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
showing 50 most recent notes on the Ideas forum
Re: Clan Wars ++
Friday, March 29, 2019 @ 04:58
Bonusloot and Autosac
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
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
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?
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
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
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
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.
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. ++
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. +
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. +
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.
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.
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.
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?
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
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.
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.
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 +
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
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 +
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
Thursday, March 21, 2019 @ 02:07
Reply to: Note 41589 posted by Shala Just aoe all rooms around your cp target.
New war type
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
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
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 +
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
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
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
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
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!
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.
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
Tuesday, March 19, 2019 @ 12:29
Reply to: Note 41580 posted by Garfield +1 where Nasus
Keys guards, etc in clan maze
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!$C there should be a way for leaders to one of two things either clanadmin create
for the doors or clanadmin slay to get keys off the guards in order to be able to walk the maze. Obviously there needs to be limitations in this during raids commands should be unaccessible on both ends, maybe this could be done by disabling the targeted clans ability to do this, as well as once you join a raid party. Could make testing or mapping a maze for the clan leaders much faster and easier. than the current system. Garfield
Re: Incursions ++
Tuesday, March 19, 2019 @ 11:14
Reply to: Note 41577 posted by Castiel the attacking of the incursion i do like, would be an interesting thing to add, as it would allow PK to exist while offering rewards echo: can now QUEST!$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 ++
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 +
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 ++
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 +
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. +
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.
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
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)
Re: Your top 1 or 2 ideas to balance classes. ++
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
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!
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. +
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.
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
Sunday, March 17, 2019 @ 15:50
First suggestion is to add fido delivery to the options! Koala
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