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Final Change Suggestions

Here is what will be proposed via prayer to @Erelei in about 20 minutes:

The playerbase has discussed as per your experiment. We satisfy your conditions as follows:

  1. Everyone has agreed on a spokesperson. That spokesperson is now contacting you via prayer about the results.

  2. All of the following changes have been agreed upon by the playerbase.

  3. All of the following changes are code changes.

  4. This proposal is being submitted before the end of the day on Friday.

We submit the maximum of five changes allowed as follows:

  1. A player may doublesheath without removing weapons. This doublesheath occupies new sheath slots, allowing for four sheathed weapons.

  2. A list of racial tweaks as follows:

  • The removal of the innate bonus held by vampires that provides a bonus against paladins.
  • Halflings deal increased damage with daggers and swords.
  • Half-elves receive +1 wis and +1 con.
  • Stone giants receive +1 dex.
  • Duergar receive +1 int, +1 dex and +1 con.
  • Dwarves and duergar receive the alcoholic perk for free as an innate racial bonus.
  • Gnomes and halflings receive the addict perk for free as an innate racial bonus.
  • Faerie thief traps have +2 spellvl.
  • Gnomes may select an additional thief mechanism.
  • Gnomes automaster ranger staff, bowyer and fletcher skills (103% max prof).
  1. An automatic monthly cabal number and race/class distribution report will be displayed on the forum and/or website, similar to what @Anume currently posts occasionally. Another report that offers a visual comparison over time (incorporates previous reports) in raw numbers (for both cabals and race/class) will be produced. Finally, a visual comparison of race and class distribution as a percentage of the playerbase will be produced for each month. A history of these reports will be kept and made accessible.

  2. Pmotes, smotes, and emotes will be logged and and replayed by the replay say command.

  3. Berserkers will have their hit/dam diminishing returns lessened.

Edited

The herb change, and add pmote, smote, emote to replay says are my votes. Lol.

remove wimpy is my suggestion, but I know it will get vetoed right away by you know who :)

Edited

By the guy who doesn't use whimpy? ;p

1.) Remove Herb smoking in combat - add 1 round lag to all smoking.

2.) Cap Wimpy at 25% of max health, and cap it to firing once per Tic.

I am just curious why do you want it to have 1 round of lag (out of combat)? Why are herbs any special than say... potions or pills?

Also, you realise if you make herbs non-smokable in combat, people will just start using pills right? Then what? We start whining about pills too?

Edited

@Wade vetoed all wimpy changes so we won't add more. Herb changes are vetoed as well by @f0xx.

Edited

I'm biased cunt. Wimpy has killed me, wimpy has had a lady friend, Wimpy has been reborn as a Muhammad Bruce Lee.

It fucking needs to go.

No, wimpy doesn't need a lady friend. Kyzarius already has a mate.

 

GRRRRRRRRRRRRRRRRRRRRR

I feel so warm and fuzzy knowing i am in all your thoughts so much. ?

Edited

26 minutes ago, f0xx said:

I am just curious why do you want it to have 1 round of lag (out of combat)? Why are herbs any special than say... potions or pills?

Also, you realise if you make herbs non-smokable in combat, people will just start using pills right? Then what? We start whining about pills too?

Potions require you to hold them in combat.

Pills last like 1 hour..

Somebody start nominating ideas that haven't been vetoed yet or I will have to start choosing from the lists myself :P

We have about 5 hours now.

The doublesheath one. 

I think doublesheath should mean exactly that.  Not sheath 2 weapins and have to hold another 2.

1 and 4 are my votes.

I think my berserker idea re: diminishing returns is a good one, and wouldn't be too game changing. It seems to have a small but loyal following of supporters, too.

I don't know whether it's a TOP 5 change we absolutely need, but I'll throw it out there anyway.

Just for clarity, my idea is:

Berserkers should either be totally unaffected, or alternatively affected much less, by diminishing returns on hit/dam. I think this idea makes sense because the very nature of berserkers is supposed to be "huge damage - poor defense". Right now, berserkers have the poor defense, but their damage is pretty much identical to (or less than!) other melee classes and they hit a lot less because they don't have riposte, fourth attack, pets, fired weapons or weapon masteries to warrior level (for the record, I am not saying they should have any of these things).

If a berserker gets to 50 50 hit/dam and has diminishing returns beyond that, it really takes away from the usefulness of rage, as well. Sure, you get other perks from rage, but one of the main ideas behind it is that it gives you the hit/dam boost and really makes your melee scary.

If this is too OP, maybe have the diminishing returns can vanish only when raged? But I think one thing mages and melees alike can agree on is that berserkers aren't considered to be OP.

As was pointed out in the recent "Necro advice" shoutout, most mages are rocking 1000-1300HP and -500 or -600AC these days. Let's show berserkers some love.

 

EDIT: I also agree with the double sheath idea.

Edited

35 minutes ago, Kyzarius said:

Potions require you to hold them in combat.

My question was....

Why would smoking a herb, out of combat, give you one round of lag, when all other consumables give you much less.

Since that's exactly what @English lad suggested.

 

1 hour ago, English lad said:

1.) Remove Herb smoking in combat - add 1 round lag to all smoking.

Oh fair.  I dont think they should lag out of combat. 

 

1 round, in combat.

Removal of ashen cloak, no vuln negating equipment, new cabal, new class, racial tweaks

Can I step in and make the suggestion of not REMOVING the ash cloak, but simply making it no_feral? I enjoy having resist items in the game, as it does add some flavor. However I do agree that racial vulns should not be covered by equipment or spells.

Any other suggestions? The original post is updated with the most recent list. If you want to exchange something, you have to let me know soon. About 1.5 hours left. Ash clock has been voted no for a change. Vuln negating equipment has been voted no. Both by @f0xx. New cabal/class haven't been fleshed out enough yet.

Edited

@f0xx also ran his 'vote for me' platform on removing the cloak. So I'd take his huge list of veto's with a grain of salt. But it is what it is, an experiment.