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Forum Name Gameplay
Topic subjectIdea for Invokers and Assassins to improve gameplay and limit spam.
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=37064
37064, Idea for Invokers and Assassins to improve gameplay and limit spam.
Posted by TheAceofSwords on Wed 31-Dec-69 07:00 PM
Since this is constantly voiced and a recurring problem that surfaces every few years, I figure it wouldn't be a bad idea to try and add something to the two classes best labeled as those dependent on needless spam. Warriors were recently given the ability to learn weapon skills from fighting other opponents using weaponry against them, I propose something similar for both the assassin and invoker.

Invokers -

Allow them to to be able to learn spells cast by other invokers who are in the same group as them. Since we don't have a huge playerbase, this isn't exactly something that can be too easily exploited. Nonetheless it would give an outlet for invokers to start working together and possibly sharing and testing new ways of learning spells outside needing 3-4 unsuccessful invokers o do it.

Assassins -

Same thing as invokers, but possibly have this only applicable to the kicking skills, it would make further RP sense that specific sects of assassins would be working closely together and incorporating the same style/maneuvers as those they call peers in the deadly craft.

Just a random I thought of which I figured i'd share.
37072, RE: Idea for Invokers and Assassins to improve gameplay and limit spam.
Posted by Anliltuel on Wed 31-Dec-69 07:00 PM
>
>Invokers -
>
>Allow them to to be able to learn spells cast by other
>invokers who are in the same group as them. Since we don't
>have a huge playerbase, this isn't exactly something that can
>be too easily exploited. Nonetheless it would give an outlet
>for invokers to start working together and possibly sharing
>and testing new ways of learning spells outside needing 3-4
>unsuccessful invokers o do it.
>

The affinity system is in place to help invoker learning. My experience is that a path with > 7 affinity requires little to no spamming at all. If a player absolutely must have six or even seven paths, then I shed no sympathy for them; it's an alternative they've chosen.

Having never played an assassin, I can't comment on kicks.
37073, I'm guessing you've never played a svirf voker
Posted by incognito on Wed 31-Dec-69 07:00 PM
With affinity 10 in earth I still deleted after spamming earthquake for hours without much result.
37068, won't work but I like the basic idea
Posted by laxman on Wed 31-Dec-69 07:00 PM
This won't work because it would only apply if both chars are working on the same spells. If I have only learned mule kick and my buddy is doing double spin kick then since I don't yet have the double spin kick skill to improve it won't help me and since he already has mule kick done it doesn't help him. The same would be with invokers but since they have so many more options the instances where it would be beneficial are really narrow for the amount of coding it would require to make this happen.

The end result will be that likely this would only prove to be useful to people who exploit this mechanic in an OOC way (rolling up chars together to spam together).


That said the whole basic idea of cooperation within a guild benefiting skill development sounds fantastic, I just don't see how to make that mechanically work in a way that won't be BS.
37069, I agree.
Posted by sorlag on Wed 31-Dec-69 07:00 PM
It's very niche in practice.

Luckily, Zulg/The Imms seem to do skill learning bonuses quite frequently. That's probably more of a practical bonus than anything you'd get out of some kind of cooperative learning boost, unless you (OOC) gamed it.
37065, Neat idea, me likes!
Posted by Murphy on Wed 31-Dec-69 07:00 PM
Afair, assassins do something like that with mark of the prey and it is not unfitting RP-wise. I mean, they pair up to practice using it on each other.