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ZulghinlourMon 25-May-09 11:52 PM
Member since 04th Mar 2003
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#1824, "Aura/Shield/Barrier...suggest a new system"


          

Pure and simple. Suggest a new system. I'm willing to listen and respond.

So long, and thanks for all the fish!

  

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Reply Area based., Semaphore, 13-Aug-09 10:39 AM, #230
Reply RE: Area based., Daevryn, 13-Aug-09 10:40 AM, #231
Reply RE: Aura/Shield/Barrier...suggest a new system, Jugynheim, 27-Jul-09 10:22 PM, #228
Reply Slight addition to detect artifact?, Habbs, 15-Jul-09 02:45 PM, #224
Reply *Thumbs up* N/t, Alandale (Guest), 15-Jul-09 11:00 PM, #225
Reply That would be interesting! nt, Dervish, 17-Jul-09 11:09 PM, #226
Reply And another idea, Habbs, 27-Jul-09 10:22 PM, #227
     Reply *Thumbs Down* (Wall-o-text), Seil clavin (Guest), 11-Aug-09 09:08 PM, #229
Reply Small request, Kadsies (Guest), 07-Jul-09 12:28 PM, #214
Reply It isnt that hard, ive gotten the quest @ level 37., Cerunnir, 07-Jul-09 02:38 PM, #215
Reply And remember that 'k' is right next to 'l' when you loo..., Abernytee (Guest), 08-Jul-09 09:28 AM, #219
     Reply RE: And remember that 'k' is right next to 'l' when you..., Cerunnir, 09-Jul-09 11:09 PM, #222
Reply So you're just not very observant? (n/t), Zulghinlour, 07-Jul-09 01:14 PM, #216
     Reply I would live RL in brief if I could. n/t, Kadsies (Guest), 07-Jul-09 06:40 PM, #217
          Reply Married man? -nt-, Mek (Guest), 07-Jul-09 08:23 PM, #218
          Reply I permanently turned brief off after obs xp was introdu..., DurNominator, 08-Jul-09 09:28 AM, #220
Reply Instant-Fix., Magey (Guest), 06-Jul-09 09:18 PM, #213
Reply RE: Instant-Fix., Magey (Guest), 09-Jul-09 11:09 PM, #221
Reply I like this Idea but..., Iza, 09-Jul-09 11:09 PM, #223
Reply Work scrolls into the mix, Doof (Guest), 04-Jul-09 12:40 AM, #212
Reply Weaker alternatives, Void, 17-Jun-09 11:27 AM, #209
Reply One more change and you are done! txt, SomeDude (Guest), 16-Jun-09 01:53 PM, #203
Reply Eh., Daevryn, 16-Jun-09 01:57 PM, #204
     Reply RE: Eh., Zulghinlour, 16-Jun-09 02:05 PM, #205
     Reply Just a thought from a player perspective, Mek (Guest), 16-Jun-09 02:29 PM, #207
          Reply What Mekantos said. nt, SomeDude (Guest), 16-Jun-09 03:01 PM, #208
          Reply Agreed, Habbs, 17-Jun-09 09:38 PM, #210
     Reply Please..., Forsakenz (Guest), 16-Jun-09 02:29 PM, #206
Reply One thing that would definitely help, Mek (Guest), 15-Jun-09 02:49 PM, #201
Reply RE: Aura/Shield/Barrier...suggest a new system, Eskelian, 13-Jun-09 12:06 PM, #198
Reply RE: Aura/Shield/Barrier...suggest a new system, Eskelian-lazy (Guest), 24-Jun-09 02:50 PM, #211
Reply Sir - Some concise thoughts from a no-OOC cheat ring ex..., Humbert, 13-Jun-09 10:34 AM, #197
Reply I really good suggestion!, Arrna (Guest), 13-Jun-09 10:07 PM, #199
     Reply I agree you old woman!, Humbet (Guest), 14-Jun-09 12:12 PM, #200
Reply My Idea: Making Mages Viable., Iza, 12-Jun-09 06:23 PM, #190
Reply This is actually a really good idea with a few changes., Vet (Guest), 12-Jun-09 06:49 PM, #191
Reply Though your missing a vital point..., Arrna (Guest), 12-Jun-09 08:19 PM, #192
Reply RE: My Idea: Making Mages Viable., Daevryn, 12-Jun-09 07:25 PM, #193
     Reply But..., Iza, 13-Jun-09 10:34 AM, #196
Reply Why not just keep it like it was with a few changes?, Vet (Guest), 11-Jun-09 07:44 PM, #187
Reply Do away with the massive -regen on damredux., VargLazy (Guest), 11-Jun-09 07:44 PM, #185
Reply Idea: Something for everyone, Artificial, 11-Jun-09 09:37 AM, #179
Reply RE: Aura/Shield/Barrier...suggest a new system, Isildur, 11-Jun-09 09:37 AM, #178
Reply The problem I have with cool down timers, Dragomir, 11-Jun-09 07:44 PM, #184
Reply RE: The problem I have with cool down timers, Isildur, 12-Jun-09 03:14 PM, #189
Reply Problem, Mek (Guest), 11-Jun-09 07:44 PM, #186
     Reply But now they are #### more anyway, so why to bother? n/..., Dervish, 12-Jun-09 09:45 AM, #188
Reply Another Suggestion, Way different than current txt, SomeDude (Guest), 10-Jun-09 02:16 PM, #170
Reply For the record...., Daevryn, 10-Jun-09 02:36 PM, #171
     Reply Fine. Just throwing out ideas! nt, Larcat, 10-Jun-09 02:37 PM, #172
Reply Do away with sleeks., KennyPowers (Guest), 10-Jun-09 01:24 PM, #160
Reply Zulgh, man., Dallevian, 10-Jun-09 11:37 AM, #157
Reply RE: Zulgh, man., Zulghinlour, 10-Jun-09 11:41 AM, #158
     Reply I have, yo., Dal Forsaken (Guest), 10-Jun-09 01:48 PM, #168
     Reply RE: I have, yo., Zulghinlour, 10-Jun-09 09:04 PM, #173
          Reply But you're open to it?, Forsakenz (Guest), 11-Jun-09 09:37 AM, #177
     Reply Other reasons I like my idea., Forsakenz (Guest), 10-Jun-09 02:16 PM, #169
          Reply RE: Other reasons I like my idea., Zulghinlour, 10-Jun-09 09:09 PM, #174
Reply Suggestion for a system., SomeDude (Guest), 09-Jun-09 10:17 PM, #151
Reply You stole my idea.... which I stole from Rade. Totally ..., Java, 09-Jun-09 10:51 PM, #155
Reply Sorry, didn't read the whole thread. Good idea! nt, SomeDude (Guest), 10-Jun-09 11:37 AM, #156
Reply RE: Suggestion for a system., Zulghinlour, 10-Jun-09 11:43 AM, #159
     Reply RE: Suggestion for a system., Tac, 10-Jun-09 01:24 PM, #161
     Reply Specific answers., SomeDude (Guest), 10-Jun-09 01:24 PM, #162
     Reply RE: Specific answers., Zulghinlour, 10-Jun-09 01:36 PM, #165
          Reply Devil's Advocate..., Tac, 10-Jun-09 01:48 PM, #167
          Reply RE: Devil's Advocate..., Zulghinlour, 10-Jun-09 09:12 PM, #175
               Reply RE: Devil's Advocate..., Java, 11-Jun-09 09:37 AM, #182
          Reply Isn't the idea to NOT have "difficult" and "easy" locat..., Java, 11-Jun-09 09:37 AM, #180
          Reply RE: Specific answers., Dervish, 12-Jun-09 08:19 PM, #194
               Reply RE: Specific answers., Daevryn, 12-Jun-09 08:45 PM, #195
     Reply An alternate form of the same basic idea., SomeDude (Guest), 10-Jun-09 01:24 PM, #163
     Reply Another note...., SomeDude (Guest), 10-Jun-09 01:24 PM, #164
     Reply RE: Suggestion for a system., Java, 11-Jun-09 09:37 AM, #181
Reply I think plain and simple it should be like this., Vet (Guest), 02-Jun-09 02:21 PM, #146
Reply RE: I think plain and simple it should be like this., Zulghinlour, 10-Jun-09 01:38 PM, #166
Reply Challenge system on top of exploration idea, Grudan, 01-Jun-09 10:27 AM, #140
Reply RE: Challenge system on top of exploration idea, Zulghinlour, 10-Jun-09 09:17 PM, #176
     Reply RE: Challenge system on top of exploration idea, Grudan - Guest (Guest), 11-Jun-09 09:37 AM, #183
Reply New system suggestion, Exit, 01-Jun-09 02:30 AM, #134
Reply RE: New system suggestion, Exit, 01-Jun-09 08:10 AM, #136
Reply RE: New system suggestion, Daevryn, 01-Jun-09 08:25 AM, #139
     Reply RE: New system suggestion, Exitguest (Guest), 01-Jun-09 06:55 PM, #143
     Reply Just one thing from your post here..., SomeDude (Guest), 09-Jun-09 10:17 PM, #152
Reply If you read what Zulg has been saying...., Arrna (Guest), 01-Jun-09 08:10 AM, #138
Reply RE: Aura/Shield/Barrier...suggest a new system, Rade_ (Guest), 01-Jun-09 12:30 AM, #133
Reply I like the second part of this.., Java, 01-Jun-09 08:10 AM, #135
Reply RE: Aura/Shield/Barrier...suggest a new system, Straklaw, 01-Jun-09 08:10 AM, #137
     Reply There's only one check per location. So you go there, a..., Java, 01-Jun-09 04:13 PM, #141
          Reply I'm refererring to new characters, not the same one., Straklaw, 02-Jun-09 10:02 AM, #145
               Reply Which isn't any better in the current system.., Java, 02-Jun-09 07:18 PM, #148
               Reply RE: I'm refererring to new characters, not the same one..., Rade_ (Guest), 04-Jun-09 03:11 PM, #149
                    Reply I think, if it was done right...., Tac, 04-Jun-09 11:27 PM, #150
                         Reply Too exploitable, Valkenar, 09-Jun-09 10:17 PM, #153
                              Reply So you wouldn't try getting them at lvl 30 or so?, Java, 09-Jun-09 10:51 PM, #154
Reply Zulg's thoughts, hashed out with a few other IMPS, Zulghinlour, 28-May-09 04:59 PM, #95
Reply Will RC rewarded shield remain the same?, RC winner (Guest), 28-May-09 06:28 PM, #96
Reply Likely, yes (n/t), Zulghinlour, 28-May-09 07:13 PM, #103
Reply Things I'd like to ask/tweak, Guy (Guest), 28-May-09 06:28 PM, #97
Reply RE: Things I'd like to ask/tweak, Zulghinlour, 28-May-09 07:17 PM, #104
Reply YES PLEASE MASSA! I really like this.~, Treebeard1 (Guest), 28-May-09 06:28 PM, #98
Reply RE: Zulg's thoughts, hashed out with a few other IMPS, Dervish, 28-May-09 06:28 PM, #99
Reply RE: Zulg's thoughts, hashed out with a few other IMPS, Zulghinlour, 28-May-09 07:22 PM, #105
     Reply RE: Zulg's thoughts, hashed out with a few other IMPS, Dervish, 28-May-09 11:02 PM, #113
     Reply RE: Zulg's thoughts, hashed out with a few other IMPS, Zulghinlour, 28-May-09 11:04 PM, #114
          Reply RE: Zulg's thoughts, hashed out with a few other IMPS, Dervish, 28-May-09 11:27 PM, #115
     Reply I know you're bending over backward here., Scrimbul, 30-May-09 10:52 AM, #123
          Reply RE: I know you're bending over backward here., Zulghinlour, 30-May-09 07:23 PM, #128
Reply Some feedback, Mek (Guest), 28-May-09 06:28 PM, #100
Reply RE: Some feedback, Zulghinlour, 28-May-09 07:25 PM, #106
Reply RE: Zulg's thoughts, hashed out with a few other IMPS, Isildur, 28-May-09 07:02 PM, #101
Reply RE: Zulg's thoughts, hashed out with a few other IMPS, Zulghinlour, 28-May-09 07:30 PM, #108
Reply that sounds pretty do-able, Aodh, 28-May-09 07:07 PM, #102
Reply RE: that sounds pretty do-able, Zulghinlour, 28-May-09 07:31 PM, #109
Reply I LOVE YOU. nt, Lye (Guest), 28-May-09 07:37 PM, #110
Reply Just curious, Torak_guest (Guest), 28-May-09 08:52 PM, #111
Reply RE: Just curious, Zulghinlour, 28-May-09 08:53 PM, #112
Reply Concerns within., Splntrd, 29-May-09 01:09 AM, #116
Reply RE: Concerns within., Zulghinlour, 29-May-09 01:11 AM, #117
Reply Love this idea., Zephon, 29-May-09 08:49 PM, #118
Reply I like this idea., Koe (Guest), 29-May-09 11:35 PM, #119
Reply RE: Zulg's thoughts, hashed out with a few other IMPS, DurNominator, 30-May-09 10:52 AM, #120
Reply I am on board with this 100%..., _Magus_, 30-May-09 10:52 AM, #122
Reply RE: I am on board with this 100%..., Zulghinlour, 30-May-09 07:16 PM, #126
Reply So when-ish are you expecting this to go in?, anon_ (Guest), 30-May-09 06:12 PM, #124
Reply I currently have no timeline (n/t), Zulghinlour, 30-May-09 07:14 PM, #125
Reply RE: So when-ish are you expecting this to go in?, Daevryn, 31-May-09 11:47 AM, #131
Reply One quick question..., Dragomir, 31-May-09 01:01 AM, #129
Reply RE: One quick question..., Zulghinlour, 31-May-09 01:02 AM, #130
Reply Like it. ~, Abernytee (Guest), 31-May-09 05:36 PM, #132
Reply Small detect artifact adjustment for Outlanders., ibuki, 02-Jun-09 02:42 AM, #144
Reply more drawback ideas, Laxminator (Guest), 02-Jun-09 07:18 PM, #147
Reply If anyone's been keeping score...., Daevryn, 16-Jun-09 01:41 PM, #202
Reply Supplemental idea., Forsakenz (Guest), 28-May-09 02:39 PM, #92
Reply RE: Supplemental idea., Zulghinlour, 28-May-09 04:54 PM, #94
Reply More wand locatons pop based on hours., Ayalah (Guest), 28-May-09 10:20 AM, #80
Reply What about something closer to the Thief ingredient sys..., Yhorian (Guest), 28-May-09 10:20 AM, #79
Reply I like this idea if..., Forsakenz (Guest), 28-May-09 01:45 PM, #91
Reply No huge change needed., Pissudin (Guest), 28-May-09 10:20 AM, #77
Reply RE: No huge change needed., Daevryn, 28-May-09 10:46 AM, #83
Reply Yup, i know..., Pissudin (Guest), 28-May-09 12:08 PM, #87
Reply I agree with this., Cerunnir, 28-May-09 11:21 AM, #85
Reply RE: I agree with this., Isildur, 28-May-09 12:50 PM, #88
Reply RE: No huge change needed., Isildur, 28-May-09 12:50 PM, #89
Reply Use the guildmaster (sorry if this is a repeat), Abernytee (Guest), 28-May-09 10:20 AM, #76
Reply RE: Use the guildmaster (sorry if this is a repeat), Zulghinlour, 30-May-09 07:17 PM, #127
Reply One crazy idea that is not so crazy actually, Dwoggurd, 27-May-09 11:13 PM, #70
Reply This isn't even worth a response (n/t), Zulghinlour, 27-May-09 11:19 PM, #74
Reply ROFL! I LOVE this idea. n/t, ROFL (Guest), 01-Jun-09 06:55 PM, #142
Reply Tricky question this., Istirith01 (Guest), 27-May-09 09:29 PM, #65
Reply RE: Tricky question this., Daevryn, 27-May-09 09:55 PM, #68
     Reply Quick aside, four path invoker is very viable., TMNS (Guest), 27-May-09 11:13 PM, #72
     Reply RE: Quick aside, four path invoker is very viable., Istirith01 (Guest), 27-May-09 11:41 PM, #75
     Reply RE: Fair enough., Istirith01 (Guest), 27-May-09 11:41 PM, #73
Reply Is this too stupidly simple?, Puppet (Guest), 27-May-09 08:34 PM, #60
Reply RE: Aura/Shield/Barrier...suggest a new system, Theerkla, 27-May-09 08:13 PM, #57
Reply RE: Aura/Shield/Barrier...suggest a new system, Zulghinlour, 27-May-09 08:16 PM, #58
Reply a re-adjusting, laxicus (Guest), 27-May-09 07:52 PM, #55
Reply RE: a re-adjusting, Zulghinlour, 27-May-09 08:43 PM, #62
     Reply RE: a re-adjusting, Krysantur (Guest), 27-May-09 10:02 PM, #69
Reply Aura/SHield/Barrier, Lightmaged (Guest), 27-May-09 06:48 PM, #50
Reply RE: Aura/SHield/Barrier, Zulghinlour, 27-May-09 07:21 PM, #54
     Reply RE: Aura/SHield/Barrier, Lightmaged (Guest), 27-May-09 09:29 PM, #64
     Reply Re, Dwoggurd, 27-May-09 09:29 PM, #66
Reply Goals, Valkenar, 27-May-09 04:12 PM, #44
Reply my idea:, Isildur, 27-May-09 04:12 PM, #43
Reply RE: my idea:, Zulghinlour, 27-May-09 07:47 PM, #56
     Reply RE: my idea:, Isildur, 27-May-09 08:54 PM, #63
          Reply RE: my idea:, Daevryn, 27-May-09 09:26 PM, #67
Reply RE: Aura/Shield/Barrier...suggest a new system, Valkenar, 27-May-09 03:12 PM, #42
Reply Give limited versions of the protection spells to mages, Jagaub, 27-May-09 01:57 PM, #41
Reply RE: Give limited versions of the protection spells to m..., Zulghinlour, 27-May-09 04:44 PM, #49
Reply Give mages another protection spell, reduce power of th..., Jagaub, 27-May-09 01:57 PM, #40
Reply I'd be more inclined..., Zulghinlour, 27-May-09 04:42 PM, #48
Reply To keep it simple., The Heretic, 27-May-09 01:09 PM, #38
Reply RE: To keep it simple., Zulghinlour, 27-May-09 04:28 PM, #47
     Reply I agree, The Heretic, 27-May-09 06:48 PM, #51
          Reply RE: I agree, Zulghinlour, 27-May-09 06:50 PM, #52
               Reply RE: I agree, The Heretic, 28-May-09 11:21 AM, #84
Reply Retooling ABS, Yhorian (Guest), 26-May-09 07:57 PM, #34
Reply Good idea! I'll give more input when at home. n/t, Arrna (Guest), 27-May-09 12:30 PM, #37
Reply RE: Retooling ABS, Zulghinlour, 27-May-09 07:00 PM, #53
     Reply Slight alteration then..., Yhorian (Guest), 27-May-09 08:34 PM, #59
          Reply RE: Slight alteration then..., Zulghinlour, 27-May-09 08:38 PM, #61
               Reply Because you said that a big complaint was finding barri..., Yhorian (Guest), 28-May-09 10:20 AM, #78
Reply Ah crap...I accidently deleted the three responses queu..., Zulghinlour, 26-May-09 05:11 PM, #32
Reply Don't change a thing. Ever again. st, Conservative (Guest), 26-May-09 03:42 PM, #31
Reply RE: Don't change a thing. Ever again. st, Zulghinlour, 27-May-09 04:27 PM, #46
Reply Another Idea, EXB_ (Guest), 26-May-09 01:13 PM, #18
Reply RE: Another Idea, Daevryn, 26-May-09 01:17 PM, #20
     Reply RE: Another Idea, Isildur, 26-May-09 03:29 PM, #24
     Reply RE: EXPLORATION, A2, 27-May-09 12:08 PM, #36
          Reply RE: EXPLORATION, Daevryn, 27-May-09 01:38 PM, #39
     Reply Sometimes you confuse me..., EXB, 26-May-09 03:29 PM, #25
Reply Just to log it here, Dwoggurd, 26-May-09 12:13 PM, #9
Reply RE: Just to log it here, Zulghinlour, 26-May-09 12:47 PM, #13
     Reply Elaborating..., Dwoggurd, 26-May-09 02:13 PM, #21
          Reply RE: Elaborating..., Zulghinlour, 26-May-09 02:40 PM, #22
               Reply Well, Dwoggurd, 26-May-09 03:42 PM, #30
                    Reply RE: Well, Graatchman (Guest), 26-May-09 06:14 PM, #33
                    Reply RE: Well, Zulghinlour, 27-May-09 04:25 PM, #45
                         Reply Re, Dwoggurd, 27-May-09 11:13 PM, #71
Reply Here's the solution:, Balrahd. (Guest), 26-May-09 12:13 PM, #8
Reply I'm not Zulg, but this is a really bad idea, Dwoggurd, 26-May-09 12:52 PM, #12
Reply Why does that make it a bad idea?, Balrahd. (Guest), 26-May-09 01:11 PM, #17
     Reply RE: Why does that make it a bad idea?, Daevryn, 26-May-09 01:15 PM, #19
     Reply Admittedly, Balrahd. (Guest), 26-May-09 03:29 PM, #26
     Reply Its a Terrible thing., Terrible (Guest), 26-May-09 03:29 PM, #29
Reply RE: Here's the solution:, Zulghinlour, 26-May-09 01:03 PM, #16
Reply RE: Here's the solution:, Isildur, 26-May-09 07:57 PM, #35
Reply Hints, Aodh, 26-May-09 12:13 PM, #7
Reply RE: Hints, Zulghinlour, 26-May-09 12:52 PM, #14
Reply My (slightly refined) idea., Forsakenz (Guest), 26-May-09 10:50 AM, #4
Reply RE: My (slightly refined) idea., Zulghinlour, 26-May-09 02:45 PM, #23
     Reply RE: My (slightly refined) idea., Daevryn, 26-May-09 03:24 PM, #28
     Reply No., Lye (Guest), 28-May-09 07:32 PM, #107
     Reply Don't DELETE me again!, Forsakenz (Guest), 28-May-09 12:08 PM, #86
Reply Stackable DR spell, Tac, 26-May-09 10:50 AM, #3
Reply RE: Stackable DR spell, Daevryn, 26-May-09 10:55 AM, #6
Reply RE: Aura/Shield/Barrier...suggest a new system, Danis (Guest), 26-May-09 10:50 AM, #2
Reply RE: Aura/Shield/Barrier...suggest a new system, Zulghinlour, 26-May-09 12:17 PM, #11
     Reply RE: Aura/Shield/Barrier...suggest a new system, Danis (Guest), 26-May-09 03:29 PM, #27
Reply Not precisely a new system, but one idea I read and lik..., EXB_ (Guest), 26-May-09 10:50 AM, #1
     Reply RE: Not precisely a new system, but one idea I read and..., Daevryn, 26-May-09 10:51 AM, #5
     Reply Honestly, Guy (Guest), 28-May-09 10:20 AM, #81
          Reply Further fleshing out, Guy (Guest), 28-May-09 01:45 PM, #90
     Reply Rewarding long-lived characters, Zulghinlour, 26-May-09 12:09 PM, #10
          Reply However, EXB_ (Guest), 26-May-09 12:56 PM, #15
          Reply RE: Rewarding long-lived characters, Ayalah (Guest), 28-May-09 10:20 AM, #82
          Reply RE: Rewarding long-lived characters, Zulghinlour, 28-May-09 02:49 PM, #93
          Reply Tie it to exp/obs xp. nt, DurNominator, 30-May-09 10:52 AM, #121

SemaphoreThu 13-Aug-09 06:41 AM
Member since 31st Jul 2009
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#2359, "Area based."
In response to Reply #0


          

Perhaps let the Detect Artifact trigger based on being in the same area, during good veil states.

  

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DaevrynThu 13-Aug-09 10:40 AM
Member since 13th Feb 2007
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#2360, "RE: Area based."
In response to Reply #230


          

This thread has pretty much been done and dead for months. We've made the changes we saw as necessary.

That being said, I don't see DA ever giving you same area. At that point we might as well just tell you directly what your locations are (no, I don't see us doing that either.)

  

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JugynheimFri 24-Jul-09 02:49 PM
Member since 10th Jul 2009
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#2322, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #0


          

I'll take a shot at it! First I’d like to say that as someone who likes writing areas and putting the neat stuff that rewards players for indepth investigation with small trinkets and foodstuffs and so forth for their attention to detail, I think it’s wholly unfair to literally handicap several classes by forcing them to do this to gain these things. That being said, I think it’s well and good to reward players for doing this so I’d propose the following changes in addition to the present system.

Leave the system as is, but include the following three spells for transmuters, shifters, conjurers, and invokers.

lvl 37 Spell: Lesser Arcane Foci

This spell requires 1/3rd of the caster’s total mana when cast. Through the use of this spell the caster creates a wand of pure mana that possesses protective properties. The wand grants Aura and has 3 charges when created. The item counts as limited and the spell is on a 48 hour timer. (Creates: a mercurial silver wand)

lvl 47 Spell: Arcane Foci

This spell requires 2/3rds of the caster’s total mana when cast. Through the use of this spell the caster creates a wand of pure mana that possesses protective properties. The wand grants Shield and has 3 charges when created. The item counts as limited and the spell is on a 72 hour timer. (Creates: a glossy golden wand)

lvl 51 Spell: Greater Arcane Foci

This spell requires 3/4ths of the caster’s total mana when cast. Through the use of this spell the caster creates a wand of pure mana that possesses protective properties. The wand created grants Barrier and has 3 charges when created. The item counts as limited and the spell is on a 96 hour timer. (Creates: a cold azure wand)

Created wand details: These wands are nodrop and rotdeath. (The nodrop is aimed at avoiding dropping them to create another and then picking it back up. If there’s another way to do this then by all means.) The Goal: You cannot create a new wand while you hold a wand of that given type, hence you can’t stockpile these wands. If you die, the wands will rot away, and the various timers for each spell carry over through death. Failure to cast the spell successfully sticks the caster with 1/4th the full timer value. Combine this with failed attempts to zap yourself and so forth and it’s not too much, but takes the edge off of driving players to delete from frustration and maintains the value of the present system as well. This grants all mages the chance to have these things without locking them into HAVING to explore and fine tooth comb descriptions for these things.

Anti-Paladins
Same essential setup, but whereas the mage types above primarily gain their juice via mana/magic, Anti-Paladins are cut from darker stuff.

Rather than just mana Anti-Paladins essentially imbue a bit of their own essence into their wands, albeit temporarily.

lvl 37 Spell: Lesser Wand of Fiends

This spell requires 1/4th of the caster’s total mana/health when cast. Through the use of this spell the caster creates a wand of soul chilling darkness that possesses protective properties. The wand grants Aura and has 3 charges when created. The item counts as limited and the spell is on a 72 hour timer. (Creates: a pulsing ochre wand)

lvl 47 Spell: Wand of Fiends

This spell requires 1/2 of the caster’s total mana/health when cast. Through the use of this spell the caster creates a wand of of soul chilling darkness that possesses protective properties. The wand grants Shield and has 3 charges when created. The item counts as limited and the spell is on a 86 hour timer. (Creates: a mottled yellow wand)

lvl 51 Spell: Greater Wand of Fiends

This spell requires 3/4ths of the caster’s total mana/health when cast. Through the use of this spell the caster creates a wand of soul chilling darkness that possesses protective properties. The wand created grants Barrier and has 3 charges when created. The item counts as limited and the spell is on a 108 hour timer. (Creates: a lusterless black wand)

Obviously the times I threw in are just guesstimates, you guys would be better able to come up with what you consider more balanced. If you feel like messing with it, you could even have their creation affect the Veil detrimentally etc. Just depends on what you wanna do really.

Peace,

Jugynheim

  

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HabbsWed 15-Jul-09 09:30 AM
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#2312, "Slight addition to detect artifact?"
In response to Reply #0


          

I think it would be very interesting if there was a way that detect artifact could give you tips at times, as if you playing the "you're getting warmer" type of kids game.

Maybe once you get detect artifact to a certain %, and then on a really long random timer it will echo a message to you. The first time it ever does it, maybe it will say something like "You have a vague sense of a powerful artifact that is attuned to you, but it is very far off." Then, a really good time later, maybe 60+ hours (or hell, 600+ hours...anything would help) and then on a random chance, you might get another message that says "You sense a powerful artifact that you have felt before, but it is even more distant than before."

With this, maybe the first time you were in voralian, and the second time you were in udgaard, so that would tell you that you need to try to start looking more in the opposite direction from Voralian, and explore areas not around Udgaard at the time.

I'm not sure if there is any type of a function that can guage distance already...maybe something that can tell how many rooms away from the general area your wand could be found if going to it from the skies above Thera?


It wouldn't be a hint that would give things away like you've stated you don't want, just something that can help narrow the focus or areas to try to press into more exploring. Maybe have the three differnet types all tied to the same timer...so it compares where you were when it last fired to where you are now, and then if you are closer now than then to each type and give a separate message for each (assuming you can detect all three types already).

Right now I struggle once I have checked all the places I know of, and keep going back to areas that I don't know the specifics on, but have a hunch. It would be nice of occationally I could get a little tap on the shoulder that tells me that I'm not even close so I will know it is time to pack it up and start digging into a new area.

  

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Alandale (Guest)Wed 15-Jul-09 09:24 PM

  
#2315, "*Thumbs up* N/t"
In response to Reply #224


          

n/t

  

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DervishThu 16-Jul-09 05:12 AM
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#2316, "That would be interesting! nt"
In response to Reply #224


          

nt

  

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HabbsThu 23-Jul-09 09:51 AM
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#2320, "And another idea"
In response to Reply #224


          

It would also be nice, if at some set high level...maybe hero, maybe just X levels above when you could have found it, there is a random chance that can trigger if someone has not found a particular sleek that will randomly re-roll that one for them.

It can echo to them, or maybe tie it with detect artifact where the archmage send them a tell to let them know that the one they had, but never found, has shifted with changes in the veil (or some other mumbo jumbo) and will not be found elsewhere, primpting them to go back and re-search locations they may have already checked. It would not do it if a requirement has been met where they have found retrieved thier wand.

The benefits of this, are that a hero mage that can't find a sleek knows there is a chance at some point that one of the places he already knows might end up being his spot, and keep him from deleting perhaps. It promotes exploring still, since people still check places the first time, this will just have them go back to places again, and it still might go somewhere they have yet to explore. If anything, it helps the choke-point issue, as mages may go back to a common place again to give hunters a chance to catch them there where they otherwise would not have been there.

The new attunement edge will help the people that find thiers, but don't like the spot, but I could see where some people will flat out refuse to check a spot they don't like so they don't fill the trigger to stop the auto-roll...but I did say above that "and retrieved" so that may need some discussion to see if people would be allowed to leave the wand they do find sitting so that they can choose to wait for a random re-roll at some point in the future, simply because the place they found theirs is one of those places that is less than ideal for their class.

  

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Seil clavin (Guest)Sat 01-Aug-09 09:21 AM

  
#2330, "*Thumbs Down* (Wall-o-text)"
In response to Reply #227


          

Alright my main concern with this is that I’ve already BEEN to freaking 40+ Locations wasting hours looking for wands. I've EXPLORED these places, looking at all the damn lamps, rugs, sconces, desks, drawers in desks, 2.desks, and cabinet frames.

Why do I want to do this again?

The Edges are like a freaking Band-Aid for an amputated arm.

Yes it's nice that I can blow my load on trying to find my Barrier AGAIN, but why the hell should I?

Will the ragers have to blow their Edge points to get Deathblow? No.
Will the standard warrior have to blow edge points to get that 2nd legacy? No.
Will the RNG lucky Air/Off Shifter have to use edge points to get Fly to? No.

I know I'm whining and bitching, BUT!
I've got a character that's been looking seriously for over 100 hours, checking places 2~3 times. It's not kosher when I as a Player Locate 6 sources of UnSleek wands, yet still have ZIP for Sleeks.

Even though I'm mainly a RP character player, with my Shield spell, it still hurts like crap to get 3 Oblit deathblows in 2 rounds.

So my mediocre PK skills, stacked against others with the fact that I'll have to use my Edge points to go look in places AGAIN, mean I’ll get zip edge points from PK. Vicious cycle if you ask me.

Maybe it's time to Delete Delete even though I thoroughly enjoy the character, because without PK you're only play 1/2 the MUD.

I honestly don't expect ANY reponses from anyone,
Because in truth this is nothing more than a whinefest, in addition to the fact that screw all reply to any threads I make on the officals.

S to the eil Clavin

  

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Kadsies (Guest)Tue 07-Jul-09 08:09 AM

  
#2258, "Small request"
In response to Reply #0


          

Would you consider lowering the super secret requirements for the Archmage quest for detect artifact? As a hero character I don't have the requirements needed to trigger the quest so I can look for wands.

  

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CerunnirTue 07-Jul-09 01:05 PM
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#2261, "It isnt that hard, ive gotten the quest @ level 37."
In response to Reply #214


  

          

Just explore a few exploration areas and look at everything.

  

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Abernytee (Guest)Wed 08-Jul-09 03:46 AM

  
#2271, "And remember that 'k' is right next to 'l' when you loo..."
In response to Reply #215


          

~

  

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CerunnirWed 08-Jul-09 04:42 PM
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#2276, "RE: And remember that 'k' is right next to 'l' when you..."
In response to Reply #219


  

          

I always write out 'look' or use 'exa', if I wish to use the kill command I write out 'kill'

  

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ZulghinlourTue 07-Jul-09 01:14 PM
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#2262, "So you're just not very observant? (n/t)"
In response to Reply #214


          

n/t

So long, and thanks for all the fish!

  

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Kadsies (Guest)Tue 07-Jul-09 04:46 PM

  
#2264, "I would live RL in brief if I could. n/t"
In response to Reply #216


          

  

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Mek (Guest)Tue 07-Jul-09 06:47 PM

  
#2266, "Married man? -nt-"
In response to Reply #217


          

asf

  

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DurNominatorWed 08-Jul-09 04:09 AM
Member since 08th Nov 2004
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#2272, "I permanently turned brief off after obs xp was introdu..."
In response to Reply #217


          

nt

  

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Magey (Guest)Mon 06-Jul-09 08:41 PM

  
#2256, "Instant-Fix."
In response to Reply #0


          

Currently playing a mage right now, I have a pretty good feeling for how things are.

My idea is simple:

- Keep the current sleek system the way it is.

- Make the new mage shield substitute spell compatible with shield, but incompatible with barrier.
**This will make some of the "harder-impossible" barrier locations do-able, as well as take away some of the tedium of not being able to find your said barrier, since you'll have that extra little boost of DR, while not quite up to par with barrier. This will also not completely cheapen sleek sienna rods, while only slightly cheapening sleek blacks.

- Make Detect Artifact 100% fire on sleeks.
**I know this has been said many times in this thread and keeps coming up, but... I really don't see this taking away from it much. Sleeks are suppose to be crazy magical, it should detect it all the time... Limited ones can be faulty, but having it not fire on sleeks is just wrong, especially when you have been running around areas you've already explored many times prior on other chars, etc...this just makes you wanna rip your hair out.

I think this pretty much sums it up.

  

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Magey (Guest)Wed 08-Jul-09 12:18 PM

  
#2275, "RE: Instant-Fix."
In response to Reply #213


          

Can I at least get a thumbs up or thumbs down for this idea?

I honestly think this would solve all the problems here...

  

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IzaThu 09-Jul-09 06:13 PM
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#2283, "I like this Idea but..."
In response to Reply #213


          

I feel it would make me play mages none stop. Therefore making their new protection spells incompatable with only barrier might be a bit too powerful. I think it might work better if it were a level 51 edge or something.

Still I really like these ideas.

  

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Doof (Guest)Thu 02-Jul-09 12:28 PM

  
#2241, "Work scrolls into the mix"
In response to Reply #0


          

What if mages were able to write their own A/B/S scrolls via something similar to the pen skill?

I'm thinking a high failure rate and also a fairly quick item decay - this would prevent writing and hoarding the scrolls. It would also enable other classes (thieves) to steal them, similar to the wands.

Writing these scrolls should be a pain in the ass, mind you, and the effects would vary based upon the mages' level and skill.
Also, various paper/pen types could alter the spells durability and power. This would preserve the need for exploration - you have to find them and test them.

  

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VoidWed 17-Jun-09 02:12 AM
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#2147, "Weaker alternatives"
In response to Reply #0


          

Keep the current sleek system.
But have weaker alternatives.

Shield as a spell which all mages learn.
With some or all of below weaknesses.
1. Can be dispelled.
2. Have chance of failing. If fail, no DR.
3. Does not work against spells.
4. Uses mana every tick to maintain.
5. If DR kicks in, mana will be used. i.e. instead of subtracting from hp, subtract some % of the original damage from mana.
6. Does not stack with the real 'shield' spell.

Mage cannot have it up all the time (Pt 4 and 5)
Enemies cannot use hit-and-run easily (compare to timer-based idea).
Since they do not know the amount of mana used.
But if they hit the mage hard enough, the shield will fall.

Aura as automated quest reward.
Once player reaches some rank, the guildmaster will give randomly pick a quest from a pool. If quest completed, weaker aura wand will pop for the mage at some known location. Mage can gather the wand as per the normal sleek.
Wand has some or all of following weaknesses.
1. Can be dispelled
2. Shorter duration
3. Fewer charges
4. Prevents recall and teleport
5. Cannot be cancelled
6. Does not stack with the real 'aura'

So if mage uses it, he has real risk of unable to escape if fight goes badly.
Enemies can exploit the known movements, as mage has to gather more frequently.
Quests should be designed to guide mages the proper skills of exploring. (e.g. look at non-obvious places, fight tough mob.) So that they can find the sleeks themselves, instead of relying on the weaker versions or OOC list.

Barrier remains as sleek-only.

So player who cannot or will not find their sleeks for whatever reasons have alternatives and feel less frustrated.

  

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SomeDude (Guest)Tue 16-Jun-09 01:51 PM

  
#2140, "One more change and you are done! txt"
In response to Reply #0


          

Make detect artifact not effected by the veil, and never fail when up.

Viola, you are done with wands.

  

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DaevrynTue 16-Jun-09 01:57 PM
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#2141, "Eh."
In response to Reply #203


          

If the Veil is halfway normal, detect artifact always works.

If the Veil is completely in the ####ter, detect artifact still works most of the time.

I don't really have a problem with the way it is.

  

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ZulghinlourTue 16-Jun-09 02:05 PM
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#2142, "RE: Eh."
In response to Reply #204


          

>If the Veil is halfway normal, detect artifact always works.
>
>If the Veil is completely in the ####ter, detect artifact
>still works most of the time.

For sleeks.

For non-sleeks it's worse, but...

>I don't really have a problem with the way it is.

I don't either.

So long, and thanks for all the fish!

  

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Mek (Guest)Tue 16-Jun-09 02:26 PM

  
#2144, "Just a thought from a player perspective"
In response to Reply #205


          

I don't mind if it works most of the time for the non-sleeks, so long as it is mentioned in the helpfile (more than just putting "THE VEIL" in the see other section).

But, when it comes to the sleeks, I really, really think it should fire no matter what. Why? I am just imagining running all over the map trying to find my wands and then passing by it when the damn thing DOESN'T fire, and I'd have no idea. Again, for non-sleeks I'm like "whatevah," but sleeks are basically a must. And this probably would be 10x worse for a new player who is trying to step out into magedom for the first time.


So to sum it up:

A) Increase the transparency in the DETECT ARTIFACT helpfile.

B) Make the detect of sleeks 100% if you encounter one with detect artifact effecting you.



P.S. When I suggest these things, the thing I am thinking about is "if CF had a completely new set of players, would they be able to figure these things out with the information available?" And I've said it before elsewhere, but I'll say it again: it seems like ABS-related stuff is half-in-game and half-ooc. Since they are a special case and really are a necessary part of the relevant class' repertoire, there shouldn't be any miscommunications or omissions in the related helpfiles.

That be all.

  

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SomeDude (Guest)Tue 16-Jun-09 02:56 PM

  
#2145, "What Mekantos said. nt"
In response to Reply #207


          

nt

  

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HabbsWed 17-Jun-09 04:08 PM
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#2149, "Agreed"
In response to Reply #207


          

Maybe even if there were some kind of a warning later, like as part of discuss, where it tells you if it didn't fire when you walked by something it could have. Then you might at least know you need to retrace yours steps instead marking a place off the to-do list completely.

  

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Forsakenz (Guest)Tue 16-Jun-09 02:16 PM

  
#2143, "Please..."
In response to Reply #204


          

change detect artifact to lower levels? Heck, if shield is generally the tougher one to get because it is on a mob or in a locked container by one, have shield be available at 30, aura 37, and barrier 42. Even barrier at 42 means a tough time exploring and difficulty in getting.

  

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Mek (Guest)Mon 15-Jun-09 04:48 AM

  
#2126, "One thing that would definitely help"
In response to Reply #0


          

I've always felt that there should be some kind of automated progging once a mage hits the first eligible level for the sleeks (sienna at...25? 30 now?) This is pretty much entirely for the new players who may be going about their business with little contact with this site, and possibly none with Dio's.

Basically, things tend to make sense when you call up your class' skill, spell, and commune list. It's easy to grasp the idea that mages can use scrolls, talismans, and wands from looking at the available skills. Yet, without OOC research new players are probably going to be clueless.

Something as simple as an echo, upon the appropriate level gain, directing the player to the helpfile for sleek rods.


Additionally, and probably of much less importance, if someone could come up with a cool backstory to the unique nature of the sleek rods, I think it would be a good thing. Hell, aside from sheer nostalgic familiarity I don't really care too much for their names. I'd actually be willing to submit a piece of literature to flesh this out, if there's interest. If not, I'm won't waste my time.

  

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EskelianSat 13-Jun-09 10:38 AM
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#2115, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #0


          

As stated elsewhere, mages get aura & shield as spells, barrier as a spell with a cooldown of 48 hours. Or invokers don't get barrier and the cooldown is 20 hours.

There's enough gear, unique or otherwise, in the game to give incentives to explorer. Let mages stand toe to toe with other classes without wasting time hunting down wands.

  

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Eskelian-lazy (Guest)Tue 23-Jun-09 10:57 PM

  
#2180, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #198


          

Since this whole post got glazed over let me explain more and possibly we can discuss what (to me) is the core issue - beyond the system that is in place and talking specifically about the disconnect between myself and Nep/etc.

There is a general desire of imm staff and players alike for there to be rewards for exploration and that there should be incentive for mages to explore.

The fundamental disagreement that I have with the immortals is that I do not believe there should be a mandatory exploration requirement for a class to be *balanced* against another class. To put it in perspective, to me suggesting a mage requires finding wands to be balanced with a warrior is like saying a warrior must perfect all fighting skills from every spec to get their next spec and their legacies. That doesn't add value to the game. Warriors also have enough incentive to explore due to their heavy reliance on gear.

Mages aren't completely independant of gear either - even if you talk about shapeshifters. Less reliant perhaps but there is certainly a world of difference between a 400hp mage and a 1000hp mage - unique and highly limited "mage-style" gear is just as competitively fought over as warrior gear.

Therefore my suggestion is that any items that require exploration for mages be as they are for every other class - value-adding rather than mandatory. This can already be accomplished within the existing quest/unique item systems in the game. Quest forms and the becoming are two examples of incentives to RP/explore that are not required for balance purposes but add value as an incentive to put in the extra effort. Same can be said for the conjurer unique books lying around.

That in my mind is where this should lie. Even if you kept the wand system as is but only for say, shield wands specifically - giving mages barrier & aura as class spells - you'd be at a system that is fine by me. We all agree that mages don't need aura, barrier & shield but I think we also all agree that they underpowered without any of those three.

  

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HumbertSat 13-Jun-09 08:40 AM
Member since 13th Jun 2009
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#2113, "Sir - Some concise thoughts from a no-OOC cheat ring ex..."
In response to Reply #0


          

I have explored a lot. I have explored so much with various characters that I can tell you that the style of areas have changed over the years, and what sort of area features certain creators like to have, etc. It is a skill I developed purely from exploring like crazy in all sorts of weird places.

I manually and obsessively type examine EVERYTHING when exploring. Singular, plural, compound words split into basic words, secondary objects within first description, etc. If players are as obsessive as me, then they'll still find it. But from what I see most players are not like that.

I suggest this change, with regards especially to wands and in particular sleek rod wands. The sleek rods system is not a bad system at all. What it needs to do is encourage exploration, because mages are meant to be scholars who know stuff. You can't have a level 51 Grand Master of Magery who doesn't even know where the Consortium/High Tower is. I am fine with exploration requirement.

Suggestions:

Make detect artifact a permanent skill that works 100% of the time. It should be available to all Mage types at 30, and all non-Mages at 51 and with enough exploration/observation exp. This is so that playing your warrior will actually teach you wand locations, and encourage people to try mages after they've gotten really good with warriors.

You enter a room with a possible protective wand/scroll/talisman:
You barely notice the strands of magical energy in the air. OR
You barely notice the strands of magical energy emanating from Mob X.

Now make it work this way:

You enter a room that has no wand because it is maxed out -
You barely notice the strands of residual magical energy in the air.

Detect artifact SKILL should work 100%, fire every time, and be completely independent of the veil. It should have no mana cost or cooldown, and should pretty much be up all the time for all characters.

It should fire when you enter a sleek location that is NOT YOURS. So that you know that it is a possible sleek, and you are rewarded for taking the time to explore.

It should fire when you enter a limited protection source that is MAXED OUT. So that you know that it holds a protective device when it is not maxed out.

What is the purpose of all this? This is to ensure that people who managed to get to all the rooms, who do all their examines, who take the time to painstakingly comb through at area with a fine-toothed comb, are rewarded.

This is a meaningful change that I wish to see. I have absolutely nothing to gain from it, trust me. I know so many wand locations that I don't need this boost.

This is not for my benefit. This is for all the people out there who are going to put in the sort of slog-work that I did, who may not have a memory / reading speed like mine. I found nearly all the things in Thera either by exploring, or through IC connections. I do hear things OOC, but it is not all that much.

I really think de-mystifying CF is a good thing. I'm sorry that it is going to penalise the people who put in huge amounts of effort to contribute to the game and become IMMs, but I, too, am penalised. Just to a smaller extent than, say, Nepenthe and Sebeok. By all means, let the IMMs who worked so hard have their advantages. But please let the work ordinary players put in count for something. As it stands, I have absolutely no freaking idea how anyone can figure out how to do a certain quest in Nyathl, how to do a certain quest in Ysigrath (before it was made easier), and even Kteng's while possible is insanely difficult. The first I've yet to find out, the second and third I was spoonfed it.

I think a perfect example of de-mystifying is the Ysigrath quest for -those- sleeves that everyone's been complaining about. Now it's actually possible to do the quest, if you read something else in the Lyceum + read the description of certain mob and act on it.

Feel free to edit this if it's giving away too much info.

Please consider this, Zulgh/other coders. I've done this the hard way, and I stand to gain nothing from this change I propose. I did exactly what you have told players to do, to roll characters and keep figuring things out, to keep researching. We don't want this to turn into a game where you just can't get certain bits of information if you don't get spoonfed it. You guys have put in a lot of time into the game, and this change doesn't seem like it will take a lot of time to do. Just grab all the rooms that can fire on 'detect artifact' for any char at all, and make them fire all the time. Change detect artifact to a passive, universal always-up skill.

  

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Arrna (Guest)Sat 13-Jun-09 06:13 PM

  
#2118, "I really good suggestion!"
In response to Reply #197


          

As a serial warrior player I keep considering to play a mage each time one of my warriors dies. But I just feel that I know to little for it. (And yet I've been in every explore area there is, it's just Yzekon I haven't really examined.) And well, I can't honestly say that I know hell that well either...

I suppose I know about 15 black, 20ish siennas and 20ish amber locations. With the few mages I've played, I've never found my sienna even. heh

(Though I know ALOT of limited locations, maybe enough to sustain any mage I'd play, but I have no clue on how often they're in, as I've never rechecked the places.)


Great idea Humbert! Go you, old man!

  

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Humbet (Guest)Sun 14-Jun-09 09:15 AM

  
#2120, "I agree you old woman!"
In response to Reply #199


          

Yeah, it's really easy to fall into the trap of just playing warriors because you learn quickly how to gear and prep a warrior, and warriors are very powerful if you know how to pick your fights.

You should try a mage sometime... though you'd be far weaker than a strong spec/legacy warrior unless you are able to use ABS for those fights when you just want to overwhelm the enemy (1v1 someone at their inners, raid solo, raid multiple defenders solo, etc).

I've played mages, they just didn't do all that well. It's funny how quickly I picked up warrior tactics/preps/gear. I'm reasonably sure if I roll up another typically powerful warrior (elf stsf spear/mace or dagger/mace, fire giant imperial sword or pole or exotic, arial RBW dagger/mace, etc) I can do well in terms of pk.

My dream is to play a really powerful invoker one day, but I'll need a lot of practice in magehood before I can pull something like that off Chrichuk, Haratzi, Darascus, etc.

  

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IzaFri 12-Jun-09 04:52 PM
Member since 28th Apr 2008
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#2101, "My Idea: Making Mages Viable."
In response to Reply #0


          

I haven't been around very much for the last couple of months but i came back to look around the forums and noticed this, so i'm giving it another shot.

My idea is to make mages viable without the absolute need to go out and explore every nook and cranny. In order to do this i propose a new spell, lets call it 'magical protection' for now.


*********************************************
*********************************************
Magical Protection.

-It is granted to all mage classes at level 35.

-At level 35 it will RANDOMLY grant either aura, shield or barrier.

-No matter what protection spell the player recieves it only last 8 hours. However it is cast at the characters level. (ex. lvl 51 mage might get a level 51 aura which only last 8 hours)

-The spell would have a varied cooldown timer of 12-16 hours.

-At level 40, there would be a 20% chance to recieve 2 protection spells.

-At level 45, it would be 60-70% chance to recieve 2 protection spells (Sorry APs)

-At level 50, you would get 90% chance with an addition small chance to get all three spells cast.

-The spell would not cast over or be influenced by exsisting protective spells. In short if you already have aura cast on you at level 51, the spell might still give you aura and barrier. The barrier would go through but the aura would not since you already have it on you.

-You can cast additional protective spells after using this spell. For example, if you cast 'magical protection' and get aura and shield, you can still use another limited/sleek source to get barrier aswell.

***************************************
***************************************

The pros and cons on giving mages castable a/b/s have been discussed before. I know the idea of giving mages 'shield' with a significant delay timer was a possibility in this thread but even that doesn't quite cut it. All it does is mostly cheapen 'shield' from limited/sleek sources slightly without relieving the major tediums. Its a varied cooldown timer so its makes it a bit tougher for timed hit and run tactics but at the same time not impossible.

In short, having to explore thera over and over again just to be able to survive, whether it be twice or even once is just not fun. To be honest, if anything it should be a castable barrier putting mages on par with assassins and to a lesser extend those with sanctuary. ( This by the way would have been my original suggestion)

Again the hope behind the idea is that it allows players to play mages without the need for exploration. A player running around at hero with 2 protective spells allows them to compete, they would not be the strongest out there but definately have some fun without any tedium or fustration involved. At the same time, players who SETTLES for this would be seeing 2 protective spells most of the time, which fits the IMMs wish of not having everyone running around with A/B/S all the time. That said having once had a mage with A/B/S practically on a stick, i still got my ass kicked and ragers would still kill me easily, you still need skills to win and to seal kills.

The ones looking for a challenge still have the incentive to go out and search for limited/sleek A/B/S. The system is random in the protections you get and there is a significant and random cooldown. However at the same time the system allows some relief from the tedium of constantly collecting limited/sleek. This makes collecting that sleek black from that explore area with your group of friends a little more tempting since you know it might last you a bit longer. This system basically still makes use of the hard work put into the current system however it also makes it not as 'nessisary' to go through as it is currently.


All that said, i'd like to 'Thank you for Listening'. While i might not want to come back and play a mage (i'm mean seriouly, sleeks in area explore? Bleh!), the fact that you take the time to listen to your player base makes me want to come back and play something at least. Again thanks for your time, it is appreciated.

  

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Vet (Guest)Fri 12-Jun-09 06:46 PM

  
#2102, "This is actually a really good idea with a few changes."
In response to Reply #190


          

I'm sure exactly what the DR is on aura, shield, and barrier, but I'm guessing it's something like 15, 15, 40, respectively.

I say even out the DR these give you making them all even, making them all be like 20-22 or so... so they're all separate spells stacking up to 60%-66% redux.

Then all mages would 90% of the time have around 40% DR which is nearly perfect, and leave sleeks in the game with all the locations in tact as of right now. And the small chance to have all three spells at hero being around 15-20% chance.

Sounds like a pretty nifty system to me while keeping in tact the searching for wands so that you can attempt to have all three up all the time if you so wish to put in the time to search for your sleeks.

The only thing that would need a solution is the abundance of non-sleek abs perhaps if the imms think it's too abundant to fit into this system or not, which I'm not really so sure about from a balanced IMM perspective.

  

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Arrna (Guest)Fri 12-Jun-09 06:58 PM

  
#2103, "Though your missing a vital point..."
In response to Reply #190


          

... The IMMs WANT you to explore for it! Other than that, it's a good idea.

  

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DaevrynFri 12-Jun-09 07:25 PM
Member since 13th Feb 2007
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#2104, "RE: My Idea: Making Mages Viable."
In response to Reply #190


          


>Again the hope behind the idea is that it allows players to
>play mages without the need for exploration.

Which, if you've been reading this thread, is something we specifically said we didn't want.

  

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IzaSat 13-Jun-09 04:53 AM
Member since 28th Apr 2008
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#2112, "But..."
In response to Reply #193


          

While this idea significantly reduces the NEED for exploration there is still a very large incentive to actually do so.

While some players can SETTLE for this, others will be greatly rewarded by finding and having sleek/limited sources. Again most of the time at hero this spell will provide a random 2 of the 3 possible protection spells and of course there is the delay timer so having found some sleek or limited sources will only aid you.

Something about forcing people to go out and explore just to make their character survivable (not powerful just survivable) takes the fun out of exploration. It ends up making something that usually fun very tedious and fustrating.


========================================
I really think this idea fits all the criteria the staff and players wanted doesn't it?

-People won't be running around with A/B/S all the time unless they've taken the time to explore and collect some stuff and even then the system is random that they might not be able to.

Ex. Say a player found a limited/sleek barrier wand, this spell might provide you with barrier/shield on use thus forcing the player to fight without aura that during a raid.

-Reduces tedium and fustrations of both searching and continuously retrieving A/B/S sources.

-As mentioned before there is still a large incentive to explore. Some might settle for just relying on the spell, many other would take the time and effort to search out sleek wands but both characters would still be competitive regardless.

============================

  

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Vet (Guest)Thu 11-Jun-09 05:55 PM

  
#2095, "Why not just keep it like it was with a few changes?"
In response to Reply #0


          

It was never broken to begin with... I'm assuming the main reason it was changed is because you heard about the OOC lists. But like I said elsewhere, weather there is an OOC list or not... you pull it off IC and help people and show them where you found. No matter what in 2-3 years people will of found every location barring EVERYONE just gives up on mages, and it will start all over again. I don't want people to give up on CF and move on, we need to preserve what we have here as a community. CF is a txt based game in an era where games are getting way better. But it's still magical to me, and I play for fun, but doing this sucks the fun completely out and it's going to drive away the only thing that makes us alive.

In addendum, the old spots were perfectly balanced. These area explore spots just for amber are plain ludacris. They were perfect before, now even with lists people won't even want to play mages cause getting abs is way too hard. And a full abs mage isn't overpowered in the slightest. It's now where mages have to gang strong people to even have a chance. A full abs mage against one, or two is a LOT less lopsided than a no abs mage against one.

I say go back to the exact spots there were before. But remove the sets, make them all single like they are now so one spot dosen't tell you the other two. And ta da... exploration, hard work to still get wands, and happy playerbase. Please please please Zulgy.

  

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VargLazy (Guest)Thu 11-Jun-09 05:09 PM

  
#2091, "Do away with the massive -regen on damredux."
In response to Reply #0


          

The fact is that the sleek system works, to a degree. The problems with it are largely recent. For example, not being able to regen almost at all with any combination of damage reduction up. This is a huge problem because it forces each mage to use a charge for every fight. If the fight starts to go bad, they have to flee, wait out the rest of the duration of their current redux, and THEN they'll start regenning. Having it affect healing, and regen bonuses in forms etc I see as fine, but ####ing the already piss poor base HP regen of a mage makes them into all or nothing fighters.

Next, I think some math needs to be added to the sleek locations so that their difficulty is a little less arbitrary in comparison to each other. I'll explain what I mean with a bit of an example: Sienna X is in a container location. This by default makes it fairly easy, unless there are no-pass doors and an area of aggro mobs between you and said container. Now, amber Y is also in a container location, however there is only a single aggro magetype mob guarding the container.

While Sienna X isn't specifically guarded, its veritably impossible for a mage to get into the room with the wand. This essentially goes for a bunch of the non area-explore locations, and all of the area explore locations. Is X still easier to obtain than Y? I don't think so.

I'm not a programmer, and in fact I'm pretty bad at math. So, I'll just state the idea: Assign each character a maximum difficulty value for their wands at creation (maybe this is constant, maybe its class/race/align dependant), and assign every location a difficulty value. The idea of this part of the system is to ensure that values for barrier > aura > sienna, and still not have a "set" as it was.

My last gripe? Keep aura and shield sleeks out of explore areas period. These are the dam redux staples for mages, and to my mind should always be obtainable solo (I'm also not against it taking some work solo). The other part of this is that it is easier to track and figure out a mages locations against him if they aren't hidden in obscure explore areas that only a handful of players have ever really been in.

Thanks guys. Keep up the awesome work.

  

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ArtificialWed 10-Jun-09 11:39 PM
Member since 22nd Apr 2008
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#2081, "Idea: Something for everyone"
In response to Reply #0


  

          

So after reading my imm comments and realizing the imms hated me, I thought I would redeem myself.

My understanding is this, ignoring idiots wanting extremes:

Players:
semi-instant gratification, that is, dont wanna look for 40 hours
dont want spots "too hard"
feel too weak without abs

Imms:
exploration, searching
Dont have them 24/7
Risk
Dont want to homogenize everything
Competition

Now then, my suggestion:

Create -wand fragments- placed in the sleek locations that everyone can see.

These will be new items that are essentially sleek wands, but have only a fraction of the duration (1-2 hours), and only one charge. What this will do is allow you to go to a spot, grab the fragment, and then if you meet arial dagger/mace berserker #783732 on eastern, you can zap yourself with it and have a full shield or barrier etc for a short duration. That satisfies both exploration and instant gratification.

Now then, as you say to yourself "thats too easy to farm!" theres a catch in that the respawn on each fragment is pretty long, and everyone can grab them, so people will camp the easy spots, leading to competition, risk, etc.

Moving further, you can save up a couple wand fragments and combine them into a sleek wand. These sleek wands will be the same as they are now, maybe with a few more charges. However, once you have a sleek wand, you cant collect any more wand fragments of that type until you use it up. This satisfies not having it 24/7.

What all this will do is prevent mages from hitting 36 and saying "lolz demon didnt have my black, peace out lolz," while still making people use every wand location in order to have a supply of fragments.

Thats about it. Detect artifact would still be useful in the sense you can know if X mage has a fragment.

  

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IsildurWed 10-Jun-09 10:38 PM
Member since 04th Mar 2003
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#2080, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #0


          

In keeping with the recent "go post it on the wands thread" stuff from gameplay, specifically regarding the post about how paladins, healers and shamans get sanctuary...

Give all mages a built-in dam redux spell that scales in effectiveness as they increase in rank.

They get the spell at rank 20. At that rank it provides approximately half the benefit shield or aura do now. On the order of 10% dam reduction.

At rank 35 it's like shield or aura.

At rank 45 it's like barrier is now.

Give it a decent sized cool down timer. Maybe the duration is six hours but you have to wait a full twelve (or more) before you can use it again. The goal here is to force people to use it tactically, as opposed to a healer or paladin who can keep sanctuary up almost indefinitely.

Get rid of all barrier wands, sleek or otherwise.

Modify aura/shield such that each is half as effective when the mage is affected by this new spell. This effectively reduces the "high end" of damage reduction that mages can currently achieve. Which makes sense since we're now giving them "barrier on a stick".

On the other hand, it also retains the motivation to explore/etc., since having sleek amber/sienna on hand allows you to account for those times when you're prevented from using your built-in spell (e.g. when it just wore off).

Key points:

1. "Power up" to the "base" mage, sans preps.

2. "Power down" to the "optimal" mage, e.g. a+s+b.

3. Inability to keep built-in spell up 24/7 so encourages tactical use.

4. Retains current "exploration/knowledge" benefit, but the magnitude of that benefit is reduced.

  

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DragomirThu 11-Jun-09 01:55 PM
Member since 09th Mar 2006
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#2089, "The problem I have with cool down timers"
In response to Reply #178


          

Is that now the villager hits your guild guard, you spell up, he runs away for 8 hours, them comes running back, knowing you are now without your best protections.

If you leave the barrier source still in in wand form, then this is not as likely to happen. I would make Barrier completely incompatible with the built-in spell. Maybe make Aura/Shield work like they do today with barrier, but like you suggested, have aura/shield less effective with the built-in spell. This would also be a incentive to explore to find your barrier source.

So, I guess what I am saying is I like the build up spell idea, but to encourage exploration I would keep ABS as well.

  

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IsildurFri 12-Jun-09 03:04 PM
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#2100, "RE: The problem I have with cool down timers"
In response to Reply #184


          

My problem with your changes is that they'd just be a massive powerup for mages. They'd have A/B/S just like they do now, except they *ALSO* have a built-in "barrier-like" spell for those times when barrier isn't available. That's a little too much, IMO.

Under the system I proposed, the point of aura and shield is to account for those times when you're stuck in the "cooldown" timer from the barrier-like spell.

Aura + shield approximately equals barrier.

So, the days of a mage having full a/s/b would be gone. However, a mage would be guaranteed to at least have the equivalent of barrier on tap at all times (subject to the cooldown timer). If he also used aura and shield wands, then he could have the equivalent of barrier (i.e. either the built-in spell or aura+shield) up for a very long time, such as during a raid situation.

  

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Mek (Guest)Thu 11-Jun-09 05:47 PM

  
#2094, "Problem"
In response to Reply #178


          

I have read this kind of idea before, and the one huge problem I see is that when it comes to cabal wars, mages are going to get ####ed. People will exploit weaknesses, and they will do hit/run until they know the protection is gone and the timer is up, then they will steamroll. I know I would. With rods it is a gamble for them too because they don't know how long you can sustain your protections. Granted that, it's very common for people (ragers especially) to walk up and smack an outer, get into a skirmish, flee, let your protections dissolve, and then attack. That's fine. That's smart. But, this would make that a lot more effective and, as I said, #### the mages.

  

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DervishFri 12-Jun-09 02:44 AM
Member since 11th Oct 2003
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#2097, "But now they are #### more anyway, so why to bother? n/..."
In response to Reply #186


          

nt

  

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SomeDude (Guest)Wed 10-Jun-09 02:12 PM

  
#2067, "Another Suggestion, Way different than current txt"
In response to Reply #0


          

Ok, here goes. This will be rambling, if something needs clarification, sorry.

1) Get rid of sleek black wands except the ones on the mobs that hold a full set of sleeks.

2) Get rid of limited barrier. Replace limited barrier locations with a very low limit limited shield AND aura wand in the same spot.

3) Up shield and aura dam redux to something the IMMs are ok with. I'm thinking A/S at hero would be about 33% better than the current difference between just A/S and full A/B/S. Keep the "extra location" sienna/amber edges. Possibly make shield and aura the dam redux they are now at 35, and scale up to the hero dam reduc level as you gain levels.

4) Any current sleek black location is available to ANY mage. (This is important, and I'll get to why).

Instead of spawning sleek black wands though, they spawn a random assortment of scrolls, wands and talismans. These are new items, that don't exist now. They have a big mix of abilities at a very high spell level. Examples would be Greater Enlivens (2 charge wands). Wither (Scroll). Champions Stand (Scroll). Windwalk (10 charge wand). A -- paired item set of Summon Demon and Dark Bind, 1 scroll each. Corporeal Softening (5 charge wand). A 5Xrefresh scroll. Etc etc etc. Go crazy with the ideas, make them fun and cool and make enough of them that you won't be able to "farm" any one ability. Single scroll of all invoker shields. 3 X Scroll of 3 invoker shields. You get the idea. Fun, random, really tough stuff, offensive, defensive and utility.

Make these items useable at level 51 only, so you can't abuse lowbies with them.

Make it so that only pure mage classes can use these items (give APs something to compensate, I don't know what). No thieves running around with this stuff.

Make it so that these items crumble on logoff (so farming these doesn't become something people do).

Allow access to all locations so that mages run into each other lots going to get these, adding to fights.

You can make edges related to these. Edge for goodies so they don't get "evil" themed items. Edge to make you more likely to get offensive abilities. Edge to make you more likely to get defensive abilities.

This makes being a mage MUCH cooler, in so many ways, it decreases the amount of total dam redux mages have while increasing the readily available dam redux. It forces a tactical decision, "Do I use this omfgwtfbbq scroll now or save it for later in my log on?". It gets rid of the problem of mages who ONLY fight under barrier. It opens up billions of tactical opportunities. It makes mages less survivable, and more deadly.

  

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DaevrynWed 10-Jun-09 02:36 PM
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#2069, "For the record...."
In response to Reply #170


          

I think this is a horrifically bad idea.

  

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LarcatWed 10-Jun-09 02:37 PM
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#2070, "Fine. Just throwing out ideas! nt"
In response to Reply #171


          

nt

"New payment options w/ Iron Realms"

  

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KennyPowers (Guest)Wed 10-Jun-09 12:16 PM

  
#2056, "Do away with sleeks."
In response to Reply #0


          

Make all sleek spots have limited wands.

Change them all up. Make half the barrier locations be aura or something. Make half the aura locations shield. Make half the shield locations have stoneskin/protection or something.

Make some of the barrier spots be unique barrier wands.

Make some of the barrier/aura/shield spots be level 30. Make some level 51.

That's the best solution I got.

  

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DallevianWed 10-Jun-09 10:38 AM
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#2053, "Zulgh, man."
In response to Reply #0


          

You're great and I love you but this change really didn't address any of the complaints the playerbase has with the wand system. This just seems like a band-aid to settle the grumbling down for a short while, a way to placate the masses.

I think some great ideas exist in the posts below. Maybe not as stand-alone replacements but that's fine, damage redux doesn't need one be-all, end-all system. A lot of complementary and supplementary ideas could be taken and implemented to give a more dynamic and diverse system.

Reinventing the wheel isn't a bad idea but I definitely see the discouragement it could bring to you guys to have to code up something entirely new. I understand.

I hope you guys reconsider the system. It doesn't work as is.

Thanks for the game. Best ever.

  

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ZulghinlourWed 10-Jun-09 11:41 AM
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#2054, "RE: Zulgh, man."
In response to Reply #157


          

>You're great and I love you but this change really didn't
>address any of the complaints the playerbase has with the wand
>system.

Which complaint?

>This just seems like a band-aid to settle the
>grumbling down for a short while, a way to placate the
>masses.

I see it as an improvement over the current system, if that's just a band-aid, it's still an improvment.

>I think some great ideas exist in the posts below. Maybe not
>as stand-alone replacements but that's fine, damage redux
>doesn't need one be-all, end-all system. A lot of
>complementary and supplementary ideas could be taken and
>implemented to give a more dynamic and diverse system.

So make a suggestion. Honestly, this post is useless. Nut up and design a complete system you think will work. I agree that there are some interesting tidbits here and there, and I also think a bunch of it is just crap.

>Reinventing the wheel isn't a bad idea but I definitely see
>the discouragement it could bring to you guys to have to code
>up something entirely new. I understand.

I'm not opposed to reinventing the wheel, but there are things we have specifically designed into the system (like having to take a bit of risk to actually get some damage reduction, having discoverable patterns your enemies can take advantage of, having a way to get rid of someone's dam redux like a thief stealing your wands, etc). A lot of ideas really boil down to "just ####ing give it to me".

>I hope you guys reconsider the system. It doesn't work as
>is.

I'll say it one more time...Honestly, this post is useless. Nut up and design a complete system you think will work.

>Thanks for the game. Best ever.

You're welcome.

So long, and thanks for all the fish!

  

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Dal Forsaken (Guest)Wed 10-Jun-09 01:39 PM

  
#2065, "I have, yo."
In response to Reply #158


          

Dallevian is the same as Forsaken. My bad on that, I didn't realize I was still logged in after posting on one of the protected forums.

As I've posted before, I like the transform idea of taking a limited magical item from anywhere and being able to transform it (similar to despoil but instead of hp you get dam redux). Having the spell available at 30 means every mage can get some sort of dam redux, even if it is only 10%. The more powerful items that give longer lasting and more reduction take some difficulty in getting. You'd have to kill a pretty tough mob. Plus, they might be items that people actually wear so there is competition in that, too.

One reason you said you disliked the idea was because of the abundance of magical items. Well, if you make the majority of them give only minimal redux, what's the problem with that? It still takes some work in going out and killing appropriate mobs to gather/farm them. And it'd only work with limited items so it isn't like I have a bag full of 50 necklaces worth 15% redux.

Exploration is still involved. Mages would have to go out and gather, test, and find what works efficiently for them. They'd be vulnerable as they kill that mob or gather a key to unlock a chest.

But redux is now accessible and it doesn't take shared ooc knowledge or re-exploring the same area for the 10th time hoping to find your sleek wand finally there.

The transform idea would also reward long-lived characters because it'd be hours based and % based to a small extent. It would also take the veil into account, which is a great addition but often ignored by non-nexuns and battle.

And depending on the nature of the item, you might even throw in some possible goodies. A magical item from coral palace might grant water resist or water breathing or shield of waves from a unique, hard to get item. Something from kiadana might make you heal faster in a burning area, give channel heat, or a random wall of fire prog to a weapon.

Can you point out the flaws you see in something like this so we can discuss it?

  

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ZulghinlourWed 10-Jun-09 09:04 PM
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#2074, "RE: I have, yo."
In response to Reply #168


          

>As I've posted before, I like the transform idea of taking a
>limited magical item from anywhere and being able to transform
>it (similar to despoil but instead of hp you get dam redux).
>Having the spell available at 30 means every mage can get some
>sort of dam redux, even if it is only 10%. The more powerful
>items that give longer lasting and more reduction take some
>difficulty in getting. You'd have to kill a pretty tough mob.
> Plus, they might be items that people actually wear so there
>is competition in that, too.

Ultimately, there is zero risk to this solution, and one of the reasons I'm not a fan of it. Taking away a cabal skill and tossing it out to every mage is another reason I'm not a fan.

>One reason you said you disliked the idea was because of the
>abundance of magical items. Well, if you make the majority of
>them give only minimal redux, what's the problem with that?

So define the scale. There are ~20,000 objects in the game, let's just assume 33% are magical. Tell me what your thoughts are for balancing that across ~7000 items.

>It still takes some work in going out and killing appropriate
>mobs to gather/farm them.

And you can do that in relative seclusion with minimal risk (or just full loot your kills so you've got an ample supply).

>Exploration is still involved. Mages would have to go out and
>gather, test, and find what works efficiently for them.

Exploration is involved, risk isn't.

>The transform idea would also reward long-lived characters
>because it'd be hours based and % based to a small extent. It
>would also take the veil into account, which is a great
>addition but often ignored by non-nexuns and battle.

Why? Again...define a complete solution here.

>And depending on the nature of the item, you might even throw
>in some possible goodies. A magical item from coral palace
>might grant water resist or water breathing or shield of waves
>from a unique, hard to get item. Something from kiadana might
>make you heal faster in a burning area, give channel heat, or
>a random wall of fire prog to a weapon.

If I'm not going to build up kits for shamans based on their sphere, I'm sure as hell not going to build up something based on where an item came from.

>Can you point out the flaws you see in something like this so
>we can discuss it?

There ya go.

So long, and thanks for all the fish!

  

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Forsakenz (Guest)Wed 10-Jun-09 10:04 PM

  
#2079, "But you're open to it?"
In response to Reply #173


          

You haven't completely shot it down? I'll spend some time better fleshing it out if you're interested. Otherwise, I'll probably actually work tomorrow when I'm at work instead of doing this.

I'd rather do this, though.

  

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Forsakenz (Guest)Wed 10-Jun-09 01:54 PM

  
#2066, "Other reasons I like my idea."
In response to Reply #158


          

It discourages info sharing. The better items to transform, since they're limited, mean I don't want to let my buddy know about it since it reduces my chance of having it.

Thieves can steal them (though some might be flagged hidden on purpose).

They're competitive since they're limited and in high-demand from all mages with the wand skill.

Some are obvious but really hard to get (as in, better gather a group).

They're functional items that people use/wear. Again, competitive.

They have diminishing return (if you don't in fact make them one time use) so the first transform is the best, the subsequent two lesser, before the item finally poofs.

Patterns still form. Some builds will find some items easier to gather. This is observable.

It requires going out and doing something to get an item.

Anyone knew to the mage class has accessible damage reduction.

No more abs at 36 (Cabdru, anyone?). Damage reduction is more likely to scale accordingly to level and knowledge of the player.

It doesn't take making a hero character to explore all possible locations to then make a second character and take advantage of that. It levels the playingfield more than the current system but still has reward and value for deep player knowledge.

No more non-obvious locations or tricky key words (unless you decide to throw a few easter eggs out there by placing a tranformable item there).

  

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ZulghinlourWed 10-Jun-09 09:09 PM
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#2075, "RE: Other reasons I like my idea."
In response to Reply #169


          

>It discourages info sharing. The better items to transform,
>since they're limited, mean I don't want to let my buddy know
>about it since it reduces my chance of having it.
>
>Thieves can steal them (though some might be flagged hidden on
>purpose).
>
>They're competitive since they're limited and in high-demand
>from all mages with the wand skill.
>
>Some are obvious but really hard to get (as in, better gather
>a group).
>
>They're functional items that people use/wear. Again,
>competitive.

I honestly don't see this today with transform in the game today, so I'm going to disagree with you. Even tripling the number of mages that have it online at any given time isn't going to dramatically change the dynamics of this.



>They have diminishing return (if you don't in fact make them
>one time use) so the first transform is the best, the
>subsequent two lesser, before the item finally poofs.

Transform is one time use.

>It requires going out and doing something to get an item.

Not necessarily. I can just go pit loot my cabal, or grab something from a corpse of the dude counter-raiding (this is probably my favorite...cabal of mages defending against whomever, someone dies gets fully stripped and they all transform using his gear, Yay!).

>Anyone knew to the mage class has accessible damage
>reduction.

Also solved by giving out shield or some equiavlent to all mage classes.

>No more abs at 36 (Cabdru, anyone?). Damage reduction is more
>likely to scale accordingly to level and knowledge of the
>player.

Why not? I'll just get my buddies to hand me over some good pieces of gear and whup your ass.

>It doesn't take making a hero character to explore all
>possible locations to then make a second character and take
>advantage of that. It levels the playingfield more than the
>current system but still has reward and value for deep player
>knowledge.

Until you define for me how the spell determines what level of dam redux/hit points you get, I can't comment.

>No more non-obvious locations or tricky key words (unless you
>decide to throw a few easter eggs out there by placing a
>tranformable item there).

Detect artifact will help with that...

So long, and thanks for all the fish!

  

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SomeDude (Guest)Tue 09-Jun-09 03:37 PM

  
#2041, "Suggestion for a system."
In response to Reply #0


          

Howsabout this.

Have each location have something like a 15% chance of being yours, not predetermined.

As you check locations, the chance goes up 2% or something.

Once you actually see a sleek, that is your location.

Some people will get lucky and hit their first loc, most people won't, and it is hard to abuse the system to get the loc you want, because you might well get one of the ones before it.

  

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JavaTue 09-Jun-09 10:38 PM
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#2046, "You stole my idea.... which I stole from Rade. Totally ..."
In response to Reply #151


          

nt

  

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SomeDude (Guest)Tue 09-Jun-09 11:57 PM

  
#2048, "Sorry, didn't read the whole thread. Good idea! nt"
In response to Reply #155


          

nt

  

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ZulghinlourWed 10-Jun-09 11:43 AM
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#2055, "RE: Suggestion for a system."
In response to Reply #151


          

>Have each location have something like a 15% chance of being
>yours, not predetermined.
>
>As you check locations, the chance goes up 2% or something.

How do you determine that you have "checked a location"?

If you check a location & didn't find it, is it off the list?

How does detect artifact play with this?

So long, and thanks for all the fish!

  

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TacWed 10-Jun-09 01:10 PM
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#2058, "RE: Suggestion for a system."
In response to Reply #159


          

>>Have each location have something like a 15% chance of
>being
>>yours, not predetermined.
>>
>>As you check locations, the chance goes up 2% or something.
>
>How do you determine that you have "checked a location"?

Exploree/Observation points probably already exist in most, if not all, current wand locations, in addition to wand holding mobs being "unique". So, if you hit the explore/observation point for a wand, or kill the mob that could hold one, it counts as checking.

>If you check a location & didn't find it, is it off the list?

Yes, I think this is the only way that makes sense, though of course if you took edges...

>How does detect artifact play with this?

Same as now, in that when you hit your "spot" and the wand actually pops, you get the detect artifact echos, otherwise not.

Obviously this isn't my idea, but I do like it, and this is how I would implement it.

Tac

  

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SomeDude (Guest)Wed 10-Jun-09 01:13 PM

  
#2059, "Specific answers."
In response to Reply #159


          

"Checked a location" == Looked in the container/killed the mob. I'm not sure under what circumstance you can check "your" location and not see the wand, but I believe this happens if the wand is in a container, and someone grabbed the wand, and there hasn't been an area repop since then. I am sure that there is a simple coding solution for getting rid of that problem, but I don't know the exact mechanics of the system, nor am I a coder so if that is false, sorry.

If you check a location and don't find it, yes it is off the list. Otherwise, you could just check the location you wanted over and over.

Detect artifact plays with it like this. If you cast detect artifact, and whatever factors go into if detect artifact fires or not work out, and the result is a positive, then detect artifact triggers the "15%" check. If you fail the 15% check, detect artifact gives a negative result. If you make the 15% check, detect artifact gives a positive, and that location is now yours.

If the detect artifact explanation isn't coherent, I might be able to phrase it better.

Once again, I think this system would closely prevent abuse. If the numbers (15% vs 20% etc) aren't public, it would be VERY hard to figure out how to statistically maximize the chance of getting the wand loc you wand, and even if you do maximize the chance, you will still fail to get that location a good chunk of the time.

Also, this system rewards "real" exploration MUCH more than the current, in that if you don't have a wand, you know you have a decent chance of finding your sleek if you go exploring, whereas with the current system you have a relatively low chance of finding your sleek.

  

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ZulghinlourWed 10-Jun-09 01:36 PM
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#2062, "RE: Specific answers."
In response to Reply #162


          

>Once again, I think this system would closely prevent abuse.
>If the numbers (15% vs 20% etc) aren't public, it would be
>VERY hard to figure out how to statistically maximize the
>chance of getting the wand loc you wand, and even if you do
>maximize the chance, you will still fail to get that location
>a good chunk of the time.

Actually I think this turns it into, "I know these 10 really easy ABS locations, so I'll go check all of those, and if I don't find my stuff there I'll delete and bitch about it", and many of the more difficult slots will never trigger on anyone becuase people will intentionally avoid them.

So long, and thanks for all the fish!

  

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TacWed 10-Jun-09 01:39 PM
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#2064, "Devil's Advocate..."
In response to Reply #165


          

How is that different from now?

What if you find your barrier spot in an "easy" location, but your shield and aura don't pop, are you still going to delete? What if you stumble across your wand in a spot you wouldn't have looked at before you even go "exploring"?

  

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ZulghinlourWed 10-Jun-09 09:12 PM
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#2076, "RE: Devil's Advocate..."
In response to Reply #167


          

>How is that different from now?

Many of the more difficult slots will never trigger on anyone becuase people will intentionally avoid them.

>What if you find your barrier spot in an "easy" location, but
>your shield and aura don't pop, are you still going to delete?

Don't know, I've never deleted due to ABS. Ask someone else.

>What if you stumble across your wand in a spot you wouldn't
>have looked at before you even go "exploring"?

Depends on if you even noticed that it popped.

So long, and thanks for all the fish!

  

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JavaThu 11-Jun-09 01:09 AM
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#2084, "RE: Devil's Advocate..."
In response to Reply #175


          

Theoretically, there shouldn't be some slots that are significantly more "difficult" than others. That was the idea behind the previous ABS overhaul. If it turns out people are all avoiding specific locations, that might be a flag to the staff that that particular location should be checked and compared to the difficulty of others.


An alternative would be to adjust the chances of getting any given wand, depending on how common it is. So if no one else has that spot, you might have a 5% chance better of getting it. But if EVERY mage has the same spot, it might lower by 10%.. or whatever numbers you want to throw in there. That could be automatic based on the raw numbers, or just adjusted by the Imms as they see trends.

  

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JavaThu 11-Jun-09 01:00 AM
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#2082, "Isn't the idea to NOT have "difficult" and "easy" locat..."
In response to Reply #165


          

nt

  

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DervishFri 12-Jun-09 08:16 PM
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#2106, "RE: Specific answers."
In response to Reply #165


          

Well, we had an old system where people could do the same - check 10 easy spots and delete if unlucky - but noone did. We have a new system where people bitch now, so this wont be WORSE in this certain point.

Also you can set different chance for different spots so easy spots will have a bit less chance to give sleek than a 'hard' spots.

For me this looks like certainly better system than current: it forces to explore but it gives pretty good chance that you get your precious even if you dont know all 60 locations.

  

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DaevrynFri 12-Jun-09 08:42 PM
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#2107, "RE: Specific answers."
In response to Reply #194
Edited on Fri 12-Jun-09 08:45 PM

          

>Well, we had an old system where people could do the same -
>check 10 easy spots and delete if unlucky - but noone did.

You're kidding, right? That happened constantly.

Edited to add:

In fact, this is the exact reason we did the last 'revamp' such that sets were split up -- people would power to 30, check for one of their wands (let's say aura) from one of a couple sets they'd find acceptable, and delete if it wasn't there.

  

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SomeDude (Guest)Wed 10-Jun-09 01:17 PM

  
#2060, "An alternate form of the same basic idea."
In response to Reply #159


          

Upon character creation, each mage has 1000 points of "aura loc", 1000 points of "shield loc" and 1000 points of "barrier loc".

Each point corrosponds to a location. One location per type is guarenteed to have 100 points. That is your "normal location". The rest of the points are distributed randomly among the rest of the locations of that type.

So lets say Location 1 is my guarenteed location it would look something like this.

Location 1 -- 100%
Location 2 -- 31%
Location 3 -- 2%

Etc etc etc. Beyond that, the system would work out as outlined in my earlier post. When you "check" a location, if you pass the % check, that is now yours, and all other locations go to 0% chance.

The above system I think might be a cool hybrid. LOTS of randomness, 100% impossible to abuse, encourages "real" exploration, makes your wands more accessable.

  

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SomeDude (Guest)Wed 10-Jun-09 01:21 PM

  
#2061, "Another note...."
In response to Reply #159


          

A system of this basic form substantially decreases the advantage of OOC info sharing. Knowing 20 locations might well in effect be just as good as knowing 40, and once again this encourages "real/organic" exploration, I.E is MUCH more newb friendly than the current system, while not really making it too easy for vets.

  

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JavaThu 11-Jun-09 01:05 AM
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#2083, "RE: Suggestion for a system."
In response to Reply #159


          

My understanding of the sleek system is that your sleek won't "pop" until you're in the room or whatever, right?

So.. if you do whatever would currently make the wand spawn (be that enter the room, kill a mob, whatever), instead it marks it as the location being checked.

Sure, that might mean that you miss your wand because it spawned somewhere you didn't even realize. But that's where detect artifact would come in. I would envision it working pretty much exactly the same way as it does not.

And yes, once a location has been checked and is NOT your location, it will never be your location (unless you pick one of the edges).

  

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Vet (Guest)Tue 02-Jun-09 10:45 AM

  
#2008, "I think plain and simple it should be like this."
In response to Reply #0


          

Mages get really screwed getting abs spots that don't line up well with their class, and there's always times people get a location that bewilders them and they can never find it, especially for newer players.

I say just give every mage class two locations for aura, shield, and barrier from now on instead of one. They will have a much better chance at finding their spots and it would be more readily available for all mages because we all know full abs at hero is necessary most of the time.

This would be the easiest thing to code of all suggestions and our mages would have abs more often. And it would keep in tact the whole abs system you guys have worked so hard on and still keep the exploration factor that I think is necessary to balance it. Overall I think abs isn't overpowered one bit, and this solution is far from giving all mages abs on a stick. I'd be totally happy with this scenario.

  

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ZulghinlourWed 10-Jun-09 01:38 PM
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#2063, "RE: I think plain and simple it should be like this."
In response to Reply #146


          

>Mages get really screwed getting abs spots that don't line up
>well with their class,

This is a non-issue in the current system...

>and there's always times people get a
>location that bewilders them and they can never find it,
>especially for newer players.

Detect artifact...

>I say just give every mage class two locations for aura,
>shield, and barrier from now on instead of one. They will have
>a much better chance at finding their spots and it would be
>more readily available for all mages because we all know full
>abs at hero is necessary most of the time.

I disagree that full ABS at hero is necessary most of the time.

So long, and thanks for all the fish!

  

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GrudanMon 01-Jun-09 08:39 AM
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#1999, "Challenge system on top of exploration idea"
In response to Reply #0


          

This might be more work than it's worth, but I think it's a different direction for ideas anyway.

Step 1: Keep the wand system as is in terms of exploration. (That's the easy part.) Maybe go ahead with the detect artifact/edge changes anyway.

Step 2: Add a 'challenge' system to the game for mages.

At various levels, say 35 for Shield, 40 for aura and 50 for Barrier, mages can go to a specific zone (Tower of High Sorcery or other mage specific area) and accept a 'challenge' or 'test' if you will.

This 'test' would in it's simplest form be a direct 1v1 fight versus a very difficult mob for the entry level. Probably a member of the same class as the caster, geared for the level of the test. (So, in short, this would require creating 3 mobs for each mage class, at levels 35, 40 and 50) It would require multiple preps, sound tactics and perhaps a good amount of luck to win. Make the fight a fixed 1 person only affair, maybe the old Knights Force Duel code is still laying about, but expand the battlefield to a 3x3 'zone' or something to allow some form of fleeing/reprepping. Make it hard, we're talking Nep level of hard here. Let him go nuts with it.

Dying is normal costing you 1/3 a con and xp as usual, to avoid people just continually beating their head against them until they get a lucky set of saving throws.

If you like make it a moderately steep cost of entry. Say 100 gold to take the test. There's lots of ways to tweak this.

The prize for winning said contest, the guardian would then just flat out tells you where your wand for that test is.

The possible benefits I see from this:

1) It gives you the 'mage killing choke point' you guys seem to like. Battleragers know mages of various levels will go to this zone for tests, and what better time to jump them. Let the villagers kill the quest giver or something too if they want, or say the tests can't be taken if the veil is very thick.

2) It rewards players who know the game without having to reexamine every nook and cranny for the 100th time. If at level 35 you're capable of scrounging up enough preps/gear/healing to take on a very tough fight 1v1, then congrats you get your shield location handed to you. If balanced right, this could be minority of people who pull this off at the initial level.

3) It allows newbies to get a taste. Maybe I can't beat my level 35 shield guardian until I'm level 50, but at least I'll get a shield location and hopefully learn a bit more about how to play my class in a tough fight. And besides telling me 'Your aura wand is being held by XYZ in zone ABC' means I still have to find it and that mob, and kill it.

4) Hopefully it encourages mages to talk to each other about being mages. "Wow, that guardian is kicking my ass, any tips how to beat them?" These, I feel are better conversations to be had then "Wow, any ideas what rocks I can look under for magic sticks?" Although, those conversations can happen also since people can still randomly explore to get theirs.

Potential downsides:

1) Not sure how you handle twinking. Do maran mages get it easier since they can likely find someone willing to sanc them before going in? Perhaps dispel everyone before they zone into the test, not sure.

2) As I said, it might be a pain to create 15 new mobs for these tests. Balancing them going forward might be difficult too, not sure. Could a dark-elf AP and a Fire Giant AP be expected to fight the same mob? Can all shapeshifter focii be epxected to fight the same mobs? Are water/water focii screwed? (Maybe you can make the shapeshifter test mobs so they mirror the forms of the testee, not sure on that.)

Anyway, even if no one likes the idea, maybe it'll give different directions to ponder in.

My feedback on the edges, by the way.

I don't like the idea of +1 location edges because it widens the gap between people who gets lists OOC and people who explore on their own two feet. Now, not only does having an OOC list get you your wands faster, but it now also potentially saves you a lot of edge points.

The people who need to use those edges, are really the last people who can afford to put themselves in a hole like that. Just my two cents.

  

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ZulghinlourWed 10-Jun-09 09:17 PM
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#2077, "RE: Challenge system on top of exploration idea"
In response to Reply #140


          

So this boils down to. I'll spend some coin, you let me fight a mob 1:1 and if I win, you tell me where my wand is.

I honestly don't see how this balances out well. The fight is likely going to be extremely difficult, at which point it's not necessarily going to be viable.

So long, and thanks for all the fish!

  

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Grudan - Guest (Guest)Thu 11-Jun-09 07:14 AM

  
#2086, "RE: Challenge system on top of exploration idea"
In response to Reply #176


          

>So this boils down to. I'll spend some coin, you let me
>fight a mob 1:1 and if I win, you tell me where my wand is.
>
>I honestly don't see how this balances out well. The fight is
>likely going to be extremely difficult, at which point it's
>not necessarily going to be viable.

Well, yeah, that's basically the idea. If you're so good at this game or if you've spent so much time and effort that you can get enough preps on your own to beat a really, really tough 1:1 fight, then you shouldn't really have to go play 'needle in the haystack' through all the same zones again.

OR it you're not so good, but you're willing to risk several con and time on a very hard fight to get the perfect saves, luck and whatnot then maybe you get lucky as an alternative to looking everywhere including places you can't even imagine.

The idea was to give an option without making it easy. Even if an option is incredibly difficult, the fact people have a choice tends to make them at least feel like they have some sort of control rather than just jumping through hoops mindlessly (which really is wand gathering). Even if only 5% of the mud could beat these fights, it would probably keep 25% of the complainers off your back.

Anyway, thanks for reading the idea. Good luck with the changes. I'll go back to mages when the locations are common knowledge again or you find a better system.

  

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ExitMon 01-Jun-09 01:52 AM
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#1989, "New system suggestion"
In response to Reply #0
Edited on Mon 01-Jun-09 02:30 AM

          

This is message 1 of 2. I wrote too much for the forum to let me post it, so breaking it up into two posts.

You asked so here's my idea. This would be in line with the 'scrap the old system completely, rework the whole idea of dam redux' line of thinking.

All mage classes are given unique, dam redux spells. All spells are immune to 'dispel' and 'cancelation' All a/b/s wands disappear. Potions, pills, and talismans stay (edit: sentence added). There are three types of spells:

Level 20 - 25% - 12 hour duration - 24 hour timer
Level 40 - 33% - 6 hour duration - 24 hour timer
Level 47 - 50% - 6 hour duration - no timer

LOWER TIER
The level 20 spell has no drawbacks. It is a basic dam redux spell with a 50% uptime per day.

MID TIER
The level 40 spell is also a utility spell. It has a 4 round cast time and offers differing effects per mage class:
Invokers - physical attacks against this shield have a 33% chance to trigger a reactionary effect, turning 25% of damage dealt back to the attacker. Shield dissipates after 6 reactionary charges have been expended. This is put into the lightning path.

Necromancers - physical attacks against this shield have a 25% chance of triggering Mistform (edit: accidentally named this Wraithform), a one-round chance to mitigate 33% of auto-attack melee damage. Dissipates after 6 charges.

Transmuters - physical and magical attacks have a 10% chance of triggering Rapid Reflexes, a skill that increases parry chance by 25% for 1 round. Fades after 2 rounds.

Shapeshifters - physical and magical attacks trigger a unique effect based on majorfocus. For offense - a riposte. For defense, increased dodging/minor heal. Et cetera. Fades after x charges based on what effect is triggered.

Conjurers - physical and magical attacks trigger the Shimmer effect. Similar in scope to Mistform for necromancers from above. Fades after same amount of charges. Further edges can refine this spell based on alignment and morallity, giving further bonuses such as increased healing/spells/rescues from servitors. If this spell is forcibly removed, servitors become unhappier. Devils no longer cast aura.

MAJOR TIER
The level 47 spell provides the greatest amount of dam redux, and carries the biggest amount of risk. This spell is also the easiest to dispel, however it can be recast without any downtime. It has a 4-round cast time and carries a base 25% mana cost. Additional mana can be funneled into the spell to offset some of the side effects. Additional utility of each spell is triggered based on every damage attack or spell. Multi-hit attacks such as iceneedles and flurry count as one chance to trigger these effects:

Invokers - Each elemental path has one of these spells. There is a 10% chance to autocast the following spell based on path: windwall, fireball, geyser, avalanche, vitriolic stream (dissipates if another spell is cast), improved icicle (more damage and hits multiple people), chain lightning. Using elemental damage weakens this shield regardless of immunity to said damage. When 100% of the invoker's base hp has been dealt in elemental damage (bypassing all dam redux), this spell is forcibly removed and delivers damage to the invoker.

Necromancers - 10% chance to cast vampiric touch. If there is a suitable corpse in the room, the necromancer attempts to auto-animate regardless of any timers. Holy damage equal to the necro's base hp shatters this spell. When shattered, the resulting blast from the Negative Material Plane damages all undead in the room. Graveyards amplify positive effects by an additive 10%, and reduce the holy damage done to this spell by 50%.

Transmuters - 10% chance of restoring 10% base mana and triggering 0 ticks of anti-magic shell. This spell is removed when an enemy deals the transmuter's base hp in elemental or 'magic' type damage. When this spell shatters, the transmuter has 0 ticks of a magic malison effect that worsens saving throws.

Shapeshifters - 10% chance of triggering a unique effect based on majorfocus. For offense, riposte-like attack. For defense, increased dodging/healing/damredux. For air, a wingsweep type effect. Et cetera. This shield is shattered when the shapeshifter's base hp is dealt to them via slashing or piercing damage. When this spell is shattered, the shapeshifter has a random chance of triggering the following effects: haste removal, stone skin removal, or forced revert (lower chance, influenced by Veil, and increased as the shifter's mana supply is lowered)

Conjurors - 10% chance of triggering the 'conjure minor elemental' effect. When triggered, a random minion is summoned and auto-bound to the conjuror that deals damage similar to a necromancer's lesser golem. This minion disappears once combat has ceased, can be dismissed, and cannot turn on the caster. This spell can be shattered when opponents have dealt the conjuror's base hp damage in blunt damage. Archons and devils no longer cast sanctuary and barrier. When this shield is forcibly removed, the conjurer's minions become unhappy. In addition, every minion has 'dismissal' cast on them as though the conjuror was casting it with no additional mana. If a minion is dismissed in this way. Conjuration and binding timers are halved per successful dismissal.

  

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ExitMon 01-Jun-09 02:23 AM
Member since 04th Mar 2003
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#1993, "RE: New system suggestion"
In response to Reply #134


          

(Sorry mods, i thought it'd be easier to respond to my original post. Please delete my 2nd post as this replaces it)

Additional changes:
This system is balanced by introducing the following changes:
- Some warrior classes and orcs are given abilities with low chances of success to remove mage protections. These can be 2-3 round abilities based on spec. Warriors now have to choose to go for pure damage/lag (current), remove the spell by using the associated removal technique, or risk total shield removal. Example: 'Sunder', a new axe spec skill, has a 3 round lag time and a 33% chance to remove a major dam redux spell
- Deathblow is changed to no longer provide increased damage, but a chance to remove the major dam redux spell
- Scouts are given a skill that removes the mid-tier dam redux spell
- Anti-paladins have two options here. Give them dodge, or give a version of the low-tier spell (level 30) and a reworked version of the mid-tier spell. The mid-tier spell comes at 36, is incompatible with bloodlust, and gives an anti-paladin the 'soulreaper' effect, which has a 10% chance per melee hit of stealing any self-cast dam redux their opponent is using
- Mob AI must be enhanced to be able to get rid of this automatic dam redux. Per Valg, since mobs don't track there needs to be a counter-measure for fleeing, waiting, recasting. Likely a formidable time investment, maybe another solution can be to give a percentage chance of a non-PC summoned/controlled mob to ignore the dam redux


Pros:
- Mage classes are made more competitive at lower levels and can stand toe to toe with more physical-reliance classes. A 20 warrior that just specialized will find a 20 mage that has dam redux more formidable.
- Solo, group, and raid combat is made far more reactionary, strategic, and interesting for both the mage and the opponent
- RBW's have a chance against full dam reduxed mages. No dam redux mages have a chance against RBW's. None-mages have a chance against RBW's
- Mages are finally given a similar level of risk vs. reward as physical classes. By this, I mean that a mage's dam redux is no longer guaranteed, just as a warrior's skills are never guaranteed to succeed
- No need to have down-time between fights restocking dam redux
- Mages now offer a new level of playstyle. No more investing hours into wands while pk excitement suffers due to lack of challenge
- Mages will die more. Top tier gear will circulate more. Everyone deserves to wear the mask of Anadau. Death to the mage is offset by the lack of wand re-gear time
- New edges for each class can be put in to provide additional strategic advantages to play with this system (sorry Zulg, this level of work is probably a con for you)

Cons:
- This is a drastic change, and as such not everyone will like it. Massive flaming will ensue, Zulg will go on hiatus, Valg will ban someone, and Daevryn will insult the haters. This is a con I am comfortable with

  

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DaevrynMon 01-Jun-09 08:25 AM
Member since 13th Feb 2007
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#1998, "RE: New system suggestion"
In response to Reply #136


          

There are a couple inconsistencies in your first post... you can't dispel these spells, but then one is easy to dispel, etc.

But mostly I want to address your underlying assumptions, because I think they're the problem.

First up, as has been noted, I'm not buying into a system that removes the exploration aspect of wands or the need-to-go-get-stuff and the strategic windows that creates aspect of wands.

>Additional changes:
>This system is balanced by introducing the following changes:
>- Some warrior classes and orcs are given abilities with low
>chances of success to remove mage protections. These can be
>2-3 round abilities based on spec. Warriors now have to choose
>to go for pure damage/lag (current), remove the spell by using
>the associated removal technique, or risk total shield
>removal. Example: 'Sunder', a new axe spec skill, has a 3
>round lag time and a 33% chance to remove a major dam redux
>spell

As a thought, that probably empowers ganging.

>- Deathblow is changed to no longer provide increased damage,
>but a chance to remove the major dam redux spell

I can't get behind this. More on this below.

>Pros:
>- Mage classes are made more competitive at lower levels and
>can stand toe to toe with more physical-reliance classes. A 20
>warrior that just specialized will find a 20 mage that has dam
>redux more formidable.

In a sense this is a positive, but I don't think any of the mage classes are UNcompetitive at those levels.

Some of this is level advantage; mages in general are much more likely to be a low penalty race than a warrior is. A level 20 warrior who just specialized probably has a level 29 necromancer in range, not a level 20 one.

>- Solo, group, and raid combat is made far more reactionary,
>strategic, and interesting for both the mage and the opponent

I think it's more that you won't dare defend or raid against a bigger group. That is to say, this would be more true than it is today. If there are three of you and one of me, it's easy for two of you to lag me and one of you to crack my DR.

>- RBW's have a chance against full dam reduxed mages. No dam
>redux mages have a chance against RBW's. None-mages have a
>chance against RBW's

The problem with this is that non-mages are mostly what kills RBWs.

Along similar lines, the better magic-using warriors do as much killing as RBWs do (including of mages) and die a lot less.

>- Mages are finally given a similar level of risk vs. reward
>as physical classes. By this, I mean that a mage's dam redux
>is no longer guaranteed, just as a warrior's skills are never
>guaranteed to succeed

This is incorrect. You're giving them the risk, but not the reward.

Status quo: warriors tend towards high kills, high deaths, mages tend towards lower kills, lower deaths.

Your version: warriors are the same, but now mages tend towards lower kills, higher deaths.

>- No need to have down-time between fights restocking dam
>redux

This, to me, is a downside.

>- Mages will die more. Top tier gear will circulate more.
>Everyone deserves to wear the mask of Anadau. Death to the
>mage is offset by the lack of wand re-gear time

I think it's more that people wouldn't really play mages as much. Lots more risk, no more reward, except in your world Battle can't really deathblow me as a mage, which means less risk as I gang them down.

  

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Exitguest (Guest)Mon 01-Jun-09 05:59 PM

  
#2002, "RE: New system suggestion"
In response to Reply #139


          

Thanks for the comprehensive response. Let me address a few of your points and gauge whether there is any interest in this as a complementary season over a complete overhaul, because there are certainly things here I know I would want to see.

>There are a couple inconsistencies in your first post... you
>can't dispel these spells, but then one is easy to dispel,
>etc.

This was a miscommunication. A shaman's 'dispel' or a mage's 'cancellation' has no effect on the dam redux, however specific counter skills can effect it.

>But mostly I want to address your underlying assumptions,
>because I think they're the problem.
>
>First up, as has been noted, I'm not buying into a system that
>removes the exploration aspect of wands or the
>need-to-go-get-stuff and the strategic windows that creates
>aspect of wands.

Noted. It does require a complete shift in thinking and balancing and may not be what the game is ready for right now.

>>Additional changes:
>>This system is balanced by introducing the following
>changes:
>>- Some warrior classes and orcs are given abilities with low
>>chances of success to remove mage protections. These can be
>>2-3 round abilities based on spec. Warriors now have to
>choose
>>to go for pure damage/lag (current), remove the spell by
>using
>>the associated removal technique, or risk total shield
>>removal. Example: 'Sunder', a new axe spec skill, has a 3
>>round lag time and a 33% chance to remove a major dam redux
>>spell
>
>As a thought, that probably empowers ganging.

Eh. Bit of a weak argument here.. I could say the paladin revamp probably empowers ganging because a paladin acts like a mongoose while his friends lag and beat on an opponent. The thief's new arcane path empowers ganging by allowing a thief and his warrior buddy to maledict a knocked out opponent more, etc.. So not really going to address this argument.

>>- Deathblow is changed to no longer provide increased
>damage,
>>but a chance to remove the major dam redux spell
>
>I can't get behind this. More on this below.
>
>>Pros:
>>- Mage classes are made more competitive at lower levels and
>>can stand toe to toe with more physical-reliance classes. A
>20
>>warrior that just specialized will find a 20 mage that has
>dam
>>redux more formidable.
>
>In a sense this is a positive, but I don't think any of the
>mage classes are UNcompetitive at those levels.
>
>Some of this is level advantage; mages in general are much
>more likely to be a low penalty race than a warrior is. A
>level 20 warrior who just specialized probably has a level 29
>necromancer in range, not a level 20 one.

My belief is that by empowering mages with dam redux at an earlier stage that can be used without consequence (lower tier spell), there will be a greater share of high-exp mage races chosen due to increased survivability during the ranking process.

>>- Solo, group, and raid combat is made far more reactionary,
>>strategic, and interesting for both the mage and the
>opponent
>
>I think it's more that you won't dare defend or raid against a
>bigger group. That is to say, this would be more true than it
>is today. If there are three of you and one of me, it's easy
>for two of you to lag me and one of you to crack my DR.

I'm fine with a mage not standing toe to toe with three raiders, but having a chance to die just like non-mages. They can still do things that most physical classes can't to escape, like cast word.

>>- RBW's have a chance against full dam reduxed mages. No dam
>>redux mages have a chance against RBW's. None-mages have a
>>chance against RBW's
>
>The problem with this is that non-mages are mostly what kills
>RBWs.
>
>Along similar lines, the better magic-using warriors do as
>much killing as RBWs do (including of mages) and die a lot
>less.

I can get behind this - certainly RBW's have their share of sacrifices. I don't think deathblow is a fair countermeasure to this sacrifice because of the wide spread of effectiveness based on opponent class. However, I don't have any better solutions so I will contest.

>>- Mages are finally given a similar level of risk vs. reward
>>as physical classes. By this, I mean that a mage's dam redux
>>is no longer guaranteed, just as a warrior's skills are
>never
>>guaranteed to succeed
>
>This is incorrect. You're giving them the risk, but not the
>reward.

The reward comes in the form of increased utility (read post 1 that outlines the proposed spell effects), having a reliable, unlimited source of dam redux on you at all times, and saving some aspect of the down time that comes with re-gathering the same item from the same npc/hidden location with no thought, little risk, and zero fun.

>Status quo: warriors tend towards high kills, high deaths,
>mages tend towards lower kills, lower deaths.

Agreed.

>Your version: warriors are the same, but now mages tend
>towards lower kills, higher deaths.

Disagreed. Less downtime means more hunting and killing time, which can lead to higher kill counts for mages.

>>- No need to have down-time between fights restocking dam
>>redux
>
>This, to me, is a downside.

Why? I absolutely hate having to rely on a limited set of charges to be competitive in a fight before I have to take time to get more. I know I'm not the only one. From your perspective, what are the upsides to this system?

>>- Mages will die more. Top tier gear will circulate more.
>>Everyone deserves to wear the mask of Anadau. Death to the
>>mage is offset by the lack of wand re-gear time
>
>I think it's more that people wouldn't really play mages as
>much. Lots more risk, no more reward, except in your world
>Battle can't really deathblow me as a mage, which means less
>risk as I gang them down.

Let's be honest - a gang is a gang is a gang. You already have countermeasures in place to prevent gang success - this proposed system can be appended to suffer from the same or worsened drawbacks of anti-gang code.


In addition to this post, I'd really like to get your thoughts in introducing some aspect of this system or at least some of the utility spells I've proposed. I'm all for giving more strategic options to mages as well as more ways for a warrior to countermeasure. At the very least, I'm proposing a third layer of PK complexity from the current leading effective strategies of 1) stun or 2) stat redux, which to me would be something fun to have in the game.

-E.

  

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SomeDude (Guest)Tue 09-Jun-09 03:40 PM

  
#2042, "Just one thing from your post here..."
In response to Reply #139


          

"I think it's more that people wouldn't really play mages as much. Lots more risk, no more reward,"

I think that is exactly what you have done with the new system. Lots more risk of getting a sleek you can't find/can't get, no more reward.

  

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Arrna (Guest)Mon 01-Jun-09 06:40 AM

  
#1996, "If you read what Zulg has been saying...."
In response to Reply #134


          

...you'd know that he DON'T want to remove the exploring aspect of wands.

  

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Rade_ (Guest)Sun 31-May-09 11:45 PM

  
#1988, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #0


          

I just have one issue with the extra wand location edge system. If I think there's a potential I will want to use the edge(s) it will discourage me from seeking my wands at all until i can pump up my locations. If there really are 100+ locations I'd be more in favor of giving each mage like 5 random shield locations, 3 auras, and maybe 1-2 barriers. That way most mages are wandering around with semi-reliable aura and shield, but similar lack of barrier. You still get the exploration-y parts of the system and there's just simply less grind to it.

Another twist.. instead of having set wand locations at birth, give your wand a random chance of appearing if you trigger the location (kill the mob, enter the room, etc.). If it 'hits' then that is your wand location. The system could be made such that basically if you hit 50 wand locations you're guaranteed to have found all 3 wands, or something to that affect. It would suck to have checked 99 locations and your barrier is in 100.

  

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JavaMon 01-Jun-09 02:08 AM
Member since 07th Apr 2003
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#1992, "I like the second part of this.."
In response to Reply #133


          

Not to steal your thunder, Rade, but it kind of got me thinking so I'm gonna expand on it a little.

Your wands aren't automatically assigned to you at character generation. Each time you find a location, you have a chance at THAT being the right one.

Basically, if you arrive in the right room (or kill the mob, or whatever) you have a certain % chance of your wand appearing there. That % raises with your level. So at lvl 30, you would have a very small chance of finding the wand. At lvl 51, the chance would be significantly higher.

Seems like this would give people a reason to continue lvling up, instead of sitting at 30 or whatever until they found their wands (something ya'll always seem intent on pushing people to do).

Also, as there is a limited number of wand locations, the % chance of hitting would increase, the more locations you checked off the list. I would see this increasing more than just linearly, so while it might go up 1% for the first few locations, eventually the chance would increase significantly more and more, the fewer locations were left until you got to a point where maybe 30% of wand locations were available, you would have a better than even chance of finding your wand.

This system significantly reduces the chance that someone will have a specific wand that they seem to NEVER be able to find. Any average player can probably, with enough exploration, find the vast majority of wand locations. But the same average player will probably overlook the a few locations indefiniately, resulting in them getting frustrated and never finding their wands, ever.

  

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StraklawMon 01-Jun-09 02:45 AM
Member since 10th Mar 2003
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#1994, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #133


          

>Another twist.. instead of having set wand locations at birth,
>give your wand a random chance of appearing if you trigger the
>location (kill the mob, enter the room, etc.). If it 'hits'
>then that is your wand location. The system could be made
>such that basically if you hit 50 wand locations you're
>guaranteed to have found all 3 wands, or something to that
>affect. It would suck to have checked 99 locations and your
>barrier is in 100.

Unfortunately, once you know spots with one character, what's to stop you from trying to force it to trigger with the rest of your characters?

  

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JavaMon 01-Jun-09 03:33 PM
Member since 07th Apr 2003
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#2000, "There's only one check per location. So you go there, a..."
In response to Reply #137


          

If it doesn't, then you failed the check and your wand location will be at a different site instead.

In other words, you can't just keep going back and forth to the same site hoping one of the times you get there makes it. It's a 1 shot per location thing.

  

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StraklawTue 02-Jun-09 03:42 AM
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#2007, "I'm refererring to new characters, not the same one."
In response to Reply #141


          

Say I learn four or five spots over a few characters, now I'm just going to check those spots *FIRST* with every new mage character I ever roll, and hope it triggers for me, and only explore further if I get unlucky...or maybe just reroll then, which is all a bad thing.

  

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JavaTue 02-Jun-09 04:15 PM
Member since 07th Apr 2003
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#2010, "Which isn't any better in the current system.."
In response to Reply #145


          

It's the same principle as someone powering up to lvl 30 or so, checking the "easy" spots they don't have and seeing if it's there.

The difference is, in this system people have incentive to continue ranking up without their wands (as it increases the likelihood of it triggering at a given spot).

The only potential downside to this idea that I see, is that it might make low lvl mages weaker, in that it's harder than normal for them to find their wands (though still extremely possible). But I'm not sure how that'd pan out.

Maybe make aura and shield still relatively easier to trigger at low lvls, but barrier is more unlikely until they get higher up?

  

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Rade_ (Guest)Thu 04-Jun-09 02:37 PM

  
#2020, "RE: I'm refererring to new characters, not the same one..."
In response to Reply #145


          

>Say I learn four or five spots over a few characters, now I'm
>just going to check those spots *FIRST* with every new mage
>character I ever roll, and hope it triggers for me, and only
>explore further if I get unlucky...or maybe just reroll then,
>which is all a bad thing.


I don't see how that's particularly different than the current system. It DOES however favor the person who knows maybe 20 spots.. they will likely be able to stop exploring for wands if they want.

  

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TacThu 04-Jun-09 04:45 PM
Member since 15th Nov 2005
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#2021, "I think, if it was done right...."
In response to Reply #149


          

It would be both a lot harder to determine what is a spot and what isn't, and much much easier to just randomly happen upon a wand.

The way I'm imagining it, which may not be the original intent is that if there were say 50 spots for each wand type, and in your random exploring you hit one, you've got 1/50 chance of it popping there, so 2%. Each spot after that increases your chances by 1, so 2/50 for second spot, 3/50 for third and so on. I think the level thing will be more in your ability to actually obtain said wand, since you probably aren't offing an archmage at 35.

If you know 20 spots you would have to be extremely unlucky not to pop a wand after checking (and by checking I mean essentially being in the room) those 20, but at the same time, just randomly wandering around with detect artifact isn't your worst idea.

Imagine the alternative, where you have to check each and every one of those 50 spots. Being a newbie, you aren't going to know all of those spot, but if you know 10, and stumble across a few more, you've got a decent shot of noticing something with detect artifact.

I actually really like this idea, because while it includes the exploring aspect, it isn't a static thing where I know, ok I have to run down my list and hope a wand is in one of those spot, otherwise I'm screwed and will be begging every mage I see to give me locations.

I think this might also decrease the benefits of OOC info sharing. Sure a group of people could compile a list of all 50 spots, but if you only know 20, you don't have a 40% chance of finding a wand versus their 100%, but a much higher chance based on each spot being a potential spot for you when you reach it. I'm not good enough with statistics to do the math, but I'm guessing that knowing even half of the available locations would be enough to virtually guarantee success.

Tac

  

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ValkenarTue 09-Jun-09 08:40 PM
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#2044, "Too exploitable"
In response to Reply #150


          

If I this system existed, and I knew where possible spots were, I'd go to all of the hardest spots first just to make it less likely that my wand would pop up there. Then I could start going to all of the easier spots now that my odds of finding it there are better. Basically, the first 10 spots I look in, there's only a 31% chance of finding my wand there. So if you do the easy ones first, you are blowing your chances at an easy wand spot.

  

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JavaTue 09-Jun-09 10:36 PM
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#2045, "So you wouldn't try getting them at lvl 30 or so?"
In response to Reply #153


          

Because if you can get to those spots at lvl 35, say, then they probably aren't going to be too tough at lvl 51 where you'll be spending all your time.

And if you intend to power all the way up to lvl 51, then... well, yeah. But you'll be without ABS that whole time, so I guess you made a sacrifice to earn a reward.

But I have a feeling most people would check locations whenever they actually could do it, then cross their fingers that they found the wands early.

Not to mention, the previous ABS revamp was largely done to make the difficulty of locations roughly equal, so even if you did try to exploit this it wouldn't be for a significant gain.

  

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ZulghinlourThu 28-May-09 04:59 PM
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#1936, "Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #0


          

- Detect artifact scales 37 aura/42 shield/47 barrier
- Add +1 Aura location edge
- Add +1 Shield location edge
- Add +1 Barrier location edge
- Give shield to every pure mage class at 42 (Sorry A-P's, your still screwed) that can only be used once a day (12 hour duration, 24 hour timer). Using from a wand has no reuse timer.


Questions, comments, concerns, self-doubts?

So long, and thanks for all the fish!

  

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RC winner (Guest)Thu 28-May-09 05:06 PM

  
#1937, "Will RC rewarded shield remain the same?"
In response to Reply #95


          

I got shield for a RC...will this change for me to the new timer?

  

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ZulghinlourThu 28-May-09 07:13 PM
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#1944, "Likely, yes (n/t)"
In response to Reply #96


          

n/t

So long, and thanks for all the fish!

  

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Guy (Guest)Thu 28-May-09 05:20 PM

  
#1938, "Things I'd like to ask/tweak"
In response to Reply #95


          

Detect artifacts rate of success vs sleek, I'd like to see this fire fairly reliably.

I'd like to see detect artifact either go down in Mana cost or go up timer wise.


My only thing of concern with the + 1 location edges.
How will populating the sleeks be handled? IE if I have two sleek black spots can I farm em both in sync? Or is the current system already going to make you wait if you get one from either spot.
I would think for balance it should be the latter of the two.


Otherwise though I like it.

  

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ZulghinlourThu 28-May-09 07:17 PM
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#1945, "RE: Things I'd like to ask/tweak"
In response to Reply #97


          

>Detect artifacts rate of success vs sleek, I'd like to see
>this fire fairly reliably.

It is fairly reliable as long as the veil is on your side, and even if the veil is no not on your side, it's fairly reliable. (What is your definition of fairly?)

>I'd like to see detect artifact either go down in Mana cost or
>go up timer wise.

That a consideration...

>My only thing of concern with the + 1 location edges.
>How will populating the sleeks be handled? IE if I have two
>sleek black spots can I farm em both in sync? Or is the
>current system already going to make you wait if you get one
>from either spot.
>I would think for balance it should be the latter of the two.

It would be the latter.

So long, and thanks for all the fish!

  

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Treebeard1 (Guest)Thu 28-May-09 05:25 PM

  
#1939, "YES PLEASE MASSA! I really like this.~"
In response to Reply #95


          

asdfjdasfjkl;ds

  

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DervishThu 28-May-09 06:09 PM
Member since 11th Oct 2003
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#1940, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #95


          

Okay, my thoughts here.

A player, to be PK-successful, must get this wands. The problem is that the process of getting them is boring and tedious and in many times player cant find his wands. Two problems. There is a third as well - some mage builds can have 'hard' wand spots, and in general wand spots (especially barrier ones) are 'not equal'. Fourth problem is that fully abs-ed mages (especially Scions) are damn tough.

So, I think all them should be solved in more or less degree.

Your 1st solution - detect artifact improvement - partially solves the second problem.

Your 2nd solution greatly improves the solution to first two problems. It gives some hint for those who failed to find at all and it makes the process less boring and slow.

Your 3rd solution solves all problems to some degree.

I think while they are great, a few things could be and should be done in addition:

1. Make another edges only available from IMMs hands for good RP or general goodness with another hint. Or let IMM give such hint directly in IMM-teraction. I mean if the player is really good, maybe he is even a leader, he could get some additional hint for that, could not he?

2. Make detect artifact really useful by working when you enter the area as well. Some signal or tingling.

3. Think about that idea when if you have lots of protections on you, you can have troubles with wording/teleporting out. I'd just make something for barrier, maybe just a decent chance for word/teleport to fail.

This additional things will encourage RP and general goodness whatever IMMs think it is. Encourage real exploration (not visiting the same lowbie areas looking at the same places) because you need some exploration exp for detect artifact. And you are free where and what to explore. Its much more fun than checking the same wand spots. And detect artifact will be much more useful now.

And this partially solves the 4th problem - if you are a fully abs-ed badass mage, you can have some troubles escaping.

  

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ZulghinlourThu 28-May-09 07:22 PM
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#1946, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #99


          

>1. Make another edges only available from IMMs hands for good
>RP or general goodness with another hint.

So the edges aren't hints, and I'm not really intersted in going down the hint route. If you want hints, talk to your fellow mages.

>2. Make detect artifact really useful by working when you
>enter the area as well. Some signal or tingling.

Uhm...no.

>3. Think about that idea when if you have lots of protections
>on you, you can have troubles with wording/teleporting out.
>I'd just make something for barrier, maybe just a decent
>chance for word/teleport to fail.

Still on my list of interesting things.

So long, and thanks for all the fish!

  

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DervishThu 28-May-09 10:47 PM
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#1955, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #105


          

May I (and probably others) know why are you so against "give a hint about location" thing? I dont argue about it but at least share the reasons with us?

  

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ZulghinlourThu 28-May-09 11:04 PM
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#1956, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #113


          

>May I (and probably others) know why are you so against "give
>a hint about location" thing? I dont argue about it but at
>least share the reasons with us?

Because I think it will be a giant pain in the ass to come up with 100 hints that don't just give the location away, while also providing some level of obscurity without being completely obscure.

I also think it empowers list building to the point that we're back to the old system. You get your hint, and run straight to it.

So long, and thanks for all the fish!

  

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DervishThu 28-May-09 11:17 PM
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#1957, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #114


          

Maybe run, maybe no. Okay.

Do you think the current system of searching is fun and interesting?
And if you do, why?

  

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ScrimbulSat 30-May-09 09:15 AM
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#1969, "I know you're bending over backward here."
In response to Reply #105


  

          

To address concerns you normally wouldn't give a crap about.

But without these:

>1. Make another edges only available from IMMs hands for good
>RP or general goodness with another hint.

So the edges aren't hints, and I'm not really intersted in going down the hint route. If you want hints, talk to your fellow mages.

>2. Make detect artifact really useful by working when you
>enter the area as well. Some signal or tingling.

Uhm...no.




...You're probably not really doing enough. It's probably a waste of bandwidth to mention it now instead of two more years down the line, but hey.


The other stuff is nice and all but there's a difference between encouraging people to play mages and take on the workload, and reducing the timesink workload to begin with. We're not all Mavent, but some of us only get area knowledge when being dragged to them by other players of varying experience levels and then being exceedingly careful not to die, not because we were willing or excited to go hunting for things we'll probably never use.

That's really all I have to say on the matter since I'm neutral either way. I understand the royal pain in the ass is built-in for a very good reason, but that these are steps toward the realization that there needs to be a better middle ground. Most casually played mages probably never will find or consistently obtain barrier even with these changes, and that's okay.

And to clarify what I mean about hints, I don't think they should be edges like Dervish does. I do think that I personally would participate and put effort into RC's and events if I could get hints for locations or even told an area to check, knowing full well that this is basically handing the location on a silver platter to the player this shouldn't necessarily be considered slitting the wrists of the immstaff for game balance. The quality of the hint obviously depends on the Imm in question and the quality of the 'reward' you're getting (the detail in the hint).

Bard Repertoire Clarifications:
http://forums.carrionfields.com/dc/dcboard.php?az=show_mesg&forum=6&topic_id=23735&mesg_id=23735&page=

  

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ZulghinlourSat 30-May-09 07:23 PM
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#1976, "RE: I know you're bending over backward here."
In response to Reply #123


          

>To address concerns you normally wouldn't give a crap about.

Not sure why you'd say that, I do give a crap about it.

>But without these:
>>1. Make another edges only available from IMMs hands for good
>>RP or general goodness with another hint.
>>2. Make detect artifact really useful by working when you
>>enter the area as well. Some signal or tingling.
>
>...You're probably not really doing enough. It's probably a
>waste of bandwidth to mention it now instead of two more years
>down the line, but hey.
>The other stuff is nice and all but there's a difference
>between encouraging people to play mages and take on the
>workload, and reducing the timesink workload to begin with.

So make a proposal. That's why the thread is here. I'm honestly not interested in telling anyone where there stuff is. Everyone is not meant to be running around with full A/B/S or else it would just be a spell you cast. People don't like the easter egg hunt, I get it, that's why I made the suggestions that I have. Providing hints or making detect artifact work by walking into an area is pretty much saying everyone gets it. Again, not my goal.

>We're not all Mavent, but some of us only get area knowledge
>when being dragged to them by other players of varying
>experience levels and then being exceedingly careful not to
>die, not because we were willing or excited to go hunting for
>things we'll probably never use.

So try talking to people. It's amazing how well that works. My current mage got information from two allies and found 2 of my 3 wands pretty quickly.

>That's really all I have to say on the matter since I'm
>neutral either way. I understand the royal pain in the ass is
>built-in for a very good reason, but that these are steps
>toward the realization that there needs to be a better middle
>ground. Most casually played mages probably never will find or
>consistently obtain barrier even with these changes, and
>that's okay.

You're right...that's okay.

So long, and thanks for all the fish!

  

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Mek (Guest)Thu 28-May-09 06:11 PM

  
#1941, "Some feedback"
In response to Reply #95


          

- Detect artifact scales 37 aura/42 shield/47 barrier

I'm for lowering that by 2 across the board, but I'm sure you have your reasons (i.e.; those who go explore the old fashioned way deserve to get them sooner).

- Add +1 Aura location edge
- Add +1 Shield location edge
- Add +1 Barrier location edge


Just to avoid constant questions about "why doesn't this show up on my edge list when I have 14-billion edge points," you may want to mention if it has an age requirement or something otherwise unintuitive. Just sayin'.

- Give shield to every pure mage class at 42 (Sorry A-P's, your still screwed) that can only be used once a day (12 hour duration, 24 hour timer). Using from a wand has no reuse timer.

I like the idea, but I'd not go about it the same way. You guys are all about diversifying the class abilities and whatnot, so how about making a unique, shield-like spell for each pure mage class that doesn't completely overlap their other dam redux abilities? Each could have unique tweaks, or provide synergy with other class abilities. The specific immunities/vulnerabilities could be made available by a series of mutually-exclusive edges.

Example of Shield-Like Effects:

Necromancer
25% damage reduction

Edge option 1
Immunity (or more resistance) to Defilement and Infernal Power
25% damage increase from Brilliant Radiance

Edge option 2
Immunity to Poison
25% damage increase from Wrath and Divine Power

(Sounds OP? I don't know...good in some situations, terrible in lots of others)



Even if the synergistic aspects don't come into play for a long time, I think you all might like to have it setup that way for when they do.

  

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ZulghinlourThu 28-May-09 07:25 PM
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#1947, "RE: Some feedback"
In response to Reply #100


          

>- Detect artifact scales 37 aura/42 shield/47 barrier
>
>I'm for lowering that by 2 across the board, but I'm sure you
>have your reasons (i.e.; those who go explore the old
>fashioned way deserve to get them sooner).

Pretty much, it also gets 42 & 47 into the mix which tends to be the "mix-it-up at hero" involved.

>- Add +1 Aura location edge
>- Add +1 Shield location edge
>- Add +1 Barrier location edge

>
>Just to avoid constant questions about "why doesn't this show
>up on my edge list when I have 14-billion edge points," you
>may want to mention if it has an age requirement or something
>otherwise unintuitive. Just sayin'.

Haven't even designed the specifics of what these would be...Just sayin'

>- Give shield to every pure mage class at 42 (Sorry A-P's,
>your still screwed) that can only be used once a day (12 hour
>duration, 24 hour timer). Using from a wand has no reuse
>timer.

>
>I like the idea, but I'd not go about it the same way. You
>guys are all about diversifying the class abilities and
>whatnot, so how about making a unique, shield-like spell for
>each pure mage class that doesn't completely overlap their
>other dam redux abilities? Each could have unique tweaks, or
>provide synergy with other class abilities. The specific
>immunities/vulnerabilities could be made available by a series
>of mutually-exclusive edges.

I originally wanted to do something like that, but opted for the easier route. If I pushed it into the class, it would basically mean removing shield from the game entirely. Not necessarily against that, but it's a lot more work.

So long, and thanks for all the fish!

  

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IsildurThu 28-May-09 06:35 PM
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#1942, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #95


          

Seems like a definite powerup to mages, across the board. Mostly the built-in shield. Mages can now use that in situations where they might not otherwise have used a shield wand. Ranking, mob killing, walking down eastern road, "getting your barrier wand", etc.

I mean, maybe that's okay. I'm just saying. One final idea I had:

"Make wands work like non-a/s/b preps, e.g. stoneskin."

That is to say, make them all limited and get rid of specially coded "per-player" locations. Reduce the total number of locations to some relatively small number, similar to what exists for stoneskin, but set the item limits so that a decent number of each wand type can be in circulation at a given time.

Add custom code so that no mage can carry more than X wands of a given type. If he already has X aura wands in his inventory and tries to pick another one up then it just falls to the ground. This prevents certain powerful mages from stockpiling large amounts of wands and thereby keeping them out of other players' hands.

For each one of the remaining locations, make sure its wand is a unique item. So maybe mob A has "sleek amber with blue flecks" and mob B has "sleek amber with red flecks", each item having its own separate limit. Or give them totally unique names like the current limited wands have.

  

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ZulghinlourThu 28-May-09 07:30 PM
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#1949, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #101


          

>Seems like a definite powerup to mages, across the board.
>Mostly the built-in shield. Mages can now use that in
>situations where they might not otherwise have used a shield
>wand. Ranking, mob killing, walking down eastern road,
>"getting your barrier wand", etc.

Pretty sure we thought of that

>"Make wands work like non-a/s/b preps, e.g. stoneskin."
>
>That is to say, make them all limited and get rid of specially
>coded "per-player" locations. Reduce the total number of
>locations to some relatively small number, similar to what
>exists for stoneskin, but set the item limits so that a decent
>number of each wand type can be in circulation at a given
>time.
>
>Add custom code so that no mage can carry more than X wands of
>a given type. If he already has X aura wands in his inventory
>and tries to pick another one up then it just falls to the
>ground. This prevents certain powerful mages from stockpiling
>large amounts of wands and thereby keeping them out of other
>players' hands.

What is a "relatively small number". What is "decent number of each wand type"? What is "X"? I honestly don't think this is any better than what's already out there, and even less so with the proposed changes.

So long, and thanks for all the fish!

  

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AodhThu 28-May-09 07:02 PM
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#1943, "that sounds pretty do-able"
In response to Reply #95


          

although, if a player fails to find **2** barriers... man. That would hurt my soul.

One thing I've meant to ask: can detect artifact be divorced from the Veil? From what I understand, it can fail to fire if the Veil is thick, and while this makes perfect sense IC, it seems a bit like kicking a mage when they're down (rich get richer): let their ability to help find their wands work for them, so that they can then go make magic strong by fighting Battle!

These changes sound really generous. I like it.

  

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ZulghinlourThu 28-May-09 07:31 PM
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#1950, "RE: that sounds pretty do-able"
In response to Reply #102


          

>although, if a player fails to find **2** barriers... man.
>That would hurt my soul.
>
>One thing I've meant to ask: can detect artifact be divorced
>from the Veil? From what I understand, it can fail to fire if
>the Veil is thick, and while this makes perfect sense IC, it
>seems a bit like kicking a mage when they're down (rich get
>richer): let their ability to help find their wands work for
>them, so that they can then go make magic strong by fighting
>Battle!

I really don't see it getting divorced from the veil. Even if the veil is at it's thickest detect artifact is still fairly decent for sleeks.

>These changes sound really generous. I like it.

So long, and thanks for all the fish!

  

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Lye (Guest)Thu 28-May-09 07:37 PM

  
#1951, "I LOVE YOU. nt"
In response to Reply #95


          

sj

  

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Torak_guest (Guest)Thu 28-May-09 08:51 PM

  
#1953, "Just curious"
In response to Reply #95


          

Why nothing for APs? Balance problem?

If anything I would like to see something as part of aura of despair.....berserkers still hurt ya know.

-t

  

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ZulghinlourThu 28-May-09 08:53 PM
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#1954, "RE: Just curious"
In response to Reply #111


          

>Why nothing for APs? Balance problem?

They have the highest upside of any class, and they are not true mages.

So long, and thanks for all the fish!

  

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SplntrdFri 29-May-09 12:20 AM
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#1959, "Concerns within."
In response to Reply #95


          

I'm not about to suggest a new system, but you haven't either. You're suggesting improvements to the old system. While these are all positive changes, the system itself is still bad. The positives you're suggesting still result in a net negative. If you're hoping to produce something worthwhile, you'd be better off scrapping the old system.

The flip side of the coin is that, with the enormous amount of work you guys have put into the old system, it's pretty unrealistic to ask you guys to start back at square one. With that in mind, these are pretty acceptable improvements. Now get back to work on the important stuff, like the Shaman revamp.

Splntrd

  

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ZulghinlourFri 29-May-09 01:11 AM
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#1960, "RE: Concerns within."
In response to Reply #116


          

>I'm not about to suggest a new system, but you haven't
>either. You're suggesting improvements to the old system.

You're right...because I still haven't seen a system suggested that I think is worthy to replace it, and you are one more person not offering a suggestion.

>While these are all positive changes, the system itself is
>still bad. The positives you're suggesting still result in a
>net negative. If you're hoping to produce something
>worthwhile, you'd be better off scrapping the old system.

So suggest a better one.

>The flip side of the coin is that, with the enormous amount of
>work you guys have put into the old system, it's pretty
>unrealistic to ask you guys to start back at square one.

I completely re-wrote dual wield because it was an enormous piece of ####. It's not unrealistic to think we'd scrap something entirely and re-write it if something was vastly superior.

>With
>that in mind, these are pretty acceptable improvements. Now
>get back to work on the important stuff, like the Shaman
>revamp.

Shamans? Screw them!

So long, and thanks for all the fish!

  

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ZephonFri 29-May-09 08:29 PM
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#1962, "Love this idea."
In response to Reply #95


          

Though I would set it up more like this.
Detect artifact scales 35 shield/40 aura/47 barrier

Since shield is the weaker of the two and supposed to be the easiest to find. The level ranges are up to you imms, whatever you feel is balanced. But getting Aura or shield should be very newbie friendly.

Your suggestion about giving shield to mage classes is the best idea I've heard. ^_^ That makes it very newbie friendly. A mage without alteast aura or shield is just way too squishy. Obviously it would be too much to give them both aura and shield. But this is very good.

I give it a large thumbs up.

  

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Koe (Guest)Fri 29-May-09 11:31 PM

  
#1963, "I like this idea."
In response to Reply #95


          

The extra edges would be nice and getting an inherant like shield spell when you get into rager hero range is definately nice and should help you survive a little easier from 42-51 leveling.

  

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DurNominatorSat 30-May-09 05:49 AM
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#1966, "RE: Zulg's thoughts, hashed out with a few other IMPS"
In response to Reply #95


          

>- Give shield to every pure mage class at 42 (Sorry A-P's,
>your still screwed) that can only be used once a day (12 hour
>duration, 24 hour timer). Using from a wand has no reuse
>timer.

Shield is kinda bland due to it being common to all. I think a nice middle way to normal class tweaking would be to make it at least cosmetically different by making different supps for all classes. So, make it something that fits the class theme and is incompatible with shield. You could also consider adding some minor, theme-fitting perks to it that differentiate it from one class to another.

  

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_Magus_Sat 30-May-09 08:16 AM
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#1968, "I am on board with this 100%..."
In response to Reply #95


          

But how much will these edges cost? A LOT I am sure.

  

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ZulghinlourSat 30-May-09 07:16 PM
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#1974, "RE: I am on board with this 100%..."
In response to Reply #122


          

>But how much will these edges cost? A LOT I am sure.

Yeah, I'd expect them to be spendy, probably similar to the Roll the Bones/Spin the Wheel for shifters.

So long, and thanks for all the fish!

  

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anon_ (Guest)Sat 30-May-09 05:32 PM

  
#1972, "So when-ish are you expecting this to go in?"
In response to Reply #95


          

No rush, just curious.

  

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ZulghinlourSat 30-May-09 07:14 PM
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#1973, "I currently have no timeline (n/t)"
In response to Reply #124


          

n/t

So long, and thanks for all the fish!

  

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DaevrynSun 31-May-09 11:47 AM
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#1984, "RE: So when-ish are you expecting this to go in?"
In response to Reply #124


          

I'm currently working on the characters-can-have-multiple-aura-locations-that-all-work-right-ish part of this, which is probably the most complicated single piece.

I thought I'd laid a lot of the groundwork for that on the last ABS-update pass (because I had this in mind at the time) but there was more to do than I anticipated.

  

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DragomirSun 31-May-09 12:41 AM
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#1977, "One quick question..."
In response to Reply #95


          

Do existing mages get the shield spell or will it only be new mages? I was looking for that elsewhere and could not find it answered. It is not in my currently spell list, but wasn't sure if it would appear later or something. Just a curiousity, still a looong way away for my mage.

  

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ZulghinlourSun 31-May-09 01:02 AM
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#1979, "RE: One quick question..."
In response to Reply #129


          

>Do existing mages get the shield spell or will it only be new
>mages? I was looking for that elsewhere and could not find it
>answered. It is not in my currently spell list, but wasn't
>sure if it would appear later or something. Just a
>curiousity, still a looong way away for my mage.

None of this has been done, right now it's all purely discussion.

So long, and thanks for all the fish!

  

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Abernytee (Guest)Sun 31-May-09 04:30 PM

  
#1986, "Like it. ~"
In response to Reply #95


          

~

  

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ibukiTue 02-Jun-09 02:19 AM
Member since 30th Oct 2005
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#2005, "Small detect artifact adjustment for Outlanders."
In response to Reply #95


          

You have to be a member of the Tower before the archmage will speak with you. That seems really innappropiate for Outlanders. Maybe the archmage could just recognize Outlanders who approach him, or some other mage in the tower could offer to introduce the Outlander for some task similar to the membership quest. This is really minor, I know.

  

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Laxminator (Guest)Tue 02-Jun-09 03:07 PM

  
#2009, "more drawback ideas"
In response to Reply #95


          

The problem with everyone walking around with abs all the time is that mages on the whole are likely to die less and frankly mages just don't die that often in the first place. The one exception to this is shifters, now this could be because of the greater volume of shifters but I think a lot it has to do with the fact that it takes them one extra command to escape a fight then other mages.

So like I said before it would be cool if using a lot of preps could mess with mobility options.

Idea two: this would likely be a lot more difficult to implement but perhaps you could have an invisible dam redux reputation, as players become more and more dependant on using non class based dam redux perhaps give them a soften like affect for while they are not under the protection of non class based dam redux. Sort of like growing soft. While they are prepped up they will be just the same but when they get caught pants on ankles it could be nasty. This of course would balance out because people who are such perma preppers shouldn't be in such situations and it will give a chance the few times they are caught.

idea three: To an extent redo dam redux from a/b/s to be reflective of your foes ie it reacts to multiple people or powerful magic/villagerness. So using barrier against a herald warrior with no kills might not be as effective as using barrier to fight three villagers. What you scale it on could be different but the basic idea is that now barrier is slightly more useful against another billy badass and joe the shmoe might have half a semblance of a glimmer of a chance.

idea four: an effective max hp barrier. Does that mage who manages to get to 2k hp really need full abs? After certain hp thresholds have the dam redux not work as well, this is kind of like idea three but eh I already typed it out so I am leaving it.

idea fivc: have abs affect mana regen the same way it affects hp regen(on both mana healing abilities and the tick regen). This would just force mages to pick and choose when they used abs a little better since it could mean they don't regen mana very well for a while.

Thats all off the top of my head right now. I think making abs more accessible is fine I just feel that there needs to be some drawback to using it other then you have to replace it. I mean we compare an abs mage to a villager and look at everything a villager has to give up to justify that kind of power.

  

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DaevrynTue 16-Jun-09 01:41 PM
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#2139, "If anyone's been keeping score...."
In response to Reply #95


          

This is all live now.

  

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Forsakenz (Guest)Thu 28-May-09 02:09 PM

  
#1933, "Supplemental idea."
In response to Reply #0


          

This isn't meant to replace anything but could complement whatever system goes in.

Mages receive natural dam redux based on the veil and the number of mages. This does not stack with abs and once ab or s is used the effect is lost.

As the veil thins and magic flows more freely, the total pool of dam redux is then distributed to all mages with this new spell up. However, the more mages that tap into it the less redux is available to any individual mage.

Stronger mages based off of level, %, edges, and hours might pull slightly more redux than other mages.

The ratio of duration to next available casting would be 1:2, or 12 hours of redux at hero for a 24 hour span. It is not available 100% of the time. Again, edges might allow for quicker recastings or longer durations, say 5:8 or 4:6.

Huge swings in the veil, say when the Chancellor or Drillmaster dies *in a pk* can swing the veil drastically for a short period of like 2 or 3 hours or can shatter all current castings of the redux spell. Big items given to the vault or Tahren can also do this like dwarven ribcage, humansunder, or ivory unicorn pendant.

This redux spell can be better than aura or shield when used alone but is never better than any combination of abs.

  

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ZulghinlourThu 28-May-09 04:54 PM
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#1935, "RE: Supplemental idea."
In response to Reply #92


          

>As the veil thins and magic flows more freely, the total pool
>of dam redux is then distributed to all mages with this new
>spell up. However, the more mages that tap into it the less
>redux is available to any individual mage.

This feels like one more pendulum to watch swing back and forth, and a good reason to leave if there are too many mages around.

So long, and thanks for all the fish!

  

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Ayalah (Guest)Thu 28-May-09 09:31 AM

  
#1920, "More wand locatons pop based on hours."
In response to Reply #0


          

At creation 3 wands are available

100 hours - new shield wand (2 total)
150 hours - new aura wand
200 hours - new barrier wand
250 hours - new shield wand (3 total)
300 hours - new aura wand
350 hours - new barrier wand
400 hours - new shield (4 total)

etc.

  

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Yhorian (Guest)Thu 28-May-09 08:02 AM

  
#1919, "What about something closer to the Thief ingredient sys..."
In response to Reply #0


          

At the moment, Poison thiefs are rewarded for exploration by discovering free (coinwise), powerful and varied effect poisons in random locations and niches in the game. Once they find one, it goes on their list and if they find the right enemy for it then they keep going for it, as they can only carry so much (and ouch on the weight of some trapper ingredients!)

Replace the idea with reagents. Give mages a transformation spell that melds up to 5 reagents into a mystical barrier. The scale would go shield - aura - shield+aura - shield+barrier - aura+barrier - abs. Duration depends on the power of a reagent, effects depend on the combination. To make things interesting, certain combinations, like two or more acid-related reagents, gives additional resistance to acid as well.

To pre-empt the cynasism, yes, we've turned mages into part-time alchemists. There's the possibility of adding a shop with a fixed level so that everyone at hero can at least buy enough reagents to get aura and shield. Mass finding/slaughter/looting of mage labs, magey hideouts and mages in various locations is now the national pass-time! To reduce the frustration of difficulty of any kind of recipe system, replace detect artifact with a similar spell that tells you the properties and strength of a reagent.

This magical reagent adds 3 to your spell power, 4 to it's duration and has cold resisting properties.

Spell power ranges go something like 1-3 = shield, 4-6 = aura... etc etc, up to barrier level which requires a reagent in the mix that's going to add a significant spell power number like 15. The idea being that you can burn more reagents to get a big duration, big power, full abs or if you feel less threatened, try ommiting a rarer reagent or two to try and get something more your current threat level.

To handle numbers of reagents involved, they're now back-packable.

Looking over it, it sounds more time consuming at first but more rewarding in the long run and the kind of knowledge that could be traded openly. A better version of this idea can involve taking the reagents and creating a wand - with charges, duration and which spells it adds (i'm assuming wands can be tooled to grant multiple spells) being part of the mix.

Make a quest that involves a lvl 35 going out to find one random basic ingredient, the quest giver hands them 2 more and success is when they make a wand and hand it back - rewarding them with 3 just like it to try out.

  

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Forsakenz (Guest)Thu 28-May-09 01:34 PM

  
#1932, "I like this idea if..."
In response to Reply #79


          

this transform/brew potion/alchemy type skill can only be used in specific locations. No hiding in guilds to brew. No teleporting to Hillcrest or Spiderhaunt to brew quietly by yourself. No brewing while chameleon'd.

You can only brew in locations like the mage wing in drow city, HToS, Thar Acacia, maybe a separate location in Galadon that is not under Trib protection, and so on.

The brewing assistants or instruments can be attacked and destroyed.

Brewing a potion take 6 to 10 rounds of lag.

The brewing reagents can only be stored in special containers so the larger ones or ones you can wear are especially valuable. Most containers are small which helps minimize reagent farming.

And so on.

  

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Pissudin (Guest)Thu 28-May-09 07:11 AM

  
#1916, "No huge change needed."
In response to Reply #0


          

I was out of the game for a long time, and from what i have read, i really enjoyed the change made. Of course will take more time to find the wands, but as it was, (have sets on previous locations) once you had the basic locations figured out, it was a piece of cake.

Here are my suggestions that i think would aid a lot the wand search:

1- Lower a bit the level of detect arctifact spell. Bring it to 45 or something like that, a 45th level mage have almost any enemy in range.

2- I really liked the idea of throwing in a wand edge at hero, to roll a "second" wand location (either aura, shield or barrier), this would priceless.

3- Add a set of wands you can actually buy in game, in a known place to anyone (like HTS). Make it like 60,80 and 100 gold for shield, aura, barrier (just the idea here, adjust the price as it would fit better). There are places you can find that amount of money in game, but in my way to see it, it would be almost as a run to grab a barrier from a strong mob. So, things could be compensate and give everyone with time, a chance to use wands.

Thanks for your time, and by the way, i am back, and glad to be back.

  

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DaevrynThu 28-May-09 10:46 AM
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#1923, "RE: No huge change needed."
In response to Reply #77


          


>3- Add a set of wands you can actually buy in game, in a known
>place to anyone (like HTS). Make it like 60,80 and 100 gold
>for shield, aura, barrier (just the idea here, adjust the
>price as it would fit better).

FYI, this exists for aura -- I don't think the other two, though.

  

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Pissudin (Guest)Thu 28-May-09 11:41 AM

  
#1927, "Yup, i know..."
In response to Reply #83


          

Which is very cool, but the aura wand selled (more than one place i believe)is not what makes the difference, i was thinking about the complete a/b/s set.

Also when i meant an edge for wands, it do not need to add a full new abs location, players may have found one or two of theyr wands, and may need a edge to help with just one of this.

Thanks for listening.

  

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CerunnirThu 28-May-09 10:58 AM
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#1925, "I agree with this."
In response to Reply #77


  

          

I think the system as it is now works well, but with an addition of "extra wand location edge" it would be easier on those who struggle to find the wands.

You may want to consider adding 2 amber and 2 sienna locations per character, since personally I feel having aura and shield is a requirement to do anything in relation to PK as a mage.

Extra edges would increase it to (potentially) 3 amber, 3 sienna and 2 black. If you cant find your wands now.. you gotta rething your strategies when it comes to looking

  

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IsildurThu 28-May-09 12:41 PM
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#1928, "RE: I agree with this."
In response to Reply #85


          

How many locations per sleek type do characters have now? One?

One down side to this is that it would involve some re-exploration. Say you do all your exploring. You find your barrier and shield locations, but not aura. So you take the "extra aura location" edge. Now you get to go check *all* those locations again to see if they now contain one of your aura wands.

Though, I guess you're still better off than you were sans edge.

  

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IsildurThu 28-May-09 12:44 PM
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#1929, "RE: No huge change needed."
In response to Reply #77


          

I'd support lowering detect artifact even more. Maybe lower it to the level when you can actually start using sleek wands. What is that, 30? 35?

Most characters cover a fair amount of ground pre-45. They may have passed by a wand location and not known it. Now, once they get detect artifact, they have to retrace all those steps.

  

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Abernytee (Guest)Thu 28-May-09 05:58 AM

  
#1915, "Use the guildmaster (sorry if this is a repeat)"
In response to Reply #0


          

When a mage has sufficiently high enough exp from observations because they have been out looking for wands. They can take an edge called:
sienna rod edge
amber rod edge
black rod edge

These all have similar costs but once you have used one once, the cost of using a second is higher, like extra training edge.

When you take it, the guildmaster will give you a clue to the area that your rod can be found to help you pin point your search. The value of the clue can be as easy or as hard as the imms want it to be.

Just the area (vague but helpful)
Area and picked up (Less vague and a container/shelf to be found)
Area and fought for (less vague and a mob that must be fought)

The only thing I disliked with the new changes was the NEW locations, purely because I spent ages working out the old ones, well some/most of them, and don't have the hours to put in to get all the new ones now as a player. I had only just embraced magic in the last 3 years and feel almost forced to go back to villagers.

-----Abernyte

  

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ZulghinlourSat 30-May-09 07:17 PM
Member since 04th Mar 2003
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#1975, "RE: Use the guildmaster (sorry if this is a repeat)"
In response to Reply #76


          

>When a mage has sufficiently high enough exp from
>observations because they have been out looking for wands.
>They can take an edge called:
>sienna rod edge
>amber rod edge
>black rod edge
>
>These all have similar costs but once you have used one once,
>the cost of using a second is higher, like extra training
>edge.

That's what I was thinking (it also makes a nice perk for a reward).

>The only thing I disliked with the new changes was the NEW
>locations, purely because I spent ages working out the old
>ones, well some/most of them, and don't have the hours to put
>in to get all the new ones now as a player. I had only just
>embraced magic in the last 3 years and feel almost forced to
>go back to villagers.

C'mon...you know shifters are awesome

So long, and thanks for all the fish!

  

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DwoggurdWed 27-May-09 10:08 PM
Member since 20th Jan 2004
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#1908, "One crazy idea that is not so crazy actually"
In response to Reply #0


          

Add endless sleek resources for all mages at the Destructor.
If you want them, go to the villagem kill outer and get your sleek there (one at time).
It will make everybody happy.
Mages will be happy to have known location.
Villages will be happy with mages actually coming to them, so they don't need to walk far off the eastern road.

  

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ZulghinlourWed 27-May-09 11:19 PM
Member since 04th Mar 2003
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#1913, "This isn't even worth a response (n/t)"
In response to Reply #70


          

n/t

So long, and thanks for all the fish!

  

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ROFL (Guest)Mon 01-Jun-09 05:41 PM

  
#2001, "ROFL! I LOVE this idea. n/t"
In response to Reply #70


          

n7t

  

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Istirith01 (Guest)Wed 27-May-09 09:14 PM

  
#1903, "Tricky question this."
In response to Reply #0


          

Thank you for opening this up to the playerbase. This should hopefully make people realise how tough it is to think of a good alternative that hits the 'middle ground' of both sides.

Please note that I am not a hugely knowledgeable mage player, but I do consider myself above average exploration-wise. I do know 20(ish) locations and have many, many more I would check as hunches.

A few ideas I will toss out. Please note, these are only raw suggestions that others might be able to refine or modify to fit CF's balance:

- Create an new skill/spell (Scholar's Ward?): A short duration, lesser extent damage reduction that can give people a little boost to their survivability for a short time. It would probably need a cooldown timer on it. I would tie this into the 'exploration skills' pathway. Ranked higher than Legendary awareness and Mage only. Available at level 45-hero. Incompatible with ABS/prot+sanc of any kind but not stoneskin. This is probably my favourite solution.

- Create an edge for detect artifact (Archmage's sagacity?/Sagacious researcher): Could be damage reduction (as above) or a 'hint' of some kind. I'm not sure how hard it would be to do but perhaps a toggle could be set up: black/amber/sienna to give the chance of a 'hotter/colder' echo upon entering an area. It would not be 100% (probably quite low >50%) and affected by the veil. The edge would be very expensive.

These are my two suggestions*. Feel free to build on or use anything within or rip them to shreds. I just want to take a brief moment to post a few other thoughts below on some of the other aspects and suggestions.

Two more things might help people be less inclined to have a 'mongoose is Bull****!' moment with regard to the new system:

- Remove really tricky to obtain ABS: I don't know how many locations are (deep) within area explores or on NPCs that cannot be solo'd at hero. I would start any changes by removing these if they are indeed present. That way people will know: 'Okay so I can't find my ABS but at least I don't need a three man group to find it. I guess I'll look harder.' I'm not asking for less locations, just make all locations possible to reach for all mage combos (at hero) all the time.

- Make detect artifact work independently of the veil (if possible.)

These two things might not necessarily give players their wands. But would probably make them feel slightly more in control. Something like a placebo.

Thoughts on some other suggestions:

- The 'new set' ABS edges: Okay I guess depending on the mechanics, and this might work for some. If it gives a second set of locations in addition to the first then I am all for it. If it resets the first set of locations to a second I would not be inclined to take them though. If I have scoured Thera for my wands to no avail I'm not going to want to do so a second/third/fourth/fifth time with the edges. I'd be more inclined to roll up a new mage. The character would have to be something pretty special for me to keep it going for hours more exploration.

- Give mages Aura/shield: I don't like this idea. I do enjoy the exploration/knowledge aspect of the mage class.

As an aside, Imm given quests and static NPC quests for locations are out of the question too IMO. Imm given opens up a whole new set of imm responsibilities and provides more ammunition for citing immspiracy or favouritism. Static quests are too openly abused by OOC means.

*Disclaimer: I have not read posts on the rest of this thread. If it looks like I'm ripping someone else off or repeating, I apologise.

  

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DaevrynWed 27-May-09 09:55 PM
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#1906, "RE: Tricky question this."
In response to Reply #65


          


> I'm not asking for less locations, just make all locations
>possible to reach for all mage combos (at hero) all the time.

How/where do you draw this line?

First, in terms of player skill level. There isn't currently any barrier wand out there that I can't get solo at hero with any mage class that can get it. Conversely a relative newbie with some classes might not be able to get a wand on a level 40 mob at hero.

Second, in terms of preparation. If I'm a necromancer, do I need my full wack of zombies to get it? Do I need my full set of wands to get my wand? Do I need to bring other pills or cures? What if I'm a conjurer, do I need to wait for a strong archon (or whatever) to do it solo?

Third, in terms of specialization choices. What if I'm a double water shifter -- will you put every wand on water to make sure I can get it? What if I'm a four path invoker? Or arial conjurer?

The point I'm trying to make is that we tried to draw a line that puts all the barrier locations on a relatively even keel of difficulty, but drawing that line and accounting for all possible factors is a lot harder than you'd think.

  

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TMNS (Guest)Wed 27-May-09 10:59 PM

  
#1911, "Quick aside, four path invoker is very viable."
In response to Reply #68


          

And I had full ABS! Easiest set ever. Almost made me glad for the change.

Until I read from you or Zulg that there is a 100 locations.

That's ####ing brutal dude, to have to check 100 different spots for something that makes a character a lot easier to play.

BTW, I have no solution to this. I proposed do away with all sleeks and add limited wands in those spots, but people would horde them (because certain people always make things worse for the average player) so I'm not what the solution would be.

  

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Istirith01 (Guest)Wed 27-May-09 11:22 PM

  
#1914, "RE: Quick aside, four path invoker is very viable."
In response to Reply #72


          

I'm not sure of the % container locations. But another idea for the mobs might be the addition of an echo or a crumbling wand.

"A dull grey wand is here, drained of its charges. etc etc"

"As you kill XXXX a dull grey wand falls from its pocket and shatters on the ground."

100 locations is pretty brutal. I completely agree with you about the limited wands.

  

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Istirith01 (Guest)Wed 27-May-09 11:18 PM

  
#1912, "RE: Fair enough."
In response to Reply #68


          

I see your point given the wide variety within the mage classes and their strengths and weaknesses. I don't doubt you could gather them all solo assuming you weren't playing something like a double water focus.

I just meant mobs that aren't in the heart of tough area explores and that didn't require a small army to obtain for the majority of mage builds. But it sounds like this is already the case. I'm not trying to sound ungrateful if that is how it's coming across.

Anyway, what did you think of the ideas? I have no idea how tough they would be to code but I thought I'd get involved for once rather than whine on the sidelines.

  

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Puppet (Guest)Wed 27-May-09 08:28 PM

  
#1898, "Is this too stupidly simple?"
In response to Reply #0


          

What if every location that could hold a sleek is evident just by
looking, assuming the character is a high-enough level mage (30?)

look in drawer

Inside this well crafted drawer is a ornate case that looks like it
might hold a wand.

look in case

The case is empty.

It's a little bit harder for mobs that carry wands, but it could
just be a tweak to their description so that sleek seeking magi could
see that this particular guy sometimes has one on him.

The result is that the locations where wands might be becomes much
more common knowledge, though where *your* wands are is still
something of a mystery. If this makes it too easy, you could increase
the number of possible places and include a bunch of spots that
could, but never do, hold wands.

  

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TheerklaWed 27-May-09 08:12 PM
Member since 04th Mar 2003
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#1895, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #0


          

Create a sleek wand component system. Use the existing sleek spots and probably double the number of them. Give mages 12 component spots - 4 different aura components, 4 different sleek components, 4 different black components at character creation. It takes 3 components to create a wand. If you use 3 of the same compoment, you get that type, if you mix and match different components , you have varying odds of getting any of the wands.

  

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ZulghinlourWed 27-May-09 08:16 PM
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#1896, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #57


          

>Create a sleek wand component system. Use the existing sleek
>spots and probably double the number of them. Give mages 12
>component spots - 4 different aura components, 4 different
>sleek components, 4 different black components at character
>creation. It takes 3 components to create a wand. If you use
>3 of the same compoment, you get that type, if you mix and
>match different components , you have varying odds of getting
>any of the wands.

How is this an improvement? Sure you've got more locations, but it takes longer to gather enough items to actually create a wand.

So long, and thanks for all the fish!

  

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laxicus (Guest)Wed 27-May-09 07:36 PM

  
#1893, "a re-adjusting"
In response to Reply #0


          

The whole abs debate is pretty complicated but this is what i see at the root of the problem. A lot of players make the case that mages need abs a lot to compete with high end melee characters, these high end melee characters want less abs because it simply makes it very difficult to deal with highly conservative players. My solution to this problem is a little bit of a compromise to assuade both parties.

The first step is adding edges to give you a clue about where to find a specific rod, you can pick the edge once and it will give a clue to the area in which you look or perhaps on or around what type of mage. Perhaps make them mutually exclusive so you can only get a clue to one location. In the grand scheme of things this might not be useful even for most players but it will go a long way towards assuaging those loud few who cry I tried forever.

To balance this out I suggest putting a penalty on players for using a lot of non class dam redux. As the redux goes down the mages ability to fast escape via word/teleport go down, you can spin it as the magical barriers interfering with transportation magic. So now mages have to choose between the neccesity of more dam redux vs ease of getting away from a bad fight, perhaps have this hinderment exceed the duration of the dam redux in the case of barrier.

now on the whole I recognize that this would be a serious downgrade to abs in general... but hey people should complain less about finding them!

  

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ZulghinlourWed 27-May-09 08:43 PM
Member since 04th Mar 2003
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#1900, "RE: a re-adjusting"
In response to Reply #55


          

>The first step is adding edges to give you a clue about where
>to find a specific rod, you can pick the edge once and it will
>give a clue to the area in which you look or perhaps on or
>around what type of mage. Perhaps make them mutually
>exclusive so you can only get a clue to one location. In the
>grand scheme of things this might not be useful even for most
>players but it will go a long way towards assuaging those loud
>few who cry I tried forever.

So...back to hints.

>To balance this out I suggest putting a penalty on players for
>using a lot of non class dam redux. As the redux goes down
>the mages ability to fast escape via word/teleport go down,
>you can spin it as the magical barriers interfering with
>transportation magic. So now mages have to choose between the
>neccesity of more dam redux vs ease of getting away from a bad
>fight, perhaps have this hinderment exceed the duration of the
>dam redux in the case of barrier.

This is an interesting thought, I'm not sure it's the answer, but still interesting.

So long, and thanks for all the fish!

  

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Krysantur (Guest)Wed 27-May-09 10:00 PM

  
#1907, "RE: a re-adjusting"
In response to Reply #62


          

>>To balance this out I suggest putting a penalty on players
>for
>>using a lot of non class dam redux. As the redux goes down
>>the mages ability to fast escape via word/teleport go down,
>>you can spin it as the magical barriers interfering with
>>transportation magic. So now mages have to choose between
>the
>>neccesity of more dam redux vs ease of getting away from a
>bad
>>fight, perhaps have this hinderment exceed the duration of
>the
>>dam redux in the case of barrier.
>
>This is an interesting thought, I'm not sure it's the answer,
>but still interesting.

Okay, how about this then. Instead of his hints idea, we do the above, and then simply give the spells to all mages. Then you have the ability to basically willingly turn yourself into a Villager with some of the same benefits and drawbacks; actually able to fight and own people toe to toe and NOT get two rounded, but with the drawback of usually having to escape fights on foot.

ABS already interferes with healing, so I think those two things are sufficient drawbacks to justify mages running around with ABS most of the time. If you don't think that's enough drawback, add something else like significant caster lag (three rounds? four?) associated with the spell version of aura, barrier, and shield.

I understand Nepenthe mentioned he wanted certain things like grease/theft/whatever to be able to interfere with mages as they currently can with the wand system. Okay, we can keep this too - make a mage merchant somewhere in a moderately hard to walk to ass-end of Thera - I don't know, halfway through Organia or something. He sells amber, sienna, and black "rocks." You have to then use up one of these "rocks" to cast the appropriate matching ABS spell, and you have to be holding it just as you would a wand. Or hell, just make him sell the wands themselves, add more lag to them as was proposed, and don't give the spells themselves to mages.

If you want to reward exploration for magi, you could keep traditional versions of the sleek ABS wands around with less drawbacks.


PS: Can I have a wand of deathblow immunity? Or a my-spells-get-through-spellbane wand? An unlimited-charges wand that grants me fluctuating dam redux based on the current state of the veil would also be nice. I would of course have those wands taken away from me for the duration of someone killing and holding a bloody battlerager head held by a brokenly powerful cabal inner called the Creator.

  

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Lightmaged (Guest)Wed 27-May-09 05:57 PM

  
#1886, "Aura/SHield/Barrier"
In response to Reply #0


          

WHile I love the idea of having ABS dished out for every mage on a whim, it does create an unbalance in the grand scheme of things. There are 10-15 hardass non-mage players, that either play (Imperials-with prep knowledge, or hard-ass villagers). For mages to compete and hold their own, they must use ABS. It is not an 'I win' button agaisnt these type of chars. Take a giant sword berserker for example. I have used every conceivable prep at my disposal and still lost one on one fights, agaisnt the best of the best.

My idea regarding ABS is to bring roleplay and magery back to the forefront. PK whores that rank up to hero in 15 hours, and nab some ABS from OOC means, are just plain wrecking the system. THat being said, people should not have to search, area after area, sometimes going over the same place, time and again, to get this part of their char. out of the way. We already have a great system of limited wands, for freaks like me, that enjoy doing this.

I propose a graded system, where the spell is learned starting with shield. Mages that roleplay well, obtain a certain amount of exploration points, have been engaged in battle for long periods, should gain some mastery into the mana weave to protect themselves. Something like the timer on shifter forms. You would feel yourself getting a stronger connection to mana, and wham, the ability to shield yourself. This would encourage, fighting, exploring, and magery (invention, writing works on magic, thesis papers, battling villagers).

That being said, SHield should come relatively easy. AUra, Barrier would follow, and could trigger based on the mages age in Thera. I used to play D&D off an on when in college. I had a really skilled DM that actually made a dice-paper game extremely fun and exciting to play. Ancient archmages should be deadly.

This proposal would disuade power-gamers. Sure you can grab some limited wands and roll up your gnome offense-air. But to become an elite mage, you would need show Thera through action that you are deserving.

On a second phase of this, put timers on how much use the spells can be cast. Devils advocate: A smart villager would hit the outer guardian, know that defenders are going to cast their spells of protection, and then be useless for 48 hours once it runs out. Give the mages the ability to withdraw the spell. If they keep barrier up for lets say 8 hours every 48. You could put it up quickly, and be ready to rumble. If the villager runs off, you withdraw it and now have 7 hours of use over the next period.

Their is lots more tweaking and work needed of course.

This system would give players the option to jump in and play the game to get rewarded and stronger. Instead of searching/gathering boredom which it appears many of our players dispise.

Really interested in your opinion.

  

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ZulghinlourWed 27-May-09 07:21 PM
Member since 04th Mar 2003
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#1892, "RE: Aura/SHield/Barrier"
In response to Reply #50


          

>WHile I love the idea of having ABS dished out for every mage
>on a whim, it does create an unbalance in the grand scheme of
>things. There are 10-15 hardass non-mage players, that either
>play (Imperials-with prep knowledge, or hard-ass villagers).
>For mages to compete and hold their own, they must use ABS.
>It is not an 'I win' button agaisnt these type of chars. Take
>a giant sword berserker for example. I have used every
>conceivable prep at my disposal and still lost one on one
>fights, agaisnt the best of the best.

I think that goes both ways...Liches, uber A-P's, Invokers can all be very hard for players using every prep at their disposal and still losing one on one fights, so I'm not sure the relevance of any of the above.


>My idea regarding ABS is to bring roleplay and magery back to
>the forefront. PK whores that rank up to hero in 15 hours,
>and nab some ABS from OOC means, are just plain wrecking the
>system. THat being said, people should not have to search,
>area after area, sometimes going over the same place, time and
>again, to get this part of their char. out of the way. We
>already have a great system of limited wands, for freaks like
>me, that enjoy doing this.
>
>I propose a graded system, where the spell is learned starting
>with shield. Mages that roleplay well, obtain a certain
>amount of exploration points, have been engaged in battle for
>long periods, should gain some mastery into the mana weave to
>protect themselves. Something like the timer on shifter
>forms. You would feel yourself getting a stronger connection
>to mana, and wham, the ability to shield yourself. This would
>encourage, fighting, exploring, and magery (invention, writing
>works on magic, thesis papers, battling villagers).
>
>That being said, SHield should come relatively easy. AUra,
>Barrier would follow, and could trigger based on the mages age
>in Thera. I used to play D&D off an on when in college. I
>had a really skilled DM that actually made a dice-paper game
>extremely fun and exciting to play. Ancient archmages should
>be deadly.

This sounds more like Immortal controlled than automated, and honestly I'm tired of the amount of Immortal controlled stuff that already exists, I don't think this needs it. If I misunderstood, please explain more precisely what you think the requirements are to earn shield/aura/barrier.


>This proposal would disuade power-gamers. Sure you can grab
>some limited wands and roll up your gnome offense-air. But to
>become an elite mage, you would need show Thera through action
>that you are deserving.

So what's the difference between power-gamer and elite mage here? All the other ABS is still out there it sounds like, so is it just the fact you can cast them that makes you elite?

>On a second phase of this, put timers on how much use the
>spells can be cast. Devils advocate: A smart villager would
>hit the outer guardian, know that defenders are going to cast
>their spells of protection, and then be useless for 48 hours
>once it runs out. Give the mages the ability to withdraw the
>spell. If they keep barrier up for lets say 8 hours every 48.
> You could put it up quickly, and be ready to rumble. If the
>villager runs off, you withdraw it and now have 7 hours of use
>over the next period.

An interesting theory on affect timers that I hadn't thought of. Not sure how easy this would be to do, but interesting.

>Their is lots more tweaking and work needed of course.
>
>This system would give players the option to jump in and play
>the game to get rewarded and stronger. Instead of
>searching/gathering boredom which it appears many of our
>players dispise.
>
>Really interested in your opinion.

So long, and thanks for all the fish!

  

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Lightmaged (Guest)Wed 27-May-09 08:59 PM

  
#1902, "RE: Aura/SHield/Barrier"
In response to Reply #54


          

This sounds more like Immortal controlled than automated, and honestly I'm tired of the amount of Immortal controlled stuff that already exists, I don't think this needs it. If I misunderstood, please explain more precisely what you think the requirements are to earn shield/aura/barrier.

It would be automated. SHield at 30, Aura 35, Barrier 42

To get SHield to trigger, you would need meet the following criteria.
a) Have accumulated 'battle-time' to justify the need to gain protective mana control while in battle. It would work like a shifter form mastery (At rank 30 you would begin to feel more at ease with mana during battle. Similar to how shifters go through form useage to CONFIDENT). Therefor mages that actually are fighting mobs, leveling, and taking part in war would benefit quicker than a mage that sits at the inn roleplaying about the rabbits. PK fighting would count double, to encourage Player vs Player fighting. (Maybe have something to prevent same ethos/cabal/ power practicers who will exploit this with a friend.) ALignment opposites and opposing cabals...Not sure how to fix neutrals from power practicing...might need some tweaking.
b) Edge points, exploration points, imm-xp, ect. could expediate the process slightly. Instead of having to put in 20 hours of battle for example, once you hit a certain tier of mastery, you would shave off some hours. This would encourage exploration and roleplay.
c)Age of character. It would also shave off some of the mana protection requirements.

In theory this idea would automate the process. It would reward players that are fighting, exploring, roleplaying(for imm-xp) bumps. The geek gatherers like myself can still do their searching and exploration. (I personally don't usually enter the PK scene until I have completed all my gathering, equipment allocation, etc) The people that hate the current system are the types that want action and want to see results for their effort. They would gain the spells probably just as fast as the slow/boring gatherer, but be fighting and participating to get there.

Lets be honest, once a mage has found his sleeks. THere is no reason why they cannot use wands constantly for every situation, as long as they devote a cool off period to regather each log in. Heck, I usually would carry 4-5 barriers, and 3-4 of each aura/shield. You get to a point that you always are ABSed.

The 'Warmage' approach would even the playing field for the balls to the wall fighting type chars.

As all mages gain in age/knowledge/experience/ they will become more powerfull. Put some timers in place for each type.

  

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DwoggurdWed 27-May-09 09:24 PM
Member since 20th Jan 2004
668 posts
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#1904, "Re"
In response to Reply #54


          

>>On a second phase of this, put timers on how much use the
>>spells can be cast. Devils advocate: A smart villager
>would
>>hit the outer guardian, know that defenders are going to
>cast
>>their spells of protection, and then be useless for 48 hours
>>once it runs out. Give the mages the ability to withdraw
>the
>>spell. If they keep barrier up for lets say 8 hours every
>48.
>> You could put it up quickly, and be ready to rumble. If
>the
>>villager runs off, you withdraw it and now have 7 hours of
>use
>>over the next period.
>
>An interesting theory on affect timers that I hadn't thought
>of. Not sure how easy this would be to do, but interesting.


Don't do timers. That's horrible idea.
Sure you can implement shield/aura/barrier spells and give it to every mage with restrictions like svirf's inherit. Duration for 10 ticks and being able to renew in 24 ticks or so.
But on practice that means if a villager triggers a mage's barrier and leave, then return in 10 ticks. The mage will just shrug and go away. Not many will really jump on the village without dam reduction.

Every concept that is based on all-or-nothing balancing scheme has a common fundamental issues. It reduces the number of fights that could happen otherwise.

Examples:
1) rangers. You don't fight them in woods, they don't fight you in civilized places.
2) water forms. You don't go there, they don't go to you either.
3) thieves.
etc.

And if you add timers to dam reductions, I think it will end up in the same category along with these above.

  

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ValkenarWed 27-May-09 03:48 PM
Member since 04th Mar 2003
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#1879, "Goals"
In response to Reply #0


          

Could you just outline real quick what the goals and benefits of the current system are as you see it, so when we're thinking of ideas we can try to apply it to those goals?

From what I've seen it's something like this:

Time consuming: 24/7 a/b/s would be overpowered
Difficult: a/b/s is powerful so should be hard to get
Encourage exploration: class uniqueness
strategy complexity: catch mages gathering wands
tactical subtlety: kot/grease interacts with wanding up
Prevent OOC sharing: everyone having a/b/s would be bad

What other positives are there? Also, what negatives would you most like to see addressed?

  

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IsildurWed 27-May-09 03:44 PM
Member since 04th Mar 2003
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#1878, "my idea:"
In response to Reply #0


          

Basically, keep what we have in place except:

1. Create some number of vendor mobs that sell/create sleek a/s/b wands. Put them in the sort of magical places mentioned elsewhere in this thread. Tower of Sorcery, Consortium, Thar-Acacia, etc. Maybe put some in harder to reach places and have them charge less because they're so hard to reach.

2. Optionally add a minimum exploration and/or observation requirement in order for these vendor mobs to do business with a given mage.

3. Fix the prices so that gathering the coin necessary to purchase a wand of type X requires "slightly" more effort than what is needed to gather that wand using the current exploration-based sleek system. (discussion below)

4. Each time a character buys a sleek wand, regardless of the type, he has to wait a set amount of time before buying another sleek wand. (discussion below)

5. If you want to encourage character longevity (which may not be a goal) then optionally allow the haggle skill to affect how much purchased wands cost.

Point of #3:

This makes it so that the purchase-based system is actually utilized, but is not utilized to the exclusion of the current exploration-based system. It retains the property that "player knowledge" still gives an advantage, since a player with "perfect" knowledge would be better served by not purchasing his wands.

However it does limit the advantage a player derives from having "perfect knowledge", since even a 100% ignorant player can purchase sleeks as long as he knows how to generate gold.

It would be essential to set the prices and "waiting period" correctly, since if the prices are too high then this system morphs into exactly what we have today. But if the prices are too low and/or the waiting period too short then it becomes "every mage has a/s/b all the time".

Point of #4:

I think this one is especially interesting. At first glance you might think that since purchasing any wand type imposes the same waiting period, one would always want to purchase barrier. But if a mage is only using the "purchase" system and is always purchasing barrier then he will never have aura or shield. Thus, the guy using the purchase system as his only source for all three types must use them at 1/3 the rate of the guy who only wants to keep barrier on tap. Goal: If you want the "full wand package" then you have to use your wands sparingly.

This "dual" system would also let mages who've found only certain sleeks to "make up" for that by purchasing those types they can't get via the exploration-based system.

Some thoughts:

1. This proposal retains the property that "player knowledge counts for something". A player with perfect knowledge of existing sleek locations could continue to use those locations and ignore the purchase system entirely. He would, however, only get a "relatively small" benefit from doing so. Also, the ability to generate gold becomes more important.

2. This proposal retains the property that "getting your wands should incur some risk". Not only do you have to visit one of a small set of wand mobs, where an enemy could lay in wait, you also have to gather the coins or items necessary to exchange for a wand.

3. This proposal provides an option for veteran players who don't want to "pore over a bunch of areas I've already been through a thousand times". Such a player could ignore the exploration-based sleek system entirely and just purchase his wands. By doing so, however, he would be tying himself to a slightly less efficient system of wand delivery (i.e. more effort per charge).

4. This proposal provides an option for novice players who feel intimidated by the current exploration-based sleek system. Such a player could just buy all his wands, assuming he knows how to generate the necessary coin.

Potential problems:

1. Outlander mages are screwed since they can't use coins. One solution would be to have certain vendors accept powerful magic items in lieu of coins. However, this creates a perverse incentive for Outlanders to loot powerful magic items from Pkills. It also opens the door for players to exploit "pathological items" that happen to be high-level and magic-flagged but are not especially hard to obtain. Requested items would obviously be excluded from consideration entirely.

2. Pathological means of generating gold now become "a big deal". If a mage figures out how to generate gold at a pathological rate, i.e. in an exploitative way, then he essentially has "a/s/b on a stick". This is mitigated, however, by the fact that each wand purchase comes with a fixed "waiting period". It would basically mean that such a mage would buy all his barrier wands, since they require the most effort to obtain from the exploration-based sytem and because gold is meaningless to him, while using the exploration-based system to get aura and shield. But...as these gold exploits are removed, this becomes less of a problem.

  

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ZulghinlourWed 27-May-09 07:47 PM
Member since 04th Mar 2003
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#1894, "RE: my idea:"
In response to Reply #43


          

>Basically, keep what we have in place except:
>
>1. Create some number of vendor mobs that sell/create sleek
>a/s/b wands. Put them in the sort of magical places mentioned
>elsewhere in this thread. Tower of Sorcery, Consortium,
>Thar-Acacia, etc. Maybe put some in harder to reach places
>and have them charge less because they're so hard to reach.

I'll be honest, when people say put something in the Tower of Sorcery, I just assume we may as well put it in Galadon. There is no risk, no difficulty at all with that.

>2. Optionally add a minimum exploration and/or observation
>requirement in order for these vendor mobs to do business with
>a given mage.
>
>3. Fix the prices so that gathering the coin necessary to
>purchase a wand of type X requires "slightly" more effort than
>what is needed to gather that wand using the current
>exploration-based sleek system. (discussion below)

So it enables a second system based on gathering coin instead of exploring areas (which I'd argue, gathering coin is really easy).

>4. Each time a character buys a sleek wand, regardless of the
>type, he has to wait a set amount of time before buying
>another sleek wand. (discussion below)
>
>5. If you want to encourage character longevity (which may not
>be a goal) then optionally allow the haggle skill to affect
>how much purchased wands cost.

How exactly does this encourage character longevity?

>Point of #3:
>
>This makes it so that the purchase-based system is actually
>utilized, but is not utilized to the exclusion of the current
>exploration-based system. It retains the property that
>"player knowledge" still gives an advantage, since a player
>with "perfect" knowledge would be better served by not
>purchasing his wands.
>
>However it does limit the advantage a player derives
>from having "perfect knowledge", since even a 100% ignorant
>player can purchase sleeks as long as he knows how to generate
>gold.
>
>It would be essential to set the prices and "waiting period"
>correctly, since if the prices are too high then this system
>morphs into exactly what we have today. But if the prices are
>too low and/or the waiting period too short then it becomes
>"every mage has a/s/b all the time".

Honestly I think that if these things were going to be for sale, it wouldn't be all of them, and the prices would be fairly prohibitive. I think a new player who struggles searching through areas is going to have the same troubles gathering enough coins. I do think this makes the serial thief/empire player who wants to try a mage a lot easier.

>Point of #4:
>
>I think this one is especially interesting. At first glance
>you might think that since purchasing any wand type
>imposes the same waiting period, one would always want to
>purchase barrier. But if a mage is only using the "purchase"
>system and is always purchasing barrier then he will never
>have aura or shield
. Thus, the guy using the purchase
>system as his only source for all three types must use them at
>1/3 the rate of the guy who only wants to keep barrier on tap.
> Goal: If you want the "full wand package" then you have to
>use your wands sparingly.
>
>This "dual" system would also let mages who've found only
>certain sleeks to "make up" for that by purchasing those types
>they can't get via the exploration-based system.

This exists a bit, though not exactly as you describe in the current system (sleek wands reset completely different than anything else in the game). What do you think these waiting periods are?

>Some thoughts:
>
>1. This proposal retains the property that "player knowledge
>counts for something". A player with perfect knowledge of
>existing sleek locations could continue to use those locations
>and ignore the purchase system entirely. He would, however,
>only get a "relatively small" benefit from doing so. Also,
>the ability to generate gold becomes more important.
>
>2. This proposal retains the property that "getting your wands
>should incur some risk". Not only do you have to visit one of
>a small set of wand mobs, where an enemy could lay in wait,
>you also have to gather the coins or items necessary to
>exchange for a wand.

I honestly don't really see a ton of risk in gathering coins, and the biggest risk is going to the purchase point. Though if I was a smart battlerager, I'd just whack the merchant so nobody could buy them (and likely I'd make the resets on the merchant a bit different, so that was a viable tactic).

>3. This proposal provides an option for veteran players who
>don't want to "pore over a bunch of areas I've already been
>through a thousand times". Such a player could ignore the
>exploration-based sleek system entirely and just purchase his
>wands. By doing so, however, he would be tying himself to a
>slightly less efficient system of wand delivery (i.e. more
>effort per charge).
>
>4. This proposal provides an option for novice players who
>feel intimidated by the current exploration-based sleek
>system. Such a player could just buy all his wands, assuming
>he knows how to generate the necessary coin.

And that's where I see one of the problems. I think assuming they know how to generate the necessary coin.

>Potential problems:
>
>1. Outlander mages are screwed since they can't use coins.
>One solution would be to have certain vendors accept powerful
>magic items in lieu of coins. However, this creates a
>perverse incentive for Outlanders to loot powerful magic items
>from Pkills. It also opens the door for players to exploit
>"pathological items" that happen to be high-level and
>magic-flagged but are not especially hard to obtain.
>Requested items would obviously be excluded from consideration
>entirely.

I agree that allowing bartering for wands is going to encourage more looting. I'm curious what your definition of "powerful magic item" is.

>2. Pathological means of generating gold now become "a big
>deal". If a mage figures out how to generate gold at a
>pathological rate, i.e. in an exploitative way, then he
>essentially has "a/s/b on a stick". This is mitigated,
>however, by the fact that each wand purchase comes with a
>fixed "waiting period". It would basically mean that such a
>mage would buy all his barrier wands, since they require the
>most effort to obtain from the exploration-based sytem and
>because gold is meaningless to him, while using the
>exploration-based system to get aura and shield. But...as
>these gold exploits are removed, this becomes less of a
>problem.

Overall, this boils down to trading exploration for coin-gathering, and I honestly don't know that it's that much better than what exists today.

So long, and thanks for all the fish!

  

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IsildurWed 27-May-09 08:52 PM
Member since 04th Mar 2003
5969 posts
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#1901, "RE: my idea:"
In response to Reply #56


          

>I'll be honest, when people say put something in the Tower of
>Sorcery, I just assume we may as well put it in Galadon.
>There is no risk, no difficulty at all with that.

Different kind of risk. The risk being that it's a fairly well-known place where thieves and assassins can hide.

>So it enables a second system based on gathering coin instead
>of exploring areas (which I'd argue, gathering coin is really
>easy).

Regardless of how easy or hard gathering coin is, you'd set the wand costs such that:

"effort of gathering AMBER-PRICE" = "slightly more than the effort of killing current-system AMBER-MOB".

The up-side to buying your wand is that you don't have to pay the up-front cost of finding the wand-mob. The down-side is that it's going to cost you more time/effort "per wand" to buy one than it would cost you to kill the wand-mob, if you knew where it was.

>How exactly does this encourage character longevity?

Older character -> higher haggle percentage -> cheaper wands.

>Honestly I think that if these things were going to be for
>sale, it wouldn't be all of them, and the prices would be
>fairly prohibitive.

That's the way it is now, afaik. I think certain sleek wands are for sale in the HTOS for prohibitive prices. Nobody buys them because, if one DOES know a large set of potential of sleek locations, it's quicker to pay the large "up front" cost of checking them all, then have a lower per-wand cost for the rest of the character's life.

>I think a new player who struggles
>searching through areas is going to have the same troubles
>gathering enough coins.

My thinking was that "gold gathering" is a skill most players have to some degree or another. "Knowing a bunch of wand locations" is something only serial mage players have.

>I agree that allowing bartering for wands is going to
>encourage more looting. I'm curious what your definition of
>"powerful magic item" is.

It would depend. Maybe based it on the item level and/or item limit? Have it take more rare/high-level items to get barrier, compared to aura/shield?

  

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DaevrynWed 27-May-09 09:26 PM
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#1905, "RE: my idea:"
In response to Reply #63


          

>Different kind of risk. The risk being that it's a fairly
>well-known place where thieves and assassins can hide.

Eh.... so you put fly up and quick run in and buy.

It's not no risk, but I think that's a really different level of risk than 'I keep killing the same mid to high level necromancer NPC'

  

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ValkenarWed 27-May-09 02:07 PM
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#1876, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #0


          

This is mostly a redo of post I made on the gameplay board a while ago, modified to address an issue zulgh raised re: offhand-wandiness

Here's what I hope my idea does:
Gives mages some more baseline DR and lowers their top-end damage reduction potential, allowing them to be solo-viable without resorting to extremely conservative, while keeping their average power level about the same. The system I am proposing preserves a significant benefit to exploring, while reducing mandatory tedium. It retains the ability to ambush mages out gathering preps in predictable locations. It also adds some level of tactical choice in deciding how to prep.

At level 15 casters learn the spell "create magic armor wand." This creates a one-charge, limitted wand that contains the spell "magic armor." The magic armor spell stacks up to three times, with increasing damage resistance per application, but decreasing duration. There is also a timer which prevents the mage from creating beginning a new stack. Here are some sample numbers to illustrate the idea. The numbers I'm using are intended to be mostly in line with a/b/s, but slightly weaker all around.

Stack TotalDR% Duration Timeout
1 10 12 24
2 20 10 36
3 35 8 54

There are two types of spell components (I'll call them gem and book for now) that can be used to increase the damage reduction, and they are interchangeable for this purpose. Using one adds 2 per cast and using both adds 5.

Stack One component Both components
1 12 15
2 24 30
3 41 50

The syntax for using both would be something like
cast 'create magic armor wand' gem book

Both are 3-charge, limitted wands. If cast as part of the spell a charge is consumed but the spell contained does not get cast. The gem contains the spell "Extend" which increases the duration by 1 tick if no gems were used in the last cast and is incompatible with the gem's DR-enhancing effect. The book contains the spell "Recover" which reduces the no-cast timer by half (to a minimum of 1).

The gem is available for sale at 2-4g or so in a few very magicy places (High Tower of Sorcery, Consortium, Thar-Acacia, etc), they may vary cosmetically but are all the same. The book is found in the current sleek barrier locations and assigned per-character in the same way.

Details:
Sanc, barrier are incompatible with magic armor > 20% dr
aura, shield are incompatible with magic armor > 25% dr
Casting cost is nominal (20-40)
Character under level 35 are limitted to 2 stacks and those under level 20 are limitted to 1 application.
sleeks no longer exist
Timeout is halved on death
Item limits are to prevent container storage only.

  

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JagaubWed 27-May-09 01:53 PM
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#1875, "Give limited versions of the protection spells to mages"
In response to Reply #0


          

Each mage would have aura, shield and barrier available to them at certain levels. Aura might be available at 30, shield at 40 and barrier at 50.

These spells would be just as powerful as they are currently, but would have usage restrictions / timers on them, and they would require more time to prep with than using wands.

1. Each of these spells would take 4 rounds of lag instead of the normal holding wands + 2 rounds of zap lag.

2. The durations of each of these spells would be significantly less than their sleek durations. Barrier may only last for 2 hours maximum. Also, consider that with the additional prep lag, you're wasting a lot of that time if you decide to use all 3.

3. A reuse timer on these spells. Give the user half a day or or a full day after each of these spells before they can reuse
them.

4. Can't use these spells in combat, but you can still cast them, much like teleport.

The rest of the wand system would remain as it currently is and having these wands is still a boon to the mage due to the
restrictions on wands. But this will at least give mages a way to prep for some fights without being completely reliant on
wands.

It also increases the tactics players can use against them. A four round lag is nothing to sneeze at, and if you manage to
catch a mage with while they're prepping, that's a lot of time to do significant damage to them. Stunning a mage or drawing
out a fight is another way you could combat these new versions of the preps.

This doesn't fix the problems associated with finding wands, but it does fix the competitiveness problem while giving other
classes means of combating this new power.

  

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ZulghinlourWed 27-May-09 04:44 PM
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#1885, "RE: Give limited versions of the protection spells to m..."
In response to Reply #41


          

>Each mage would have aura, shield and barrier available to
>them at certain levels. Aura might be available at 30, shield
>at 40 and barrier at 50.

My prediction about what happens in this scenario, is that no mage ever fights without all 3, and any attack on them unprepared is an instant word of recall. I think this actually makes it worse than it is today.

So long, and thanks for all the fish!

  

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JagaubWed 27-May-09 01:51 PM
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#1874, "Give mages another protection spell, reduce power of th..."
In response to Reply #0


          

Woops, I missed that there was a thread on this topic already.

Give mages another protection spell that's generic to all the wand users. It can be something like 30% damage reduction to all forms of damage and it can have a reuse timer that's twice the duration of the spell, so it can't be kept up 24/7.

All of the other wands would be reduced in effectiveness. Combining ABS + this new spell would have the same total damage
reduction as ABS currently has.

Like the other idea, this helps to fix the competitiveness problem some mages have.

  

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ZulghinlourWed 27-May-09 04:42 PM
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#1884, "I'd be more inclined..."
In response to Reply #40


          

To just give them aura or shield, than to create yet another spell.

So long, and thanks for all the fish!

  

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The HereticWed 27-May-09 01:00 PM
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#1872, "To keep it simple."
In response to Reply #0


          

Get rid of the whole damn system. Enough tweaking. 10 years is long enough. The wands were a bad idea from day one. Massively stackable damage redux is exploitable. There was never a good reason for more than 50% damage reduction.

or (since that won't happen)

- Put a cap on damage reduction. ABS is bad enough. ABS, protection, elemental shields, stone skin, resistance...etc, is retarded. More dam redux against mobs is okay, but it ruins PK.

- Shield + inherent dam redux provides all the survivability anyone needs. Make sure shield is easy to get.

  

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ZulghinlourWed 27-May-09 04:28 PM
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#1882, "RE: To keep it simple."
In response to Reply #38


          

>Get rid of the whole damn system. Enough tweaking. 10 years
>is long enough. The wands were a bad idea from day one.
>Massively stackable damage redux is exploitable. There was
>never a good reason for more than 50% damage reduction.

<sarcasm>Cool, we'll get rid of weapon specs, legacies and edges too!</sarcasm>

So long, and thanks for all the fish!

  

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The HereticWed 27-May-09 06:30 PM
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#1889, "I agree"
In response to Reply #47


          

10 years of changes with ABS as part of the equation. It's broken, but a fix will break a lot more.

On the other hand, I can't stand ABS mages who use 'the square peg in the round hole' technique of fighting. Massive dam redux makes bad tactics good.

  

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ZulghinlourWed 27-May-09 06:50 PM
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#1890, "RE: I agree"
In response to Reply #51


          

>It's broken, but a fix will break a lot more.

That's the spirit! Oh wait...no it's not. Without even knowing what the fix is (or even proposing a realistic one) you just assume it's going to break a lot more.

So long, and thanks for all the fish!

  

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The HereticThu 28-May-09 10:55 AM
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#1924, "RE: I agree"
In response to Reply #52


          

Actually, I was admitting that it's a complex problem and any changes will ripple through the system in hard to predict ways.

I am serious when I suggest that there should be a cap on damage reduction. Look at the damage reduction being used in this log: http://www.qhcf.net/phorum/read.php?3,668108,668108#msg-668108

Excessive damage reduction creates an arms race. Everyone starts needing every form of protection just to keep up with their enemies. If you cap damage reduction people are going to start worrying about ABS less and less because it won't do that much. They'll start doing other, hopefully more productive things in the game.

For the amount of work, discussion and heartache the ABS system causes, I don't think it's worth it. Overall, I'd rate it as a negative part of the game.

  

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Yhorian (Guest)Tue 26-May-09 07:09 PM

  
#1862, "Retooling ABS"
In response to Reply #0


          

Okay, quick drafting of the idea. There were some more details worked out but I just want to get it aired now.

My idea has a few key points to it, so here they are:

1. Switch around aura and barrier's properties. Make aura shorter duration (4-5 hours), higher damage reduction. Make barrier lower damage reduction, much longer duration (40 hours) and the only form of damage reduction that doesn't reduce healing. Shield remains the same, and is easiest to find/get since it's largely not on mobs like the other two.

2. Make detect artifact level 35. This way by 40 everyone should have an aura source if they're any good at exploring.

3. Despoil moves to level 40. To prevent level 30-40 monster mages with aura.

4. Critical hit becomes 1.5 rounds lag instead of 2.

5. Make an edge to extend auras duration, something closer to current barriers level, as a reward for well played and long lived chars. If barrier is so important to a mages build, it's a chance to empower it with your edge points.

The key behind all these changes is to shift the balance of power with mages. The greater gripe everyone has with the system is that it's very easy for vets or uber-mages to gain abs, while newbies and less powerful mages get trampled on trying to get them. By making aura far more common barrier-like protection, you're powering up lvl 30-45 mages significantly while giving barrier a glaring flaw - it's 4-5 hour duration. This means smarter tactics are rewarded while all mages get a basic hardcore damage reduction they can use.

This also depowers uber-mages (liches, charged aps, despoil-crazy scions) somewhat at hero because now their barrier-style aura only lasts a few hours and the really-hard-to-get wands they could get easily don't give that much protection. The idea is diminishing returns on prep effort. Putting a lot of time and effort has a rapid reward at first, and can still continue to have a reward, but this reward is not as great at hero - when exploration moves more toward the big area explores and certain hardcore areas. This encourages more low level exploration, fixes what I personally percieve is a great imbalance between uber-mages and regular mages power, and still allows the same maximum level of damage reduction when all three are combined. The idea of removing barriers healing-impairing ability is, again, to reward uber-mages effort for getting that extra dam-redux.

Scouts now also have many more foes with high damage reduction, and a slightly faster skill to counter it as well as discern to watch it's low-duration ticker and time their attacks.

What do you think?

  

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Arrna (Guest)Wed 27-May-09 12:17 PM

  
#1871, "Good idea! I'll give more input when at home. n/t"
In response to Reply #34


          

n/t

  

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ZulghinlourWed 27-May-09 07:00 PM
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#1891, "RE: Retooling ABS"
In response to Reply #34


          

>1. Switch around aura and barrier's properties. Make aura
>shorter duration (4-5 hours), higher damage reduction. Make
>barrier lower damage reduction, much longer duration (40
>hours) and the only form of damage reduction that doesn't
>reduce healing. Shield remains the same, and is easiest to
>find/get since it's largely not on mobs like the other two.

So really you're just saying make barrier much more prevalent than it really is.

>2. Make detect artifact level 35. This way by 40 everyone
>should have an aura source if they're any good at exploring.

35 feels a bit low to me. In my mind it's not "as soon as I can possibly use an aura/shield/barrier wand I should have detect artifact".

>3. Despoil moves to level 40. To prevent level 30-40 monster
>mages with aura.
>
>4. Critical hit becomes 1.5 rounds lag instead of 2.

I'm lost here...

>5. Make an edge to extend auras duration, something closer to
>current barriers level, as a reward for well played and long
>lived chars. If barrier is so important to a mages build, it's
>a chance to empower it with your edge points.

Meh.


>The key behind all these changes is to shift the balance of
>power with mages. The greater gripe everyone has with the
>system is that it's very easy for vets or uber-mages to gain
>abs, while newbies and less powerful mages get trampled on
>trying to get them. By making aura far more common
>barrier-like protection, you're powering up lvl 30-45 mages
>significantly while giving barrier a glaring flaw - it's 4-5
>hour duration. This means smarter tactics are rewarded while
>all mages get a basic hardcore damage reduction they can use.

I don't really see that as changing very much. So now people complain they can't find their aura source instead of their barrier source.

>This also depowers uber-mages (liches, charged aps,
>despoil-crazy scions) somewhat at hero because now their
>barrier-style aura only lasts a few hours and the
>really-hard-to-get wands they could get easily don't give that
>much protection.

Really? How? Your aura is now 5 hours instead of 8, your barrier is now 40 instead of 25, and your shield is exactly the same. This doesn't depower anyone.

>The idea is diminishing returns on prep
>effort. Putting a lot of time and effort has a rapid reward at
>first, and can still continue to have a reward, but this
>reward is not as great at hero - when exploration moves more
>toward the big area explores and certain hardcore areas. This
>encourages more low level exploration, fixes what I personally
>percieve is a great imbalance between uber-mages and regular
>mages power, and still allows the same maximum level of damage
>reduction when all three are combined. The idea of removing
>barriers healing-impairing ability is, again, to reward
>uber-mages effort for getting that extra dam-redux.

I really don't see removing any of these healing-impairing ability. If we really wanted to do that, we'd just give all mages more hit points, because that's what it really is.

>Scouts now also have many more foes with high damage
>reduction, and a slightly faster skill to counter it as well
>as discern to watch it's low-duration ticker and time their
>attacks.
>
>What do you think?

So long, and thanks for all the fish!

  

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Yhorian (Guest)Wed 27-May-09 08:25 PM

  
#1897, "Slight alteration then..."
In response to Reply #53


          

In reply to the point people would complain they couldn't find their aura sources...

Why not just make all 3 similar dam redux then, but longer durations depending on the difficulty of getting them. That way as long as someone can find two they're pretty good.

  

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ZulghinlourWed 27-May-09 08:38 PM
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#1899, "RE: Slight alteration then..."
In response to Reply #59


          

>In reply to the point people would complain they couldn't
>find their aura sources...
>
>Why not just make all 3 similar dam redux then, but longer
>durations depending on the difficulty of getting them. That
>way as long as someone can find two they're pretty good.

And how is this that much better than what exists today?

So long, and thanks for all the fish!

  

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Yhorian (Guest)Thu 28-May-09 07:19 AM

  
#1917, "Because you said that a big complaint was finding barri..."
In response to Reply #61


          

Now if people found 2 out of 3 then there'd be less reason to complain. As it stands, if people find their barrier source, they don't often complain they couldn't find their shield/aura.

I still liked the idea of making barrier more common and aura harder to find, then adjusting everything in relation to it People with AT LEAST a barrier source never complain and if they can't find it by hero with detect artifact at level 40 and the search beginning at level 30 then they have no real reason to complain.

But I guess you don't like that idea so I'll go hit my drawing board again.

  

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ZulghinlourTue 26-May-09 05:11 PM
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#1860, "Ah crap...I accidently deleted the three responses queu..."
In response to Reply #0
Edited on Tue 26-May-09 05:11 PM

          

I hit the wrong ####ing button and accidently deleted Yhorian's suggestion, Aodh's response, and Forsakenz's response Sorry.

So long, and thanks for all the fish!

  

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Conservative (Guest)Tue 26-May-09 03:37 PM

  
#1856, "Don't change a thing. Ever again. st"
In response to Reply #0


          

Newer/Mediocre players like myself are just now learning the ins and outs of the current system. The last thing we want you to do is to change it again on us so we have to start from scratch yet again. Its taken me 7 years to graduate from being a strict and decent warrior/assassin/ranger player into being a ####ty mage player. If you want proof that ABS isn't overpowered, post Quarghelar's PBF.

  

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ZulghinlourWed 27-May-09 04:27 PM
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#1881, "RE: Don't change a thing. Ever again. st"
In response to Reply #31


          

>Newer/Mediocre players like myself are just now learning the
>ins and outs of the current system. The last thing we want you
>to do is to change it again on us so we have to start from
>scratch yet again. Its taken me 7 years to graduate from being
>a strict and decent warrior/assassin/ranger player into being
>a ####ty mage player. If you want proof that ABS isn't
>overpowered, post Quarghelar's PBF.

I think there are definitely going to be changes upcoming, and likely in the future as well. Welcome to the ever-changing world of Carrion Fields. That being said, part of what I want to change is making it easier for the new mage player.

So long, and thanks for all the fish!

  

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EXB_ (Guest)Tue 26-May-09 01:07 PM

  
#1842, "Another Idea"
In response to Reply #0


          

Preface: Outside the HToS we've all seen the stave merchant guy, who just can't find a good buyer for his worthless unmagicalized pieces of wood.

Idea behind this: This, in essence, takes the personal DR idea and couples it with still putting it into a wand/stave form. So sort of a hybrid idea based on my earlier idea about rewarding long-lived mage characters, good amounts of exploration points, and other factors the gods see fit.

Execution: As the lifespan of the mage progresses, they learn the ability to imbue the stave/wand with some of their own magical essence from years working the veil. First it would start out with the imbue shield spell, then later you would achieve the imbue aura spell, and finally one day you would get the imbue barrier spell.

A few options exist on how this could work... each imbue would respectively require a weeks worth of rest before you could do another of that sort of imbue (or you could make it more challenging by limiting it to one imbue of any kind a week.. yuck though). There would be specific vendors for this sort of thing... would also give the option to area writers to maybe include rarer pieces of stave/wand material (that's a down-the-road idea).

Battleragers (or other predators) would know these locations pretty easily... HToS, mages consortium, thar-acia are all pretty likely places for these shops.

Another option could be requiring additional regeants beside the stave material. An example could be maybe the execution is about transferring the essence of aura and combining it with your own to make it stronger... so you could take a stout bronze wand, and transfer that and your own magical essence and make it as good as an amber rod in the process.

Thoughts?

  

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DaevrynTue 26-May-09 01:17 PM
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#1844, "RE: Another Idea"
In response to Reply #18


          

Explain to me why this is better than the current system.

I'm honestly not seeing it at all.

  

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IsildurTue 26-May-09 02:54 PM
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#1849, "RE: Another Idea"
In response to Reply #20


          

Probably because it does away with the "exploration" aspect. Which, presumably, the poster considers to be negative.

I'll try to come up with something and post it later.

  

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A2Wed 27-May-09 11:41 AM
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#1870, "RE: EXPLORATION"
In response to Reply #24


  

          

Why are mages the only class with something tied fundamentally to exploration?

I love RP, I love PK, but exploration just doesn't do anything but bore me.

Anything but a mage and with the exception of leveling, I could stay within three areas of eastern road and never miss any fundamental aspect of any other class(that includes a druid).

Some people like exploration, that's great, they get to go to areas that are considered fun and use preps I'll never get on my own etc etc, the people who like to explore already get rewarded I just don't like having it forced on me.

My only experience with the newest flavor of wand system is to get a mage up to 36, spend a few weeks looking, decide I'd rather let 100 hours auto-delete than think about trying to find anything again. My experience with the old was my one mage, a necro, and without having found my wands (thanks to my cabal mates and to the fact that because they knew where one was, they knew the other two), I was able to not get 2 rounded by paladins. However, I got lucky and had a pretty "easy" set. Had I gotten one of the retarded ones that it isn't likely you could get your own barrier solo...I would have just deleted.

There is a reason I stick to empowerment classes. While the thought of mage roles and playing styles sounds interesting to me, the hassle and headache of messing with the wand system just isn't worth it. I wish I had an idea for something better because I don't think it's a system that has ever worked well.

  

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DaevrynWed 27-May-09 01:38 PM
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#1873, "RE: EXPLORATION"
In response to Reply #36


          

>Why are mages the only class with something tied
>fundamentally to exploration?

Why are priests the only class that require empowerment?

It's just a direction we had wanted to go with them.

  

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EXBTue 26-May-09 03:02 PM
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#1850, "Sometimes you confuse me..."
In response to Reply #20


          

Assuming you could code a fail safe to prevent abusers (accumulating hours without really doing anything) then this would benefit long lasting mages.

They could create their own amber/sienna/black wands at certain stages pertaining to their invested hours, etc.

Could you post how you don't see this as being any better than the current system? Cause you didn't give me much to work with... how are you interpreting my idea exactly?

  

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DwoggurdTue 26-May-09 12:02 PM
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#1833, "Just to log it here"
In response to Reply #0


          

Preface: the wand system was a pain for many years now, so common sense tells me that there are some fundamental issues with it. So probably it should completely replaced with something else but I don't have a ready solution right now.
Meanwhile, let us try to fix/improve the existing system.

1) "add shield location", "add aura location", "add barrier location" edges.
This was proposed by several people before and probably very easy to implement. I don't think that a re-rolling wand location edge will be good because it may actually make things worse . So let us just stick to adding new locations. Those can be helpful for mages who can't find sleeks or their location is ugly for a specific class/cabal build.
Requirements: 30-40 level, some exp/observe points, some age hours.

2) Consider moving "detect artifact" to lower levels. Probably with some limitations like not detecting high level wands. This spell would be more helpful if mages could actually start exploring before heroing.

3) Some sort of quest that gives you vague hits about your locations.
With requirements like with edges: 30-40 levels, some exp/obs points, some age hours.

  

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ZulghinlourTue 26-May-09 12:47 PM
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#1837, "RE: Just to log it here"
In response to Reply #9


          

>1) "add shield location", "add aura location", "add barrier
>location" edges.

This is on Nep's list, and probably fairly likely to see the light of day at some point.

>2) Consider moving "detect artifact" to lower levels. Probably
>with some limitations like not detecting high level wands.
>This spell would be more helpful if mages could actually start
>exploring before heroing.

What level do you want to see it at?

>3) Some sort of quest that gives you vague hits about your
>locations. With requirements like with edges: 30-40 levels, some
>exp/obs points, some age hours.

This, to me, is the least interesting solution. How does random quest mob even know where your wands are to be able to provide you a hint. The requirements you list are fairly useless, by the time someone hits 30-40 they will almost always have immxp/obs & some age hours.

So long, and thanks for all the fish!

  

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DwoggurdTue 26-May-09 01:48 PM
Member since 20th Jan 2004
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#1845, "Elaborating..."
In response to Reply #13


          

>>2) Consider moving "detect artifact" to lower levels.
>Probably
>>with some limitations like not detecting high level wands.
>>This spell would be more helpful if mages could actually
>start
>>exploring before heroing.
>
>What level do you want to see it at?

Maybe at level where you can start to look for your wands or +4-6 levels above that. Let us say 35-40. I can't say that I did analyze all possible pitfalls, but I don't see that breaking anything right now. For a middle range mage it may be really hard to kill even a mediocre mob just to check for a wand and this spell may give him an ability to make any progress in his exploration instead of checking well known locations and if no success, give up and rank to hero.


>>3) Some sort of quest that gives you vague hits about your
>>locations. With requirements like with edges: 30-40 levels,
>some
>>exp/obs points, some age hours.
>
>This, to me, is the least interesting solution. How does
>random quest mob even know where your wands are to be able to
>provide you a hint. The requirements you list are fairly
>useless, by the time someone hits 30-40 they will almost
>always have immxp/obs & some age hours.

I was thinking about requirements that come from a feeling that this "mage is screwed".
For example, if you can't find you shield at 30-35-40 level for let us say 100 hours, you can get this hint. It could be 150 for aura and 200 for barrier or whatever. Depends how we define "this mage is screwed and has no luck with his sleeks at all".

  

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ZulghinlourTue 26-May-09 02:40 PM
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#1847, "RE: Elaborating..."
In response to Reply #21


          

>>>2) Consider moving "detect artifact" to lower levels.
>>Probably
>>>with some limitations like not detecting high level wands.
>>>This spell would be more helpful if mages could actually
>>start
>>>exploring before heroing.
>>
>>What level do you want to see it at?
>
>Maybe at level where you can start to look for your wands or
>+4-6 levels above that. Let us say 35-40. I can't say that I
>did analyze all possible pitfalls, but I don't see that
>breaking anything right now. For a middle range mage it may be
>really hard to kill even a mediocre mob just to check for a
>wand and this spell may give him an ability to make any
>progress in his exploration instead of checking well known
>locations and if no success, give up and rank to hero.

I'd be more inclined to see it at 42+ for the same reason that many of the powerful abilities within classes tend to be there. Wands shouldn't encourage, nor discourage your path to hero

>>>3) Some sort of quest that gives you vague hits about your
>>>locations. With requirements like with edges: 30-40 levels,
>>some
>>>exp/obs points, some age hours.
>>
>>This, to me, is the least interesting solution. How does
>>random quest mob even know where your wands are to be able
>to
>>provide you a hint. The requirements you list are fairly
>>useless, by the time someone hits 30-40 they will almost
>>always have immxp/obs & some age hours.
>
>I was thinking about requirements that come from a feeling
>that this "mage is screwed".
>For example, if you can't find you shield at 30-35-40 level
>for let us say 100 hours, you can get this hint. It could be
>150 for aura and 200 for barrier or whatever. Depends how we
>define "this mage is screwed and has no luck with his sleeks
>at all".

Tell me how to differentiate "this mage is screwed" with "this mage hasn't even made an effort".

So long, and thanks for all the fish!

  

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DwoggurdTue 26-May-09 03:36 PM
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#1855, "Well"
In response to Reply #22


          

>> Tell me how to differentiate "this mage is screwed" with "this mage hasn't even made an effort".

I don't think you can know it for sure.
Probably zero observation/exploration points may tell that he hasn't even made an effort. But if he has lots of them there is a possibility (only a possibility) that he actually tried.

I also had a wild idea about some special kind of observation exp called "wands oservation exp". You gain those when you check actual or other "making-sense-wand-wise" locations. Like if you look at the archmage of Corte you gain some of those points along with regular observation points. This way the person in order to accumulate those points will actually have to check magical places/locations.
But I'm not sure if it will be worth implementing.

  

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Graatchman (Guest)Tue 26-May-09 05:48 PM

  
#1861, "RE: Well"
In response to Reply #30


          

I think that's not a horrible idea. It's a way of keeping track of wand-y exploration and effort. It would give the staff yet another thing to keep track of, as all mage characters will now have that, but maybe it's not so bad?

  

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ZulghinlourWed 27-May-09 04:25 PM
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#1880, "RE: Well"
In response to Reply #30


          

>>> Tell me how to differentiate "this mage is screwed" with
>"this mage hasn't even made an effort".
>
>I don't think you can know it for sure.
>Probably zero observation/exploration points may tell that he
>hasn't even made an effort. But if he has lots of them there
>is a possibility (only a possibility) that he actually tried.

Yup, that's the hard part about this.

>I also had a wild idea about some special kind of observation
>exp called "wands oservation exp". You gain those when you
>check actual or other "making-sense-wand-wise" locations. Like
>if you look at the archmage of Corte you gain some of those
>points along with regular observation points. This way the
>person in order to accumulate those points will actually have
>to check magical places/locations.
>But I'm not sure if it will be worth implementing.

So actual is easy...but what is "making-sense-wand-wise"? It sounds like way more work (may as well make those making sense places, actual wand places honestly) to try and come up with a barometer that lets you know if you're screwed. I honestly think there are better solutions that don't cost as much to implement, but thank you for the suggestions.

So long, and thanks for all the fish!

  

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DwoggurdWed 27-May-09 10:15 PM
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#1909, "Re"
In response to Reply #45


          

>>>> Tell me how to differentiate "this mage is screwed" with
>>"this mage hasn't even made an effort".
>>
>>I don't think you can know it for sure.
>>Probably zero observation/exploration points may tell that
>he
>>hasn't even made an effort. But if he has lots of them there
>>is a possibility (only a possibility) that he actually
>tried.
>
>Yup, that's the hard part about this.


Actually I don't see a real problem with it.
Even if a mage doesn't do anything to find his sleeks, he already suffers by not having wands for many hours.
I don't think that doing nothing and waiting for a free quest at 200 hours is "win" path.
"The hard part" can be just dropped without actually breaking the game. You still need some level, obs/exp points and hours. If you are smart enough to have these and not doing anything about wands at the same time, well, you've "earned" free quest for being that smart.
Though you allies/enemies already walk with their sets for many hours while you don't.

  

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Balrahd. (Guest)Tue 26-May-09 11:45 AM

  
#1832, "Here's the solution:"
In response to Reply #0


          

(this is a repost, but the original post did not receive any IMM feedback. So...)

My Master Plan:

1. Destroy all current ABS wands.
2. Make new limited ABS wands with unlimited charges.
3. Make the limits on these ABS wands correspond to their power (i.e., 4 nocharge barrier wands; 15 nocharge shield wands, etc.).
4. Put these wands in static locations on appropriate mobs. (i.e., one barrier wand is held by the Dracolich, one is held by the master of the HTOS, etc.)

Let the players compete over who gets to hold these limited ABS wands.

Why I like this:
1. No more Easter Egg hunts - everyone knows where these wands are... but chances are it's in a Character's hands and not on the mob.
2. Competition. If you want the wand, you have to hope it's on the mob, or you have to PK for it (or, if you're the Emperor, order your underling to hand it over).
3. Equal footing with other classes. I think we all reached an agreement, below, that AB*and*S is only required for a very rare few characters .. all the rest only require some combination of protections and AB*or*S. Those few characters that AB*and*S are required for generally competed for the amazing gear that makes them so dangerous. So now mages have to compete to have that same level of PK power.

I think this resolves everyone's problems with the current system.

  

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DwoggurdTue 26-May-09 12:20 PM
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#1836, "I'm not Zulg, but this is a really bad idea"
In response to Reply #8


          

Imagine that your wand will end up on Satebos/Ahtiele/Whomever. You may drop your idea to roll a mage for next year or two. And we already have several pieces of legendary eq maxed on chars which you don't have many chances to reach for months/year.

  

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Balrahd. (Guest)Tue 26-May-09 01:05 PM

  
#1841, "Why does that make it a bad idea?"
In response to Reply #12


          

Yes, I could drop my idea to roll a mage for the next year or two. Or I could man up and try to PK one of the mages that has one of these coveted barrier items.

But yes, it will mean that non-competitive mages are not going to see barrier very often because they are incapable of beating the competition to get and hold on to them. Are you saying that's a bad thing?

  

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DaevrynTue 26-May-09 01:15 PM
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#1843, "RE: Why does that make it a bad idea?"
In response to Reply #17


          


>But yes, it will mean that non-competitive mages are not going
>to see barrier very often because they are incapable of
>beating the competition to get and hold on to them. Are you
>saying that's a bad thing?

What if only the top ten warriors on the MUD could have enhanced damage?

I think permanent barrier that never runs out, that you never have downtime on, that you never have to take additional risks to regather is about on that level of power.

Honestly, I think this would make the best mages more unstoppable and make mediocre players more likely to play something else entirely.

  

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Balrahd. (Guest)Tue 26-May-09 03:02 PM

  
#1851, "Admittedly"
In response to Reply #19


          

Part of my idea was driven by bemusement re: certain people complaining about "easter egg" hunts when there is no way they would have access to barrier UNLESS it was an individual "easter egg" hunt that other players could not interfere with. So it was kind of a "now you get what you wish for" type of solution.

And the other part was to eradicate the value of OOC information exchange after the static locations became widely known.

I will try to brainstorm ideas to account for Zulg's and your comments re: rich getting unstoppable, and giving the mediocre/poor players a chance at getting barrier without having to compete for it. It will be better. Faster. Stronger.

  

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Terrible (Guest)Tue 26-May-09 03:27 PM

  
#1854, "Its a Terrible thing."
In response to Reply #17


          

This essentially cements the most damredux into the hands of the very best players. This is yet another rich get richer scheme.

  

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ZulghinlourTue 26-May-09 01:03 PM
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#1840, "RE: Here's the solution:"
In response to Reply #8


          

>My Master Plan:
>1. Destroy all current ABS wands.
>2. Make new limited ABS wands with unlimited charges.

So I can have ABS up 100% of the time?

>3. Make the limits on these ABS wands correspond to their
>power (i.e., 4 nocharge barrier wands; 15 nocharge shield
>wands, etc.).

So you guarantee that only 4 people ever have barrier (and likely the most powerful people in the game). Feels like the rich getting richer and the poor getting poorer to me.

>4. Put these wands in static locations on appropriate mobs.
> i.e., one barrier wand is held by the Dracolich, one is held
>by the master of the HTOS, etc.)
>
>Let the players compete over who gets to hold these limited
>ABS wands.
>
>Why I like this:
>1. No more Easter Egg hunts - everyone knows where these wands
>are... but chances are it's in a Character's hands and not on
>the mob.

Can you locate them? Do you really know where these wands are?

>2. Competition. If you want the wand, you have to hope it's on
>the mob, or you have to PK for it (or, if you're the Emperor,
>order your underling to hand it over).

Feels like the rich getting richer and the poor getting poorer to me.

>3. Equal footing with other classes. I think we all reached an
>agreement, below, that AB*and*S is only required for a very
>rare few characters .. all the rest only require some
>combination of protections and AB*or*S. Those few characters
>that AB*and*S are required for generally competed for the
>amazing gear that makes them so dangerous. So now mages have
>to compete to have that same level of PK power.
>
>I think this resolves everyone's problems with the current
>system.

I think this makes more problems, than it solves to be honest.

So long, and thanks for all the fish!

  

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IsildurTue 26-May-09 07:21 PM
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#1863, "RE: Here's the solution:"
In response to Reply #8


          

FWIW, the whole "competing with all the other mages for a/s/b" already exists "sort of" with the presence of limited non-sleek a/s/b wands.

If you're so badass that you kill everyone and take their limited wands, and you make sure to re-acquire them whenever you use one up, then you can pretty much ignore the entire sleek system.

  

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AodhTue 26-May-09 11:43 AM
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#1831, "Hints"
In response to Reply #0


          

A few people have suggested, through various media.

I think it was Lightmage, on Mavent's thread:

The Archmage of the Tower tells you "A young dragon, known to study the mana's weave of protection has been seeking to establish a lair east of Galadon."

The problem "we" would run into is the general difference between player's ability to solve certain hints. This example I gave is pretty easy, since you just have to go find a dragon, which are very unique and memorable mobs.

Perhaps it could work in conjunction with improved consider, and such, so that you could know that a transmuter, for example, either directly holds, or holds the key to your barrier wand. Or a demon. Or a sahuagin basket-weaver.

Perhaps the right level of concrete details plus vagueness could help give players a solid, honest lead that gives them hope and direction, but keep the locations from being too spoonfed and widely-known. Obviously, I don't know how many wand spots there are now, so I can't say how many of these hints would have to be generated and looked at, or how difficult it would be to judge what is a "good" hint, and what's a "bad" one.

  

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ZulghinlourTue 26-May-09 12:52 PM
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#1838, "RE: Hints"
In response to Reply #7


          

>The Archmage of the Tower tells you "A young dragon, known to
>study the mana's weave of protection has been seeking to
>establish a lair east of Galadon."

This, to me, is the least interesting solution. How does random quest mob even know where your wands are to be able to provide you a hint.

>The problem "we" would run into is the general difference
>between player's ability to solve certain hints. This example
>I gave is pretty easy, since you just have to go find a
>dragon, which are very unique and memorable mobs.

Balancing the vagueness of the hint, with some level of challenge wouldn't be easy. Your aura wand is on or near a mage!

>Perhaps it could work in conjunction with improved consider,
>and such, so that you could know that a transmuter, for
>example, either directly holds, or holds the key to your
>barrier wand. Or a demon. Or a sahuagin basket-weaver.

I don't even see how these two correlate.

>Perhaps the right level of concrete details plus vagueness
>could help give players a solid, honest lead that gives them
>hope and direction, but keep the locations from being too
>spoonfed and widely-known.

This guarantees they eventually become spoonfed. Walk up to mob XYZ, they say "A young dragon, known to study the mana's weave of protection has been seeking to establish a lair east of Galadon.", you check your list and know to go see the Brass Dragon in the hills.

>Obviously, I don't know how many
>wand spots there are now, so I can't say how many of these
>hints would have to be generated and looked at, or how
>difficult it would be to judge what is a "good" hint, and
>what's a "bad" one.

There are probably over 100 locations now for A/B/S.

So long, and thanks for all the fish!

  

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Forsakenz (Guest)Tue 26-May-09 09:46 AM

  
#1828, "My (slightly refined) idea."
In response to Reply #0


          

Take away all things barrier. Every mage and anti-paladin instead gets a despoil/transform type skill that works a lot like the Scion power despoil. You must have a magical item and you transform those properties into hp**. No more farming barrier or worrying about spots. Now you simply have to transform a magical item to get the effect. Sure, you're farming magical items, but there are tons of those and the effect can have a varying range. The hp that'll be added is dynamic - it varies based on the veil, skill %, hours (older characters know how to maximize the effect), and even some randomness.

But the point is, wands are no longer l33t knowledge and/or a pain to find and keep hold of. Aura and shield can work the same as it is now, for all I care, or they could be scrapped in favor of increasing the possible payload of a transformed item in hp or damage reduction. There might even be a few barrier locations around the dragon lairs, HToS, Yzekon, Octagonal, and so forth.

Detect magic could also sense the likely tier of a transformed item upon identifying it.

** Alternatively, instead of increasing hp, simply increase the reduction of the transformed item anywhere from 15% - 60%. Echoes could indicate the tiered resistance upon transforming the magical item in lieu of detect magic.

* Scions get a new power to replace losing despoil.

  

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ZulghinlourTue 26-May-09 02:45 PM
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#1848, "RE: My (slightly refined) idea."
In response to Reply #4


          

>Take away all things barrier. Every mage and anti-paladin
>instead gets a despoil/transform type skill that works a lot
>like the Scion power despoil. You must have a magical item and
>you transform those properties into hp**. No more farming
>barrier or worrying about spots. Now you simply have to
>transform a magical item to get the effect. Sure, you're
>farming magical items, but there are tons of those and the
>effect can have a varying range. The hp that'll be added is
>dynamic - it varies based on the veil, skill %, hours (older
>characters know how to maximize the effect), and even some
>randomness.

Meh, I'm really not feeling it. It just turns barrier into the equivalent of a common spell, and even though it requires a magical item, you can't walk into an area without tripping over half a dozen of those.

>But the point is, wands are no longer l33t knowledge and/or a
>pain to find and keep hold of.

Rewarding exploration is one piece specifically designed into the ABS system. Though I get the feeling more and more, people don't want to explore, nor get rewarded for it, and places like our area explores don't really fit in the game.

>Aura and shield can work the
>same as it is now, for all I care, or they could be scrapped
>in favor of increasing the possible payload of a transformed
>item in hp or damage reduction. There might even be a few
>barrier locations around the dragon lairs, HToS, Yzekon,
>Octagonal, and so forth.
>
>Detect magic could also sense the likely tier of a transformed
>item upon identifying it.

No, it'd probably be trial and error, just like it is now.

>** Alternatively, instead of increasing hp, simply increase
>the reduction of the transformed item anywhere from 15% - 60%.
> Echoes could indicate the tiered resistance upon transforming
>the magical item in lieu of detect magic.

I assume you mean give damage reduction instead of hp. Again...Meh.

>* Scions get a new power to replace losing despoil.

And that would be?

So long, and thanks for all the fish!

  

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DaevrynTue 26-May-09 03:24 PM
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#1853, "RE: My (slightly refined) idea."
In response to Reply #23


          


>Though I get the feeling more and more,
>people don't want to explore, nor get rewarded for it, and
>places like our area explores don't really fit in the game.

I've also gotten that feeling many a time from many (not all) of the players, but I'm more willing (I think) than you to tell those people to #### off and make the game the way I think it should be in that respect.

  

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Lye (Guest)Thu 28-May-09 07:29 PM

  
#1948, "No."
In response to Reply #28


          

I'm sorry, but you're misinterpreting the playerbase here. There are lots of players, myself among them, who like exploring. Looking for wands is not exploring. It's tedium.

The current system does not reward people who like exploring for fun. It rewards people who are willing to systematically comb every mage-related area in the game.

  

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Forsakenz (Guest)Thu 28-May-09 11:23 AM

  
#1926, "Don't DELETE me again!"
In response to Reply #23


          

Ok.

The transform spell would only apply to limited magical items. And it's not 'everyone gets barrier' at all because the output of the transform can range from 5% dam reduction all the way up to 65% or so.

The spell makes damage reduction accessible to all mages. No more secret knowledge to get some basic dam redux. You can only carry enough limited magical items based on your inventory level or what you happen to be wearing. Farming is minimized by this (also by scaling of redux from item level, spell %, hours, and any other little treats you guys throw in).

Exploration is still important because you guys can put little treats on mobs in different areas. Throw some in locked chests, in hidden containers, mage-y mobs, etc.

High-end transformable items are again competetive, a la Balrahd's idea. You use it, it's gone, someone can go and reclaim it.

If you wanted to, items might have a diminishing ability in that they have 3 - 5 charges available. The first is the best, each transform from an item there after reduces the dam redux. That way they're reusable to a small extent.

Usable gear circulates. People want to loot the magical items from corpses, people want to gather them for themselves, they have a value beyond +1 int and 40 mana, and so on.

If you're in a pinch, you can take an item you're currently wearing and transform it to get a dam redux boost. But hey, you lose that piece of gear on your eq.



So how is this not a good idea? I really don't understand how it's not far and above better in every way than any other idea, including the current system.

  

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TacTue 26-May-09 08:35 AM
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#1827, "Stackable DR spell"
In response to Reply #0


          

with longer reuse timers than duration timers. You can have ~ aura 100% of the time, aura+shield 50% of the time, and full abs ~25% of the time or so.

Tac

  

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DaevrynTue 26-May-09 10:55 AM
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#1830, "RE: Stackable DR spell"
In response to Reply #3


          

I assume you're talking about this as a spell mages would just have.

My problem with this -- it eliminates the need for mages to go out and get stuff, and the exposure they take to PK (both because their wand fetching is potentially predictable, and because getting their wand may put them in a dangerous area or condition) during that time.

It eliminates the power of steal to take your wands, blindness to keep you from seeing them, stuff like grease or kotegaeshi to make it hard for you to get them in your hands, etc.

To me that's less interesting and is an example of something that's an improvement on the current system in one area, but gets wrong a bunch of things the current system gets right in too many others.

  

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Danis (Guest)Tue 26-May-09 08:16 AM

  
#1826, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #0


          

You could always leave the core of the current system, but augment it by creating a 'minor shield', 'minor aura', 'minor barrier'. These wands could be ubiquitous, for sale throughout the world, but with a flaw. Their protection will only absorb a finite amount of damage before they crumble, and new protections cannot be reapplied until after the initial casting has worn off. If you wanted to make the minors less powerful, have a delay time between crumble and reuse even if they have not been fighting, like a crumble at 12 hours and 24 hour timer instead of 18 hour crumble and 24 hour timer.

  

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ZulghinlourTue 26-May-09 12:17 PM
Member since 04th Mar 2003
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#1835, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #2


          

>You could always leave the core of the current system, but
>augment it by creating a 'minor shield', 'minor aura', 'minor
>barrier'. These wands could be ubiquitous, for sale
>throughout the world, but with a flaw.

How expensive are they?

>Their protection will
>only absorb a finite amount of damage before they crumble,

How much damage do they absorb?

>new protections cannot be reapplied until after the initial
>casting has worn off.

Meaning what? I can't use any A/B/S until my minors wear off? Or I can't apply any Minor A/B/S until the affect wears off, but it's no longer absorbing any damage?

>If you wanted to make the minors less
>powerful, have a delay time between crumble and reuse even if
>they have not been fighting, like a crumble at 12 hours and 24
>hour timer instead of 18 hour crumble and 24 hour timer.

So long, and thanks for all the fish!

  

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Danis (Guest)Tue 26-May-09 03:16 PM

  
#1852, "RE: Aura/Shield/Barrier...suggest a new system"
In response to Reply #11


          

The cheaper they are, the greater the difference between crumble and recast. 40k = 18/24hrs, 20k = 10/24hrs, 10k = 8/24hrs, 5k = 4/24hrs.

To determine how much damage they should absorb before premature crumbling, 700 hps * the protection offered by normal sleeks.

I wouldn't allow the minor ABS to be reused while there are timers, but you could allow the major ABS to trump the minors if you wish.

Edges could be created to shrink the crumble differential and improve the crumble damage, and flaws could do the reverse.

  

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EXB_ (Guest)Tue 26-May-09 06:48 AM

  
#1825, "Not precisely a new system, but one idea I read and lik..."
In response to Reply #0


          

And curious of your own opinion.

It's based on the current system, but after 100 hour increments you would earn another set of wand locations. Maybe this is overboard, but I feel like a mage who sticks it out 200 hours + should earn the right or more ease for their sleeks. Maybe it could simply cap at three sets so its not just overkill...

Your thoughts on this or anything close to this?

  

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DaevrynTue 26-May-09 10:51 AM
Member since 13th Feb 2007
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#1829, "RE: Not precisely a new system, but one idea I read and..."
In response to Reply #1


          

I'm not necessarily opposed to something like this, but I think I'd rather see it as an edge or something of the kind (maybe Extra Aura Location is an edge that can be picked once max for 200 hour characters, etc.) so you could weigh how much you want this benefit against other things you might want.

  

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Guy (Guest)Thu 28-May-09 09:32 AM

  
#1921, "Honestly"
In response to Reply #5


          

I've read nearly every reply to this thread and this idea still appeals to me in multiple ways. I have a few additions of my own however.

First off, don't start the counter till after 30 or 35 or even 40 or even hero for that matter. That way even if there is someone willing to waste that much time they will still have to do it in PK range atleast.

Second off, sure you've got your 100 hours, but you sat in your guild on your bum the whole time. So you probably have no explore or observe points, I would say a easy way to do this is simply tier it up with one of those explore skills not commonly gotten till hero. Like legendary awareness.

Third, I'm not opposed to it giving you a whole new set of 3. But, I like the idea more of it being edge options more.

So in summation. I like the idea of the current wand system staying as is somewhat. Just with edges and my edge suggestions as follows.

Regamble : You've spent your whole damn life looking for your wands and somehow you've managed to find notta 1. Yet somehow you've managed to get over 100 hours post 35 and something like Legendary awareness. You get to switch all three wands for a whole new set.
***You could probably let people take this edge after having discovered their set as I've had that mage who's had arguably the worst sleek spot for race/class to be had.***

Regamble 2.0 : You've found one or two of your sleeks, but you've met the criteria above and maybe a little more edge cost you can switch one of your locations for another at random. Cost goes up according to relevence. IE Shield aura barrier. This edge would beable to be taken twice but its cost goes up more the second time and it can't be used on a different color from your first choice. So if you gamble once on a new black you can eventually gamble again on it if you some how got screwed twice, but not the other two colors.

Otherwise I think the system is about as good as its going to get as it is. Taking away the sets was a good choice no more instantly knowing at 30 if you have a strong ABS set or not.


Damn that got a little more longwinded than I was going for. But I think I made my idea clear.

  

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Guy (Guest)Thu 28-May-09 01:33 PM

  
#1931, "Further fleshing out"
In response to Reply #81


          

Since it seems the other big complaint is finding them.

My experience with detect artifact has been lackluster thus far, but its been said there is little intrest in making it lower level.

With just that criteria and probably a thin viel being another. I would suggest simply making its duration much longer, or atleast lowering the cost a fair bit.
Not all mages have vast tracts of mana.

Also I wouldn't mind it firing on other sleek locations that are not yours. No reason you couldn't see the thread of mana, even if its not your location.

  

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ZulghinlourTue 26-May-09 12:09 PM
Member since 04th Mar 2003
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#1834, "Rewarding long-lived characters"
In response to Reply #1


          

>And curious of your own opinion.
>
>It's based on the current system, but after 100 hour
>increments you would earn another set of wand locations.
>Maybe this is overboard, but I feel like a mage who sticks it
>out 200 hours + should earn the right or more ease for their
>sleeks. Maybe it could simply cap at three sets so its not
>just overkill...
>
>Your thoughts on this or anything close to this?

What stops me from having a level 1 character just sit in the Academy for 100 hours, so I know by the time I'm ready to start I'll already have two locations without any real investment? Tying rewards purely to hours would encourage this behavior.

So long, and thanks for all the fish!

  

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EXB_ (Guest)Tue 26-May-09 12:53 PM

  
#1839, "However"
In response to Reply #10


          

Since you guys are genius at this sort of thing, it seems like you could ty in other factors. Things like certain levels of observation experience etc... I mean, maybe to the point that each of those wand locations actually count as a special observation spot for mages (and only post level 30). That way, there is a way to track how many spots a mage has truly looked for...

I can't argue your point though.. I know for me it certainly wouldn't be worth just having a char logged in for hours alone. But then we do have crazy people who spend 20 hours on defenses at level 15... hehe

  

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Ayalah (Guest)Thu 28-May-09 09:34 AM

  
#1922, "RE: Rewarding long-lived characters"
In response to Reply #10


          

>What stops me from having a level 1 character just sit in the Academy for 100 hours.


Imm-staff.


By the way, this is was my idea (if there's any sort of contest reward for it) =)

  

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ZulghinlourThu 28-May-09 02:49 PM
Member since 04th Mar 2003
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#1934, "RE: Rewarding long-lived characters"
In response to Reply #82


          

>>What stops me from having a level 1 character just sit in
>the Academy for 100 hours.
>
>Imm-staff.

Fail.

>By the way, this is was my idea (if there's any sort of
>contest reward for it) =)

Double-Fail.

So long, and thanks for all the fish!

  

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DurNominatorSat 30-May-09 05:52 AM
Member since 08th Nov 2004
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#1967, "Tie it to exp/obs xp. nt"
In response to Reply #10


          

nt

  

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