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Lloth

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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.

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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.

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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. 

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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.

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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. 

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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.

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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.

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  • 2 months later...

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 

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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?

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@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.

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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?

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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. 

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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.

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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. 

 

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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).

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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.

 

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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?

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