So, assuming your character can have any thing (note the space, denoting thing as in object), what would it be. What extras or accessories would you like to see available to your toon?
Pimp My Toon
Any self-respecting male drow should want a pimp cane.
With the invis flag, of course.
Shrouds, and race specific slots. Horns for minors n demons, werebeasts different fur. Avians n fae could get cool wings. Tails or scales for slith, claws for feral. Giants could have auras, lighting flame and nature. O don't know really but I'm excited for whatever you guys cook up next. I'll think if something more substantial soon.
Are we talking about things that are entirely decorative and non-pk related, or can we let our imaginations go wild?
Both, go crazy. Of course, the outright rediculous will be disregarded as nonsense ![]()
Suggestions 1:
A piece of eq that is the "nothing" flag aka a perma affect when a eq slot is empty.
Cost:
5-10 RP points (because IMHO something like this should be given to a toon by level 15 max before they are known)
Example:
I played a Halfling Thief waaaaay back when, named Kearnean (sp) married to Tindal's UUUGLY Gnome thief. His feet were waaay to hairy to wear boots, so he never did. Then I was told repeatedly to not gimp myself that way, so I changed it and wore boots.
Example 2:
I thought Rilithin's desc always had his arms bare so you could see the crosses burned on his hands/arms? Make that work for 'em, so they can have the RP angle without sacrificing the eq slot.
Solution:
Give them a no-remove owner-only item/"tattooed" item for that eq slot, e.g. 'really fury feet' or "Cross-shaped Scars"
**Suggestion 2: **
What are they called, m_progs? Auto firing low level spells with unique descs.
Cost:
15 RP Points
Example:
A fire elemental can "spew lava" that's basically a very very low lvl spell of fire arrow. The idea is it adds RP flavor, but not a real PK edge. It shouldn't do more than a wound on an unsanced character.
Example:
Mechanical Golems (we've had a few of these running around). Let it blow steam or something, or give the toon a very lowlevel drill punch or some such. Again, low low damage, just meant as "whoa, that's cool."
Suggestion 3:
Obvious, but, renaming of eq, owner-only etc.
Cost:
10-30 RP Points
**Suggestion 4: **
Colors. That would be really cool to see. (Think that's already in the works though).
Cost:
20 RP Points (No need to taste the rainbow here on every char. Either keep the cost high or limit the total number of colors to < 5.
**Suggestion 5: **
Learning new skills. ![]()
This is meant to be a PK reward for great RP.
Have a set selectable set of skills/spells in branches. Ex. Melee/Arcane --> Offensive/Defensive. Then allow things like...third attack, riposte, Fire arrow, chill touch, brew (very few potions available here), I don't have a full skill set/spell list nor do I know what might severely imbalance anything. If necessary, you might make it so for this type of RP reward, can only get to 80% proficiency or something like that. That way the skill/spell will never be as strong as a class who innately has this spell/skill etc.
That allows for a character to 'grow' or to have an RP plot of "learning" or "scheming" or "Having a divine vision" or "learning the dark arts" etc.
Cost:
50-100 RP Points Each skill/spell. This isn't supposed to be something easily obtained. For this kind of a boost, there should be a significant effort involved.
I'll add more as I think of them.
Thanks for asking.
From the top of my head:
An aura of smoke - Occasionally blinds your opponent. Or the smoke could extend into a fog in a fight and disorient your opponent
Mask of writhing soul - Paralyzes your opponent in fear. Also lands fear. Doesn't work on qraces
Bloodstone - Sucks life from your opponent every round
Moon blade - Glows in the dark (no need for a lantern) and heals you during the night when the moon is up
A golden plate - Occasionally blinds your opponent when the sun is shining. Maybe sends a ray of sunlight for damage too
That being said, I don't think the game should be overflowing with the coolest items either. They should be special. But I think we need more attractive ones. Don't want to be like Aardwolf where every item is colorful either.
So it's pretty common in medieval based games to hear about these fabled equipment. These excellent weapons (and armor!) led many a hero to victory, and many a villain to conquest. We have them already, to an extent, with named weapons. But because everyone gets them and its the same for most everyone that uses it, it really misses quite a bit of the "awe" factor.
I suggest that RP points can be spent to "build a legend" with a piece of your equipment.
A "legendary" item is owner only, cannot be applied to unique items (alternatively, it stops counting as that item for rare counts, but i dont know how possible or practical that is). Doing so makes it owner-only. One handed weapons should get an extra dice roll, two handed weapons should get two extra dice rolls. Armor should get a small bonus to -ac and something small, like -1, to saves vs spell.
Due to this being a fairly significant buff, I think the RP cost should be somewhere around the 40-60 range per piece. Needless to say, the bonus should only be allowed once per item.
I think adding two dice rolls to any two handed weapon is a bit much, but from a high level perspective, this parallels well with my suggestions 1 and 3.
I like the idea Enethier.
Edit: However, allowing everyone to be running around with a Unique or 31 dmg custom weapon seems excessive. Maybe if you made it so that these perks could be added to a FEL weapon from the Demon Pit, complete with customizable name.
Then you allow a lot more customization. Now that seems super sweet. The weapon is cool, but not TOO powerful when thrown around en masse, doesn't mess up the rare/unique count etc. Plus, in the case of fel weapons, being able to add a dice roll to a avg 25-27(27 dam is max from the demon pit right?) makes a ton more sense to me at least.
The direction in which Enether thinks is a good one, but IMO his ideas are way off.
I will add my share of input to this thread.
Whenever you read a book that is fantasy mediaval themed, you will always come across legendary heroes, wearing one or two legendary items.
Lets take a very famous series of books: The Legend of Drizzt
Drizzt himself wields two magical scmiters - "Twinkle" and "Icingdeath". Twinkle had the magical power to emit a soft glow whenever danger was nearby. Icingdeath was the bane of fire, and would grant its wielder immunity to fire. Drizzt also carried a "unique figurine of wonderous power", a small onyx statue that could summon a magical panther called Guenhwyvar to aid him in his battles. At one point, he obtained "Agatha's mask", that allowed him to mask his drow heritage and would transform his face to that of a surface elf. He also wore a pair of "Bracers of blinding strike" which he wore around his ankles, due to his naturally fast hands.
Bruenor (Drizzt's dwarven companion) - the dwarf wore an axe and a shield with the symbol of his clan - a foaming mug. He also wore a one horned helmet. Those were not of magical nature, but eventually, the dwarven Gods enchanted them. He was able to pull out mugs of ale from behind his shield to strengthen the drinker.
Wulfgar (Drizzt's barbarian companion) - he carried a huge battlehammer called "Aegis-fang" crafted by the dwarf Bruenor. There is a whole chapter of the book describing the process of creation of the weapon, and how special that event was for the dwarf. The strength of the weapon matched those of the Gods and had the special ability to return to the wielder's hand when thrown away at victims (which ability allowed the barbarian to use it often as a boomerang).
Cattie-brie (Drizzt's female companion) - earlier in her career she wielded the magical bow Taulmaril and it's quiver, that had the ability to supply a never ending stream of arrows. Later on she came in possession of a sword with a will of it's own - Khazid'hea. The sword is often described as a character itself, with a journey of it's own, often trying to control the mind of it's wielder.
Regis (Drizzt's halfing companion) - he possessed a magical ruby pendant that he stole from a very powerful crimelord. The pendant had the special ability to "persuade".
Not even gonna talk about the magical artifact "Crenshinibon" that is a whole book itself, and mentioned in many others.
That being said, I don't think we even need to discuss the importance of legendary artifacts. Unique, one of a kind artifacts. Such artifacts can vastly improve the atmosphere of FL, the feeling of reward you get for investing in the RP development of your character, and can open many new venues for RP. The only problem is balance.
I very much would like there to be a system that would allow us to automatically spend RP and be able to create the items of our dreams, but I think this process should be handled manually, and via some kind of application, after you meet an RP and LONGEVITY requirement. This would put even further stress on our immortals, especially on our coder, so it might not be a good idea, but I was told to let my imagination run wild, and so I do. Eventually, our coder might have to create such a system after all.
Those items might not be limited to just armours and weapons. They might be holdables (like Efuzan's sword), Floaties, Bows.... hell even a new slot could be created if needed for something like horns, tails, wings, auras even. The characteristics and bonuses of those items can be something as simple as a ton of stats, to procs, to new skills, to.... anything really.
Those items should be created from scratch, and their abilities should truly be unique.
Think of this as example:
Sepahoona is using: (Invis) (Glowing) a Cube of Force (Glowing) (Humming) the Crustacean Ring a small emerald ring (Glowing) (Humming) a dark moonstone pendant (Glowing) (Humming) a dark moonstone pendant the Horns of Cthulhu (Glowing) emerald earrings (Glowing) (Humming) a suit of armor fashioned in the form of ice (Glowing) (Humming) some shark-skinned sleeves (Glowing) (Humming) a pair of spiked light-steel gauntlets a stained old loincloth shiny steel boots (Glowing) (Humming) a shield of House Erythane (Glowing) a Minor Globe of Invulnerability a blue bracer a blue bracer (Humming) Savant Battlerod a golden mask a third arm
=====================
This is basically the dragon floatie idea that I've taken a bit further. You see, this "Third arm" is nothing more than a dragon, with it's own slot giving you the "Third attack" ability.
So generally, a customizable slot with a customizable item that fits well into your RP.
Edit i cant readz apparently.
Some interesting ideasto consider.
In regards to 'legendary' equipment, you will have an opportunity to 'quest for artifact' which sets your character on the path to discovering a one-of-a-kind item of power. The RP point cost is considerable, and you can certainly fail in your endeavor, but the artifacts will be quite snazzy. So something like Kreyis, but several different kinds.
I think I remember it being suggested before, but I would like to see the winged dragons upgrade-able. My thoughts on it would be you can keep it as a floating eq slot, and have the spell power of it upgraded, or have it become a mount you can summon and ride, but you loose its spell casting affect. I am sure there are other possible effect changes that could be made, but these are ones that come immediately to mind.
Some interesting ideasto consider.
In regards to 'legendary' equipment, you will have an opportunity to 'quest for artifact' which sets your character on the path to discovering a one-of-a-kind item of power. The RP point cost is considerable, and you can certainly fail in your endeavor, but the artifacts will be quite snazzy. So something like Kreyis, but several different kinds.
Are those items going to be weapons only, or will they be armours and other types as well? Will we be able to take part of the creation and properties of those items, or will they be premade?
I think the main desire the playerbase has, is to be able to make an item with properties they want (with some limits of course).
Illthids got totally boned on pit weapons, that is all. But hey, its just necros ![]()
Foxx; these legndary, 'legecy' weapons will be set. They are designed to be special items with clsoe ties to people and times in the forsaken lands. An example would be, maybe, the preserved arm of Sepahoona, an artifact that could assist in certain stats and/or manipulate Sepahoon'a's 'trifecta' (that's just an example, ?I will not confirm nor deny a third arm floating aorund
).
Atticus; a mixture betwen restrictions and forethought. Monks, you may notice, are also without an option for 'pit weapon.'
Foxx; these legndary, 'legecy' weapons will be set. They are designed to be special items with clsoe ties to people and times in the forsaken lands. An example would be, maybe, the preserved arm of Sepahoona, an artifact that could assist in certain stats and/or manipulate Sepahoon'a's 'trifecta' (that's just an example, ?I will not confirm nor deny a third arm floating around
).
Ah, that sounds pretty cool.
I don't like it.
I think that what was a good idea for rewards for good RP is turning into a PK inflation tool.
Giving third attack is an example of this.
Or giving legendary weapons.
Classes are somewhat balanced, giving them more PK power without adding a penalty is bad in my view.
Good uses are like the ones we have seen in the past.
Thulgan dragon reforged as "Mutt".
Restrung equipment.
Or giving them equipment that is already in the game, but as owner only.
Not "Pawn-Axe" the avg 35 axe of doom.
Or "Skin-shredder" the avg 31 whip of leetdoom.
Other good rewards are rewards that have little impact in PK, but make life easier.
Like granting create food/water. A skill of protection. The boots of flight.
A ring of ethereal sanctuary. Usable, not the sanctuary effect. (to allow dispel).
Cure light.
Stuff that people already have as consumable but now get at will.
For example changing their Dragon slayer from exotic into another weapon class they prefer.
Returning lost condition (lives).
Allowing RP points to be spent in STAT trains but not in HP, MANA or moves.
Spending RP points to improve skills bellow 100%. Stake for example.
Allowing Qclass/Qrace at 50.
Allowing uncommon non OP combos. Faerie Zerk, Avian Paladin, Gnome Blademaster, Illithiad Cleric, etc.
Monks seem to be doing well without them. Undead avatar and the better paths of psi are also available to them.
I don't think any one or two pieces of cool eq will make a great combo OP.
Plus, this is a RP/PK enforced MUD. I think having only RP benefits for RP and PK benefits for PK is the wrong type of siloed thinking. PK benefits should go towards RP rewards, and RP rewards should influence PK. Especially when the person doing the RP'ing is an underdog (obviously not good at PK, approved for journeyman etc.). This helps give someone, albeit it can be seen as a crutch, further beefs in the PK arena because we/the staff know they are contributing to the positive atmosphere of the game. And so what if what once was a poor PK'er becomes a super-beast due to spiffs received due to great RP? The only problem is having some kind of a cap for those who are already PK monsters from getting incredible PK boosts through RP channels.
Now, I don't think that will ever happen, so I'm still all game for this. I think employing something like the legendary eq system volg mentioned for skills would also be awesome. Make it something they can spend RP points on for the opportunity to get, but then it's up to them to succeed. And you'd make it something high enough that it takes AWHILE to get it. But again, this allows for further development, expansion, and growth for a character.
I like it all.