Tamla Tamara wrote:Joram Lionheart wrote:*flames*
atei sUks.
Hahhahha that was my FIRST thought! USUCK!
But I didn't think it would be helpful to post that hehehe
Actually Tamla, I was just messing around


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Tamla Tamara wrote:Joram Lionheart wrote:*flames*
atei sUks.
Hahhahha that was my FIRST thought! USUCK!
But I didn't think it would be helpful to post that hehehe
Eldric wrote:[6) Drastically reduce spell buffing, there were some minor tweaks a while back but they never went nearly far enough to put any level of challenge into the game.
I would either make only one stat buff spell effective at a time + protection or reduce the duration to something like 5 minutes. Make buffing something that is done as part of a tactical decison not something that is done as a matter of course after breakfast and before leaving the house.
Tamla Tamara wrote:Atei wrote:Preface: I recognize that these changes are pretty radical. I respect everyone's right to disagree, but please do so in the same fair and balanced way I am attempting to make this post. Also, if you are going to disagree, please explain why you disagree.
1.) Shard wipe. One day Drocket posts that on a future date, he will wipe the shard of everything. That means gear, gold, houses--everything. The biggest positive I see out of this is allowing everyone to start on "equal footing." We will all be newbies, again. We will have to work together, again. I see this as a major way of "shaking up the status quo," getting the Oldbies re-interested and making us all one big happy family, again.
If you do that then we lose a lot of the history of Wod. We would lose Homer's Tower for example.
Perhaps then just a character wipe? Or leave certain "landmarks." Or maybe someone could come along after the Wipe and re-do Homer's Tower in his memory. There are lots of possibilities.Atei wrote:2.) Make player-made mean something, again. How? By making player-made BETTER than monster-dropped, and then significantly reduce the number of monster-dropped magics. For example, a full set of player-made exceptional armor would actually give a higher a/r than a full set of invulnerability armor. An exceptional maul would be better than a destruction maul. This might be the end of Benson, or it could make his potions that much more valuable. It would certainly make the crafter a viable playing option.
Then why bother hunting for any cool magics? That and virtue are why I hunt.
Magics would still be available, just in much shorter supply. And since we can't craft magical clothing or shoes, those items would still be worth finding.Atei wrote:3.) Make dungeon spawn dynamic. Why does Destard have to have Ophidians? I agree we need to have easier dungeons, but can't the spawn be more than just lizards or orcs? Rather than knowing what is in Wind or Despise, wouldn't it be cool to have to find out? We keep certain dungeons easy, some medium, some hard and at least one unsoloable.
How will newbies know where to go? I don't want to spend a lot of time trapsing around the country looking for what I want to hunt. I might as well just do the smithing deal and/or guard quests to get the virtue I want.
Certain dungeons would still be designated "easy," then "medium," then "hard" and finally "unsoloable." Newer players would learn, as we all did, what dungeons to go to first.Atei wrote:4.) Regarding treasure maps: Drocket's changes were cool, but they didn't go far enough. A successful cartographer should also have to have mining to dig up the chest. And here's more: maps should have multiple spawns, all should be locked and most should be trapped. Let me give you an example: my carto-miner gets a frayed map. He goes to dig it up (because he has mining he can find it) and when he finds it, he "stirs" the chest by trying to open it. Out pops the first layer of protection, and they need to be defeated. The chest is tried again, and out pops another layer of protection. In fact, all layers of badness must be defeated before the chest can be opened by a locksmith. And even when the chest is finally ready to be opened, it will probably be trapped.
Too much trouble then, might as well let them decay and I'll go do nets and mibs. Why should Tam have to give up magery so she can have mining to be able to dig up a map occasionally?
This isn't a big deal. Prime Cartography and Lockpicking, use Mining as your trade skill.Atei wrote:5.) Finally, magery should be intelligence-based. Just because you can throw 120k into training shouldn't allow you to cast circle 8 spells. It needs to be based on intelligence. Check out any other game-system, and mages don't get to use the hardest spells until they have been a mage for a long, long time.
I thought it already was. I mean, you need the appropriate mana to cast a higher circle spell, ie, intel.
Atei wrote:What if we reduced the number of character slots from 5 to 3 per account? Instead of being able to make everything you need, you would have to get it from other sources (unless everyone had a mule, yuck.) Then, if player-made goods are equal to or better than the ones you find while hunting (again remembering that we can't make exceptional clothes or shoes), that should make the crafter a very valuable asset.
Eldric wrote:I would not go quite so far as to call the shard broken, but when you have a multi player game where for the most part nobody actually needs anyone else, I do think its possible that something might be wrong.
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