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  • Originally posted by Silas View Post
    The choice to kill certain denizens is a personal choice, bringing with it the consequences that follow. Just adding that in.
    What are ya suggesting? That every Golgonian should stop killing Dwarves? It's like... askin' Ysallyra to stop slayin' woodcutters. Natural enemies of a guild's city should be taken into consideration when balancing out skills and utility. For example, dwarves work out great for Forsakens because they need a lot, I mean... a helluva a lot, of bodies to fill up their blood vials. When I've fought good forsakens, that was their biggest issue. Which was running out of blood vials because there is never enough bodies for an active forsaken fighter, resulting in an insta-win for me because I have 500 plus health potion sips to go. So having an extra couple bashing places works out really well for them and even the Pyromancers (need bodies for firepower).

    But anyways, rune quest wouldn't make a difference. You'll never have enough runes to spam light crystals. That's just nuts... there's way more important uses for it than wasting runes as a light source (Heaven plus Faith = Light crystal). Would you wanna waste heaven and faith runes for light crystals? I wouldn't... and they're scarce enough as it is, even if you do the rune mine quest.

    Akanbar isn't stagnant as people would like to believe. The playing field changes constantly, even if they are really really slow. Like for example, Mordikhan is way tougher than before. I gotta use faith runes once in awhile to block his flame when he gets too flame-happy (hence why using faith+heaven for light crystal is ridiculous, there are more important uses for the limited numbers of runes people generally carry around), preventin' the bloody dragon from killing me and then the rest of my bashing group.

    So yeah... less heavy on relying on kindling for the Black Legion would be nice. Or if that is too much time to code, then at least make Unholy Strength permanent until death. So that we wouldn't have to spam and light pentagrams all over the place.
    Last edited by Joscelin; 8 September 2010, 10:12 AM.

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    • Pretty sure Silas wasn't saying not to hunt dwarves. I think he was pointing out that if you choose to, those choices have certain consequences is all.

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      • Exactly what Cherise said. You could always do like Ysallyra has done with Forloch and occupy it. I don't know how many of us actually kill the woodcutters, I haven't seen anyone do it since I began.

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        • Occupy it for what man? It ain't about money for Golgonath. And the issue I'm pointing out isn't about bashing dwarves. Why are we moving away about the subject on the Black Legion wasting too much kindling spamming pentagrams? I'm just bringing up the idea for night vision or making unholy strength a permanent enhancement until you die.

          And I don't feel that we should be ranting about some random subject about bashing on the Ideas Thread. It'll get this thread shut down. So just make another thread about that particular subject if you guys wanna discuss about dwarves n' bashin' other stuff further, cause it definitely ain't contributing to the Idea thread, just creatin' an argument about village politics. Just please talk about that stuff somewhere else if you're really really passionate about that subject, cause I'm not. And you should read my post more closely, I actually agreed with you guys in those posts. Stated that bashing is a necessary consequence that the Forsakens and Pyromancers got to live with. Maybe it was the wording or too much word itself that offend you guys, so I apologize.

          Anyways, I just wanna introduce an idea that only affects the Black Legion, and it is a legit idea because it stems from hours and hours of experience with the guild at the moment. It won't make the guild overpowered at all, cause I'm asking to trade a couple abilities from Rituals for a single skill so we don't have to buy two to five hundred kindling to maintain torches and pentagram for an entire year. Or the alternative, make unholy strength into a normal permanent enhancement that will go away after you log out or die. (Think Heaven rune)

          Now going back on the topic meant for this thread.... Jewelsmithing and Gemcrafting!

          Gemcrafting: Each city gets a cave similar to a farm (Kinda like the Satori Cave! Back in Merridan). Basically you plant crystal shard and then cultivate the gems to grow into a full size crystal. A gem crafter can grow various crystals and imbue them with magical properties to make stuff like Azure Crystals. Each city can grow their own unique crystals such as Sunstone for Elysium, Shadowglass for Ysallyra, and Bloodstone for Golgonath. Haven't completely fleshed out the idea yet... so contributions from everyone would be welcomed!

          Jewelsmithing: It would go as a sort of companion skill that synergizes with Gemcrafting. A Jewlsmith can take a full grown crystal and cut it down to fit it into a jewelry (With the exception of Azure Crystals or other magical gems). They can start out by making simple jewelry by hand, then making metal jewelry with a small forge, and finally gem cutting to make more complex jewelry.

          Reason for having these two skills is because I heard that the idea of Jewel Smithing was suggested, but it couldn't go forward because the Gods wanted a skillset that complemented Jewel Smithing, so.... here's Gemcrafting.
          Last edited by Joscelin; 8 September 2010, 09:46 PM.

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          • A rogue skill. Something to give people without a guild a certain flavor. It could be enhanced versions of some skills with a few new ones mixed in.

            Some ideas (mixed)

            Cooking bonus when using the lore skill - Maybe double nourishment.

            Stealth - No text for movement, but able to be seen on 'look'.

            Weaponlore or small increase in speed.

            Will add more when I think of/get the chance.

            Basically it gives those who don't want to be in a guild some abilities to still contribute.

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            • Ah darn, forgot... in addition to growing gems. Gemcrafters can 'embed' crystals into areas, making it impossible to remove an embedded crystal from that area unless another gemcrafter is around to remove or 'pry' it out.

              Applications for this can be many... like Azure Crystals for example. It would be great in my opinion, if a gem crafter can embed an azure crystal in a home or particular area, and not have to worry about novices or thieves trying to remove the crystal.

              We can have 'street lamps' with luminous crystals! To light common pathways along a city route for novices. Like bridging a guild to the centre of a city, or to important supply shops.

              Of course these embedded crystals would have a decay rate. Azure crystals already do decay, usually in a couple years. It'd definitely give gemcrafters some kind of stable income since citizens and cities would continue purchasing crystals to replace any decayed ones.
              Last edited by Joscelin; 9 September 2010, 03:49 AM.

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              • Someone in the lands that you could pay a specific amount (10 gold or so) to change your prefix or suffix. Have to pay for each separate.

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                • Originally posted by Silas View Post
                  Someone in the lands that you could pay a specific amount (10 gold or so) to change your prefix or suffix. Have to pay for each separate.
                  I love this idea, for the record. No more rogues begging the divine for a title change!
                  Zycandos and Jaethor's karaoke rendition of 'I Feel Pretty'.

                  Jaethor goes solo with 'The Sound of Music'.

                  Minstrel Sharallin sings: "The lord of revenants is a withered man, sunken by age and evil. But his blood is sweet, say the young men - and they should know?"
                  Jaethor, God of Enlightenment tells you, "((Stop breaking Akanbar.))"

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                  • I wish there was a quest that allows you to become Transcendent in one skillset of your choosing when you reach level 100. And you can change which skillset you want to be Transcendent in by trading 250 knowledge crystals to that quest giver in the future.

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                    • In the Date command, add a general time description.

                      "In Akanbar it is early morning on Astuaet 28th of the year 343."

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                      • Depending on what type of gauntlets you're wearing, have it give a bonus to damage from hook/jab/punch/slam.

                        Same thing for helmets and headbutt.

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                        • Silas - they'd probably have to nerf the non-helmet'd/gauntlet'd damage to do that, so... its kind of moot, though the realism is always an interesting point.

                          Joscelin - eh, I think that it should be temporary though. Transcendent seems to sound... divine? It only makes sense to me that a mortal wouldn't be able to sustain being Transcendent forever.
                          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 Post
                            Silas - they'd probably have to nerf the non-helmet'd/gauntlet'd damage to do that, so... its kind of moot, though the realism is always an interesting point.

                            Joscelin - eh, I think that it should be temporary though. Transcendent seems to sound... divine? It only makes sense to me that a mortal wouldn't be able to sustain being Transcendent forever.
                            Eh, it's just one skill of your choosing. Generally it would benefit merchant-types the most so they can experiment with special skills that one can only receive when they're divine favoured. I've always been interested in seeing if transcended blacksmithing would produce higher quality weapons.

                            I would imagine Forsakens would go for transcended intelligence, so that other opponents would have less resistance to their psionics. Melee fighters would likely have to choose either agility or weapons.

                            Definitely wouldn't make divine favoring useless in any sense. Cause Divine Favor makes all your skills transcended and gives other benefits which others will have to discover on their own.

                            Still, it would seem highly unlikely that this idea would pass anyways. The general goal of this idea was to give something for reaching level 100... Some people work pretty hard to reach level 100. The extra health doesn't really help because of the level balancing. Like, for example.... a level 20 with unsurpassable agility can tank more guards and deal more damage than a level 100 with the same agility. Why? Cause the level mechanics 'balances out' the level differences.

                            I truthfully have a harder time killing opponents who are a lower level than me because I don't deal my full 650 damage. It'll just get cut in half without taking their agility and armour into account. Plus they deal more damage at me! Like... if it's a lower level melee fighter with unsurpassable everything, they'd do 700+ base damage than the regular 650+ base damage. Really strange level mechanic. :/

                            So yeah... would be nice to see something for level 100's. But ah wells, it's not really a huge problem that should take precedence over larger issues n' goals. Like... more quests! And some extra nifty tradeskills...
                            Last edited by Joscelin; 12 September 2010, 10:51 AM.

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                            • Originally posted by Lawrence View Post
                              Silas - they'd probably have to nerf the non-helmet'd/gauntlet'd damage to do that, so... its kind of moot, though the realism is always an interesting point.
                              Not really. The damage is already low. Adding an extra bit won't overpower anything. I was thinking 10 per ore type, IE, copper is 10 extra, bronze 20, etc etc etc.

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                              • Personally, i think you should master a skill before you start tearing it apart, there may be things you don't know about...
                                such as what being unsurpassable in brawling nets you. (Hint: it hurts more) Interesting story behind it, if you find anyone
                                old enough to remember 'how it used to be'.

                                Not that i'm bashing your idea, i think helmets adding more damage would make sense, though there'd have to be some kind of drawback, like a headache or something (read: dazing) Just for further clarification: I'm a brawling nut here... sorta, kinda. I like using it, it's satisfying, though some attack methods were overlooked (with a reason likely) such as uppercuts, but maybe things like this will be added in at a later date... who knows.
                                Last edited by Pyrok; 12 September 2010, 05:03 PM.
                                Let's make 'em scream

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