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Re: Dodges +++
Note #39203
posted on Ideas
Sunday, February 18, 2018 @ 12:44
Reply to: Note 39195 posted by Liber

If I fight mobs 1 at a time, I settle in at around 91-94% of ALL attacks
dodged(Depending on if fighting +10(94%) or +20(91%) level mobs). If that is
how Lasher intended combat to work, then so be it. But to me, the fact that
ANY class can come that close to 100% dodge rate fighting 1 vs 1 is insane.
 
In my eyes, every class at around 30-40% dodge and Thieves at 70% seems a good
place to settle. Yes, each class has their "own dodge" based on their primary
stat, but doesn't mean they have to all be equal. Variation is the spice of
life, and I think having classes be as different as possible is a good thing.
please give paladin shieldblock and fortitude ++
Note #39202
posted on Ideas
Sunday, February 18, 2018 @ 12:17
I'm all for new skills/spells. As for Ninja, should maybe look at reducing the
total subclasses from 4 to 3. By removing one and spreading the skills out to
the other 3 would make for some interesting thief subclasses.

-Unfo [Corrupted Heart]
please give paladin shieldblock and fortitude ++
Note #39201
posted on Ideas
Sunday, February 18, 2018 @ 12:13
Reply to: Note 39199 posted by Unforgiven

Ok lets say we do.. what else can you add to give it the power up that
it needs?
you can just say ok lets go guardian and tank. there has to be some other
damage output bonus or aoe bonus to make it more apealing.
most people go knight for being so versitile. cant do that with guardian

Re: please give paladin shieldblock and fortitude ++
Note #39199
posted on Ideas
Sunday, February 18, 2018 @ 12:08
I think that's the point. There aren't any guardians because the skills
available to them provide no benefit compared to other classes like some
warrior subclasses.

-Unfo [Corrupted Heart]
Re: please give paladin shieldblock and fortitude ++
Note #39198
posted on Ideas
Sunday, February 18, 2018 @ 12:08
Reply to: Note 39197 posted by Cerashor

not many guardians because guardian doesn't have any advantages
give guardian fortitude and shield block and that will probably change
Re: please give paladin shieldblock and fortitude ++
Note #39200
posted on Ideas
Sunday, February 18, 2018 @ 12:06
Reply to: Note 39196 posted by Dyers

I would rather see new skills/abilities than moving existing ones around that
are essentially a nerf or buff to a class.

E.g.: Guardian: Guard - for next 30 seconds, take 50% reduced damage
Ninja - for next 30 seconds, double all dodges' effectiveness
Enchanter - Globe of True Invulnerability - for 15 secs, immune to all damage
Re: please give paladin shieldblock and fortitude +
Note #39197
posted on Ideas
Sunday, February 18, 2018 @ 12:06
Reply to: Note 39194 posted by Unforgiven

i dont see many guardians. so i see it being pointless to only
add it to guardian

+1 to add it to knight

Re: please give paladin shieldblock and fortitude +
Note #39196
posted on Ideas
Sunday, February 18, 2018 @ 12:02
Reply to: Note 39194 posted by Unforgiven

agreed, guardian is a tanking class, that has no boosts for tanking

Re: please give paladin shieldblock and fortitude
Note #39194
posted on Ideas
Sunday, February 18, 2018 @ 12:00
Reply to: Note 39190 posted by Limunious

I think if those skills were to change they should be given to guardian
subclass. Maybe give knight shield block but no fortitude. Currently Guardian
only gets a fast rescue and an auto rescue. They should get both those skills
because they are a pure tanking class.

-Unfo [Corrupted Heart]
Re: please give paladin shieldblock and fortitude ++
Note #39193
posted on Ideas
Sunday, February 18, 2018 @ 11:57
Reply to: Note 39192 posted by Dyers

where
Fortitude for Ranger is good, but should be a spell.

| 38982|30 Jan 10:11| Nasus       | Shieldblock for Guardian & Knight   |  15|

Re: Dodges ++
Note #39195
posted on Ideas
Sunday, February 18, 2018 @ 11:56
The game is not limited at T9 R7 SHs.
Besides, the fact that other pclasses can reach the same level in dodges as
pthieves, at endgame, doesn't affect the validity of the above statement
(that thieves have max dodge). It merely means that the max can be obtained
by the others, in endgame scenarios. Which is by design - as it should be, as
far as I can tell.

/Liber
Re: please give paladin shieldblock and fortitude +
Note #39192
posted on Ideas
Sunday, February 18, 2018 @ 11:55
Reply to: Note 39191 posted by Akhenaton

agreed, fortitude should go to pranger. With them living in the wild
fits with the theme of a ranger imo
Re: please give paladin shieldblock and fortitude
Note #39191
posted on Ideas
Sunday, February 18, 2018 @ 11:52
Reply to: Note 39190 posted by Limunious

shielblock +1
fortitude -1 
please give paladin shieldblock and fortitude
Note #39190
posted on Ideas
Sunday, February 18, 2018 @ 11:51
lets get some diversity and grouping... give those two skills
to paladin and lets allow grouping again with mage and navi and
all the other fun classes we have in this game!!!  
Re: Dodges +
Note #39189
posted on Ideas
Sunday, February 18, 2018 @ 11:47
Reply to: Note 39188 posted by Liber

not sure any t9 sh doesn't have max dodge. so your premise is wrong:D
Re: Dodges
Note #39188
posted on Ideas
Sunday, February 18, 2018 @ 11:43
Reply to: Note 39187 posted by Castiel

There are two dodge skills that any single class can access. Considering the
primary stats of the common dodge skill, no other class is as good as a thief
with regard to dodges (even if, for some reason, a different pclass would 
maximize dex, that would come at the penalty of pclass stats, and that would
still mean less dodge).

So thief = max dodge. Since the premise is wrong, I vote a "Hell no!" to the
conclusion.

/Liber
Dodges
Note #39187
posted on Ideas
Sunday, February 18, 2018 @ 11:41
It seems absurd to me that a Priest, Paladin, etc is just as good as a Thief
at dodging incoming attacks, so my idea(Even though it'll be hated by most) is
to nerf dodges for all classes except Thief.
 
Idea: Reduce all dodges effectiveness by 50%. Instinct and primary class
      Thieves should not be affected by this nerf.
 
From my testing, every class gets around 70% total dodge rate, with some
classes reaching the 80% mark(Warrior with shield block). This should bring
them down to the 35-40% mark while keeping Thief around the 70% mark.
 
Additionally, it would be nice to give all Thief subclasses an 'Enhanced Dodge'
skill(Passive) that counters Soldiers 'Precision'.
Heroonly objlower
Note #39186
posted on Ideas
Sunday, February 18, 2018 @ 06:17
TL;DR allow objlower to be used more than 5 times on 
item, 6th use adds heroonly flag to item.
  
Considering that epic eq is reownable and that T1 player
can have better eq than T9 player clan eq we just need
to give them more powerful weapons.
 
Some players stay at T0/T1/T2 and comparing to T9 they
just lack maxstats (which they can get with potential)
and powerful weapon.
 
Allow to use "quest objlower" on weapons and other tier
equipment more than 5 times. However 6th use will add
heroonly flag to item (because of that flag 6th and 
subsequent uses should require a bit different syntax
like "quest buy heroobjlower ". Heroonly will 
prevent players from making too powerful weapons that
could be used while in levelling range.
 
Pros: low tier players will be more valuable group 
members and they will get reasonable amount of damage
especially once they got their epic eq (earned or 
reowned). That means it will give them more fun from
being 201, also some T9s that redo will be able to sell
them expensive stock T9 weapons :P
 
Cons: SH sitters will have no more motivation to gain 
tiers (though they still earn 25 extra maxstats per
tier and some stats from next tier pin - but for player
with complete eq set it is not so important).
 
Cost still should be 500 qps per objlower - so getting
T9 weapon to 201 will cost 90 level * 500 = 45k QPs.
Such players will still need higher tier weapons - as
T9 lowered heroonly weapon is useful only when you are 
201 (and while you level is is nice to use your 251 level
weapon at your 161 level if you're T9).
Give Timeshifting to Psionicst Primary Class
Note #39185
posted on Ideas
Sunday, February 18, 2018 @ 00:44
Currently Timeshifting is Navigator subclass only.
Not only does it make no sense given the them of what a Navigator is,
But, it also makes Navigator overloaded, making other subclasses pale
in comparison.
Giving Timeshifting to all Psionicist subclasses would indirectly
Buff other Psionicist subclasses, promoting differentiation and
Having people choose to play other subclasses, such as Mentalist.

OPK while wanted
Note #39184
posted on Ideas
Saturday, February 17, 2018 @ 05:53
Would be great if you could set OPK if you're wanted.
I see no reason to punnish a player for being set Wanted by someone else.

CoffeeBreak
Re: Blending Aard Items.
Note #39183
posted on Ideas
Saturday, February 17, 2018 @ 05:05
Reply to: Note 39139 posted by Lasher

As somebody who tends to mort warrior, them remort thief (i like the combo), I
use aura, boots and interchange wings when necessary, at the cost of better
equipment.


I would definately utilise this feature to merge wings with other gear.


I know you mentioned this because of the new (polished) infrastructure thats
been implemented, but are you thinking this would only be on mob drop items ?

Personally, i'd love to be able to transfer the fly effect of wings to whatever
piece of equipment (same slot) that I wanted to.

I definately think that the aardeq level should match the level of the item its
being blended with.


Little confused with others interpretation that stats etc would be blended
also, I read this as the "perk", ie haste,fly,sanc,regen,irongrip,dual,invis
only would be transferred.


-n-
Blending Aard Items. +++++++
Note #39182
posted on Ideas
Friday, February 16, 2018 @ 19:59
Reply to: Note 39181 posted by Koala

ah, no - im gonna have to disagree with you there.  you chatting while
your triggers run around and kill things _would_ be botting, certainly.
that would fall under the umbrella of /not being actively controlled by the
player/.

on the other hand, 'helping you to play the game' is something triggers are
specifically allowed to do.  one example from 'help botting' is picking up
and rewielding a weapon if you are disarmed - as long as the player is
running the combat, that sort of trigger falls under the category of
'helping' rather than 'botting'.

consider the difference between:
'picking up a weapon that drops' and 'running around killing automatically'

versus
'picking up a weapon that drops' and 'picking up a spell that drops'

that second one relates pretty strongly to the position i advocated, while
the first one is the position you are arguing against.

i appreciate the effort taken to share opinions, but i cant help feeling
that arguing against another player for opinons they didnt express may
not be the most fruitful approach.
Re: Blending Aard Items. +++++++
Note #39181
posted on Ideas
Friday, February 16, 2018 @ 03:29
Reply to: Note 39179 posted by Mannec

First things first: we both agree that it isn't overpowering. What I mentioned
is: in my point of view, if you don't consider high tiers, aard itens aren't
useless at all. There are uses and for some players HR/DR are more useful than
stats.

About the botting stance: it is easy to lose in the middle of the battlespam a
line from spells dropping. When you automate something with triggers, your
client is playing part of the game for you. Recasting spells in the middle of
the battle to be faster than you typing commands is for personal gain.

According to your answer, I can sit and keep talking while a quest bot runs it
every exact 30 minutes. I'll be active here chatting while my triggers run
other things to me. "Not actively being controlled by the player" is linked in
the same helpfile as "doing something for personal benefit". :)

Koala
Re: Blending Aard Items. +++++++
Note #39180
posted on Ideas
Thursday, February 15, 2018 @ 23:15
Reply to: Note 39179 posted by Mannec

I don't think either gloves or bracers effect can be blended since it's
Not actually an affect.
Re: Blending Aard Items. ++++++
Note #39179
posted on Ideas
Thursday, February 15, 2018 @ 22:57
Reply to: Note 39174 posted by Koala

i dont know what 'losing a line' is, but no - every example in that help
file is about characters who are not actively being controlled by the player.
its not the trigger thats the issue, its the 'not being played by the player.

attacks are not stats.  its the stats that tend to be sub-par on aardgear.

as for me, personally, i have it both ways... so the gloves go from
'kinda nice at low remort numbers' down to 'skins have way better stats'.

bottom line? blending aard abilities onto gameload eq wont be overpowering -
which was my original stance.
get/put #*
Note #39178
posted on Ideas
Thursday, February 15, 2018 @ 21:51
I know it's been suggested before, but I really think this needs to be
implemented, and I'm sure I'm not the only one.
 
Currently, there is no way to utilize a command on a portion of items. For
example, using get, you have to either get all  which gets every item
with that keyword in the room, or you can get  and retrieve only one
item.
 
I propose something like get 20* to just get 20 of those items. This
would also work with put, as well as give. The * can be something else if
needed (>, :, e.g.), but I believe this would greatly benefit the MUD.
 
It's been a much-needed feature for a long while now, in my opinion.
 
Rex Daemon Crowley
Please make 2se from recall a safe room. +++
Note #39177
posted on Ideas
Thursday, February 15, 2018 @ 21:05
Reply to: Note 39176 posted by Crowley

Just putting in my two cents.
I usually ask (nicely) the people participate in PK to please do it 
elsewhere, I don't perform spellups to be bait.  As for
moving spellups elsewhere, I think i have been doing spellups
there for close to 10 years.  I chose this area as it was
a bit away from normal traffic to lessen room spam.  Most
(maybe I am wrong) safe rooms are high traffic areas.  I am sure
I can find somewhere else but then I will start getting
messages about the amount of spam I generate.  I currently
have no plans to move so I will just keep asking nicely to
have PK move to another room.

have a muddish day!

Dexx
Re: Please make 2se from recall a safe room. +++
Note #39176
posted on Ideas
Thursday, February 15, 2018 @ 20:15
Reply to: Note 39175 posted by Noegel

I think the onus is upon Dexx to change his normal room to a safe location
rather than deflecting it to the Imms to make it safe just because a player
chooses to do service there.
 
There are plenty of safe rooms, and plenty of rooms that are not safe. For
example, the shops south of Questor are not safe;; are we going to petition
those rooms be made safe, too? There's no need for it.
 
I'm sorry that someone was griefed while trying to get a spellup from Dexx. It
sucks. It's a way of PK life, especially if you choose to go OPK. There's also
no harm in sending a tell saying, "Hey, I'm OPK, can you come west and spell me
up whenever you're ready?"
 
Just my two cents.
 
Rex Daemon Crowley
Re: Please make 2se from recall a safe room. ++
Note #39175
posted on Ideas
Thursday, February 15, 2018 @ 19:14
Reply to: Note 39167 posted by Iceman

Exactly. He has a help file! His room should be safe.
Re: Blending Aard Items. +++++
Note #39174
posted on Ideas
Thursday, February 15, 2018 @ 16:29
Reply to: Note 39173 posted by Mannec

About the triggers: it is easy to lose a line during a pk fight, so
autoquaffing a spellup potion triggered by a dispel is qualified as a self
benefit and lands on help botting examples. Of course, last word here is from
Lasher and he'll say something when the time comes.

The only thing I disagree with your last note: a secondary weapon = more
attacks, so nothing that you hold will surpass this kind of bonus :P

Koala
Re: Blending Aard Items. ++++
Note #39173
posted on Ideas
Thursday, February 15, 2018 @ 13:17
Reply to: Note 39163 posted by Koala

1) yes, its nice.  i get it.  but its just hp.  there are lots of ways to
   gain hp.  its an improvement over not having the regen ring, but it
   still doesnt give you anything you cant get via other means - hitpoints
   are cheap.

3) you are right - hr and dr are higher for some aarditems than for gameloads.
   however, i have the impression that prioritizing hr/dr over the other stats
   is considered a sub-optimal decision.  after all, str also helps in combat
   much like hr/dr, as well as providing other benefits.  so hr/dr on eq is
   nice to have, but worrying about them is more appropriate _after_ you have
   achieved the other stats, rather than _before_.  its in the other stats
   that aardgear tends to fall short.

4) most of the players ive spoken with on the matter use triggers to quaff
   potions, cast spells, or swap equipment when the time comes - if that sort
   of thing _is_ a policy violation, then many of us would be quite surprised
   to learn of it.  a quick glance at 'help policies7' seems to say that
   using triggers in this way, /while actively controlling your character/,
   is fine.

it is indeed slightly harder to duplicate the ability granted by the gloves,
since classes are the only other option.  on the other hand, you can get
alot more stats from a held item and a shield than you can from a second
weapon, so really that doesnt contradict my core point - the stats granted
by aardgear are nice, but hardly the most potent option.
Re: Please make 2se from recall a safe room. ++
Note #39172
posted on Ideas
Thursday, February 15, 2018 @ 12:07
Reply to: Note 39170 posted by Bitties

>It seems kind of petty to just sit around inside city-limits
 
Quite petty, whether 2se of recall or 2s8e in Mesolar.  Personally don't have a
problem with the whole city being safe, or that specific room, but don't see
the point when Dexx can just as easily move w to the square that is safe, too.
Re: Please make 2se from recall a safe room. ++
Note #39171
posted on Ideas
Thursday, February 15, 2018 @ 11:10
Reply to: Note 39170 posted by Bitties

Most of Aylor's rooms are not PK rooms.

As we add a little safe rooms here, and some safe rooms there, we might as well
rename OPK to ALMPK (a little more PK) and remove all perks on it and add a
separate category of ROPK (real open player kill) mode.
Re: Please make 2se from recall a safe room. +
Note #39170
posted on Ideas
Thursday, February 15, 2018 @ 11:06
Reply to: Note 39164 posted by Tymme

Is there a reason not to make the Grand City of Aylor safe?
Every MMO has their main city set as a safe-zone for trading and socializing.
It seems kind of petty to just sit around inside city-limits just attacking
people.  Why not just set the most populated city to nopk with the exceptions
being the PK rooms?
Re: Blending Aard Items. +++++
Note #39169
posted on Ideas
Thursday, February 15, 2018 @ 10:54
Reply to: Note 39166 posted by Liber

if going to blend items...

lets take it so can Blend your epic eq.

Scar + scar =  110% of a normal scar.  or so. 

Give reason other than selling to people to run epics again.

Social tracking
Note #39168
posted on Ideas
Thursday, February 15, 2018 @ 10:30
If it's possible to track the difference, it'd be interesting to see how often
a social is used directly (like *nod) vs *random.
Re: Please make 2se from recall a safe room. +
Note #39167
posted on Ideas
Thursday, February 15, 2018 @ 08:41
Reply to: Note 39164 posted by Tymme

Dexx likes to spellup in that one spot Tymme. There is no other reason.

Seems Dexx's spellups now come with a 50% chance of death ^^

Re: Blending Aard Items. ++++
Note #39166
posted on Ideas
Thursday, February 15, 2018 @ 08:27
Reply to: Note 39165 posted by Starling

For the items that are decent by default, the bonus stats are not that
spectacular, so adding them to aard equipment might be reasonable.

For the items that don't have decent stats by default, the bonus stats
can amount to a huge number of points (basically all the stats of a
decent item). Adding such bonus stats to an aard item would be really
overpowered.

/Liber
Re: Please make 2se from recall a safe room.
Note #39164
posted on Ideas
Thursday, February 15, 2018 @ 07:58
Reply to: Note 39162 posted by Negader

What about 2s2e then too?  And so on....
 
There's probably 50 (didn't do math) rooms within 2-3 rooms of recall that are
all safe; don't think it needs to extend everywhere.
Re: Blending Aard Items. +++
Note #39165
posted on Ideas
Thursday, February 15, 2018 @ 07:58
Reply to: Note 39157 posted by Lasher

I didn't read the whole thread, just the original idea.

I'm in favor of it.  That being said, another take on it might be to merge
the 'random enchantment' from the gameload item with the aardeq, rather than
merging the aardeq with the gameload item.

Basically, the base stats of the gameload item would be lost, but the bonus
stats would be transferred to the aarditem, "augmenting" it.  It would allow
us to enhance our aardeq, but I don't see it overpowering anything or causing
excessive stat creep (at least, not quickly).

I see it as a sort of middle road between the current system and what
Lasher suggested.  It would improve upon what we have now, but avoid most
of the concerns regarding overpowering / stat creep.

Re: Blending Aard Items. +++
Note #39163
posted on Ideas
Thursday, February 15, 2018 @ 03:37
Reply to: Note 39161 posted by Mannec

Sorry, but I have to answer this one to you. It seems that you have a pretty
unique view of some aard effects and that is a wonderful thing. People invest
so much time into pushing the best enchants on each aard that appears strange
when someone says it doesn't matter. So, a couple of comments on your negative
positions to explain why it is important to me to keep them:

1) the regen effect adds 100% regen rate OVER the current room/bag/furniture
when you're sleeping - so we're talking about half of the time to fully regen.
Also, it helps a lot while you're leveling or pupping. Best healing = less
potions or time spent sleeping.

3) over the top, you also have the extra HR/DR given, which was unrivaled until
epic items appeared. Of course this perk will disappear when we do the fusion,
but it is still a great item.

4) Erm, this kind of trigger IS illegal. Also, it is a convenience item that is
great for not only pk, but also epics. If you're not into PK or epics it is OK,
but there are lot of people who needs it. :)

I would also add the Gloves, which adds something too useful for players who
choose to start with a magical class. Of course there is no extended use for
it, but it is useful nonetheless.

Koala
Please make 2se from recall a safe room.
Note #39162
posted on Ideas
Thursday, February 15, 2018 @ 00:14
I propose 2se of recall of Aylor to be a safe room.
@
I didn't appreciate being attacked while 
trying to get a spell up from Dexx as an OPK
player.
@
Hate to see that room to be a 'trap' of 
some sort in the future for anyone else.
@
Thanks

Negader.
Re: Blending Aard Items. ++
Note #39161
posted on Ideas
Wednesday, February 14, 2018 @ 20:20
Reply to: Note 39154 posted by Koala

1) regen ring heals hp.  lots of ways out there to gain hp.  benefit is
   nice, but hardly unique.

2) boots grant haste affect.  so does the spell.  pretty sure they dont
   combine.
   now that youve said that, im going to go play some more with dtrack
   and see what pops out.

3) bracers may be slightly more effective than iron grip - but when i get
   disarmed, its usually by a mobprog in ninehells, which bypassess bracers.
   so - better than the skill, but not by much.

4) aura _is_ slightly superior to sanc spell - but only slightly.  in my
   experience, getting dispelled outside of pk is kinda rare - and the
   difference between 'cant be dispelled' and 'can be dispelled for maybe
   one round of combat until my triggers quaff a sanc potion' is not a
   huge one.

5) breastplate is, indeed, not something ive ever seen a way to
   duplicate.  it is, quite simply, better defense than anything ive ever
   seen.  which is why i wear it.  the stats it grants? nice, but not
   the greatest.


as i see it? copying aard-boosts onto gameload stuff would gain you a little,
and cost you some qp.  which is pretty much how it works now.  
Re: The 2 forgotten Damage types
Note #39160
posted on Ideas
Wednesday, February 14, 2018 @ 11:51
Reply to: Note 39158 posted by Blunt

I second the motion.

I recall switching out from Venomist to another pclass
for this very reason.

Since we have already mastery in Poison available,
then why not an accompanying damtype ?

Re: Blending Aard Items.
Note #39159
posted on Ideas
Wednesday, February 14, 2018 @ 11:17
Reply to: Note 39139 posted by Lasher

I like this idea.

I always wear aardboot even if there are better boots in stat-wise to wear.
The reason is that haste effect is really essential in terms of fast leveling.

I can see with this implementation, most aard items will be bought again,
such as wings/boots/helms/rings etc.
It also removed some troubles/scripts people always wear ring of regeneration 
before the tick to improve healing.

The 2 forgotten Damage types
Note #39158
posted on Ideas
Wednesday, February 14, 2018 @ 10:12
Could letting us flag weapons Disease and Poison be considered. Not sure if
there was a good reason to not allow this, or still is. The new season change
promotes possibly having all damage type options.

The only people I think would complain about this would be all those eldars out
there who have great resistances and the only vulns they have are disease and
poison which you cannot wset weapons to.

So in all, this would add more variety to races, possibly getting out of the
slightly overpowered eldar resistances that everyone seems to like. It would
also make the season change that just took place seem more complete.

Thank you for your consideration.
Re: Blending Aard Items. +
Note #39156
posted on Ideas
Wednesday, February 14, 2018 @ 07:41
Reply to: Note 39150 posted by Durel

I like Durel's idea best, buying the effects onto gameload equipment.
I think restricting the effects to the pieces of equipment is a great
idea, I think it should be pretty pricey though, maybe double the price
of the equivalent AardEQ?  

Like others have said previously though, the idea of blending is great
to encourage the sale of less than ideal, or odd level AardEQ.

Of the two options, I think buying effects is more ideal, could be a
good QP sink, and be able to make a "perfect" piece of equipment.

-Bitties
Re: Blending Aard Items. +
Note #39155
posted on Ideas
Wednesday, February 14, 2018 @ 03:43
Reply to: Note 39149 posted by Fiendish

Hence my idea of having blueprints. I can even foresee these blueprints being
mini-epic rewards or something.

NOTHING that can be purchased with regular game "coins" are free from abuse. To
turn the ability of doing it into an activity reward is the best path to make
people keep interested or at least active.

IMO this should be expensive in both qps and gold to craft the new item. People
will find an easy way to buy it from 3rd party anyway and I believe it is a
great idea to put some flavour in the game, so let's try to reduce the chance
of people generate infinite resources exploiting it (*coughepicitemscough*)

Koala
Re: Blending Aard Items. +
Note #39154
posted on Ideas
Wednesday, February 14, 2018 @ 03:36
Reply to: Note 39146 posted by Mannec

Your Issue No.2 isn't so true, since there are perks that only aarditems give
to you. Let's list it:

1) Regen Ring: Only trolls have it (if I recall well)
2) Boots: it's one EXTRA haste attack, not the same thing as cast haste
3) Bracers: Iron grip can fail, the bracer cannot
4) Aura: You can't dispel it
5) Breastplate: did you ever read the help for this item? :P

Aard items are not based on best stats, but into aggregate value to your char
with special effects. After T1 or T2 (can't remember the right breakdown)
you'll have better options to use for most ranges (specially because you have
eq sets for each 20-30 levels while aard itens doesn't progress this way).

So the idea is to add those special affects to regular items. You'll gain
something and you will lose something.

Koala
Re: Blending Aard Items.
Note #39153
posted on Ideas
Wednesday, February 14, 2018 @ 03:28
Reply to: Note 39139 posted by Lasher

Once the effects are added to the gameplay items how would the subsequent
sale of the item be handled - like a quest item or like a normal game load
item? 

Overpower? Not with regard to game load items and Aard items but I am 
concerned that the recent changes have resulted in a dimunuation of the
values of many of the goal and AQ rewards. It is already the case that 
many goals actually give equipment of poor worth, never found the Ent Eyes
beat what can be found lying around in the game for example. With the 
enhanced items and proposed Aard changes the goal and AQ rewards are 
beginning to look less good. 

How would level issues be handled? Propose that the Aard item be at
least the level of the equipment or vice versa (sic.).

Higher prices are good but I notice that some shops are stacking up many
enhanced items, limiting the amount in a shop could lead to a wider range
of shops in the game and hence require players to explore more options
when shopping. Maybe shops should have more filters e.g. why does Xena
buy armour? (bit off topic that point).

Maybe restrict this just to Goal rewards? Could add a flag to all goal
rewards 'mergeable', or maybe reuse the old saveable flag for this 
purpose. 

(Off topic again) Bandit should get the chance to add the enhanced
flag on a successful shoplift. Maybe there should be a cooldown on
shoplift when it fails. This makes bandit a bit more attractive as a
sub class and provides a way to add the enhancement to some shop
bought items.

U