Originally posted by Jaethor
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So, this is a bit of an odd one. But what if, for in cases where for whatever reason, you wanted to get rid of a character permanently, there was a way to die? The reaper would assumably just decide it is your time. it seems silly and pointless to implement, but I think it would open up some interesting roleplay opportunities, and might even spur older characters into trying their hand at something new.We are both of us merchants, and I'll promise you one thing. We will not laugh until we get the money, and we will not cry until we go bankrupt. And guess what? We are going to laugh.
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Originally posted by Lawrence View PostSo, this is a bit of an odd one. But what if, for in cases where for whatever reason, you wanted to get rid of a character permanently, there was a way to die? The reaper would assumably just decide it is your time. it seems silly and pointless to implement, but I think it would open up some interesting roleplay opportunities, and might even spur older characters into trying their hand at something new.Tick tock goes the clock until you feel my ire. You'll lose your voice and turn to rock and lose what you desire.
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This idea was asked about pertaining to the skill of shadows, something along the lines of gating to items... blah blah blah. I am aware of the potential abuse with said Idea. However, I am wondering if we could make an addition to maybe awareness or Intelligence that goes very closely to the idea of Locating items. The bonus to this new skill would be that instead of locating it, you'd get to see the rooms description, people, and items within said location. I think it is important that this skill not specify the Rooms name though. So for instance:
Locate Flute
You sense a gold and silver flute at Turn in the highway.
Sense (Whatever skill name) Flute
As the highway continues its way across the land, it curves slightly here,
leading away to the east and northwest. Visible across the grasslands to the
west is a river, running almost due north towards a town that straddles the
road to the northwest. You are still too far to make out much more than the
tops of houses above the wall however, but you can only assume that some way
to cross the river will be present in the town. A gold and silver flute lies
here, partially caked in mud. Restlessly pawing at the ground, a salivating
canus growls in a guttural manner. The bloated form of an amphura sits here,
its eyeless head turning about. You can progress east and northwest.
Of course, items that are protected by an Azure crystal would not be able to be 'sensed'. I am not sure how the current system works, but if I locate Parchment, I always get the same parchment. If this parchment were crystaled, I'd assume that i'd locate a different parchment? At least pertinent to this idea I mean. Meh.
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Originally posted by Kaal View PostThe bonus to this new skill would be that instead of locating it, you'd get to see the rooms description, people, and items within said location. I think it is important that this skill not specify the Rooms name though.
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I like the idea, because of the times when you're locating a randomly placed item (like the wheel) and you recognize the name, but you can't QUITE place exactly where that location is. Still, that might be why its not a good idea. those instances force us to re-search and re-explore.We are both of us merchants, and I'll promise you one thing. We will not laugh until we get the money, and we will not cry until we go bankrupt. And guess what? We are going to laugh.
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Meh. You might be right Lawrence, but how many of us actually read room descriptions? I mean, isn't that the Divine (Jaethor) is getting at of late? We need to write stories and understand the lore of this place. I think a skill like this would encourage it. Instead, we are so focused on the <purple> Text that we don't even read the descriptions. Unless something directly draws our attention to it, we miss it. I'd like to see things from a different perspective. This idea gives that perspective....
@ Nakarym
I believe it is important to omit the Name of the room for this reason. It is it's own skill. People will of course create an alias that locates and 'sense' the item, but, Locate is given to the mortal pretty early. The Sense skill could be given much later which would maybe provide another skill to one of the generals that might be lacking. If we were to think of it as an Expansion to the locate skill, a better version, i suppose I wouldn't mind. Meh.
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Howdy, still away for the week (but I've been paid to say that Raken is in charge of being mean while I'm gone). Truthfully, the reason this skill would be used isn't to read the descriptions. After about a few toys with it, decent programmers will cache the descriptions, players will run a look-up, you can just echo the room name, gag the description, you've got shadow look wherever the hell you want in addition to the regular locate (minus the azure crystal bit). Load your mapper up description variable. Look up all rooms with said description and find the path to the place. Situation #1 in this would be bad.
Situation #2, player decides to place azure crystals only at entrance of building. If anyone gets farther than the first room with friends, they record an item number (table, bookshelf, something not moving), they have the ability to peek in and see all the people have.
Situation #3, you even pointed it out. NewLocate Kaal. Oh now I see all the demons he has out while he hides from my gaze. This part would really just hurt the demonologists the hardest
Interesting idea, but bad execution. Re-roll.Tick tock goes the clock until you feel my ire. You'll lose your voice and turn to rock and lose what you desire.
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First: I'd like to see the addition of comparable areas to the Heretics, Drakes/wyverns, and Piranhas.
Second: A place that needs to meet a certain requirements. Levitating for example. Maybe the whole hunting area is in the sky. Should you stop levitating you fall to your death or receive massive damage. Or, Lava/Acid, or some other beast that only attacks if you aren't levitating is on the ground.
Third: I'd like to see an item created that summons all creatures to its location. Possibly a Rotten piece of meat might call all the zombies of Akanbar to a specific location. Until the piece of meat is eaten, they won't attack you, but as soon as it is done, all zombies would focus on all the people in the room.
Fourth: More skills that directly effect NPCs during hunting. Right now the only thing i can think of is Summoning that will effect lesser creatures. I'd like to feel more powerful when dealing with some beasts, even if it is just against the weaker beasts.
Fifth: A new skill set added to the generals. However, instead of learning with crystals you must meet certain requirements for the previous year to be ranked on the current year. For instance: Dedicating bodies to some said altar would give you points towards this new skill. 500 points might make you learned, 2000 points might make you exceptional. Gives the player the decision to sacrifice to a god, or make ones self stronger. could add to an interesting level of roleplay/conflict? The skills themselves would have to be... well, i'll leave that to the powers that be.
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Originally posted by Kaal View PostI'd like to see an item created that summons all creatures to its location. Possibly a Rotten piece of meat might call all the zombies of Akanbar to a specific location. Until the piece of meat is eaten, they won't attack you, but as soon as it is done, all zombies would focus on all the people in the room.
Originally posted by Kaal View PostI'd also like to see religious affiliation for villages. Could be some fun with that...
(this means nothing at present)
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I'd like to see the ability for mortals to influence the strength of NPCs for an extended period of time. I am not speaking of a force rune. Take Tuireann for instance. He has a Runic Warhammer. Currently occupied by Golgonath, so this would only hurt those that are enemied to Monadh-dach, but a great warhammer might be found through the lands and given to Tuireann. Thus, increasing his damage by 2x?
I believe that should each baised village have something unique like this, it could make things dramatically more interesting. For instance, whom it would benefit might be directly related to the villages political stand point. Khazir is allied to Golgonath at the moment. Giving Arkad some item would then make the heretics do more damage against anyone who isn't a Citizen of Golgonath. Or give Golgonath more damage to the Heretics.
Some villages wouldn't be very useful. Marinford for instance, doesn't have many notable NPCS. However, Kervoza/Brigands, Dwarves, Elves to a certain extent, Carmena... A certain degree of influence between these major villages could be very intriguing.
Handing in said item could do various things. Give more experience in said area, give more gold output for quests/bodies. Meh. It is an idea.
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An idea for Golgonath.
Instead of hangings, (which no offense, get INCREDIBLY boring after a while) how about we have decapitations?
We'll use an up and coming Legionairre who wants brownie points to a next city/guild rank, and its gorier depending on how good they are with a weapon. Variety!Jaethor, God of Enlightenment says, "99 akanbar bugs on the wall, 99 akanbar
bugs, take one down, fix it, 124 akanbar bugs on the wall..."Insidious Shax is here, riding a wooden rocking horse.You are 234 years old.
The year is 456.
Numbeeeerssss....
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Originally posted by Zinerva View PostAn idea for Golgonath.
Instead of hangings, (which no offense, get INCREDIBLY boring after a while) how about we have decapitations?
We'll use an up and coming Legionairre who wants brownie points to a next city/guild rank, and its gorier depending on how good they are with a weapon. Variety!Tick tock goes the clock until you feel my ire. You'll lose your voice and turn to rock and lose what you desire.
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