention you could scare the crap out of someone running Ravenna by disguising yourself as a Goth and walking around....
Not that I'd do that sort of thing, mind you. ;D
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Post by Silverking on Jan 23, 2004 20:18:50 GMT -5
Hmmm, it would be rather interesting to dress up like a citizen of midgaard going about saying things like, "I wish that durn Mayor would suck on a dragon's toe.."
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Wamphryi
New Member
The blood is the Life.
Posts: 31
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Post by Wamphryi on Jan 24, 2004 11:20:52 GMT -5
No I wanna " disguse " myself as Tam and walk around nakid:-) that may scare people more
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 24, 2004 11:55:01 GMT -5
Mana Channel is crap. What sense it ever made to use -mana- to get more -mana-, I'll never know. That's got "infinite loop" written all over it.
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Post by Silverking on Jan 24, 2004 14:45:39 GMT -5
Actually, it makes pretty good sense. Compare mana channel "using mana to get more mana" to a supercharger on a car. You sacrifice a small bit of horsepower, to gain an even larger amount. "using horsepower to get more horsepower"
All in all, it's the same thing, and to me, it makes sense.
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 24, 2004 21:27:46 GMT -5
No offense but with the current mana channel, you lose -nothing-. Think about it. Before you cast, you have 75 mana. After you're done casting it, you have 250. There's no sacrifice of horsepower or anything at all.
-Tam
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Post by MarcoDelVespuchi on Jan 25, 2004 0:35:26 GMT -5
Sacrifice hp instead?
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Post by Silverking on Jan 25, 2004 12:36:05 GMT -5
When I played Sohei, the gains were never 175 mana points. It was more like 100 mana.
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Tam
Full Member
Posts: 170
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Post by Tam on Jan 26, 2004 2:47:21 GMT -5
When I played Sohei, the gains were never 175 mana points. It was more like 100 mana. So you spent 75 mana to walk away with 175. The concept is still the same. (though, I've had significantly better luck) Now, MarcoWithTheReallyBigName presents the most frequent suggestion to the problem. Drain from one stat to gain in another. Now in that situation, you actually lose something (representing fatigue in some way) and the whole concept makes some sense. Quite honestly, I'm not sure what will happen with Mana Channel. As sohei look at the moment, the skill is pointless for them. We'll see how the ball bounces though. -Tam
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