New War type: Chaos -Instead of last (wo)man/team standing, the war lasts for a given time, say 10 minutes. During this time, any player that dies is healed to full hp/mn/mv, and dumped into a random room in the arena. -Each kill gives 1 point, and each death you lose 1 point. Highest score at the end of the time limit decides winner. -Also would be fun to track damage dealt/received, healing done/received, etc. No reason to score it(Or maybe you can, if you want), but would be fun to be able to see during this war who is doing what.
showing 50 most recent notes by Castiel
New war type
Wednesday, March 20, 2019 @ 16:44
Re: Incursions +
Tuesday, March 19, 2019 @ 09:22
Reply to: Note 41572 posted by Sindayne "so an area in essence, where you can level/pup without any chance of getting attacked by anyone and could just run non-stop? would have to force it to remove opk/hardcore or neither flag allowed and rewards same exp as killing mobs in the area before the difficulty increase. otherwise remove the rewards" Taken from the original post I made: -Mobs in the instanced area do NOT reward experience or gold. Instead, you are rewarded upon leaving the area(Whether via exit, death or completion). The reward should scale based on # of mobs and difficulty chosen. Reward: Tokens that can be spent in a shop in Aylor for gold, experience, QP, daily blessing tokens, etcetc. (Can be anything, really) So not sure what OPK/Hardcore is doing for you here, or what turning it off is going to change in an Incursion. Additionally, Aardwolf isn't balanced around PVP. Why would content start being balanced around it now? However, instead of just trashing an idea because of one aspect like people on here like to do, I will throw out an adjustment to the original idea. And that is to allow a group of the same size(To prevent 8 vs 2 ganksquads that are so popular today) to attack an already active Incursion. Attacking an Incursion will allow you to attack any players within and them to attack you, but the attacking group is unable to attack any mobs. If you die to the defending players, your death counts as if they killed 10 mobs, and you cannot attack another Incursion for the next 10(or so) minutes.
Tuesday, March 19, 2019 @ 00:05
TLDR: Allow for a command to be entered at the start of any area, that transfers you and your group to a scaled up version of the area. Clear all mobs for rewards. Idea : Incursions Desc : New command at the start of any area that spawns a new instance of the area and transports the player and any group members into the new instance. They must then clear it of all mobs to get rewarded. Syntax: Incursion
. Example: Incursion 5Reward: Tokens that can be spent in a shop in Aylor for gold, experience, QP, daily blessing tokens, etcetc. (Can be anything, really) Limits: Player level must be above level 100. Ranks: Would be fun if group and time were stored for each area, to have some kind of rankings for bragging rights. Additional Notes: -Once inside, players are able to do 'Incursion details', which will show how many mobs are remaining. To 'beat' the area, the group must eliminate every single mob. -If a player has to leave they may 'Incursion ', which will opt them out of the run and reward them based on the current mobs killed vs left alive. This is on a per player basis, and mobs do not get scaled down if a player leaves, making the run that much harder for the rest of the group. (This can also be used to end a run early by having all players exit, but at lesser rewards for an incomplete run) -Difficulty # has no limit, or a very, very high limit. -Each # raises the mobs level to +# above the groups highest level, up to a maximum of +50. Example: A level 170 starts a difficulty 31, then the mobs created are level 201. -Each # also raises the mobs stats(health, damage, resists, etcetc). No limit on this. -The instanced area does NOT repop. -The instanced area is flagged so that quaffing, eating pills, portals and recalling won't work. You can't get in once an instance is created, and the only way out is via the incursion command, death or completion. -Dying in the instanced area will act as if the player typed incursion exit. Meaning you will still get rewarded, but for a partial run. You cannot "join late" if you die/exit early. -If no players are left in the instanced area for whatever reason(death, exits or completion), it is closed and removed. -Mobs in the instanced area do NOT reward experience or gold. Instead, you are rewarded upon leaving the area(Whether via exit, death or completion). The reward should scale based on # of mobs and difficulty chosen. -Some areas should be exempt from this command(Such as epics, clan halls, Aylor, etcetc)
Monday, March 18, 2019 @ 11:10
Bug with ranking? Num Name Clan Level Total Qp Kills Deaths Total Mort ----- ------------ ----------- ------ -------- ------- ------ ------ ------ 141) Dora None 200 -13456 729 5 443 443 Found using 'yearly' ranking data.
Re: gqs +++
Thursday, March 14, 2019 @ 07:33
Reply to: Note 41526 posted by Starling My 2 cents on the general thread: There's nothing Lasher can do to prevent plugins. If someone wants to script something, they will. No amount of in-game "tricks" will stop them. In fact, adding in-game "tricks" (Such as no hunt, scrambling mob names, duplicating mobs but with varying vnums, etcetc) does nothing but hinder an actual player. A scripter will take x time and "fix" the trick, then never be bothered by it again while an actual player has hurdles to jump through to compete. This is why I think designing anything "around" a scripter is the wrong approach(I was against scrambling mob names and also against clone mobs for this exact reason - it hinders normal players WAY more than scripters). Instead of trying to implement "problems" for the scripter(Which will screw up an actual player way more than a scripter), why not focus coding attention on more important aspects to the game(Such as new features, new skills/spells, etcetc), and let imms do their jobs of enforcing the rules. If you think someone is breaking a GQ rule, report them. Have a little faith in the higher ups instead of thinking you know better and everyone that beats you is a bot.
Re: Your top 1 or 2 ideas to balance classes.
Sunday, March 3, 2019 @ 21:47
Reply to: Note 41428 posted by Lasher If I could make "one" change to Aardwolf skills/spells that aren't new additions/framework/etc, it would be to add instinct to all the subclass specific skills/spells. If the skill/spell is restricted to a subclass, it should be instinctable(Such as Power Projection, hexes, Elemental Focus, Timeshifting, Wraith Form, Pure Faith, etcetc)
Some spell ideas
Friday, March 1, 2019 @ 23:24
Spell: Neural Link Class: Mentalist Recovery: 5 minutes. Desc: The Mentalist links their mind to the target supplied for a short duration(~1 minute). During this duration, any healing affects that are cast on the target are also cast on the Mentalist(If in the same room) at whatever value they hit the target for. Ex: If the target gets healed by a 3rd party for 550, then the Mentalist also receives 550 health. Spell: Corrupted Essence Class: Necromancer Recovery: 5 minutes. Desc: The Necromancer is able to corrupt the magical essence within the target for a short duration(~1 minute). During this duration, any healing affects used on the target will deal damage to all other available targets(Of the Necromancer) for whatever the heal amount was divided up by the number of targets hit. (Example: 1000 healed, 5 targets, each target takes 200 damage). This damage does NOT trigger aggro, but if it kills a mob then the Necromancer receives the exp/gold as if they killed it. (If the Necromancer is in the room, of course)
Sunday, February 24, 2019 @ 14:05
Here are some ideas to improve Thief(In my eyes): Quickstab: Change it so it gives a flat 50% chance for no lag, no matter level or stats. In its current state, it has the potential to break the game balance(Most noticably in groups). Enhanced Backstab: Give it instinct, so that at 0 instinct it adds +2 hits to backstab and at 200 instinct it adds +5 hits. Also, make it Assassin subclass only. Backstab: Give it instinct that increases damage, scaling the same as any caster spell. Ninja: They can currently backstab while in combat, but still get blocked by awareness. I think a Ninja should bypass Awareness entirely, allowing them to backstab each round of combat. 2 hits from backstab while in combat is sufficient if it can be used every round. Venomist: Give Venomist the ability that when they deal extra damage from melee envenom hits, it adds a short 15sec debuff. This debuff deals poison/disease damage every 3 seconds, based on the damage dealt from the envenom hit. If the target is already affected by this debuff, then additional hits refresh the timer and increase the damage, up to a maximum of (average weapon damage * 5). Example: I have a 100 dmg weapon, and envenom hits for 25dmg. Debuff gets added that deals 25dmg every 3sec for 15sec(5 total hits for a total of 125 dmg). I get an additional envenom hit for 25dmg, but the target is already affected. So the debuff is refreshed to 15sec, and dmg is increased to 50dmg every 3sec. Fast forward a bit in the fight, and assuming the debuff didn't wear off, they will eventually be taking 500dmg(weapon dmg * 5) every 3sec, for a total of 2500dmg over the full 15sec duration. Note: These numbers are subject to change, of course. I just picked 5 because it's the equivalent of landing an extra 5 melee hits a round if you fight the Venomist long enough. Considering it has a build up time, I figure this is a good stopping point. Entrap: Make entrap a bit more useful to Bandit by giving the Bandit a noticable buff to damage dealt/received while fighting in a room they have entrapped(Or perhaps any pk flagged room). I'm thinking something along the lines of +50% damage dealt, -25% damage received. OPK flag has no affect, only whether in a PK flagged room. Works on mobs as well as players. Also, perhaps reduce the recovery on entrap so that they can always have 1 room flagged(aka it's usable by the time pk flag wears off)
Wednesday, February 20, 2019 @ 15:31
Would be super nice if 'Enhanced Backstab' had instinct, and the higher it is the less chance you'll see 3 hit backstabs. At 200 instinct, you'll never see 3 hit backstabs again!
Tuesday, February 12, 2019 @ 01:22
TLDR: Make Hunter more about kiting a target than a "volley gimmick and run if it fails" class. Also make them more useful at SH and in groups. Skill: Volley Desc: Change volley from a 'spam alias skill' to a shot that hits all mobs and players(If applicable, of course) in a given direction multiple times. Example: Volley n. You hit all mobs in n, 2n and 3n. Recovery: ~15sec New skill: Entangling shot Desc: Entangles the target in a snare(~6sec), doubling the lag on movement commands on a player and preventing recall/entering portals, or if used on a mob, completely immobalizes the mob for the duration. Recovery: 12 seconds. New skill: Trap
Desc: A hunter may place a trap in a given room that lasts for 1 minute. The type of trap supplied will determine the affect it has. A trap is triggered when your target(See help target) walks into the room, and only one trap can be active at a time. Recovery: 30 seconds (Only if it hits an enemy) Types of traps: -Explosive: Hits the target and all other available targets in the room. -Shock: Hits the target and immobalizes(Can't move/recall/portal) them for ~6sec. -Disorient: Hits the target and applies a "Confuse" debuff for ~6sec. This buff will randomize movement commands. Ex: If you enter n, you may end up going s, or u, etc. -Ice: Hits the target and applies a "slippery" debuff to anyone in the room and anyone who enters the room for the next ~6sec. This debuff will have a high chance of the target "falling"(Set to sitting status) when a movement command is entered. New skill: Disengage Desc: Kicks the Hunter out of combat and moves them up to 3 rooms in the direction supplied. Follows the same web/etc checks as retreat. Recovery: None. New skill: Threefold Desc: The Hunter is able to hold 3 arrows in one hand, allowing them to fire 3 shots in rapid succession(Hunter only inputs one command though). Each shot would be the equivalent of 3-4 melee hits in damage. Recovery: ~15 seconds.
Re: Gears Diversity
Friday, February 1, 2019 @ 11:00
Reply to: Note 41246 posted by Wire Some other alternatives: 1. Allow hitroll to 'pierce' resistances. Perhaps every point above a certain threshold(Say... enemy dex*2) reduces enemies effective resists. Example: Enemy has 100dex. You have 250hr. 100dex means you need to break 200hr to start reducing resists. You have 250hr, so 50hr is being used to reduce resists. Lets say each hr reduces resists by 2 (random number off the top of my head), so your 50hr reduces enemy resists by 100. Yes, this can make them go into negatives, and yes, these are purely made up numbers and are subject to change! 2. Allow gameload enhanced gear to load with +skill/spell benefits. This could also be a way to diminish the effectiveness of instinct, since a lot of people complain about it ruining the game. If it's possible to get +600 in any given skill, +200 instinct is less meaningful. This also covers things like boosting curse/web/etc. 3. Introduce tier(211-291) gameload eq. 4. Open a new 'forge' in Aylor, that allows a player to combine two of the same item AND enhancement (Destroying both copies) for a reroll of the same item and enhancement with a small(5% or so) chance to go up an enhancement. This also raises the level of said item(if that option is chosen) by 10, up to a maximum of 291. (Alternate way of getting tier(211-291) enhanced eq. Examples: combine helmet nolevel confirm You break down 2 * (Radiant) a Sunset helmet. You forge a brand new (Radiant) a Sunset helmet! combine helmet confirm You break down 2 * (Radiant) a Sunset helmet. Lucky! You forge a brand new (Wondrous) a Sunset helmet with +10 levels!
bragging right pin for reaching rank 5 epic? ++
Thursday, January 31, 2019 @ 15:24
Reply to: Note 41241 posted by Tryllus I have no problem with the essence of the idea(Achievements), but disagree wholeheartedly with any tangible rewards(Such as stats). Most games offer "Achievement Points" as a reward. As for an actual pin that has no stats and can't be enchanted, I have to question how it'd work. Do you get a new slot+pin for every epic? Or only if all epics are rank5? Does it get removed upon a new epic entering game if it requires all epics? Also, why do you need a pin for an activity most people afk/join late through? If you want proof of this, remove follow during rat maze or reduce join late mechanics so that only 3 or so ppl can join late during a section. I have a feeling a lot more epics would fail cause of afkers/etc. It's because of this I don't understand the "Prestige" people associate with epic run counts. Instead of having a pin, why not offer an epicinfo
command, with a layout similar to this: (Would require counters on playerfile though)epicinfo castiel -------------------------------------------------------------------------- [ EPIC COMPLETIONS ] ----------------------------------------------------------------------- Total Epics : [ 21] Inferno : [ 1] Icefall : [ 4] Genie : [ 2] Winds : [ 5] Titan : [ 3] Oradrin : [ 6] -----------------------------------------------------------------------
Re: bragging right pin for reaching rank 5 epic? +
Thursday, January 31, 2019 @ 12:59
Reply to: Note 41232 posted by Srykr "Give those who put ing years to get rank5 have a boost over those just buying the eq from them..." So the multi-billion gold or 30k+ QP per item you sell isn't a big enough boost for you? You want additional stats too, just because you started playing/doing epics before newer players? ... I have no words on that level of greed.
Re: Cabal eq
Tuesday, January 22, 2019 @ 19:10
Reply to: Note 18247 posted by Quarana affects It does take you to the cabal shop. runto cabal, type list.
Copy and Cauldrons
Monday, December 31, 2018 @ 06:57
It would be neat if an Enchanter could 'copy' a scroll they have already created or was given to them. Syntax: Scribe copy
- -Copies item(scroll) supplied onto the item(blank scroll) worn. New spell: Cauldron Desc: An oracle(Since they get the bonus to brewing) is able to conjure a simmering cauldron into the room that anyone can use. A cauldron can be the target of the brew command, allowing anyone to create potions within the cauldron with the same success chance as if brewing your own potion on hand. Notes: -Anyone can target the cauldron with the brew command. Example usage: brew cauldron 'incomplete healing' -Adding a spell to the cauldron has the same success rate as if trying to brew it on your person. A failed attempt will empty the cauldron of it's contents, forcing a 'restart'. (Cauldron still works, it's just reset to no spells) -A cauldron holds enough contents for 5(+ with instinct?) potions. To create a potion from the contents of a cauldron, the user simply holds an empty vial and 'fill vial'. -The duration of the cauldron is based on stats of the Oracle, with 100% up time(Recovery == Duration) at max stats.
Re: epics +++
Wednesday, November 28, 2018 @ 10:15
Reply to: Note 40946 posted by Srykr "If add easy hard mode for the random pops epics (inferno/genie) Then reduce the pop % chance for those. Shouldn't make it easier to pop items." If done correctly, it would be the same difficulty, if not harder. (I'm looking at you, Inferno split). More players actually makes epics easier, so if anything, the higher player count the lower the drop chance!
Wednesday, November 28, 2018 @ 09:10
Reply to: Note 40936 posted by Domain In my opinion, an ideal epic world would have: -Personal timers like Winds has, with the area repopping every 90min or so. -Difficulties: -Easy(5 players) -Normal(10 players) -Hard(15 players) -Extreme(20+ players) difficulty scaling. -I know this is not mentioned, but I think it should be. Stat ranges on epic gear, or some form of randomized bonuses similar to gameload. This is to keep interest in the epic even after you get the items you want, chase that "perfect" item. With this setup, it allows people from all time zones to complete a run with whatever amount of players they can scrounge up.
Tuesday, November 20, 2018 @ 15:08
Idea: Rebirth Desc: Once a player reaches T9 7x SH, when going through the retier process, the player may choose to 'rebirth' instead of redoing. Choosing Rebirth sets the player's tier to 0, but affects nothing else. EQ, Total levels, goals, etc all stay the same. In order to rebirth again, the player must get back to T9 7x SH. -Rebirthing players choose a stackable bonus during the recreation process. The available options could be, but not limited to: -Earn 10% additional experience. -Earn 10% additional gold. -Earn 1 additional QP on quests. -Earn 1 additional QP per campaign. -Get 20% better prices in shops. A limit of 80% when purchasing, no limit on selling. -You get 1 bonus with each Rebirth, and they stack with future Rebirth bonuses. Means it is entirely possible to Rebirth 5 times and get +20% more exp, 10% more gold and +2QP per quest(5 total bonuses).
Friday, November 16, 2018 @ 20:26
TLDR: Give Warriors 2 handed weapons and let Barbarian leap and shove enemies around, being in general a giant bully. Idea: Two-Handed Weapon -Can only be wielded by primary class Warriors. -Wielding a 2H weapon removes dual weapon, hold and shield. -Wielding a 2H weapon stops 4th, 5th and 6th attack from firing. -Damage is increased by ~45-50% to compensate for the loss of attacks. (3/8 attacks removed = 37.5% dmg loss, 6/11 attacks removed if you normally dual wield = 54.54% dmg loss. I picked in the middle(ish) of the two.) New Skill: Shockwave Syntax : Shockwave
Class : Barbarian Requires : 2H Weapon Recovery : N/A Desc: The Barbarian slams their weapon down with such force that it damages and knocks all enemies into adjacent rooms/walls. Details: -Enemies hit are pushed in the direction supplied(If able to be moved). -If no room is in the direction supplied, enemies take additional(Double?) damage and have a high chance to become dazed. -Enemies hit by shockwave become aggressive to the Barbarian if moved, and if possible will attempt to hunt and chase down the Barbarian. New Skill: Leap Syntax : Leap Class : Barbarian Requires : 2H Weapon Recovery : 6 seconds. Desc: The Barbarian leaps into the adjacent room and slams their weapon down with such force that it damages and knocks down all available enemies in the room. Details: -Enemies hit have a chance to be "Knocked Down". Knocked down enemies won't fight back(Lose melee) for 1 round. -Can be used in combat, but has the same success chance and limitations(being webbed/slothed/etc) as Retreat.
Thursday, November 15, 2018 @ 14:51
Idea: When a Thief(All subclasses) is pulled into combat via auto-assist, they attempt to backstab automatically. Notes: -If mob is aware due to a backstab attempt already, then normal melee(The way it works now) is started instead of a backstab attempt. -Landing a backstab via auto-assist triggers a 3 second recovery that will stop auto-assist backstabs from occuring. This is to prevent multiple backstabs if multiple mobs die in one round. An Assassin affected by Quickstab should have a % chance NOT to trigger this recovery. The % chance should be what % Quickstab has. Idea: Allow Ninja's in-combat backstab to ignore mob awareness.
Sunday, November 11, 2018 @ 12:00
Since players pre-SH very rarely ever have the same experience needed to level, perhaps a new group mechanic could help encourage players of different TNL's to play together. Idea: "Group" tnl. How it'd work: Players earn experience as normal, but if a group member is in the same room and you earn experience that would have leveled you, then you hit 0 tnl and any remaining(and future) exp earned goes to the next(or 3rd, 4th, etc) player that is not at 0 tnl. Once all players have 0 tnl, everyone levels and your personal TNL's are set to whatever exptable determines. Example scenario: T9 R1 Redoer with 1k tnl groups with a T0 R2 with 2k tnl. T9 has 50xp tnl and T0 has 500tnl. They both kill a mob and get 100xp. T9 is reduced to 0xp tnl and has 50xp remaining. T0 gets reduced to 400tnl, but then also gets the 50xp from the t9 remaining kill, and gets set to 350. They then kill another mob worth 175xp. Since the T9 is already at 0xp, the t0 gets the 175xp he would have earned normally, but also the 175xp the T9 would have gotten as well, for a total of 350xp. This makes it so all players in the room are at 0 tnl, so all players gain a level. In this scenario, the T9 goes back to 1k tnl and the T0 goes back to 2k tnl.
Re: Sloth Effect removal at Clan/Manor/Aylor Healer +
Wednesday, November 7, 2018 @ 09:28
Reply to: Note 40806 posted by Torkin " Currently, a mage on the defensive can sloth an attacker, move on to another area to xp/pup and, in most instances, not worry about being attacked again before the sloth cooldown expires (in which case, rinse and repeat)." This, imo, should be another reason to allow healers to heal sloth. No class should be "unkillable" 1v1 if attacked. At SH, Avenger(For other reasons) and Sorc are virtually impossible to kill if you attack them solo. No class should be able to claim this. With how long SH fights last, especially in a 1v1 environment, it is way too easy to sloth and escape. Even as an overpowered soldier class, it was all but impossible to kill a Sorc. Even if you landed strangle, then curse and 15 webs. They'd just wake up, sloth you, dissolve some of the web, then retreat 2-3 rooms away and uncurse and recall. Sloth has no counter, and you'll never "catch up" to a Sorc before they can cure the ailments and escape. imo, no class should be guaranteed safe from a 1v1 attack. Allowing sloth to be cured at a healer would be a good way to prevent this usage of sloth as well as stop gq abuse.
Tuesday, November 6, 2018 @ 16:40
Currently, Avengers stand uncontested in the PVP aspect of the game. An idea I had to help somewhat balance this is to modify Priest's 'Holy Shield' buff. If a player is affected by Holy Shield and attacks an Avenger then they will not trigger Holy Reprisal. Since you need to be good align to be affected by Holy Shield, it can be explained that the Paladin's deity would rather stay out of a conflict between two 'Holy' beings.
Re: Sloth Effect removal at Clan/Manor/Aylor Healer
Tuesday, November 6, 2018 @ 16:15
In help gq rules, these two are listed: * Remain grouped as long as the group is not attempting to influence the outcome of your gquest in any way. * Interfere with gquesters outside your own leveling range. "Now some players are using sloth to interfere in gq to help their friends win gqs." My only question is how does this scenario not fall under the spirit of gq rules? It may not explicitly say that, but if someone not participating in a gq does something to hinder someone in a gq to help a friend... To me, that should be against the rules.
Re: Aard EQ +++++++++
Friday, October 26, 2018 @ 17:53
Reply to: Note 40700 posted by Redwood "No one tries to disarm in pvp, that is literally a waste of rounds. Players either go dps, malediction/dispel, or outheal." I would argue that they don't disarm in pvp primarily because it's so easy to "fix" a disarm(re-wear/flag weapon nodisarm/wear bracers/anything else I forgot). Although I disagree with removing any of the aard eq, it would be cool if disarm worked in pvp, but instead of actually removing the weapon, it put a flag on you that lasted a few rounds and treated you as unarmed, regardless of whether you're wearing a weapon or not. This doesn't even need to be an off/on flag, it could be variable. "Your weapon attacks are 72% less effective for 6 seconds". Giving warrior/thief more of an impact when they disarm. I'm all for bringing in MORE strategy in pvp, rather than just saying "hur-dur, dumb idea newb!", why not take their intent and actually consider it and how to make it work within the game.
Tuesday, October 2, 2018 @ 23:14
Currently, at 7x remort you need to not be wearing eq and must not be affected by anything to superhero. With stats being saved at SH now, is there a reason for this? If not, can we remove these requirements when 7x remort.
Re: New Feature - Fishing ++
Friday, September 28, 2018 @ 11:21
Reply to: Note 40521 posted by Tymme I know your post was a joke, Tymme. But gathering resources, crafting and a world large enough to warrant "fast travel" all sound like awesome ideas to me! But if we implement graphics and stuff, we must not forget the monthly subscription, as well as cosmetic microtransactions and full AAA priced expansion packs!
Thursday, September 20, 2018 @ 00:00
Spell: Divine Energy Usage: Automatic Class: Paladin (Guardian subclass) Mechanic: When the Guardian takes damage or rescues an ally, they store up 'Divine Energy' for a short period of time(~5min or so). Divine Energy is then used up in different ways. Terminate: Consume Divine Energy to increase the max % needed to land insta-kill. "Full" energy = 30% or lower. Heavenly Balance/Apocalypse: Consume Divine Energy to boost damage. Receiving Heal from any source: Consume Divine Energy to increase the amount healed. Instinct: Increases the rate energy is stored and the max amount that can be stored. Examples: Seen in 'aff': Divine Energy : 1,525 energy stored (05:00) Casting Heavenly Balance: You consume 1000 Divine Energy to enhance Heavenly Balance. Your heavenly balance does UNBELIEVABLE things to a mob! [3084+250] Your heavenly balance does UNBELIEVABLE things to a mob! [3184+250] Your heavenly balance does UNBELIEVABLE things to a mob! [2884+250] Your heavenly balance does UNBELIEVABLE things to a mob! [3284+250] Note: Energy used is spread out over hits dealt. Receiving heals(From self or other sources): The healing power consumes 550 Divine Energy. A warm feeling fills your body. [550+550] Note: Can not exceed the initial heal amount. Ex: If you have 2k energy stored and get healed for 550, then only 550 energy is consumed.
Sunday, September 16, 2018 @ 15:56
I've thought Avenger's skillset has been a bit off for a while now. Simply due to the fact the class is called 'Avenger', but none of the skills are based around avenging. It's all focused on revenge, which is something else entirely. Perhaps a change of how mechanics trigger, would bring both the class and the theme into the right place. Holy Reprisal: Currently triggers at full affect if the Avenger is attacked and less(half?) if a friendly is attacked. Why not reverse this mechanic, and the Avenger gets half benefit if directly attacked and full benefit if a groupie is attacked. Righteous Anger: Instead of boosting your damage on players that trigger revenge on the Avenger, boost damage against players that trigger revenge on the Avenger's group members.
Re: none sex
Tuesday, September 11, 2018 @ 21:32
Reply to: Note 40388 posted by Zoot But what if you identify as an attack helicopter? If we start down this rabbit hole, where do we stop? Also, you're interchanging sex with gender. They are not the same thing, sex is in reference to the reproductive functions whereas gender is in reference to social/cultural roles. That's why people can say there's infinite genders and technically be correct, but there can only be 2 sex's. Don't get them confused! (Also note that Aard uses sex instead of gender, according to score!)
Assassin and auto-assist
Saturday, September 8, 2018 @ 02:05
It seems that Assassins that kill with a backstab disrupt auto-assist for all group members that are not being aimed at by a mob. Example: If Anymouse and Chewik both enter the room before me and both get attacked by 1 mob, if I then come in and backstab Chewik's mob and kill it, then Chewik is pulled out of combat until the next round of combat and auto assist officially kicks in. Not a deal breaker, but it can get confusing if Chewik is leading and gets pulled out of combat then moves ahead, dragging all but Anymouse(since he's tanking the 1 mob) out of the room. This issue gets exacerbated in larger groups in areas with a lot of aggro mobs that all attack different targets. I know this has been reported before, but don't recall where this ended up or how much info was reported.
Monday, August 20, 2018 @ 12:13
With raiding all but dead, alliances(and hostiles) aren't really meaningful outside of appearance. So here is my suggestion: Limit grouping based on clan alliances. -Neutral/Friendly/Allied/NoPK/Unclanned can all group with each other just fine. -A player that is Hostile/At War with anyone in the current group cannot join said group in anyway shape or form. It will fail with an appropriate message. Ex: Castiel cannot be invited due to a conflicting clan status. You fail to join
due to a conflicting clan status. etc. New group command: group epicmode Toggles the group in/out of "epic mode". While in epic mode: -No alliance checks are made. Anyone can join an epic group. -Experience cannot be earned. All mobs killed will net 0 experience. -A group cannot be toggled out of "epic mode" if there's a conflicting clan alliance in the group. It will not kick people out, that is on you. It will just fail to get out of epic mode.
Re: Enhanced Items and Builders +
Wednesday, August 1, 2018 @ 21:24
Reply to: Note 40210 posted by Tymme | Builders can already do this- there are several goal rewards that are a | certain base plus some random stats. It can be done via mprogs, that is true, but why recreate the wheel for every item you create? It'd be a far easier system to just pass the item through the already in-game enhancement system(Or a Lua function, if Lasher prefers to go that route. Although then you need mprogs for any mob that drops items with increased chances of being enhanced) than having to create your own randomized stat system via mprogs. An additional benefit to this way over an mprog is that the head builder no longer needs to vet your mprog, as the game will handle the stats already. | The possibility of being able to add a regular enhance roll check was already | an idea that was likely to be implemented being able to push that even further | shouldn't be an option. I'm glad to hear that this was already mentioned and is likely to be implemented, but why is having the option to customize to some degree a bad thing? Not like it'd take the item above and beyond the limitations of the system, it would just be a guiding hand on what stats it 'might' choose to add when passed through the system. Having this kind of control allows for future area builders to have more difficult mobs that have a higher chance than normal mobs to drop enhanced eq that can be tailored to a specific stat(s) the majority of the time.
Enhanced Items and Builders
Wednesday, August 1, 2018 @ 17:10
Allow for builders to be able to manipulate not only the chance for an item to be enhanced, but also prioritize(But not a guarantee) what stats the bonus stats are aimed at. Example: 1 : Load mob 'A mob' (area-0) in room. Max 1 / 1. + Give item 'An item' (area-1) to mob. Chance 5000 in 5000. + Enhanced chance 4500 in 5000. + Emphasis on Strength. + Emphasis on Dexterity. So the above allows the builder to load an item 100% of the time on the mob, and when killed the item has a 4500/5000(90%) chance of becoming enhanced(Of any degree, from polished to fabled, or whatever is max), with the system prioritizing Strength, then Dexterity in the random distribution of stats.
Wednesday, July 25, 2018 @ 20:52
Have healing scrolls/etc fail when used on a player that is in combat with another player. Otherwise, we might as well just allow potions to be usable in pvp. Also, perhaps allow revenge to flag if someone heals someone you're fighting when you're wanted. Kind of silly that a non-opk can heal someone you're fighting if wanted and you can't do anything about the non-opk person because revenge is never initiated(Due to your wanted flag).
Continents and Sailing
Saturday, July 21, 2018 @ 20:46
World map: https://imgur.com/a/Ev1OwsL -I got bored and decided to print screen all the big maps and make it into one big world map. (Can obviously be expanded upon, more empty ocean if need be, etc). TLDR: Seperate continents, prevent walking over the ocean, add ships and make the world feel more lived in as opposed to the current emptiness that is just used to extend speedwalk durations. Restructured continents: -Open ocean is no longer traversable on foot/wings/etc. To travel outside of a continent will require a ship. Because of this, some things will need to be changed, such as the following(and more, I'm sure I'll forget something) -Quest/cp targets are selected based on areas within the continent you're on. -Each continent has a major city with its own recall point(4 total). -Aard amulet will have to be updated as well. Depending on the continent you're on, you get sent to a different room with n/e/s/w exits to various spots on the continent you're on and a down exit to that continents recall) -Area portals(Including chaos/trivia) only function if you are on the same continent as that area. -Add a major dock for each continent, as well as minor docking areas in various other positions. -Adds a good excuse to rearrange and set up each continent to have areas for each range, so that a player can play on one continent from 1-201 if they so choose to do so. Also allows for some sense to be made on what areas are next to each other. -Add random encounters on the continent map, as well as when sailing ships. Ships: -Each clan can buy up to 4 total ships. If a ship is destroyed, it is gone for good and a new one must be purchased. -Ships come in various sizes, requiring more crew(or a lot of running around) as well as allowing for additional cargo space and cannon/etc slots. -Various NPC ships will dock and move between docks doing trades/etc. Players can purchase passage on these ships(Or sneak onto) to get between continents if they lack a personal clan ship. These ships pick and choose their own destination, the player may simply join the crew from one dock to another. -All ships can be attacked, boarded, pillaged and plundered, etcetc. NPC and player alike. NPC ships will respawn after a short while, whereas player ships are destroyed and need to be purchased again. -Ships may drop anchor anywhere within 5 "rooms" of land, allowing the player to take a rowboat out and reach land. This however leaves your ship vulnerable as it is sitting in the open water(Docked ships are immune to attacks from other ships) -If a ship runs into land, it takes damage and risks being destroyed, dumping some(Some will be destroyed) cargo onto the ground. Sailing: -The wheel of a ship controls which way the ship is facing(n/s/e/w). -Sails may be lifted(Rolled up) or dropped(Open to the wind). Depending on the wind, this can hamper or improve a ships speed based on the way it is facing. Ships may also(Depending on size) have more than 1 sail. -The speed of a ship is based on the ship type, sail(s) open, current and wind all relative to the way the ship is facing. -A ship not anchored and with no sail open will drift with the current. Trading: -Cargo is extremely heavy(200+ per item), and inhibits movement(A player carrying any amount of cargo can only move 1 room per second and cannot use portals or the run command) -Cargo can be sold at docks. Price of cargo is dependant on dock and type of cargo(Mangos, Wood, Stone, etcetc).
Re: The Purge
Monday, July 16, 2018 @ 11:42
Reply to: Note 40120 posted by Khaleesi This idea just screams 'I can't kill anyone bigger, so flag all the little ones opk so I have some easy kills to feel better about myself'. If someone wanted to be OPK, they would be. Enforcing it on others, especially little/new players, is an atrocious idea. If you want more people to go opk, you need to reduce some of the power gap or eliminate some of the downfalls of dying(Such as time regening, the +1 to death count, the info message announcing your defeat, etcetc). Just flagging any and all players OPK for 'the funsies', is just plain bad design. So instead of opting everyone into OPK for a day, why not eliminate some of the "bad" associated with PK. -Remove PK deaths from whois. -Remove PK info messages entirely, except perhaps during raids?
Re: Daily blessing, training sessions ++++
Tuesday, July 3, 2018 @ 11:35
Reply to: Note 40087 posted by Redryn "Not really, I don't think it's good design to expect people to have to sit and farm daily over a period in order to participate in a pre-SH epic." I agree 100% with this. Requiring daily farming to do content is not good design. I was just talking about having the ability to get max stats would make balancing content easier, not that they had to farm dailies. "Also, there's a big disparity in the max stats of a t9 with potential and a t0." Just like at SH t0 vs SH t9? :P And it's a lot easier to balance content vs a general baseline for health/stats. Instinct is what throws off balancing by a large margin due to damage reduction. As does epic items due to resists.
Re: Daily blessing, training sessions ++
Tuesday, July 3, 2018 @ 11:22
Reply to: Note 40085 posted by Redryn "Imagine if everyone who sat at any level for a period of time quickly amassed thousands of trains and maxxed out every stat." Would certainly make balancing pre-SH epics easier, if they were to become a thing.
pendant from barrick - bonusloot +++++
Friday, June 22, 2018 @ 06:26
Reply to: Note 40052 posted by Trurien | If you're going to log off and you need to look for an EASIER experience | than Aardwolf, then bye. Did you even read the rest of my note? I'm guessing not. But glad to know you're so eager to lose players in an already small pool of gamers. Perhaps you should look the definition up for turnover rates. People will quit this game, it's inevitable. Life moves on. If you can't attract the same number of people that quit(Minimum), this game will eventually be left with no players. I have seen it happen to one mud already. Also, just to be super clear since apparently reading comprehension is lost on some. I never said Aard should be EASIER. I want it to be HARDER, but FASTER. A challenge is good, but once again, time is not an indication of difficulty.
Re: pendant from barrick - bonusloot ++++
Monday, June 18, 2018 @ 10:47
Reply to: Note 40027 posted by Srykr | A 1 year old t9 sh without epic shouldn't even be in same | realm as a 5-10 year old t9 character that put in his 60s | pups for years to get huge. This is the attitude that kills games. Infinite progression games are double-edged blades. It's great to always be improving, but when a game is run for as long as Aard has, it can actually work against the game. Just think about it, start a new game and be told on day one it's going to take 5-10 years to be competative. I bet most would log right back off. Also notice a lot of people associate time to difficulty. Just because something takes a year to do doesn't make it hard. Idle/Clicker genre of games has become popular because people like to always be improving. But no one is going to classify an idle/clicker game as difficult just because it takes time. | Faster Pots, Can't buy uncurse wish and loot, have to have it | handed to me. Faster regens if i die... Lower xp on levels. | Selling epic.... Wanting to sell epic without redo. All of these(Except lower xp) are quality of life changes. Faster brewing, faster regening, selling things without having to redo, being able to loot important items doesn't make the game 'easier'. There's nothing hard about any of those activities(Unless you're so old that bending down to loot a corpse is hard work!) Nothing short of learning a fresh epic(No walkthroughs!) or new goal is hard on Aardwolf. Nothing. Pupping is easy. Questing is easy. Campaigns are easy. Leveling is easy. The only reason people claim these are hard, is because it takes time. The actual difficulty of any individual activity is borderline idle/clicker. Hell, even PVP(Arguably the activity in any game with the highest degree of difficulty) is easy on Aard. Curse, web, overwhelm(Via pvp class, stats or # of players). There ya go, pvp in a nutshell.
Re: Regen Rates ++++++
Friday, June 8, 2018 @ 08:29
Reply to: Note 39970 posted by Redryn I guess we have different definitions of free. To get 500% regen rates would cost 8k qps and 80mil gold, and would only change healing from 6k hp and 8.5k mana to 15k hp and 21.25k mana per tick. To get to full hp/mn per tick would take roughly 2000% regen, unless my math is way off(Which is entirely possible) 2000% regen would cost 38k qps and 380mil gold. I guess one could consider that 'free full restores'. I'd gladly pay 500k to fully heal hp and mana, that's MUCH cheaper!
Re: Regen Rates ++++
Friday, June 8, 2018 @ 06:24
Reply to: Note 39967 posted by Redryn | What's the problem with taking 5 minutes to regen to full? Take it that | 5 minutes is a negligible penalty for dying. Personally, I feel that any game design that forces a player to 'do nothing' for any sizable chunk of time is a terrible design choice. And to me, 5 min is a long enough chunk of time that I'd just go play something else. Additionally, I would ask the same question to you. What's the problem with taking 30 seconds to regen to full? It's done the entire rest of the game except at SH with max stats. | If you say 5 minutes is 'too long', how much is in your view an appropriate | time? If someone is willing to pay upwards of a week+ worth of resources into lowering downtime, I am perfectly fine with 30sec(1 tick) to get back into actually playing the game instead of waiting. | Don't forget you can also quaff potions if you want to get full faster. In | one tick you can quaff something like 18 potions, which give you about | 2k hp or 1.6k mana. Funny, given notes #39944 and #39968. Isn't this exactly what you're trying to fix? Which btw, I agree with that thread entirely. Spam quaffing isn't fun and makes balance extremely difficult.
Re: Regen Rates ++
Thursday, June 7, 2018 @ 17:53
Reply to: Note 39960 posted by Tymme | There's also casting incom or two or three a tick and sleeping to regen all | that mana that was lost. Only takes two or three ticks if you want to be | proactive rather than sit and do nothing. I already covered this in my original note: | With 85k hp and 82.5k mana, it's going to take a minimum of 10 ticks to get | full mana and ~60k hp after a death. Toss some incompletes inbetween ticks, | and you're looking at probably 11-12 ticks to get to full health AND mana. I capitalized the important word in what I said. It's not about getting health back, but both health and mana back to full. Which, after dying, is a minimum of 11 ticks(Being generous and assuming 1 tick to regen mana from incompletes) 11 ticks is 5min 30sec.
Thursday, June 7, 2018 @ 13:26
At SH, in a 200 heal/mana rate room, with regen ring on and sleeping in a trivia sleeping bag, I regen about 4-6k hp and 7-8.5k mana per tick. With 85k hp and 82.5k mana, it's going to take a minimum of 10 ticks to get full mana and ~60k hp after a death. Toss some incompletes inbetween ticks, and you're looking at probably 11-12 ticks to get to full health and mana. That's 5min 30sec to 6min to regen back to full from death. That is entirely too long in my opinion. Idea: Remove the cap on heal/mana rates that manor and clan rooms can get. Since it costs gold/qp(Where applicable) to raise these rates, what's the harm in allowing these rates to go much higher than 200? If I want to sink 8k qp and 80mil gold to get my heal and mana rate up to 500(Or higher, if I want to spend more) in my manor, what's the harm in it?
Thursday, June 7, 2018 @ 11:27
Soldier in its current state is WAY overpowered. Anyone that has played as or against a Soldier should confirm this statement. Keep in mind this is strictly in PVP. In PVE, Soldier is 'meh' at best. Landing a guaranteed 7+ hits every round in pvp while being able to do other things such as heal/web/etc, is too much. Possible solutions... -Cut guaranteed hits down to 3-4? -Prevent using other skills/spells while Precision is active? Honestly no idea what's the best way to fix it, I just know it's way too overpowered in its current state.
Tuesday, June 5, 2018 @ 17:50
---------------------------------------------------------------------------- Help Keywords : 'Arcane Secrets'. Help Category : Enhancement. Related Helps : Enchanter. ---------------------------------------------------------------------------- Syntax: cast 'arcane secrets' Spell Number: ### A member of the enchanter subclass is so well versed in the inner workings of magical items that they are able to take shortcuts when brewing potions or scribing scrolls. By utilizing these arcane secrets, an enchanter is able to reduce the lag and mana used during brewing and scribing by about half. This spell will also add a small amount of intelligence, wisdom and luck to the caster, further increasing their ability to scribe or brew. This spell uses the Augmentation recovery, with the time determined by the caster's intelligence and wisdom. Spell available only to the Enchanter Mage Subclass. Primary Stat: Wisdom, Intelligence. Instinct Bonus: Further reduces the lag and mana, up to a maximum of 75%. ----------------------------------------------------------------------------
Saturday, May 26, 2018 @ 12:18
This has been suggested before, but in light of the recent item changes I'd like to propose the idea again. Idea: A percentage chance per mob repop that the mob becomes "Enhanced". Enhancement Mods ----------- ---- Experienced x2 Skilled x3 Adept x4 Expert x5 Master x10 Champion x15 Renowned x20 Famed x25 Heroic x30 Immortal x40 Godlike x50 "Mods" boosts health, damage, exp and gold. Additionally, perhaps resists and stats could also be boosted, but on a smaller scale. 6,000 str/con mobs would be a bit ridiculous. Note: I think if a mob is boosted to Master or above, and there's only one instance of them in the game, they should be exempted from becoming quest targets until killed. Note2: Additionally, I think any mob over 50k hp should be exempted from this % chance. That covers virtually all epic and boss-like mobs in the game from becoming boosted. As a side note, there could also be multiple general mprogs created for each race. Then one of the general mprogs is assigned to that mob at certain ranks for even more difficulty and reward modifiers. Similar to how Diablo-style games handle Champion/etc mobs, the same could be done here with mprogs.
Re: Nerf Request ++
Saturday, May 26, 2018 @ 09:48
Reply to: Note 39827 posted by Srykr | Others did, we just chose not to all jump to the OP situations that | arose. | | And don't get on a soap box, you lived in icefall till priest was changed | Which was worse than titan. Nothing in icefall hits hard so you didn't | even risk a death, or a possible PK zone. I witnessed several Light's switch to priest and try to pup. Don't act all high and mighty cause you couldn't figure out how to play the class. I watched Kane and others run around using Voice of God instead of staves, then shortly thereafter swap off of priest then accuse me of botting all day long cause that's the only way I was out pupping them in their eyes. And you're absolutely right, I did use priest. Why? Because it was the most efficient class for the way I played(High volume area, non-aggro so I could afk between rooms as needed. This is also why I didn't do slopes, it wasn't as you guys liked to claim 'afraid of light', but rather don't want to afk in a room with aggro respawning mobs. This is also why I don't spam titan all day long and get even more pups than I did as priest). Anyone that knew me knows I complained non-stop about staves and how boring it was. Even mentioned nerfing it on imm on multiple occasions, the only thing I didn't do was post a note. I was ecstatic when the nerf came, felt so trapped as priest(I tried swapping twice and ended up back on priest shortly after cause I was "losing" pups by not being priest) As for IF being worse than titan, you're absolutely incorrect. The only setup that surpassed a priest pre-nerf was a duo or more group in titan. Solo priest was getting around 70 pups(non-opk), 77-80 pups opk per double(15min). Duo+ in titan breaks 70 pups easily, and i've seen up to 85 pups in a double without opk flag on. With opk up, you're looking at close to 100 pups in 15min. And that is without using the bomb, btw, and in a group there's virtually no risk of death unless you're afk or low instinct. | Blacksmiths in titan priests in icefall. The # mobs in zone are the | enabling feature. I actually disagree with this statement, and would rather say the enabling feature is the lack of alternative ways to earn pups. If it was more efficient to kill a strong single mob that took 5min for 15k xp and 1mil gold, I would place real life money that high density areas would all but be empty.
Re: Nerf Request +++
Friday, May 25, 2018 @ 22:17
Reply to: Note 39811 posted by Anymouse There's a reason I said +friends. It's no secret you're friends with Koala, one of the area creators. It's also no secret that you were in light. It goes hand in hand that you'd share this knowledge with your clan, so saying Light knew about it for longer doesn't convince me it was outside of the "Rhabdo+friends" group. I'm sure you'll cry foul and deny deny deny, but it is what it is. But I guess lets go with your story, and it's just coincidence that within days of us figuring it out, that you just magically want this nerfed. And FYI, I agree with you. It does need nerfing. It deals 14.5k dmg to every single mob in the room, and is easily farmed. And there's no reason it can't be used in groups, completely negating the solo death mprog. I just find the timing of the nerf request hilarious.