The Gaardian Aardwolf Notes Archive

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Re: Purchasing a Forge
Note #40257
posted on Ideas
Tuesday, August 14, 2018 @ 15:09
Reply to: Note 40256 posted by Tearlach

Would be nice not to have to run all the way to forge when i want to temper
Purchasing a Forge
Note #40256
posted on Ideas
Monday, August 13, 2018 @ 12:51
It would be nice if we could purchase a forge flag for rooms in a manor
or clan hall. possibly with a custom blacksmith who hangs out in there.

lets get it done. wooo.

Tearlach
group invite
Note #40255
posted on Ideas
Monday, August 13, 2018 @ 01:00
for now, when you get invited to a group but are already
grouped, the invitation is autodeclined and the inviter needs
to send another invite after the invited one left his former
group. can the invitation be kept valid even if the invited
is in another group so it doesn't need another invite ?

Re: Remove last reboot on login screen
Note #40253
posted on Ideas
Saturday, August 11, 2018 @ 06:13
Reply to: Note 40252 posted by Tymme

Why is it a bad sign?

I always viewed it as, "Wow, this MUD is stable as hell."

Remove last reboot on login screen
Note #40252
posted on Ideas
Friday, August 10, 2018 @ 11:37
Just a thought- remove last reboot date/time from greeting login screen.
 
I'm guessing older players don't really look at it, but a first time connect
might see a last reboot/ice age of several months ago and form a bad opinion.
(Some MUD types "reboot" often and even "over a day ago" is a bad sign.)
 
Think of those poor newbies!
Re: manor morgue
Note #40251
posted on Ideas
Tuesday, August 7, 2018 @ 23:53
Reply to: Note 40249 posted by Deepstar

help di-manors
Re: manor morgue
Note #40250
posted on Ideas
Tuesday, August 7, 2018 @ 23:53
Reply to: Note 40249 posted by Deepstar

Please read 'help di-manors', especially this point:
 
- Morgues are a clan feature.  They will not be available for manors.
 
Mr. Crowley
manor morgue
Note #40249
posted on Ideas
Tuesday, August 7, 2018 @ 23:50
hi,
Well,just like the subject said. A morgue in a manor.
that's it,
thanks
Deepstar
Re: sorcerer and navigator +++
Note #40248
posted on Ideas
Monday, August 6, 2018 @ 19:37
Reply to: Note 40247 posted by Mondaine

Well if it's agreed that the data is no longer misleading...

I hold the opinion that navi is inferior to sorcerer in every way
when it comes to combat/dps.

| into a much more robust selection of tactics available to approach any
| given situation. This alone more than makes up for the lower dps

Maybe you can elaborate on this, because I disagree.

e.g.

Sloth > faster webs/faster retreats
Hex of Misfortune + Petrify > faster casting of other maledictions

I do think it is relevant to compare classes in terms of dps when it
comes to balancing.
Re: sorcerer and navigator ++
Note #40247
posted on Ideas
Monday, August 6, 2018 @ 19:30
Reply to: Note 40246 posted by Rauru

There is no need, this backed up what I was saying. :)
Re: sorcerer and navigator +
Note #40246
posted on Ideas
Monday, August 6, 2018 @ 19:25
| I have logged tens of thousands of rounds as both classes and navi

Can you provide this logged data?


Here is a 10 minute trial for both spells:

600 seconds:

Tracked Spell (Spear of odin):
Hits        : [     853 ]     Damage            : [ 4160155 ]
Average     : [ 4877.09 ]

4,160,155 / 600 seconds = 6,933.59166 dmg/sec

5 hit casts x 75  (37.5%)
4 hit casts x 103 (51.5%)
3 hit casts x 22  (11.0%)
-------------------------
Total hits  = 853

Raw data: https://pastebin.com/LdRBwvbc
-------------------------------------------------------------

600 seconds:

Tracked Spell (Desolation):
Hits        : [     946 ]     Damage            : [ 3972206 ]
Average     : [ 4198.96 ]

3,972,206 / 600 seconds =  6,620.3433 dmg/sec

4 hit casts x 126 (44.68%)
3 hit casts x 130 (46.09%)
2 hit casts x 26  (09.21%)
--------------------------
Total hits  = 946

Raw data: https://pastebin.com/isBhdM4S
-------------------------------------------------------------

Spear of odin v Desolation

((4,877.09 / 4,198.96) - 1) * 100 = 16.149% more avg dmg

((6,933.59 / 6,620.34) - 1) * 100 = 04.731% more dmg/sec

-------------------------------------------------------------

Results seem to be the same. It's been pointed out that it is unknown
how the punch bag mob modifies combat, so interpret this as you want.
Re: sorcerer and navigator
Note #40245
posted on Ideas
Monday, August 6, 2018 @ 13:02
Reply to: Note 40234 posted by Rauru

Rauru, while I really appreciate you sharing some of the information
that you collected, it is clear to me that something has gone wrong.

Right off the bat your # of hits clearly indicated that this was not
an equivalent sample, sure, maybe the end results will be accurate
as eventually it all evens out, but the hits posted IS pretty misleading.

I have logged tens of thousands of rounds as both classes and navi
consistently hits more, so seeing your posted hits having sorc hit more
is a red flag. Again, this might not affect the end #s, but it's also not
an accurate picture.

Next, Timeshifting provides for a VERY wide range of tactics, as it simply
lowers lag which results in more actions, not just more desolation hits.
You can do anything with those. Navi gets a LOT more actions which turns
into a much more robust selection of tactics available to approach any
given situation. This alone more than makes up for the lower dps
from desolation.

Finally, I can't help but notice you are championing buffs perhaps the two
best classes aside from pwar. While this is wonderful and I wish more
people were coming up with ways to improve class efficacy and excitement,
I would greatly prefer to see this kind of testing and energy go into a
class like ranger or thief. Sorc and Navi are incredibly powerful classes
while almost every class outside of those and warrior are either very weak
by comparison or way too resource intensive to be very viable for all but
the most advanced players (I'm looking at you avenger!)

Thank you again for the effort and data, Rauru, and I hope we will see
even more from you regarding the other classes. :)

Mondaine
Arboretum map
Note #40244
posted on Ideas
Monday, August 6, 2018 @ 11:53
I have made a map for Arboretum.
Not sure how to make it avaliable for people to use
But maybe someone can upload it on Aardwolf website
https://www.docdroid.net/lQJyKCi/arboretummap.pdf
Re: sorcerer and navigator +++++
Note #40243
posted on Ideas
Sunday, August 5, 2018 @ 23:47
Reply to: Note 40242 posted by Koala

Navi timeshift used to be a bit better, but the reduction was reduced when
timeshift was changed to have no recovery.

I suppose if power projection was changed to no recovery it should likewise
be weakened a bit.

But frankly, if these spells are supposed to have 100% uptime, maybe they
should just be passive instead?
As for balance, have to factor in that navi and sorc have better single
target dps than warrior (i think?)
Re: sorcerer and navigator ++++
Note #40242
posted on Ideas
Sunday, August 5, 2018 @ 22:10
Reply to: Note 40240 posted by Rauru

I am starting to think the problem here is interpretation and math! :P

from help detail-timeshifting

You have one chance per PULSE, so you have 8 chances to reduce the time for the
other action. Desolation doesn't have lag, it's just one hit per turn. There
was a long discution in the past here with the issues of timeshifting letting
navi hits 3 desolation per turn before while people thought navi was op and
gamebreaking.

What was proven is: it is more than rare these turns, but if you do the same
sample for both tests (ran for 300-600 seconds, for example) you'll notice that
the numbers go close or a bit higher than 2 hits per turn. if Lasher changed it
later, I didn't paid attention but it used to be possible,

You have a good point here with: if power projection hits the extra hit more
than timeshift hits, or power projection should be nerfed or timeshift updated
to hit more often. The balance here would be achieved with navi hitting more
times to balance the damage.

This is the kind of situation that makes a lot of classes (talking about
primary classes) unused because you can't compare the speed.

Last here: as tymme said, even your test values can't be proper evaluated
because punch mobs have different mechanics and lots of skills doesn't work on
them the way it does in other mobs. Maybe we are evaluating one of those cases.

Koala
Re: sorcerer and navigator ++++
Note #40241
posted on Ideas
Sunday, August 5, 2018 @ 21:24
Reply to: Note 40240 posted by Rauru

I think we have the data we need:
 
| Spear of odin (Dps test):
| 9,014.0 dmg/second (6,356/hit - 888 hits - 5,644,588 dmg)
| Desolation (Dps test):
| 8,651.0 dmg/second (5,517/hit - 807 hits - 4,452,536 dmg)
 
From this, we know that the sorc test ran for 626 seconds (damage / dps) and
the navi test ran for 515 seconds.  Ideally, both tests would have the exact
run length, but these tests are still long enough to get stable results.
 
That also gives us sorcs hitting 1.42 times per second and navis hitting 1.57
times per second which is really interesting data to me.  Thanks again for
gathering this Rauru :)
 
Durel
Re: sorcerer and navigator +++
Note #40240
posted on Ideas
Sunday, August 5, 2018 @ 21:22
Maybe what I put in the note is misleading.

While using power projection/timeshifting, I attacked the mobs over
5-10mins until fluctuations in dps (due to multi-hit chance RNG) were
insignificant (+-10 dmg/sec).

Also to set the record straight on what these spells do:

Power projection increases multi-hit chance from 3-4 hits to 3-5 hits.
2 hit may be possible? with spear, but its extremely rare if it is.

Timeshifting is explained in help detail-timeshifting. Suffice to say
no lag for 3 rounds is not possible.
Re: sorcerer and navigator ++
Note #40239
posted on Ideas
Sunday, August 5, 2018 @ 20:55
Reply to: Note 40236 posted by Rauru

Spear of odin (Dps test):
9,014.0 dmg/second (6,356/hit - 888 hits - 5,644,588 dmg)
Desolation (Dps test):
8,651.0 dmg/second (5,517/hit - 807 hits - 4,452,536 dmg)

I did, and I sustain my point - the idea behind timeshift is that your next
action will occur without lag (sometimes you get even 3 rounds without lag). So
while a sorcerer casts one spell, a navigator should cast two/three.

What it doesn't make sense in your data collection is how you're hitting less
with a navigator compared to a sorcerer. To have a consistent test for it, you
should compare based on time and not on damage (i.e. after 5 minutes how many
hits a navigator did and how many a sorcerer did).

Said that:

1) I agree with you, Power Projection shouldn't have cooldown with max stats
(or any other skill like that);

2) Without the hits/second I can't agree with desolation changes. What I agree
is that we should/could have the pupping classes have a consistent damage
output. This would remove the "broken classes" where people shift towards one
or other because it is faster;

3) With my previous line, pwar isn't op... it is broken. :P

Been a while since I started advocating to have three subclasses: one for
lvl/pup, one for pvp and one for utility (enchanting, portals and goes on). If
we can start dividing the classes like that, it is easier to balance the
damage/skills and truly make a system where people would choose a class because
your gamestyle preferences.

Koala
Re: sorcerer and navigator +++
Note #40238
posted on Ideas
Sunday, August 5, 2018 @ 20:40
Reply to: Note 40237 posted by Aeb

Not to mention Lasher has dismissed testing against punchbag mobs in the past,
as this doesn't account for proper level/stat calculations to provide realistic
numbers.
Re: sorcerer and navigator ++
Note #40237
posted on Ideas
Sunday, August 5, 2018 @ 20:27
Reply to: Note 40236 posted by Rauru

Number of rounds of combat would also be helpful to truly compare the 
two skills.  Koala is correct.  You're comparing hits and damage per hits.
Not damage per round.  You could run the same test over 100 rounds of
combat and find desolation has significantly more hits than spear, 
due to timeshifting.

If you ran the test without counting rounds and comparing, it would skew
your data set.  If we go with your current data pull, assume one round
of combat, for which timeshifting activates and you get 2 desolations.
While a sorc in one round would only get one cast.  Comparitively, 
2 desolations would still be greater than one spear cast.
I love seeing this kind of data, but I agree with Koala.  
Re: sorcerer and navigator +
Note #40236
posted on Ideas
Sunday, August 5, 2018 @ 20:22
Reply to: Note 40235 posted by Koala

See the dps part.
Re: sorcerer and navigator
Note #40235
posted on Ideas
Sunday, August 5, 2018 @ 20:20
Reply to: Note 40234 posted by Rauru

You forgot a basic thing here - desolation is expected to hit way more than
spear thanks to timeshifting. That's why Desolation have a lower damage output
than others.

Koala
sorcerer and navigator
Note #40234
posted on Ideas
Sunday, August 5, 2018 @ 20:08
Mastery           : 0
Moons             : None
Alignment         : Neutral
Power Projection  : Active
Timeshifting      : Active
Spell Learned     : 100%
Mob               : Punching Bag

----------------------------------------------------------------
Mob Short Name   : a know-it-all tier
Mob Base Level   : 1
Identical Mobs   : 1
Times Killed     : 1
Mob Hp           : 20131278/20131278
Alignment        : a know-it-all tier is grey.
Immunities       : disease
Note             : Target has a special function of some kind.
------------------------- [ Resistances ] ----------------------
bash             :   160    pierce           :  -160 
cold             :  -160    fire             :   160 
---------------------------------------------------------------



Data (Only one of many trials shown below)
-------------------------------------------------------------

Subclass: Sorcerer

Spear of odin (0 Instinct):
Hits        : [     606 ]     Damage            : [ 2951223 ]
Average     : [ 4870.00 ]

Spear of odin (200 Instinct):
Hits        : [     655 ]     Damage            : [ 4160395 ]
Average     : [ 6351.75 ]

Spear of odin (Dps test):
9,014.0 dmg/second (6,356/hit - 888 hits - 5,644,588 dmg)

-------------------------------------------------------------

Subclass: Navigator

Desolation (0 Instinct):
Hits        : [     637 ]     Damage            : [ 2679096 ]
Average     : [ 4205.80 ]

Desolation (200 Instinct):
Hits        : [     643 ]     Damage            : [ 3543209 ]
Average     : [ 5510.43 ]

Desolation (Dps test):
8,651.0 dmg/second (5,517/hit - 807 hits - 4,452,536 dmg)

-------------------------------------------------------------

Findings:
Spear of Odin does 15-16% more average damage per hit.
Spear of Odin does 4-4.5% more damage per second.
0 to 200 instinct is 30-31% more damage for both spells.

Not accounted for:
2.5 minute cooldown on power projection.
Non-stationary mobs (movement between rooms while solo pupping).

My Buff Suggestions:
Remove cooldown on power projection.
Better multi-hit chance scaling (at 600 int) for Desolation spell.

Why:
pwar op
Re: aard weapons ++++++++
Note #40233
posted on Ideas
Sunday, August 5, 2018 @ 11:49
Reply to: Note 40232 posted by Tymme

| Those poor, poor newbies!  By the time they're at that point, I wouldn't
| consider them new.
Exactly! It took that long. A year perhaps.. or more even.

| Then don't spend it on a weapon in case you hit that 1 in 50,000 chance where
Thats yes, a good advice for now.


...
Queen sting had 50 avg dam once. They "fixed" the bug:)
Re: aard weapons +++++++
Note #40232
posted on Ideas
Sunday, August 5, 2018 @ 01:12
Reply to: Note 40230 posted by Celebrity

|Do you know how much a new player has to spend to get maxed weapons?
 
Those poor, poor newbies!  By the time they're at that point, I wouldn't
consider them new.

| This effort was only sensible knowing that they are the best weapons and 
| remain the that way.

Then don't spend it on a weapon in case you hit that 1 in 50,000 chance where
the rolls line up and you end up with 20 higher avg dam.  Or max items with a
known, specific value and enjoy the months/years (decades for some players)
this value has provided, especially when further mitigated by the value you'll
get from selling them.
superhero quiet -> loud 'upgrade'
Note #40231
posted on Ideas
Sunday, August 5, 2018 @ 00:41
If you have a free superhero quiet, I think it should be changed so
you can upgrade to superhero loud for only 200 qp, instead of having
to pay a full 1000qp to loud.
Re: aard weapons ++++++
Note #40230
posted on Ideas
Sunday, August 5, 2018 @ 00:13
Reply to: Note 40228 posted by Fiendish

Wait wut. I made a solid point. Do you know how much a new player
has to spend to get maxed weapons? This effort was only sensible knowing
that they are the best weapons and remain the that way.
We have spent also thousands of qps to buy maxed aardweapons.
Re: aard weapons ++++++
Note #40229
posted on Ideas
Saturday, August 4, 2018 @ 23:33
Reply to: Note 40228 posted by Fiendish

Why must aardweapons be the best, just because they cost 1k qp? 
Almost all the other aardeq is also great but not necessarily the best. 

Also, I have yet to see any gameload weapon that's better than t9 aardweaps,
(where a huge chunk of the playerbase is sitting), and IMO getting a
better-than-aard weapon takes more effort than earning 1k qp.
Re: aard weapons +++++
Note #40228
posted on Ideas
Saturday, August 4, 2018 @ 23:31
Reply to: Note 40227 posted by Celebrity

And a pony!
And a skateboard!
Re: aard weapons ++++
Note #40227
posted on Ideas
Saturday, August 4, 2018 @ 21:54
Reply to: Note 40226 posted by Throxx

Maybe allow extract the spent tps from aardweapons somehow?
Cuz thats the real issue - TON of time/gold spent to buff up those aardweapons.
Or give some other fancysmancy quality to all existing aardweapons?
But that'd be way harder to figure out I guess.

OR! add limit to possible added DR to gameload weapons.
*now going far away to live the rest of my life in solitude and despair*
Re: aard weapons +++
Note #40226
posted on Ideas
Saturday, August 4, 2018 @ 21:12
Reply to: Note 40223 posted by Milkweed

I have been auction shopping bonusloot weapons since they came out,
and the only ranges i have come across better than aard at level are at
level 1 - dont realy buy lvl 1 aard weap here, but i have gotten up to
16 dmg lvl 1 bonusloot
level 27 bonusloot axe better than 30 aard
and lots from 177 up that are better than 200 aard.
I have filled in aard weapons in between, and so dont feel bad.
Time / realtime.
Note #40225
posted on Ideas
Saturday, August 4, 2018 @ 18:41
I think these should be merged into a single command, listing the in-game time
first and then the server time second.  I would probably say differently if we
were an RP mud, but since we're not I think it makes the most sense to have
all the time info in a single command.

I currently have a client alias to do it, but new players won't have that, and
I think having two separate time commands is more confusing than just one.
Re: aard weapons +++
Note #40224
posted on Ideas
Saturday, August 4, 2018 @ 18:11
Reply to: Note 40223 posted by Milkweed

>I thought that aardweapons were supposed to be the best in the game.
 
Typically, they still are, especially at higher tiers, as you won't find many
(if any) weapons above 201 that you can use.
 
However, over time, the game evolves, as it's always done, and with the
implementation of bonusloot, it's made some gameload weapons more desirable in
some levels, and there's nothing wrong with that.
 
You shouldn't have buyer's remorse, simply because Aard weapons (and all quest
items, generally) are still very useful. You'll get good use out of something,
and if you ever feel like you have better weapons in something else, then you
can always sell off your current Aard weapon via rauction or back to questor
for 500 quest points.
 
Maybe one day Lasher will find that lowering the cost of Aard weapons or
raising their benefits will be suited to the style of game play. Maybe not.Just
enjoy what you have and don't regret anything.
 
Mr. Crowley
Re: aard weapons ++
Note #40223
posted on Ideas
Saturday, August 4, 2018 @ 17:57
Reply to: Note 40214 posted by Vespar

I thought that aardweapons were supposed to be the best in the game.  If not 
why would anyone pay for 1K qp for an Aardweapon.  I almost have buyers remorse
and feel bad about tpenchanting some of my aardeq. 
It seems like something should be done to make the Aardweapons somewhat better
damage wise or have some other advantage over the gameload.
blacksmith idea
Note #40222
posted on Ideas
Friday, August 3, 2018 @ 20:33
Blacksmith seems based to weapon modding.

Idea 1: Give blacksmiths 3 forge based skills to add flags
like illum, reso, sol spells. (weapon only, use moves+mana)

Ideas 2: cooldown based skill that adds random stats.
 (adds all 3 enchant flags, uses mana/moves, has cooldown 1 day)


Riot
Re: PKautoassist on Allies ++
Note #40221
posted on Ideas
Friday, August 3, 2018 @ 12:33
Reply to: Note 40220 posted by DjVoltron

Honestly, if you attack someone in your allies group I
feel your 'ally' OUGHT to be able to kill you.

This makes perfect sense. Stop PK'ing your allies groups.

Mondaine
Re: PKautoassist on Allies +
Note #40220
posted on Ideas
Friday, August 3, 2018 @ 00:52
Reply to: Note 40219 posted by Crowley

He is saying the code shouldn't allow you to attack an
ally because you attack someone in your allies group.
Autopk does not differentiate in this aspect either.
I can't attack an ally outright, the code doesn't allow
it. The fact that it does allow such an attack in this
round about way seems like a bug or an oversight.
Re: PKautoassist on Allies
Note #40219
posted on Ideas
Friday, August 3, 2018 @ 00:20
Reply to: Note 40218 posted by Chich

Have you tried 'autopk'? That's precisely what it does.
 
Mr. Crowley
PKautoassist on Allies
Note #40218
posted on Ideas
Thursday, August 2, 2018 @ 21:55
Possible to have autoassist automatically off in
PK when an ally attacks your non-allied/hostile groupie?
Re: Tier skills
Note #40217
posted on Ideas
Thursday, August 2, 2018 @ 07:13
Reply to: Note 40216 posted by Khadaji

Melee classes depend heavily on regular melee weapon based damage, and a tier
has a big advantage in high level weapons with higher average damage.
Spellcaster classes depend on combat spells for DPS, and thus without a tier
bonus a tier spellcaster will not gain much DSP from tiering.

At t0-t1, the base (nontier) damage of spellcaster is already very high
compared to the base melee damage of melee classes. On top of that, with
lower stat cap at lower tiers, and less than optimal gears,  melee weapon
based damage is naturally lower than combat spells.

So at low tier, spellcasters are often stronger in pvp, at high tier,
pwar get stronger. Spellcaster's tier bonus in spell damage is merely
compensating but not giving spellcasters greater advantage after tiering
when compared to melee classes.
Tier skills
Note #40216
posted on Ideas
Thursday, August 2, 2018 @ 03:34
I've just noticed that there are a few spells for casters that improve in
strength based on tiers, but I've not seen any skills like this.
Is this intentional? Casters seem to be doing insane amounts of dmg
in pvp due to this fact.
Wondering if anything like this is planned for THIEF/WAR?
Re: aard weapons +
Note #40214
posted on Ideas
Thursday, August 2, 2018 @ 00:02
Reply to: Note 40209 posted by Tymme

The higher level weapons (180+) don't even need that high level of a bonus
to be substantially better than an aard weapon of equal level. I have a level
199 weapon with 676 avg damage and it's flagged (Polished). I think I paid
like 2m for it and it's avg dam is better than a t3 aard weapon making
200/211/221/231 obsolete.

I agree that aard eq isn't and shouldn't always be the best which is the case
for several items but with so many of these weapons flooding the market the
difficulty and rarity of them is non-existent.

It just seems weird to have to a weapon cost 1k qp when you can easily grab one
off market for less than 5m gold that is significantly better.

Thanks,
Vespar
Re: Enhanced Items and Builders ++
Note #40213
posted on Ideas
Wednesday, August 1, 2018 @ 21:32
Reply to: Note 40212 posted by Castiel

| 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.
 
Actually, it does the opposite.  Instead of knowing X is the masterpiece item
with 8 stats and seeing it gets oloaded by the goal closer and adds another 10
random stats, you also have to look at the reset to see a 95% chance to add
another roll.
 
The lua addition will be fine and should be right next to the current system,
and should be just a standard roll like any others, or done via current methods
that really aren't much different... not both.
Re: Enhanced Items and Builders +
Note #40212
posted on Ideas
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.
Re: Guild Quest Master
Note #40211
posted on Ideas
Wednesday, August 1, 2018 @ 19:42
Reply to: Note 40194 posted by Skull

i also think this is a worthwhile.  yes. its not far to questor 8s
but. many clans nearby also have questors.


its just a flag on a mob ?   or at worst, 7 extra vnums.

-n-
Re: Enhanced Items and Builders
Note #40210
posted on Ideas
Wednesday, August 1, 2018 @ 19:18
Reply to: Note 40205 posted by Castiel

Builders can already do this- there are several goal rewards that are a certain
base plus some random stats.
 
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.
Re: Lore, in manors
Note #40208
posted on Ideas
Wednesday, August 1, 2018 @ 19:01
You can, just change the sector flag of the room to city.

-Unfo [Corrupted Heart]
Re: aard weapons
Note #40209
posted on Ideas
Wednesday, August 1, 2018 @ 18:58
Reply to: Note 40204 posted by Grayghost

>it seems as if aard weapons are not the best in the game now

"[Enhanced eq] is balanced with the goal of randomly loading decent items, more
rarely loading really good items and even more rarely, items that could
easily be the best in the game but with odds such that farming isn't
really practical."

Why do aardweapons need to be the end-all-be-all best in the game?  Even if an
item starts with higher avg dam, it's still going to take some investment to
get it back to or beyond the quality of a maaxed aardweapon.
Lore, in manors
Note #40207
posted on Ideas
Wednesday, August 1, 2018 @ 18:26
I think being able to lore in your manor should be possible. 
What say you?
Re: Enhanced Items and Builders
Note #40206
posted on Ideas
Wednesday, August 1, 2018 @ 17:12
Reply to: Note 40205 posted by Castiel

I love the idea of some variance in the enhancement %'s, but I am not
so sure I like it being a builder side change. Unless the goal reward
was better enhancement drops, it just doesn't seem fair enough.

Perhaps adjusting the Enhancement Rate to factor in how many of 
the item is reset per pop could add more to the system? It's hard farming
a nice item that loads once per repop when you could easily farm
almost worthless junk with 10+ resets per. Maybe not do this for weapons
as they seem pretty busted, but for normal eq, this would be very nice.

Mondaine