tassinvegeta Posted May 26, 2017 Report Share Posted May 26, 2017 Area changes that excite me most are those that have a particular theme that creates even more role play for players to latch onto and create characters based off of them. And those that have new equipment I.E. the asylum. I created Arenic a care profession from the Asylum, and I think another character had rp'd that he was a patient there. Also like how it can be intertwined with Tribunal in terms of rehabilitating patients. I don't have a single area in mind I'd want change but areas I think are a bit bland and attract few travelers are Ofcol, Temple of Shreyb, Institute, Cavern of Shudde Melle, and the Landfill. Link to comment Share on other sites More sharing options...
Zavero Posted May 26, 2017 Report Share Posted May 26, 2017 I think some of the areas that aren't really visited or have less purpose don't necessarily need a complete revision. Just some touch ups to design and add a specific purpose for players to want to go there. Link to comment Share on other sites More sharing options...
Iyorvin Posted May 26, 2017 Report Share Posted May 26, 2017 I'm hesitant to say we need "more" area with the small pbase we have. There are areas that could be replaced, like the centaur camp or Gal Ranidon. I just think the mud is already large enough for the amount of players there are. Link to comment Share on other sites More sharing options...
Fool_Hardy Posted May 26, 2017 Report Share Posted May 26, 2017 Centaur camp remains popular. And your far more likely to see another player in Gal than in Syreb. As for what excites me in new areas, It's the exploration combined with a sense of imminent danger. Quests always cause people to explore as well. New EQ is always nice, but reidentifying the altered eq has kept me busy for a while. Link to comment Share on other sites More sharing options...
aaa Posted May 27, 2017 Report Share Posted May 27, 2017 I'd say the time is better off spent making useless things useful, there are countless items that never get used that could do with an upgrade or rehash. Might also be unpopular opinion but I'd rather time being spent balancing things than adding new stuff, tone down the power creep then add new items/areas that are in line with the standard. Remove most of the +defense from items and lower attainable hitroll/damroll. Having +defense isn't even a choice currently, everyone needs to do it and lack of diversity in equipment choice makes things dull if everyone has to build basically the same suit. Not to mention some classes aren't balanced around facing people with 110 in all defenses and I imagine all the +defense stuff that was added was just a bandaid to the mega hitrolls that are currently attainable. Link to comment Share on other sites More sharing options...
Lloth Posted May 27, 2017 Author Report Share Posted May 27, 2017 Crunching powercreep is my main goal, but it will come with area changes. There is a lot I am planning out and putting forward as I get time to build and do preliminary testing. I was more looking for input as it applies to areas. What kinds of areas people want to see more (or less) of, what areas people are interested in seeing facelifts, that sort of thing. Link to comment Share on other sites More sharing options...
Fool_Hardy Posted May 27, 2017 Report Share Posted May 27, 2017 Why not a new continent that links the far east to the far west, creating a quasi globe to run around. It would need, several different areas, maybe a town, a desert, a forest, and a lake. Edit: World too big? Never. Link to comment Share on other sites More sharing options...
Lloth Posted May 27, 2017 Author Report Share Posted May 27, 2017 Tackling other continents is, for me, something that would be very fun. I would love to expand the game in that manner. That said, it is on a distant backburner. I would very much like to fix and perfect the continent we have before tackling another. Link to comment Share on other sites More sharing options...
aaa Posted May 27, 2017 Report Share Posted May 27, 2017 There are only two areas that come to mind when I think bland: Shadowy woods Holy grove Other than those I think a lot of the paths between vendetta'd cabals should be looked at and expanded, the worst culprit being the Knight to Nexus highway or as I like to call it, the death corridors. I personally enjoy arena style areas to fight in like Elium, they're forgiving but also provide the chance for the highly skilled to show their skill. A lot of the pre-cabal areas(as in the areas adjacent to cabals) could use a bit of flavour, quests or scripted events. Even something as simple as two mobs fighting each other, for example say in the chasm you have a nexus demon and knight mob fighting each other and each one holds a consumable that their side would find useful, it makes the world feel more alive with some kind of incentive to participate. Link to comment Share on other sites More sharing options...
Fool_Hardy Posted May 27, 2017 Report Share Posted May 27, 2017 5 hours ago, Wade said: I personally enjoy arena style areas to fight in like Elium, they're forgiving but also provide the chance for the highly skilled to show their skill. This is why many stock areas have loops, so you can circle back around. Elium just has a lot of loop possibilities with distance enough to keep the archer off. I would like to see us build a college. In ways similar to the asylum you would have more than one building to explore. The dorms where the students have some quests for you to do, a courtyard where students peddle their wares trying to come up with rent, and university with administration offices and classrooms with other quests that improve skills. Lower levels could rank on students, scholars, and tutors, in the dorms, while higher levels could rank on Mentors, Aids, and Professors inside the University. Just a thought. Link to comment Share on other sites More sharing options...
Implementor Anume Posted May 27, 2017 Implementor Report Share Posted May 27, 2017 Sounds like you want us to do an update to the Institue area. Link to comment Share on other sites More sharing options...
Lloth Posted August 20, 2017 Author Report Share Posted August 20, 2017 What types of weapons do all of you feel are lacking? Link to comment Share on other sites More sharing options...
Atticus Posted August 20, 2017 Report Share Posted August 20, 2017 Flails, a mace was added recently, another sword and a whip which are both real strong. Perhaps a spear too? Always liked flails. There's an assortment of really good swords. I suppose my 2c is in flails spears and maces. Link to comment Share on other sites More sharing options...
Unknown Criminal Posted August 20, 2017 Report Share Posted August 20, 2017 How about some HIGH average dam mundane weapons? 31 ave on a mundane weapon is like wielding an ave 20 magical weapon at best, I got the weeping blade last week and I could barely get consistent caps damage with it. For being where it's that and the chain of Cerberus are complete and utter garbage, those need a update to start There is a shortage on one handed magical spears as well as a good one handed magical sword. How about a new socket that can change a weapons damage type? That way people will start using socketable mundane weapons again because they can change that useless pierce to a life drain, or shock, or divine power, etc. UC Link to comment Share on other sites More sharing options...
Trick Posted August 20, 2017 Report Share Posted August 20, 2017 I'd like to see more weapons become class oriented. Might not have the highest avg, but will provide unique bonuses that might be sought after. Examples: A 1-handed axe that gives bonuses to weapon/shield cleave.( Can only wield one of these at a time) Sword that adds bonuses to battlemage spells. A dagger that benefits a thief's backstab. You could take it even further and make it race based and historical to the area, for instance: A pair of Telescopic Gnomish Goggles of Tarandue. Gotta be gnome to wear'em, gotta have Tarandue as hometown. When you put them on it gives you a list of skills/spells associated with your class that you can choose to bump up. A battlemage has them? He might bump up flashfire and sear. An invoker puts them on? He might choose to bump up hellstream and icestorm by 5. Or f0xx makes an invoker and he chooses burning hands and flame arrow cuz he's a noob. Every piece could be unique to the race/hometown/ethos/align/religion, but it is made universal by allowing selections when you put them on. Who goes tranquility religion? No one, really. Make a mace that is tranquility religion only that gives a high level calm on use. That'd be sick. Things along those lines. Could be neat? Link to comment Share on other sites More sharing options...
Lloth Posted August 20, 2017 Author Report Share Posted August 20, 2017 @Fireman I have those on the backburner. I have wanted to do them for years, but they are a major project in of themselves, and will have to be a complete project of their own. It takes a LOT of items to do what I want to do for class-focused items. More than a typical area can contain on its own. Link to comment Share on other sites More sharing options...
Trick Posted August 20, 2017 Report Share Posted August 20, 2017 Just now, Lloth said: @Fireman I have those on the backburner. I have wanted to do them for years, but they are a major project in of themselves, and will have to be a complete project of their own. It takes a LOT of items to do what I want to do for class-focused items. More than a typical area can contain on its own. Can I ask what's been on the frontburner for years? Not trying to stir shit, but isn't the Xymerria area still closed too? Link to comment Share on other sites More sharing options...
Lloth Posted August 20, 2017 Author Report Share Posted August 20, 2017 They are precisely why. Well, one of the reasons, anyway. I tried to put them all into the Throne, but it ended up not being feasible. Even with two imms working on it, it was too much of a project to also tie to an area, and left us unable to add any normal items or room-flavor items. After that, I lost the area file in a weird thing with build port and had to start over, as well. Elemental Canyon, Ofcol, Drow Racial Quest, a current project yet to be revealed to players, and my day job have been the front burner. Link to comment Share on other sites More sharing options...
Trick Posted August 20, 2017 Report Share Posted August 20, 2017 7 minutes ago, Lloth said: They are precisely why. Well, one of the reasons, anyway. I tried to put them all into the Throne, but it ended up not being feasible. Even with two imms working on it, it was too much of a project to also tie to an area, and left us unable to add any normal items or room-flavor items. After that, I lost the area file in a weird thing with build port and had to start over, as well. Elemental Canyon, Ofcol, Drow Racial Quest, a current project yet to be revealed to players, and my day job have been the front burner. That sucks... 7 minutes ago, Lloth said: and my day job have been the front burner. Not important. Link to comment Share on other sites More sharing options...
Lloth Posted August 20, 2017 Author Report Share Posted August 20, 2017 It is to me. I like getting paid. Link to comment Share on other sites More sharing options...
aaa Posted August 20, 2017 Report Share Posted August 20, 2017 2 hours ago, Lloth said: What types of weapons do all of you feel are lacking? Mundane socket able Polearm. (that can use rare sockets) One handed staff, instead of beating around the bush getting a necro to curse an awl pike and requiring a merchant, can we just get one in game? More weapons that fireblind but don't do fire damage. Link to comment Share on other sites More sharing options...
Implementor Anume Posted August 20, 2017 Implementor Report Share Posted August 20, 2017 Some things are there for balance reasons. A merchant should not be abused to get a cursed one handed staff from a necro. If I see one on a class that should not have it in game, I'll eat the staff and likely also the 3 chars invovled. People, you need to think before you do something. If it is OBVIOUS that something is an abuse because it circumvents game balance, don't do it. If you should have such an item, better get rid of it asp bc I'll check on this soon (why make more work for me really). Link to comment Share on other sites More sharing options...
Kyzarius Posted August 20, 2017 Report Share Posted August 20, 2017 How about you not discipline players for using loopholes, and fix the loophole. Especially one that just uses an in game command to pass items around. Remonds me of the cyan leaves debacle. You run around smiting people, when if you dont want them in the game. Remove them. The item was there to be found. Its not the players fault for using whats there. People have been getting awl-pikes cursed and trading them via merchants since the inception of the barter command. It isnt abuse of the command, it isnt a bug, the merchant pays a necro to curse them, then sells them. Merchants have even had it advertised in their sales message, going back years... Game balance? Obvious? Seems arbitrary. I bet a dozen people at least have done this and didnt even begin to think they were somehow abusing anything. Link to comment Share on other sites More sharing options...
f0xx Posted August 20, 2017 Report Share Posted August 20, 2017 17 minutes ago, Anume said: Some things are there for balance reasons. A merchant should not be abused to get a cursed one handed staff from a necro. If I see one on a class that should not have it in game, I'll eat the staff and likely also the 3 chars invovled. People, you need to think before you do something. If it is OBVIOUS that something is an abuse because it circumvents game balance, don't do it. If you should have such an item, better get rid of it asp bc I'll check on this soon (why make more work for me really). Wait wait.... Invokers have been using the cursed awl pike transfer via a merchant for many years. There have been merchants necro that used to sell those to everyone. There have been immortals, playing merchants that used to sell cursed awl pikes....... You just come up with a rule that goes against something that's been there for many years, and blame the players for not knowing better? Link to comment Share on other sites More sharing options...
Ulmusdorn Posted August 20, 2017 Report Share Posted August 20, 2017 11 hours ago, Fireman said: Examples: A 1-handed axe that gives bonuses to weapon/shield cleave.( Can only wield one of these at a time) A dagger that benefits a thief's backstab. You mean like the Rib or the priates hook right? Link to comment Share on other sites More sharing options...
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