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EQ Idea
Jan 31, 2004 0:02:14 GMT -5
Post by Silverking on Jan 31, 2004 0:02:14 GMT -5
Dissolving eq... Same as a key that dissolves, but wearable. I don't know what uses it would provide, but I think it would be a cool concept nonetheless.
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Griffon
Junior Member
If you make funny faces long enough, this is what happens...
Posts: 81
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EQ Idea
Feb 4, 2004 17:28:31 GMT -5
Post by Griffon on Feb 4, 2004 17:28:31 GMT -5
Here's the qualms I've had with that... (and you immortals on here may have read some of it on the IMM board over the downtime). _If_ we have dissolving eq... 1) What would the purpose be? Every thing in this game has a purpose in this game (w/ the exception of banishment). What would this do? Would it give anyone an advantage/disadvantage? 2) Why would this be 'cool'? A phaser-ish weapon suddenly not working in mid battle? Definitely not cool. 3) What determines how long this stuff lasts? 4) Why would it dissolve? Here's another idea we came up w/ 'upstairs' that may have a slight bit more warrant... items rust/break over time. You can take these things to the tinker (yes, the tinker ) and he can fix these for a fee. All items in the game can be suseptible to rust, but some will take longer (or shorter, depending on the object in question) to rust/break. Also, wet/snowy weather can speed up this rusting, while hot/dry weather slows it down. Just another idea from the vastly resourseful mind of... -Nic
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EQ Idea
Feb 4, 2004 20:08:49 GMT -5
Post by Silverking on Feb 4, 2004 20:08:49 GMT -5
The tinkerer idea has been discussed several times in the past, and I do believe that that was the actual intent of the mob. But for one reason or another, the project never got finished.
As for dissolving eq, I really don't know how or where it could be used. I was hoping someone could come up with a bright idea for the concept.
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EQ Idea
Feb 5, 2004 23:32:54 GMT -5
Post by pixie on Feb 5, 2004 23:32:54 GMT -5
Hmm, the easiest way I can think of to accomplish something like this is to simply give weapons hp, and every time they hit, they lose some, when hp hits 0, they break, weather or not the brokenness is perma, or reperable, I dont know Armor could be the same, only on receiving damage sayt 10% of every hit goes to armor, randomly (body, arms, shield, legs etc.) 90% to character... Holdables, lights, necklaces, and bracelets could simply have a life time, in hours, like spell effects. Maybe make said misc items rechargable via enchant spell from mages? -Just my ideas -Pix
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umi
New Member
Posts: 43
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Post by umi on Feb 6, 2004 7:05:08 GMT -5
Everquest: Online Adventures for the PS2 has the same system. It's just a money sink. Items have hitpoints and a durability number. The durability number represents the chance of an item taking damage from a blow, and when the hps get too low you have to take the items to a blacksmith and pay gold to get them repaired. Nothing pisses people off more than having to repair their stuff. Our morts already have to pay rent for their stuff, I would hate to see people having to pay even more cash.
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Niobe
New Member
Posts: 35
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EQ Idea
Feb 6, 2004 12:01:39 GMT -5
Post by Niobe on Feb 6, 2004 12:01:39 GMT -5
Well, I don't think EQ getting damaged and has to be repaired is such a bad idea (especially since I've been told quite a few times that the admin - or some of them - want to bring more realism into the game). However, the price should be moderate and you should have to pay less rent for damaged EQ.
But there's another thing I'd like to bring up: I would love to see weapons that do more than just damage, e.g. a vorpal blade with a chance of doing additional damage or a vampiric sword draining HPs from the victim. Or a mana draining weapon, weapons doing frost/fire damage ... I think the possibilities are many. Also it would help with the edrain and mana channel issues.
And one more idea: why not being able to cast spells on weapons, like cast poison on it and so poison the victim?
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umi
New Member
Posts: 43
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EQ Idea
Feb 6, 2004 12:24:05 GMT -5
Post by umi on Feb 6, 2004 12:24:05 GMT -5
I'm not sure that would really bring any realism to the game. It would most likely end up as being just another inconvenience to make triggers or aliases for. I'd like to see weapons that did more than just damage, too. There's hundreds and hundreds of weapons in the game and people only really use like 6.
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EQ Idea
Feb 7, 2004 17:53:10 GMT -5
Post by pixie on Feb 7, 2004 17:53:10 GMT -5
I agree money sinks are bad, so maybe reperable eq is bad, maybe not.
However i do like Eos's idea on spelll effects on eq, now I know that the way it stands now all spells on weapons affect the weilder, so poison on weapon would poison the user, but is there a way to correct this? Not a whole lot of point in talking about what would be cool to do to weapons effects if it isn't..
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Pioneer
New Member
Part of the few, the proud, the warrior poets
Posts: 42
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EQ Idea
Feb 13, 2004 10:15:02 GMT -5
Post by Pioneer on Feb 13, 2004 10:15:02 GMT -5
Having explored a few other muds during the extended downtime, I saw some stuff that was interesting concerning the Tinkerer. Sprinkled throughout the land are some special creatures of great powers, when fighting them, they can damage the gear you wear or burn items in your inventory. Resulting from this and depending on how badly the item was damaged and not completely destroyed, the Tinkerer could (for a fee of course) repair the item. In other realms, any creature you fight has a chance of damaging a random piece of your gear, the damaged gear can of course be repaired by the Tinkerer or Armorsmith or Weaponsmith. Let me explain this, let's say the damage gear proc is set to 1% for a goblin, then each time it hits you, it has 1% chance of damaging your equipment, you don't need to run for the hills fearing for your equipment while fighting this nuisance, but it -still- can damage it. In another example, the Ancient Black Dragon's damage gear proc is set to 50%, obviously, chances are you'll walk out of this fight battered and with more than a few pieces of gear damaged and / or destroyed (as it should be, you just fought a DRAGON for crying out loud ). It would add flavour and risk to the mudding experience I think, but as interesting as these sounds, I can already foresee some mobs that are hardly ever fought going on the 'he was killed 3 years ago' list. Not saying this is or isn't for JediMUD, just saying there are possibilities. On another note, the special weapon procs mentioned by Eos is interesting, there is a serious lack of variety in the game today, not lack of weapons mind you, but lack of variety.. how many weapons is there in the game? how many are used on a permanent basis? I bet less than 0.5%... Would people consider using a 3d6+1hr wooden stake if it had +6damage vs undead? Would people start using Cubbys if it had +8damage vs dragons? Would a vorpal blade be 'bearable' if it was 5d3 and had 1% chance of taking off 25% of the target's hps? Maybe, but then again, maybe not... And while we're at it, why limit this to weapons? Would people trade their damage gear off if they had the option of using an Ethereal Field Plate 20ac 1int chest slot with 5% chance of negating the damage from each hit? *sigh* 3 post in one day and 5 total in one month.. Jedi being down is really affecting me I guess.. someone kick the puter already to bring it back up! Pio.
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EQ Idea
Feb 13, 2004 15:52:09 GMT -5
Post by Dank on Feb 13, 2004 15:52:09 GMT -5
this is a great thread.
there isn't any experience more exciting than the experience that puts one at risk. adding to the depth of the risk would just make the mud more exciting.
a limited set of mobs that damage weapons/armor would be welcome. linked with a new shopkeeper (the tink) that helped with repair would be awesome.
the key word is "limited", as umi points out above, the additional overhead involved with mainting inventory becomes monotonous. morrowind uses this model, and while i didn't find that the occasional stop at the armorer detracted from game play, it seemed superfluous.
i love the idea of imbuing weapons with special procs.
how about this one?
a special weapons proc that makes the wielder an evil or good aggro. that is, as soon as you walk into a room, and a certain alignment is detected by the weapon, it attacks. give the term "loose cannon" new meaning.
another idea places the ability to enhant a weapon with an offensive/defensive spell. how about a mace that heals the wielder once every random rounds? or a sword that add fire damage every three melee rounds.
did i say that i love this thread?
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Niobe
New Member
Posts: 35
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EQ Idea
Feb 13, 2004 17:06:22 GMT -5
Post by Niobe on Feb 13, 2004 17:06:22 GMT -5
I've seen that on the mud I played during the Jedi downtime over Christmas and I found it quite appealing (OMG, I thought I'm a nice person! ). It's a mage spell called "zap" and when a weapon is zapped it not only does the normal hit damage but wounds the victim with either a lightning bolt or chill touch or fireball. On that particular mud it does that every round, however, the spell wears off after a while and the weapon needs to get rezapped. Weapons there can also be zapped by any class by a wand/staff.
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EQ Idea
Feb 14, 2004 14:59:20 GMT -5
Post by Silverking on Feb 14, 2004 14:59:20 GMT -5
I don't know about this one. It's possible to set weapons to cast spells with each hit, but it hasn't been done on Jedi, and probably for a good reason.
Maybe just make the "zap" a bonus when enchanting a weapon. There's a 10% chance that a weapon will be "zapped" when enchanted, and the zap will only happen 5% of the time when in use.
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EQ Idea
Feb 14, 2004 17:27:33 GMT -5
Post by Arizhel on Feb 14, 2004 17:27:33 GMT -5
Actually 'weaponspells', or spells that have a chance to cast whenever the weapon hits, have been suggested and are under discussion.
For those of you who have never seen it in action, here's an example for you.. if you are wielding Jupiter's Lightningbolt, you might see:
You ANNIHILATE Andrus the Master Mage with your ultimate smite! You ANNIHILATE Andrus the Master Mage with your ultimate smite! Your lightning bolt shatters Andrus the Master Mage to pieces! Andrus the Master Mage is dead, R.I.P.!
etc.
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EQ Idea
Feb 15, 2004 9:22:18 GMT -5
Post by Silverking on Feb 15, 2004 9:22:18 GMT -5
Personally, I'd like to see energy drain or mana channel on a weapon. Heal while you kill... mmm
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Niobe
New Member
Posts: 35
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EQ Idea
Feb 16, 2004 10:20:28 GMT -5
Post by Niobe on Feb 16, 2004 10:20:28 GMT -5
If you'd have read the whole thread, you'd have seen that I already suggested this. But I'll gladly repeat it here: Vorpal a chance to do double damage (like dhit) Vampiric drains hitpoints from the victim and adds it to the wielder of the weapon Mana drain self explanatory (works like Vampiric) Spells for zapping a weapon: Lightning bolt (see Arizhel's example above) Frost (is usually chill touch) Fire This is like I saw it on another mud during Jedi's last downtime. As far as the healing you menationed ... you'd still have to have the heal spell, wouldn't you? I'm not sure if this fits into this thread: I'd love to see more damage messages and to have them come in colours would be absolutely awesome. Jedi simply doesn't use colours enough, I think. I'd also love to see colours in the players titles as well as in EQ. It makes a world of a difference! Oh, and another thought (don't flame if it's the wrong board, please): It would be great, if we could rename EQ for a fee. I'm not speaking of rare pieces like lbolt or BOs. But why not be able to rename a long sword or a chain mail shirt to something making you look different? Because as a remort reward renaming an item is pretty worthless, if you consider the following: The average number of remort to get perfect stats is approximately 8. Then you want regen bonuses, makes at least 6 more remorts, if you're happy enough to get the bonuses for just hps, mana OR moves. And believe me, you'll need these more than wasting your first past perfect remort on a renamed piece of EQ. So, if you're like me and want perfect stats first, then get some remort regen bonuses, you have to remort at least 14 times to be able to rename your first piece of EQ. And there are 18 slots! ;D And one last idea (can you tell I'm a bit bored at work? ): How about a few more EQ slots? Ears and shoulder come to mind instantly and I really, really liked the added hitroll/damroll you get from sheathed weapons. A "floating nearby" slot also would be nice. However, I do understand that chars might become too powerful and you'd have to beef up the mobs again. And now I go back to work. ;D
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EQ Idea
Feb 16, 2004 10:59:19 GMT -5
Post by Silverking on Feb 16, 2004 10:59:19 GMT -5
You know, I actually read that part about weapons that cast energy drain when you hit, but it must have slipped my mind... I apologize.
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EQ Idea
Feb 16, 2004 11:12:32 GMT -5
Post by Arizhel on Feb 16, 2004 11:12:32 GMT -5
I'd love to see more damage messages and to have them come in colours would be absolutely awesome. Jedi simply doesn't use colours enough, I think. I'd also love to see colours in the players titles as well as in EQ. It makes a world of a difference! I'd like to see more color too, actually. This was being looked into at one point. The last I knew, restringing an item works just fine, as long as you don't rent the item. Something about renting the item causes it to be corrupted, and spell information and other crap overwrites the item's name. Any more information on this would have to be garnered from Unicorn. Perhaps we don't -want- oodles and oodles of personalized equipment floating around, hm? Even if the restring thing pans out, it'll still be reserved for a post perfect remort prize. It'll simply mean that you can rename anything, instead of just a nonlimited item. If it's that big of an issue, make a character specifically for renaming items. Remake a billion times till you get 5 remorts to perfect, then run those 5 remorts and more, and rename a whole slew of items. Hey, just an idea. I'd vote against this every time, because it leads to an increase in the speed of what we've come to refer to as 'eq creep'. If you introduce a new eq slot, inevitably someone will eventually want to make a +damage equipment for that slot. We're already having a few issues with the amount of damage equipment and skills/spells in the game. It's gotten to the point where it's, well, ridiculous. Thieves that can annihilate through sanc? Yeesh. The only way I'd ever approve something along these lines is if using one disallowed using another. Perhaps if you're wearing earrings, you cannot wear a helmet. If you're dual-wielding, you cannot use a shield or holdable. Etc, etc, ad nauseam. My last question is, why would you get hitroll/damroll from a -sheathed- weapon? Hrm. Last time I checked, a weapon in D&D only gave you the hit and dam bonus if you were wielding it, not simply carrying it around. Heck, if I can get a hit & dam bonus for simply carrying weapons around, I'll strap six +1 daggers to my belt and it'll be all good.
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EQ Idea
Feb 16, 2004 16:41:34 GMT -5
Post by pixie on Feb 16, 2004 16:41:34 GMT -5
I know I harp about the mass influx of overpowering eq too often, but I will again!
Pet peaves: level 1 ANNIHILATORS, unless (big unless here) they have some considerable remort time.
level 0 weapons doing 4d6 +2+2 enchanted *blech*
Level 3 +1 +2 lights (who was insane here?0
The point in every rpg i have played has been character improvement, if you annihilate at level 1, and well, annihilate at level 30, aside from hp/mana wheres the improvement?
Idea!
Flags on some of this eq for x remorts only, flags on others for !mort, and plain delete a whole stack of it.
As for vampiric weapons, imho, HORRIBE idea. 1 more reason no one will need a mage/cleric/regen time.
possible exception, limited durration on said item, insanely high recharge costs, ungodly rent cost, and only loads .01% on the war goat, then all good.
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Niobe
New Member
Posts: 35
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EQ Idea
Feb 16, 2004 17:21:57 GMT -5
Post by Niobe on Feb 16, 2004 17:21:57 GMT -5
As for vampiric weapons, imho, HORRIBE idea. 1 more reason no one will need a mage/cleric/regen time. possible exception, limited durration on said item, insanely high recharge costs, ungodly rent cost, and only loads .01% on the war goat, then all good. Hold your horses, will you? It *is* a nice possibility and it would depend on *how much* hps a vampiric weapon would drain, no? We have this already (either a paladin or apal skill, I can never remember which has it because my main chars are other classes). And since you seem so concerned about overpowered chars ... heck, beef up the mobs *for real* and make them classed mobs! Those are much more interesting to fight ... and I do admit that after what I've seen elsewhere, Jedi's mobs (and I don't mean the super mobs like Jupiter, firedragon, etc.) but the ones run for xp seem like punching balls to me. Make them intelligent and then classes with a lot of damage won't look so impressive anymore all of a sudden. ;D
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Tam
Full Member
Posts: 170
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EQ Idea
Feb 16, 2004 22:45:22 GMT -5
Post by Tam on Feb 16, 2004 22:45:22 GMT -5
And since you seem so concerned about overpowered chars ... heck, beef up the mobs *for real* and make them classed mobs! Those are much more interesting to fight ... and I do admit that after what I've seen elsewhere, Jedi's mobs (and I don't mean the super mobs like Jupiter, firedragon, etc.) but the ones run for xp seem like punching balls to me. Make them intelligent and then classes with a lot of damage won't look so impressive anymore all of a sudden. ;D In regard to mobs, yes. They're absolutely big punching bags. The fact that you can take 6 people and go -level- the Roman gods says something about that. On other games (and believe me, I've been taking inventory) people say "well, if you get your 20 people coordinated, things like the rancor aren't so bad." 20 people! On our game, supermobs take 6 and not only do they drop them in minutes, they just keep on trucking along, plowing through the next set of supermobs. Now, this begs a question. "What have we done?" Has adding a 3 damage light impacted the game? Has adding a single zone that loads a -pile- of +2dam EQ impacted the game? Has making the #@$@#$, #@!!&@ phaser in-game loadable impacted the game? If so how? Quite honestly, I'm not adverse to assisting our zone goddess in any way I can to upgrade mobs but let's be honest. Changing several thousand mobs just because people want to get their rocks off by having more damage and more crippling abilities every so many months, would completely and utterly bite. So.. this reminds me I have a rant about rangers. Off to the Class boards! -Tam
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EQ Idea
Feb 20, 2004 18:17:33 GMT -5
Post by pixie on Feb 20, 2004 18:17:33 GMT -5
Ok I know a lot of players have a butt load of cool eq, but do you really want to re-style the mud based on that fact? I mean if you decide that a level 1 warrior *should* ANNIH and re do the zoo..... fun for the newbies who Might try to play, for all of 1 combat.. Re-doing skills for the perfect stat eq-groups with all the power eq, is stupid, imho. You should run a character, no recreates, incognito, no eq transing with your other chars, and see what you have at level 30. This should be your base, not someone wearing all the eq they have accumulated over 20+ morts If people are willing to run a mage say, till they have 150 mana regen in eq, more power to them! most of us dont have the time, and I would hate in a big way, to see the MOBS redone to reflect the perfect mage as a base! applys to all classes -me
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EQ Idea
Feb 20, 2004 19:13:36 GMT -5
Post by Arizhel on Feb 20, 2004 19:13:36 GMT -5
I agree completely. While we cannot completely discount the past-perfect remorts and other powerful characters that have come to populate the MUD, we definitely are not planning on rewriting the entire place to cater to them. If you choose to remort past perfect, more power to you. If you choose to spend time (and cash, in some cases, imagine that), building your character up, again, more power to you. However, the baseline for any changes we make must be the average player. The average player will always have a harder time of things than the past-perfect player, even with things geared towards him. If we were to gear the MUD towards the people with no lives... errrr.. the past-perfecters and the powermudders, well, then the mud just gets a whole hell of a lot more unfriendly for everyone. To play the devil's advocate, imagine starting over completely fresh in the recent wake of a pfile wipe, when even the mobs in the freakin zoo have been rebuilt to compensate for players being able to ANNIHILATE at level 1. Puts things into perspective, eh? Anyway, my vote is firmly on the side of knocking some of this ridiculous level 1 gear up a few levels. I'd rather take things down a few pegs now than be racing to compensate over and over later, as the envelope gets pushed further and further.
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Ciara
Full Member
Posts: 173
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EQ Idea
Feb 22, 2004 22:01:00 GMT -5
Post by Ciara on Feb 22, 2004 22:01:00 GMT -5
All of this will be taken into consideration once I start my mud-wide eq/mob review...
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EQ Idea
Feb 26, 2004 11:10:33 GMT -5
Post by siolfir on Feb 26, 2004 11:10:33 GMT -5
First off, let me express my dismay at how people compare between muds, as if things should be exactly the same on each. There is a difference between taking some good ideas and incorporating them, and stating that supermobs should take so many more than 6 people 'because on other muds it takes 20'. Good luck getting 20 people to agree to enter a quest, where each has a chance of winning something, let alone to kill something that might load a piece of eq for one person. There aren't 400+ players here, and 6 people is a larger percentage of the mud than 20 is on some other muds...and not just any group of 6 works, either. The MUD is already a "old boys" club, where new people are highly unlikely to compete effectively without getting a ton of help/gifts. Does it really need to be made more so, by making it impossible to run eq with the limited number (and capabilities) of the people that are on? And here I thought the idea was to reduce the amount of mage squads. Back to the topic(s) at hand, spells on weapons, and more eq slots. Spells on weapons isn't necessarily a bad thing, and yes, aura of darkness for antipaladins is a limited edrain (that doesn't affect alignment *hint*hint*) that currently exists. I've suggested similar spells, that don't include links to weapons or eq, that behave similarly. I don't personally think that we need weapons with linked spells, but I'd rather see something that the classes provide instead...not because I'm against it in general, which I'm not. I'm against more eq slots, for the reasons already mentioned, and even saying "no, you can't make +damage on this location" won't work, since it will then become a +hp, +mana or +regen spot, allowing the +dam to go somewhere else. Better to just not have the spot in the first place, than to place so many rules on what can be in it that it's a trash item that just takes up rent space for no reason.
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EQ Idea
Feb 26, 2004 18:15:52 GMT -5
Post by pixie on Feb 26, 2004 18:15:52 GMT -5
I agree, basing any ideas on how to tool this mud based on groups larger than 5 is kinda stupid, imho. 1st off generally i see less than 20 people on, so asking 25% of the population to go in to a combat for whatever reasons together is kinda unreasonable most of the time, expecially considering that the odds of loading much is kinda slim, and generally only 1 person gets anything of value. 2nd Our populations has been on a decrease not increase for so long, that expecting a reversal might not be the best bet. Incorperating the loyal players wishes and hopes for the game, to make their enjoyment better might be a wiser move than alienating the few we have left. 3rd Its a game, always has been, always will be, someday i will log in and it will be gone, same will happen to all of you. cope. not worth a coronary.
sorry kinda mean spirited today i think...
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