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Re: Clan Wars ++
Note #41620
posted on Ideas
Friday, March 29, 2019 @ 04:58
Reply to: Note 41575 posted by Sammael

OPK is an individual choice. What perks does it award to the NoPK clans?

PK clans are fading because ganking gets boring after a while for victim
and hunter alike. That'd be more my guess.

I obviously know nothing about raiding, so you can flame me for the take
above instead.

When I joined a NoPK clan, OPK hadn't been implemented. Now that I've got
the flag, I get to see what PK can be like, and it wasn't as difficult as
I thought it would be (probably since people got bored of ganking me :P)

But now it's not as annoying to think about switching to a PK clan, so it
might actually help PK in the longer run by giving the hesitant ones like
me a way to toggle exposure until they get used to it.

Tru
Bonusloot and Autosac
Note #41619
posted on Ideas
Thursday, March 28, 2019 @ 18:04
From the Autosac helpfile: 
   If 'autoloot' is turned on, you will only sacrifice empty corpses.

Bonusloot doesn't work the same way:

You are carrying too many items to hold (Enhanced) a tartan cap.
You get 3,167 gold coins from the frazzled corpse of an elderly couple.
Athena gives you 38 gold coins for the frazzled corpse of an elderly couple.


It should. No one wants to see (IMMORTAL) eq accidentally sac'd 
That's what I think anyway.

-Bhengis Khan
Market filter option
Note #41618
posted on Ideas
Thursday, March 28, 2019 @ 17:16
Can we get a market filter for 'raided'. I am aware you can filter 'clan'.


Nasus
Re: group campains
Note #41617
posted on Ideas
Wednesday, March 27, 2019 @ 22:29
Reply to: Note 41616 posted by Quarana

honestly love the idea
cps can get real boring if you dont have some one like a friend or clan member
to talk with while youre doing them

only problem id see is if someone that knows about cps
is helping someone completely new to the game

but apart from that id agree with the idea!

ozin?
group campains
Note #41616
posted on Ideas
Wednesday, March 27, 2019 @ 22:27
I'd like to see players within 5 levels of each other be able 
to group and request a joint campaign for their group where 
campaign targets for all group players will be in the same areas 
(not necessarily same targets, though overlap would be fine).
This would allow CP-levellers to be able to group up some. 
Quarana
Raided EQ
Note #41614
posted on Ideas
Tuesday, March 26, 2019 @ 19:10
Just took a loss while selling raided EQ. Can we add a mandatory flag of
at least (Enhanced) or higher? That would help incentivize people to raid
again. Just a thought.
-Frosty
Prophetic vision
Note #41611
posted on Ideas
Monday, March 25, 2019 @ 13:55
Oracles are known to tell the future.
Many Kings and queens have went to see them in times of trouble.
An oracle in command can sometimes foresee an enemies attacks.
when this is active and oracle can dodge a whole round of melee.
thanks,
deepstar
mind blast
Note #41610
posted on Ideas
Monday, March 25, 2019 @ 13:53
A psi is known for mental attacks.
This is a passive skill that hits every round or two.
mind blast causes an opponent to be stunned mentally.
causing them to have lag /miss hits.
thanks,
deepstar.

guard crush
Note #41609
posted on Ideas
Monday, March 25, 2019 @ 13:49
Guard crush:
A mage is known for the high damage in spells.
sometimes the opponent is so overwhelmed that they lose concentration.
when guard crush happens for a moment an opponent's protective spells
shut off for a round or two.

primary stats: int vs opponents wise
affected by:luck.

that's the idea i had in mind.
maybe remove critical hits from mages and add this?
thanks,
Deepstar.
Re: Aardwolf open sandbox instance. ++
Note #41607
posted on Ideas
Sunday, March 24, 2019 @ 15:14
Reply to: Note 41606 posted by Zoot

I know for myself, I barely have the time I want to
play let alone get on testport. When I see a note about
it I do my best to get on and fiddle around, I just
always forget to post a note so I doubt it helps
much. Then again I've never really broken anything
or found anything wrong so maybe it does except
that I forget to post. Either way there is 
definitely a test port where we test code and
the builders roam, so not sure what else this 
idea is shooting for personally, except to add
the capability to main port, which isn't
really needed thanks to test port.
Re: Aardwolf open sandbox instance. +
Note #41606
posted on Ideas
Sunday, March 24, 2019 @ 12:42
Reply to: Note 41604 posted by Norton

I dunno I feel like it's difficult enough to get people to log into the real
testport. Building a second fake one seems like it would be a novelty that
would fade out very quickly.
Re: Aardwolf open sandbox instance. +
Note #41605
posted on Ideas
Sunday, March 24, 2019 @ 12:20
Reply to: Note 41604 posted by Norton

There is already a "test" zone on testport, where you can already build
whatever.

All you need is lv 204, and I think you can get that by asking nicely
Re: Aardwolf open sandbox instance.
Note #41604
posted on Ideas
Sunday, March 24, 2019 @ 12:10
Reply to: Note 41602 posted by Starling

i like the idea of this. but i'd make the reset based on a rolling
character by character amount.

doesn't really matter.  people who do use it for a real sandbox will script all
their changes eventually so that when they do get reset, they'll get back to
their last saved location.

so...    either reduce the reset period or make it dependent on character
logoff ?? or reset daily ?? or something that really is a pure sandbox.


i love the idea of having a playground where potential builders can experiment,
but i'd like to know more about the rules of clan mazes and potential testing.

I think the idea of allowing people to "play" before they submit an idea to
build is great. It allows them to try possibilities and potentially create
great ideas.


-n-
Re: Aardwolf open sandbox instance.
Note #41603
posted on Ideas
Sunday, March 24, 2019 @ 10:25
I like the idea.
The ability to create and modify and not ruin the mud.
It would give me a better understanding and help me come with solid ideas.
Also,i have always wondered how things are brought to life here.
explaining it to me wouldn't give me a clear understanding but learning hands on
would be very fun. 
Learning hands on is the best approach according to me.
A +1 on this idea:)

DeepStar
Aardwolf open sandbox instance.
Note #41602
posted on Ideas
Sunday, March 24, 2019 @ 06:08
This idea is a bit different than most, but I think we should implement it,
because I don't think many other games will have done it, and I think it would
drive player interest in something most of us have probably thought about,
but relatively few of us actually go on to do.

So, the test port is a separate instance of the game and it's the mud's
construction zone, machine shop, etc.  Builder access is only given according
to policy, and with the expectation that the builder make a bona fide effort
to complete the project and do it right.  I think nearly all of us have thought
about it, or been curious.  But imm time is expensive, and it's best spent on
solid, serious ideas, and not  "I'm curious" or "just thinking about it".

Those two things aren't really a good fit for test port.

They would be a perfect fit for a sandbox.  I think Aardwolf should open a
third instance of the game, which would be totally sandboxed from both test and
Aardwolf proper.  Unlike test port, the approval process is simply to post a
note to imm and request access.  From there, create a character and log in.

The main things that would be key to making this work are:

 - Characters are created at level 204 directly, and have almost the same build
   privileges that real builders have on test.  Edit rooms, mobs, objects, Lua
   progs, and similar commands - basically, when they log in you hand them a
   box of tools which they are then allowed to use.

 - The second important thing: the sandbox instance would have very few areas
   on it at all.  It would be the world of Aardwolf (i.e. the continents), but
   the only areas would be Aylor, or perhaps a stripped down version of Tree of
   Life (goal and whatnot all removed, but otherwise the same.)  Maybe an area
   with some concepts pre-set up.  But otherwise, empty continents with nothing
   else on them.  Sensitive information (clan stuff, goals) would be totally
   absent - no way to get at them as they simply don't exist in the sandbox.

 - Third, there would be relatively few restrictions on what players are
   allowed to do, create, modify, and so on.  Good conduct would be expected,
   just as on test or main.  The occasional crash, should they happen, would
   be understandable as something that can happen when building goes wrong, and
   having it be ok (within reason) would allow for meaningful education in the
   importance of attention to detail and on how to avoid further problems.

@    With few restrictions, one could go onto the continent, find a nice spot,
   and build themselves a test house or fort (via editing rooms).  They would
   get to see real builder commands making changes, and see those changes take
   shape in front of them.  They would learn how the tools work, and what their
   limits and pitfalls are.

 - Fourth, at the beginning of every week, the sandbox would be entirely reset,
   the world reloaded in its original "blank" state.  No player creations
   would be saved - every week it would be a new blank canvas.  Which means
   players don't need to have solid ideas, or a firm committment to a plan
   or area build process.  The whole purpose of this would be for players to
   gain a basic understanding and familiarity with the build tools, but in an
   environment that is safe (due to being a barebones world instance) and which
   doesn't require expensive imm time and attention (because nothing will last
   longer than a week).

But how would this be of benefit of this to Aardwolf?  Can we gain anything
from allowing players to play in a sandbox?  The answer to that, I believe, is
yes, there definitely is.  It goes back to what I said about most of us being
curious, but relatively few going on to do:  Building a real area means going
through approvals, inspections, and all that.  To do it, one must be confident
in their idea, be confident of their plan to build it, and be committed to it.

And, it means developing those offline, and in advance.  For most of us who are
curious but don't apply, this is probably the decider.  If I've never used the
build tools before, don't know what they can (and can't!) do, any idea I have
initially hinges on my assumptions about those tools being right.  If they're
not, it can be a setback as I now have to revise before even starting.  We're
all a bit different and so will our reasons be, but for me, I don't want to
waste imm time, or look clueless, and so I don't apply.  And therefore, don't
learn about much of it at all, and soon go back to my usual things.

We can say "then just apply" but we don't need to.  We all log into Aardwolf
day after day because we have something in common.  I learn best by going hands
on and working with things close up.  I think most of us who play here have
some element or degree of that - the game itself is practically built around
those ideas.  I think an open sandbox like this would be something that very
few of us would pass up.  I think quite a lot of players would try it just
because most of us are curious in that way.

And here is why I think it would benefit Aardwolf, and why we should do this:

A much larger segment of the community would come to gain a basic idea of how
things are built, along with some first-hand experience at making the tools
work.  That none of it is 'serious' is ok - the basic "how to" experience, in
and of itself, will drive player interest in actually building on test.  Even
that basic experience can be huge for creativity and confidence.  This will
compound as any ideas the player might have will be more defined from the
get-go, and more realistically doable.

Even those who don't go on to build will likely have a better appreciation for
Aardwolf's world in general.  Even a very basic understanding can have that
effect.  Better appreciation drives interest in exploring and leads to more
positive gaming experiences in general, which is good.

An open sandbox would also be a side activity just to change pace for a bit,
and could lead to someone re-visiting the idea of building for real.

Lastly, it would be kind of a unique feature that other games don't have, which
makes us more interesting to prospective players.  As a feature it would be
unique and "different" while still being understandable and fun.

Aardwolf has a lot of talent.  We have programmers, story tellers, artists,
and I think a sandbox instance would be a big encouragement to those who are
interested but unsure.  People have great area ideas right now, but if they
don't apply, we'll never see or be able to explore them.  I, and I think a lot
of us, do better if we can play with the tools and then come up with ideas.
It's more or less how I learned Lua - studying documentation and having to come
up with an idea before being allowed to put hands on the tools just isn't an
effective approach.  Does anyone else relate to that?  I think it makes sense.

Conclusion:

Implementing this sandbox idea would, most likely, only help us in the long
run.  I think it's something relatively few of us would outright pass up.
I think even newer players would be interested, and early exposure to
building things would lead some to consider applying to test earlier
than they otherwise might.  If implemented, I think we would see an up-
tick in builder applications and ultimately new areas coming in.  We who
don't build because we fear knowing nothing go from that to objectively
knowing basics.  It doesn't sound like much but in my experience it makes
all the difference.  The ideas and people are already here.  A contained
sandbox provides a concrete starting point, and removes any fear of messing
up, or wasting imm time, or looking silly.

The idea is definitely outside of the box, but I mentioned it on channel and
got positive responses fairly quickly.  I don't normally outright ask for
support on my ideas, but in this case I would ask players and imms alike to
sort-of just go with it.  If setting up the sandbox world map is an issue
because it's time consuming I would have no problem taking that on, if allowed.

Long wall of text, but think outside the box and try something unusual, imho.

What do you think?  Go with it on principle and see where it lands?
Rewards for Defenders?
Note #41600
posted on Ideas
Saturday, March 23, 2019 @ 22:18
What do you all think about the idea of having some type of
reward for defending? There is an incentive to raid eq,
but could there also be a QP or gold incentive, or some
type of reward for epics points or something for
Defending? 




Just an idea,
-G
key wish
Note #41599
posted on Ideas
Saturday, March 23, 2019 @ 03:58
I'd like there to be a wish for saving normally-not-saveable 
keys! I'd be okay with there being some exempt keys that won't 
qualify but if it caught 90% of the keys with this wish it'd 
be wonderful!

Quarana
Re: provide gmcp.comm data for Ivoted, Blessing, etc.
Note #41598
posted on Ideas
Friday, March 22, 2019 @ 08:14
Reply to: Note 41498 posted by Kazuma

If we are making a list of things that should be included in GMCP, I'd add
total powerups and total QPs earned.

It's 3 months into the year 2019 and my kids are making fun of me because my
end of day tracker has to check whois to see my progress for the day!
Re: provide gmcp.comm data for Ivoted, Blessing, etc.
Note #41597
posted on Ideas
Friday, March 22, 2019 @ 06:53
Reply to: Note 41498 posted by Kazuma

I posted the idea for gmcp data for some character flags and reminders

Now that we have gmcp data and status bars, I dont need my prompt in game
but important info is attached to the prompt
would be nice if gmcp data was provided for these fields

here is a list: ivoted, daily blessing, Noexp, Afk, Quiet, Deaf

one workaround I have found is to empty your prompt to use less space

all I did was type:   prompt .
that will set your prompt to a .
then keep the prompt visible and still see the things that get attached to it.

I would still prefer gmcp data, but this works :)

-Kazuma
Re: Keys guards, etc in clan maze +
Note #41596
posted on Ideas
Friday, March 22, 2019 @ 03:56
Reply to: Note 41595 posted by Quadrapus

Maze keys have timers on them unfortunately. Too bad not in the
good old days when the clanportal was a master key :/

Garfield
Re: Keys guards, etc in clan maze
Note #41595
posted on Ideas
Thursday, March 21, 2019 @ 20:12
Reply to: Note 41580 posted by Garfield
Garfield, you should ask an imm to load a set of your
maze keys for you - that should make things a lot easier.

Best,
Quad
Re: mastery rebuild +
Note #41594
posted on Ideas
Thursday, March 21, 2019 @ 19:26
Reply to: Note 41477 posted by Torkin

This is a major hurdle for classchanging - I agree that
reducing the costs associated with mastery rebuild in
some way would be beneficial for the game.

Re: Campaign Difficulty Toggle
Note #41593
posted on Ideas
Thursday, March 21, 2019 @ 02:07
Reply to: Note 41589 posted by Shala

Just aoe all rooms around your cp target.
New war type
Note #41591
posted on Ideas
Wednesday, March 20, 2019 @ 16:44
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.
Re: Campaign Difficulty Toggle
Note #41590
posted on Ideas
Wednesday, March 20, 2019 @ 13:17
Reply to: Note 41589 posted by Shala

I'm on board with this idea! There is nothing worse than having to think about
what mobs to kill to level up. I'd be okay with something like doubling the cp
length if i've chosen increased difficulty. Killing mobs without a purpose is
boring.
Campaign Difficulty Toggle
Note #41589
posted on Ideas
Wednesday, March 20, 2019 @ 12:24
As I'm getting higher into my Tier and tnl starts getting fat as all get out,
i like Cp leveling, but the level mobs that campaigns choose, i still endup
having to grind out 4-6k exp.  

I think it would be neat to have a toggle to campaigns to choose higher level
targets.  For more reward or not, i really dont care.  I'm just after teh exp.
Re: evil flag +
Note #41588
posted on Ideas
Wednesday, March 20, 2019 @ 06:58
Reply to: Note 41587 posted by Uuna

or a evil flagged weapon should do more damage to good mobs?
vice versa with holy/blessed weaps?
deepstar
Re: evil flag
Note #41587
posted on Ideas
Wednesday, March 20, 2019 @ 04:20
Reply to: Note 41585 posted by Deepstar

Nice idea to use the unused flags for something but lets make it interesting.
Obviously an evil blade has a small chance to cause you to attack any mob
with a particularly good alignment in the environment. It should, afterall, do
something really evil!

And no - a blessed weapon should NOT do the reverse and cause an auto-attack
of an evil mob - I see no reason why alignment should be symmetric.
Re: evil flag
Note #41586
posted on Ideas
Wednesday, March 20, 2019 @ 03:15
Reply to: Note 41585 posted by Deepstar

maybe i should just be clearer.
say a player has obtained 'evil' flagged objects
that add up to -2500 align.
but the player kills evil mobs all the time.
their align won't go past 0 like this.
There are some benefits of being neutral as we all know.
but anyways,it's just an idea maybe someone has a better one.
Deepstar
evil flag
Note #41585
posted on Ideas
Wednesday, March 20, 2019 @ 02:58
Hi,
since the evil flag does nothing atm. 
wouldn't it be a good idea to make that flag give you permanent align.
for example,A object with that flag gives -200 align.
we can also have something similar for holy.
in this way a player can build a set that can keep them permanently evil.
or permanently good but you can also make yourself neutral.
just an idea...
thanks,
Deepstar
Mentalist
Note #41584
posted on Ideas
Wednesday, March 20, 2019 @ 02:34
I know some of you might not like this idea, and most don't care lol
but is it a bad idea for mentalists to have some type of colour
indicator to sense age how old the mob is? like relative for
rare exp? red for little, green for a lot? or something along that line.


Just curious if that would be OP? dunno.


-G
Re: Make Warfare great again!
Note #41583
posted on Ideas
Tuesday, March 19, 2019 @ 17:49
Reply to: Note 41568 posted by Daimyo

maybe just a new char creation track of "war" characters.

level 201 characters, players get X stats to build, given a set 
of skills, and upon creation they go to warzone and can never 
leave to mingle with rest of the mud.

maybe players unlock the ability to make a war character when they 
hit noble or SH first time.

then warfare can randomly divide into two teams and off 
we go.  prize is something sensible.
Re: Incursions
Note #41582
posted on Ideas
Tuesday, March 19, 2019 @ 13:29
Reply to: Note 41571 posted by Castiel

I really like the idea of Incursions!

I would love to see it not just being "SH" only. But also available at any
level. Where the reward would fit to x level. The incursions could be set
into different kind of ranks - just like Epics are.

1-50 - D rank -> Have a D rank vendor
1-50 Vendor could have like: Gear to x level, small spellup pots, and small QP

51 - 100 - C Rank -> C Rank Vendor
51 - 100 Vendor can have gear, medium spellup, medium qp


101 - 150 - B Rank -> B Vendor
101 - 150 Vendor has gear, above medium spellup, qp


151- 200 - A Rank -> A Rank Vendor

151 - 200 Vendor - Gear, trivia spellup, incomplete, qp


These are just a few ideas - and can be adjusted.
----------------------

Regarding the Incursions - and what the goals can be heres a few ideas

1. Clear area in x time
2. Find a special items in correct order - Like FT1 Goal
3. Mix of both (Kill area, however in specific order)
4. Every Incursion should be randomized so you don't know the pattern.


4 can/might be hard to code.

This are just a few ideas.

-Utopia
Re: Keys guards, etc in clan maze
Note #41581
posted on Ideas
Tuesday, March 19, 2019 @ 12:29
Reply to: Note 41580 posted by Garfield

+1

where
Nasus
Keys guards, etc in clan maze
Note #41580
posted on Ideas
Tuesday, March 19, 2019 @ 12:24
As it turns out designing a maze and testing it using
the clanadmin goto command is super annoying. I think
gt [@x123Quest] @x123Ready!$C
there should be a way for leaders to one of two things
either clanadmin create  for the doors or 
clanadmin slay  to get keys off the guards
in order to be able to walk the maze. Obviously
there needs to be limitations in this during raids
commands should be unaccessible on both ends, 
maybe this could be  done by disabling the targeted clans
ability to do this, as well as once you join a raid party.

Could make testing or mapping a maze for the clan leaders much
faster and easier. than the current system.


Garfield
Re: Incursions ++
Note #41579
posted on Ideas
Tuesday, March 19, 2019 @ 11:14
Reply to: Note 41577 posted by Castiel

the attacking of the incursion i do like, would be an interesting
thing to add, as it would allow PK to exist while offering rewards
echo: can now QUEST!$C
for doing it. I would love to see mini-epics at lower levels
almost like a gladiator goal style where it's based on tier etc.
Not sure if that would be an idea to take off but would be interesting

Just an idea on things, wasn't really bashing the idea, just questioning
some of it. 

SIndayne
Re: Incursions ++
Note #41578
posted on Ideas
Tuesday, March 19, 2019 @ 10:47
Reply to: Note 41577 posted by Castiel

I think it would work better as a purely instanced area, rather than existing
areas. That's because some areas are just 100% pupmobs, while others have
annoying mobs in them like sanced mobs, etc, at various parts.

I think there was already work done in relation to having an instanced dungeon,
but I suspect it's gone on a hiatus though :(
Re: Incursions +
Note #41577
posted on Ideas
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.
Re: Clan Wars ++
Note #41576
posted on Ideas
Tuesday, March 19, 2019 @ 06:08
Reply to: Note 41575 posted by Sammael

can still die by being sucked into PK by use of
party heal while grouped. thats where my pk deaths have all
come from.
Re: Clan Wars +
Note #41575
posted on Ideas
Tuesday, March 19, 2019 @ 05:25
Reply to: Note 41555 posted by DjVoltron

I agree with DjV here. I'm actually surprised that noPK players
have the option of going OPK in the first place. By joining a
noPK clan, you're opting out of PK activities. Increasing the
amount of 'perks' noPK clans get without the risk of actually
getting setwanted or killed is the reason PK clans are fading
imho, other than raiding.

Sam
Re: Your top 1 or 2 ideas to balance classes. +
Note #41574
posted on Ideas
Tuesday, March 19, 2019 @ 05:04
Reply to: Note 41434 posted by Durel

This is truly a smart idea. When I first read Lasher's note: "how on earth
can one or two modifications balance all the skills? Sounds impossible."
Every single player I've talked to about balancing is always a rant about
"make me more bufz0rs."

Yet Durel's idea seems like it would actually promote balance. Or at the
very least, it will draw attention to what skills/classes need balancing.

It also solves the problem of adding new or changing skills while
maintaining balance.

And it fits the whole "rare exp/gold" theme that Aardwolf has already.

I know this idea may not be liked by those who just want more bufzors, but
that's how you know it truly is balancing the game.
Re: Incursions
Note #41572
posted on Ideas
Tuesday, March 19, 2019 @ 00:21
Reply to: Note 41571 posted by Castiel

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
Incursions
Note #41571
posted on Ideas
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 5
Reward: 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)
Re: Your top 1 or 2 ideas to balance classes. ++
Note #41570
posted on Ideas
Monday, March 18, 2019 @ 15:06
Reply to: Note 41567 posted by VeryLongName

Sounds like you are thinking of Rage a barbarian type skill has.
if hp < 10% then you hit harder etc. 

prob make someone OP... but if make it 5% or something. who know
Re: Clan Wars
Note #41569
posted on Ideas
Monday, March 18, 2019 @ 13:27
Reply to: Note 41553 posted by Roume

People hardly partake in clan wars as it is. Its not real PK it warfare.
I dont see why not. These hotshots just dont want to get killed by a booter.
*snicker*

-Wars
Make Warfare great again!
Note #41568
posted on Ideas
Monday, March 18, 2019 @ 10:25
Hey

Here is few ideas that i been thinking that would maybe help to brin
this warfare alive. No idea really how hard they are to code but ideas
are ideas. Been off few years and still i see that warfare is dead.

Mostly i think why ppl dont join warfares is because it doesnt really
give you anything so maybe add a little reward for winning it or maybe
add a warfare point system that when ever you join you get point and
winning a war would give you few extra points and maybe even points for
killing ppl in it.
With those points you would buy something unique or maybe add a extra pin
or something like that.

Second thing i would go for is Instinct/mastery points. They would be reseted
to 0. Why? well it would make a little more balance to the warfare and mostly
for new incomers it would give them a chance actually fight back.
Still gear and tierbonuses means so much that it would still get advantage
to higher tiers.
But example T0 could fight quite nicely against T5 with this lvl check and
now that they have only gear/tier check also a lvl check there.

Still at SH you have Potential points means alot but i wouldnt go for it,
if you have them Yes you are stonger but putting it to 0 would make it
harder to code. But maybe a warfare statbuild that if you have now a
different build, when you go into warfare it would automaticly put
your warfare statbuild on.


Daimyo

the example for T0 (110) vs T5 (100) example... :)

Re: Your top 1 or 2 ideas to balance classes. +
Note #41567
posted on Ideas
Monday, March 18, 2019 @ 09:59
Reply to: Note 41566 posted by Srykr

One idea.. or a thought.

Since the most addictive game I've ever played was Borderlands 2.
It's not a mud, so it's legal to bring that in..

It's addictive because you can go OP. Like crazy OP with sick weapons
and finetuning the skills. But there is a catch always - doesn't matter
how insanely powerful you get, if a tad too bold, you will die quickly.

That is completely missing in mundane levelling or pupping. We figure
out what'd be the most lucrative and just do that. No real threat there.

So, try with bandit (it gets the most "pff"s) - let it be able to 
lower its defences, make it earn more when close to death, let it
get more xp/gold when taking on multiple mobs. All that - balance
it with high gains on verge of death.

Re: Your top 1 or 2 ideas to balance classes.
Note #41566
posted on Ideas
Monday, March 18, 2019 @ 09:43
Reply to: Note 41428 posted by Lasher

Other Tank classes.

Instead of having just 1 tank class , pwar.

have otehr subclasses have tank abilities.

knight, a ranger, a dodge tank(thief) etc.  not as good as pwar, but
would provide options.

Add more options to nospam
Note #41565
posted on Ideas
Sunday, March 17, 2019 @ 15:50
First suggestion is to add fido delivery to the options!

Koala
Re: password
Note #41564
posted on Ideas
Sunday, March 17, 2019 @ 15:20
Reply to: Note 41563 posted by Deepstar

I agree with this, except about the 'confirm'.  Confirm is useful for commands
that are either irreversible or have a non-trivial cost.  Having to enter the
password twice makes most sense when the password is masked, but entering it
twice when visible still has some utility.


-- Ylar