Had a couple ideas you might like. (For Drocket)

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Had a couple ideas you might like. (For Drocket)

Postby Celeste Kendreyl on Sun Apr 04, 2004 1:14 am

I had a bunch of ideas for "abilities" each player might have access to, depending on what skills he/she chooses to train up. Please check it out and let me know what you think.... or better yet, if ya like em, "Git yer butt ta werk on implimentin em!" :) :)


These should be activated by "power words" just like necro and druid spells. Each should be dependant upon 1 or more skills, some having nothing to do with magery, druidry, or necromancy. Simple things like for instance: "Camouflage" could be for those characters who fancy themselves Rangers... maybe dependant upon you Tracking skill... say at 60 skill you would "hide" only yourself, at 80 you could "hide" within 1 tiles, and at 100 at 5 tiles... just simple little things that really wouldn't cause too much of a change in game-play. Also, the skill checks should be MUCH easier for these "skills" than with normal magery, necro, and druidry spells, as they should be considered more like "skills" rather than spells. Each character should be able to choose only two of them, and be limited to only those 2 that they pick, being able to change their choices, for a fee, at a special altar, or something similar to the druid table. Maybe changing your skills could "cost" you Virtue points, effectively draining you back to 0 if you changed your mind.

Minor Globe of Invulnerability - Creates an "aura" around the caster, effectively making him/her invulnerable for a short period of time. Duration is equal to (player int x 2) seconds. A player tabbing into war mode immediately drops the Globe. Players cannot attack, cast spells, or move while "invulnerable", but also cannot BE attacked. Requires 60.0 magery to cast.
Major Globe of Invulnerability - Nearly identical to Minor Globe of Invulnerability except that it requires 80.0 magery to cast, has twice the duration [(player int x 4) seconds] and produces an area of effect to aid nearby allies of a 5 tile radius.
Call Lightning - Similar to the normal mage spell of Chain Lightning, this spell creates an "aura" around the caster, raising him/her into the air (+10 z), and unleashing multiple chain lightning strikes within the spell's area of effect (+ and - 10 x, + and - 10 y) The number of strikes is determined by the casters stamina and mana- each strike uses 10 stamina and 10 mana until one, or both are depleted to a point where further strikes are impossible. Care should be taken with this spell, as it does not consider friendlies in the area of effect, and will effectively fry your entire party if you are careless with its casting. Requires 80.0 Druidry to cast.
Camouflage - Similar to a thief's Hiding skill, except this takes effect immediately, will remain in effect for as long as the caster can maintain concentration, and can ONLY be uaed in "natural" surroundings... i.e. no using it in dungeons or towns. Like the hiding skill, it cannot be used while in war mode, but with this, the caster may be mounted. Furthermore, if the caster's skill is sufficient, he/she may also "Camouflage" his/her allies in a 5 tile radius. Movement, speech, or using any skill while "Camouflaged" would reveal the player. Requires 60.0 Tracking to use. At 20.0 point intervals, the caster would gain the ability to conceal allies at 1 tile radius, then 5 tile radius respectively.
Life Drain - This skill would effectively suck the life force out of creatures, much like the vampires do, and grant it to the caster. Maximum amount of life force drained would be determined by the caster's Anatomy skill. This would be a melee "touch" ability, and possibly require that the caster be unarmed. At 60.0 skill, the life tap would be only 10-15 points, but at 80.0 skill, this would raise to 15-25, and at 100.0 the increase would jump to 25-50. Using this skill would also "use" both stamina and mana at a rate of 10 points each until depleted.
Sactuary - This spell would instantly teleport the caster to a planar "safe haven" where he/she could heal, buff, eat, etc... he/she could remain in this Sanctuary for as long as was deemed necessary. When it is decided to leave the Sanctuary, he/she may do one of two things: either cast the spell again to be returned to the point they had been teleported to the Sanctuary from, or recall out. Requires 60.0 healing to cast. At 80.0 healing, all allies within 5 tiles will also be teleported with the caster.
Shield Bash - This skill would require that the user have a shield equipped (obviously), and the damage inflicted would be determined by his/her Parrying ability. It would also "use" stamina upon activation: -10 stamina per use possibly, until it could no longer be used. Damage inflicted would be based on the shield used, and possibly a special shield could be scripted which would cause the maximum amount of damage (i.e. a "spiked shield" or something) but offered only normal or slightly less AR.
Aura of Water - This skill, based on the charaxcter's Invocation or Meditation skill, would create an aura about the caster, effectively doubling, tripling, and quadrupling his/her mana regeneration rate and that of his/her allies. At 60 skill it would double mana regen for just the caster. At 80 skill, triple for a 3 tile radius, and at 100 skill, quadruple for a 5 tile radius.


Anyway, these are just a few ideas I had floating around in the airy space between my ears. I'm sure that Drocket could come up with more if he likes the idea. There should/could be at least one for each skill commonly used, but not spec'd, such as those listed here. Swordsman might have a special Critical Strike, macers, a Crushing Blow, fencers, a Stun Attack, etc, etc, etc...

I'm sure there will be numerous posts and replies about how this would totally throw out of balance game-play, but these skills would be available to EVERYONE, not just those who had saved up 500K, or who chose to be tanks, or druids, or straight mages. And furthermore, each would offset the others... so sure, someone with shield bash and 100 parry might really kick but in melee, but the guy who took Aura of Water would do much better against those casters...
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Postby [Kobayashi] on Sun Apr 04, 2004 7:48 am

I like the sanctuary one. Sort of like a quick recall. I find it troublesome to cast recall and wait for a screen to come up and click on the small dot to where you want to recall.
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Postby Gareth Mythros on Sun Apr 04, 2004 8:37 am

The skill effects you're talking about sound very AD&D-ish, especially the Minor/Major Globe of Invulnerability, which sound a lot like Otiluke's Resilient Spheres, even though I think they simply protected against magic. I'm not sure we'd want to mix genres or worlds, here. Also, your Sancuary spell sounds ridiculously powerful and easy to abuse, no matter what setting the game is in.
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Postby Bassett on Sun Apr 04, 2004 8:50 am

I think that's all too much of silly things.
About the quick-recallthing, use scrolls :)
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Postby Celeste Kendreyl on Sun Apr 04, 2004 9:39 am

Heh, well, like I said, I knew there would be a ton of replies stating how ridiculous these "new" ideas might sound... LOL But, a couple things did come to mind while reading the recent replies... mixing genres? Uh... AD&D- fantasy setting, UO- fantasy setting. AD&D- casting magic spells and killing orcs and dragons, UO- casting magic spells and killing orcs and dragons. Where's the crossing of genres? And the other one that caught my eye: too much silly things... to quick recall, use scrolls? Uh... yes, I suppose we all could continue to use that method, although it still requires clicking that little button on the menu whilst some big nasty beats on you, because GOD forbid anything were to ever change... of course, we could all go back to playing on a Sphere server too, where 90% of all abilities and spells didn't work right...

Sorry, but I DO relate UO to AD&D, a great deal. I DO fancy my character being a little elven nymph running about the woods slinging arrows at ettins and ogres... This IS supposed to be a role-playing game, after all... and besides, since there is no non-consentual PvP on WoD, what would be the harm? It wouldn't be like John the Master Swordsman got the best of you just because he chose shield bash and you didn't. Maybe he would have a better chance meleeing a Titan than you would, but then you find a way to fight that Titan using the skills YOU have... THAT's what the game is about really.

Cel
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Postby Gareth Mythros on Sun Apr 04, 2004 2:05 pm

Celeste Kendreyl wrote:Sorry, but I DO relate UO to AD&D, a great deal. I DO fancy my character being a little elven nymph running about the woods slinging arrows at ettins and ogres...


It's not as simple as that, I'm afraid. Many many many suggestions for changes to this shard have been turned down because they came straight from another game world. Your Minor/Major Globes of Invunerability are stock AD&D spells, straight from games like Baldur's Gate and Icewind Dale. Your Shield Bash skill is straight from the Barbarian class in Diablo 2. While these skills and spells sound nice, and might enhance gameplay for us, we'd have to consider how new players would feel if they came in and found themselves playing Baldur's Gate online with a bunch of people who did not feel cheapened by ripping off other games. While there maybe be a lot of people who don't care, it's the rest of them who go around saying we "just copy other games" that will lose us new members and votes on the Top 200. I like to think that most of the neat things we have on this shard, came from this shard.
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Postby Bayn on Sun Apr 04, 2004 2:12 pm

All those ideas are great and would be fun but most would be very susceptible to abuse, game mechanically speaking. Gameplay would be vastly altered because everything would be that much easier. Still, good thoughts but more applicable to another virtual world.

Sanctuary looks like the major one that'd remove all challenge from the game although most of the others would render most activities trivial.

I setup a hotkey to shout "Sanctuary!" and take on an ancient dragon. After taking a couple bites, I hit my hotkey, heal, buff, whatever and hit it again. I repeat these steps until the ancient is dead. It is easy to extrapolate what other ways it could be utilized.

It takes much more skill to attack, heal, retreat, avoid, continue to attack and finally achieve a victory.

I do think a variation of Shield Bash would be cool though. High enough Parry and a special type of shield and randomly a "Bash" is made.
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Re: Had a couple ideas you might like. (For Drocket)

Postby Joram Lionheart on Sun Apr 04, 2004 4:03 pm

Game balance issues are not just between tanks and mages, necros and druids. Game balance means everything that makes the game, well, balanced. An "aura" of invulnerability for instance, seems like could be use whenever something's hunting you down and you're running out of health. All you need to do is run a bit, tab out of war, and stand there "invulnerable" while you regenerate and nothing is able to touch you. [There is a druid spell that has a similar effect (called treeform) but then you need high animalore skill for it to work right.] "Sanctuary" sounds like something that would get abused way to often, too. It would literally make the hiding skill unnecessary since the ability to "disappear" from combat would be accessible to anyone at no cost, and it would be much more effective and easy to use.

I think you're ideas are great. Heck, those of us who have played some of those other games would like to see some of those spells on WoD too. Unfortunately, AD&D and Diablo are very different scenarios from UO. The systems are quite different and providing players with "free" abilities left and right might make things a bit too easy (and boring in the long run). Not too mention how much they could be abused. I can see people creating new hunting tactics reminiscent of the "trap" the mob and cast "blade spirit" exploits used by OSI players.

If you want to see new spells implemented, I think your best bet is to "attach" them to some of the already existing magic skills out there, and make sure they're not so easily exploitable and so effective that they throw off our delicate game-balance. Here's a hint, anything that immediately (and cost-free) allows you to escape from combat removes any real danger from hunting. If recall spell is not supposed to allow you to do that, I don't think there should be any spell that would.
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Postby Celeste Kendreyl on Sun Apr 04, 2004 6:41 pm

Ok guys, I realize how most of what I've said sounds, and I don't like it myself... and I totally see where you guys are coming from with your replies. Maybe it's because I'm tired or whatever, but I actually DO appreciate your comments. I'll try to explain myself a bit more on this subject so nobody thinks I'm being exactly what I myself felt at reading my own original post...

Here's the situation: I came to WoD from a different server that I dearly loved, but that, unfortunately, will be closing up shop in a very short time. I searched and searched for a server that was even close in comparison to my former server, which, in my mind at the time, was the greatest thing since sliced bread. Then I found WoD. I joined. I had fun. I grew to love this place even MORE than my former server, mainly because of all of YOU guys. Honestly, people here on WoD are SO much more friendly than I've ever encountered before, it makes me sometimes wonder why this atmosphere hasn't been adopted on other servers. Anyway, it made me start to think about all the negatives of previous places I'd played, which really started to bum me out. Then I decided to think about the positive things instead... which made me feel better. Then I thought "Hey, what if I suggested some of these really nice things for HERE! So that maybe I could add just that much more fun to a place that I've really grown to enjoy playing! And maybe give a little something BACK to a place that has been so friendly to me!" That's really all I was suggesting... basically the abilities I suggested, while I rearranged them, and altered them a bit in my own head, all came from my last server. Ok, I added a couple ideas of my own, like the Globes of Invul... but I would NEVER dream of trying to change this place, or make it something it's not.

I wouldn't ever usually dream of even talking about another server on the message board for a server, but since the one I'm talking about is about to go the way of the dodo, I can't see the harm... Anyway, the abilities from that place were connected to their class system, which I realize the people here wouldn't want, and I can respect that totally. That's why I tried to think of a way we could try and implement those abilities based on other skills, etc. I realize my method wouldn't really work after reading how they could be exploited. Please, Drocket, if you are at all interested in any of these ideas, I can send you the URL for the website of that server, because I'm not posting it on YOUR forum- I think that would be rude of me. I'm not sure, but they might be willing to send you the scripts for the abilities they used so you could see exactly how they worked there... and believe me, there weren't any ways to exploit them there... you just ran out of stamina or mana...lol.

Believe me when I say I understand and appreciate everything that everyone replied to this thread, and I only wish I had explained things better in the first place, which I fear I still haven't... Please understand that there are certain things I don't feel should be discussed in an open forum, and are mainly just for Drocket's ears, as they involve game mechanics, etc... I'm not purposely "snubbing" the rest of you on the details, it's just that some things are best left to the guys behind the scenes, which, I might add, Drocket and the crew are doing a FANTASTIC job at. Anyway, Drocket, please pm me if you want to hear more.

Cel
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Postby Joram Lionheart on Sun Apr 04, 2004 7:59 pm

Got any ideas for druid magic? I still think druidism needs a complete overhaul. Drocket's been awfully quiet concerning requests for the skill's improvement and I can only assume he's neither for or against it at this point. Maybe if we keep throwing ideas at him he'll eventually pick something he likes. That or he'll get so sick of hearing them he'll come up with something of his own, hehe.
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Postby Joram Lionheart on Sun Apr 04, 2004 8:11 pm

Celeste Kendreyl wrote:Sorry, but I DO relate UO to AD&D, a great deal. I DO fancy my character being a little elven nymph running about the woods slinging arrows at ettins and ogres... This IS supposed to be a role-playing game, after all... and besides, since there is no non-consentual PvP on WoD, what would be the harm?


Elves don't exist. Duh, everyone knows that!


(:mrgreen:)


[Explanation: The existence (or inexistence) of elves has been a hotly debated, highly controversial issue on these boards for quite some time now. On the one hand, there is a group of players who insist that there are, in fact, elves in the world. On the other hand, there are those who reject the existence of elves altogether and think those who belief in elves are, well, not exactly right in the head. I would compare it to something of an UFO/Bermuda Triangle/life-after-death-experience kind of controversy that is not likely to go away any time soon. Whether you are a skeptic or a believer, I would suggest you keep your personal views on these matter to yourself so as to not stir up a new flame-war on the subject.]

warning: this is nothing but a big JOKE
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Postby Ehran on Mon Apr 05, 2004 2:31 am

Hey Joram i don't believe that the debate about elves reached even a mild kindle before the much more important and dare i say it repugnant question about fire trucks was raised. :shock:
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Postby Drocket on Mon Apr 05, 2004 6:28 am

Just to be clear to start with, suggestions are good things. There are, however, some problems with these ones specifically, as presented. As Bayn said, the big one is probably Minor Globe of Invulnerability and Sactuary. With a low limitation of only 60 magery/healing (which everyone can get), being able to become completely invulnerable at the drop of a hat would be, shall we say, problematic :P

Probably the one most likely to happen is Shield Bash. I've been rather distracted by some boring behind-the-scenes stuff lately, but there's a couple of rather interesting (or at least I hope they are...) things coming soon sort of along these lines (adding some interested/depth to combat, I mean.)

*Druidism
Something should be coming here before too much longer, too...
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Postby Raiden Stydoran on Tue Apr 06, 2004 8:08 am

*sneaks in a jab at EA games*

ever since AOS came out Ultima Online is becoming more and more like diablo anyway. hehe
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Postby Atei on Tue Apr 06, 2004 1:56 pm

Drocket wrote:Just to be clear to start with, suggestions are good things.


Even when they come from me? :twisted:
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