Chance of Critical hit

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mikeeusa22

Post by mikeeusa22 »

:D sound's like DnD/MUDs good idea bort :D
mikeeusa22

Post by mikeeusa22 »

And that is why I like MUDs... they're mean :D
leaf wrote:
cavesomething wrote: You drop your weapon
You hit, and your weapon gets stuck in your enemy (weapon is removed form inventory, added to enemies inventory)
I used to play on a MUD that had this "feature" with your weapons.

It sure made things challenging when you would lose your weapon, die, spend the next 10-15 minutes wandering around as undead, returning back to life, getting all your eq organized, healing up and then hoping to re-join your group to kill the monster that now has your weapon all before hoping/praying that the map hasn't reset, another party has killed the monster and claimed your weapon, a server crash or some other difficulty.. :x

"How can I kill that megadragon now that I lost my Dragonbane.. ?" :wink:
bort
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Post by bort »

Well, it would certainly make it a top priority of high level players to get multiple artifacts for use. :twisted:
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cavesomething
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Post by cavesomething »

Good point, nerfing of town portal is a pre-requisite for this, to stop even greater abuse.
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Post by yerp »

well, as long as its not too much work. You could always add these "features" and allow server admins to disable such things to their liking.

but maybe I just like tweaking too much....

Critical hit will really add a nice feel to the game in my opinion, but it must be coupled with critical misses as well, or where would the balence go?
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bort
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Post by bort »

cavesomething wrote:Good point, nerfing of town portal is a pre-requisite for this, to stop even greater abuse.
If you will nerf TP, you should nerf banishment,
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Rednaxela
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Post by Rednaxela »

cavesomething wrote:Good point, nerfing of town portal is a pre-requisite for this, to stop even greater abuse.
I really don't think that town portal and banishment should be gone. I think they should be fixed so it can't be abused, but not gone.
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Post by Mith »

bort wrote:Well, it would certainly make it a top priority of high level players to get multiple artifacts for use. :twisted:
having those maps always 'in use' not allowing other players exploring them anymore.

/me thinks of infyrana
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or rather: sum ergo bibendi
cavesomething
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Post by cavesomething »

Rednaxela wrote: I really don't think that town portal and banishment should be gone. I think they should be fixed so it can't be abused, but not gone.
I don't want them gone, merely reduced in range and scope, banishment works fine, /but/ a level 1 player shouldn't be able to use a lvl 110 rod of banishment.

To my mind rods acting up to 5 levels above use magic item skill is adequate. This is equivilent to being attuned to the spell being cast. Rods then would act as a limited fixed form of attunement to a spell, based on a different skill.

It would make them far less powerful, but still very useful. (I just have issues with writing a patch for that that doesn't segfault, some gross stupidity on my part no doubt....)

Town Portal, on the basis that it is /TOWN/ portal should operate on a town, not over the entire world. Again, still useful, but slightly less abusable (you would need to camp out in the same town as a quest, so would have to make sure the resources (eg alters) you need are there or that you have some way of coping without them. Add a removal of the portal on map reset (it has been too long since you travelled through this portal, the memory of the path through the aether has faded from your mind).
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Post by Rednaxela »

cavesomething wrote:I don't want them gone, merely reduced in range and scope, banishment works fine, /but/ a level 1 player shouldn't be able to use a lvl 110 rod of banishment.
I agree, at least not at full strength.
cavesomething wrote:To my mind rods acting up to 5 levels above use magic item skill is adequate. This is equivilent to being attuned to the spell being cast. Rods then would act as a limited fixed form of attunement to a spell, based on a different skill.

It would make them far less powerful, but still very useful.
I think that that might be a little bit to harsh, but it's the right idea:
I was thinking possibly something along the lines of the avgrage of your use magic item lvl and the rod lvl, but to no more than 15 above your use magic item lvl. (heh, I might actually have a use for my highest lvl stat soon :P)
cavesomething wrote:Town Portal, on the basis that it is /TOWN/ portal should operate on a town, not over the entire world. Again, still useful, but slightly less abusable (you would need to camp out in the same town as a quest, so would have to make sure the resources (eg alters) you need are there or that you have some way of coping without them.
I personally thing this might be slightly harsh, like if you're going to go somewhere hard to find... say the valley of the three sisters, then forget your equipment/other important item, in which case, I think that TP should be able to allow you to quickly go back to your apartment and then come back. Though this solution of yours prevents current abuse, I think it hurts it's usefulness too much, and I think your next fix idea below should below should be sufficent alone to prevent abuse, but perhaps once the portals are made, I think they should fade after a bit of time, quicker than the map reset.
cavesomething wrote:Add a removal of the portal on map reset (it has been too long since you travelled through this portal, the memory of the path through the aether has faded from your mind).
I strongly agree with this fix.
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