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Players Meeting Ideas

Just a few ideas I had in mind after we had our players meeting.

 

No one knows how or why, but humanity has been known to have the uncommon gift to produce more of their own whom excel above all others in various attributes.  Sometimes even being able to match the qualities of the best and brightest of comparable races. They call them, prodigies.

Humains gain 2 additional points that can be used to increase states in any category.

Since in most cases any other race is better than human, I thought this might make them more attractive and viable.

 

 

Lagging abilities now have a much lower chance to succeed the healthier an opponent is and a much higher chance to succeed the more hurt an opponent is.

Makes rp sense to me as a healthier more alert opponent would be better able to avoid bashes from a slower opponent compared to someone who's been in battle for awhile and fatigued. I see this as a way to make lagging more fair for others at least giving them a chance to use there skills before complete denial of commands. As a result I also imagine the laggee player would now be able to better time there use of venom sacks compared to how it is now when the lagger is more easily able to time it.

Edited

Perhaps extra stat points for humans should be allotted at rank 31.

Not really a fan of increasing lag percentage against a foe who is already losing the fight. Lowering it against a perfectly healthy opponent is not necessarily bad, but it does not need to increase on a sliding scale.

JMO

Here's how I could see it being more balanced by my own standards, which essentially means that no one will actually agree with me, with the following stipulations.

  • If lag skills used land easier as your opponent dwindles on health, the damage output of said victim should also be raised. After all, if you're backed into a corner with no means of escape, people tend to fight more viciously for their lives and thus their damage output is amplified by X amount. You're going to play a dangerous game of bash locking someone to death while you're already fairly evenly matched? Well, you're going to have to think twice about it. Each successive lag skill used will give that user an extra perk in terms of hit/dam or even spell level for the brief few final rounds depending on class.

  • Prodigy perk specifically for Humans. This allows you to choose between 2 additional points to be used for stats or HP depending on what floats a persons boat. This means outside of the 2 extra trains, you don't get any other perks whatsoever, and since there's other perks that can be considered far better, I don't see a real issue with that aspect at least.

@Fool_HardyI didn't envision the percentage increasing at all actually. But maintain the way it is now when someone is low on health. I feel like the current 4 in a row implementation is a bit flawed for four reasons. 

  1. Many combos can't stand 4-5 rounds of lag from the high powered melee classes that use them anyway.

  2. People can still get lucky, making the tactic of lagging from start to end still viable.

  3. Cumulative lag. Which creates more lag upon each successful one. Allowing for the lagger to flee/re-engage or resort to tactics listed in #4.

  4. Utilizing 1 round skills to re-start it. Land four consecutive lag skills, throw in a magic missile or even better, impale or lifedrain then restart the lag chain. I often resorted to this tactic myself.

@TantangelI didn't think of making it a perk. More like an innate ability at character creation. But then everyone would be a prodigy lol. The perk idea seems like taking two steps forward and one or two steps back wouldn't you think? But does make it more of a rare thing.

I could see it being tied into the educated perk for Humans which would clear it up. Since not everyone is a prodigy in real life, having it as a perk even tied in with educated perk would mean that you could still benefit from one perk, or choose to pick another for other perks. It could also be tied into the lucky perk, but as a staple the MUD could give you a roll on whether you succeed in gaining it or not. In this instance I say give it to them randomly at lvl 15 instead of lvl 1 though so it forces you to play through some and decide if you want to keep the character or not once you've reached that level. For most people that would mean probably a waste of an hour or so, but it also gives you a sense of whether you really want to play that particular combo or not too.

What if we reinvent, reutilize, and rejuvenate an ancient artifact?

Applying for an artifact quest already exists.

So consider, reinventing the ion srones. Altering them so that they work as they would in D&D, where one stat is increased beyond normal racial max.

The artifact, once aquire would become owner only, as it is a quest item. Characters could only aquire one.

It might add a little spice to life.

Thinking out loud..

The old magical affinity bonus was amazing. It's increased sanctuary duration made them very interesting at 0xp.

Since they have 100xp now they should have some perk, after all they are the worst race now. Suggestions:

  1. Sanctuary now is always at least the level of the PC or higher. So if a human Warrior eats a vial he gets a L50 sanctuary, but a Paladin communing at L50 would get the same old L50 sanctuary. This is a melee based bonus.

  2. Cure light, serious, critical and heal now follow the same rule of being used at least the level of the PC. But this might be to OP due to all curatives now being L50. So perhaps just adding +10-15hp for these spells when used by a human would be better. Suddenly humans would become a very popular communer class, which in my opinion they are not good at, due to Elves/half-elves having more defense.

  3. Increased mana regen. +50% mana gain would be a nice bonus for them. Would make them regen like an elf, but without the elf extra mana.

OR

Dispel Magic being cast a +5 levels.  This would be very interesting. Would make Human Invokers a lot more desirable. Even Necros/Battlemages.

2 minutes ago, mya said:

The old magical affinity bonus was amazing. It's increased sanctuary duration made them very interesting at 0xp.

This is something I can get behind again, though the XP penalty is irrelevant.

 

2 minutes ago, mya said:

Since they have 100xp now they should have some perk, after all they are the worst race now.

Celerity was saying that the reason they made humans have a 100 XP penalty is simply due to [the Imm(s) at the time] feeling that some races (gnomes, stone giants, etc) feeling weaker and more deserving of a lower penalty.  Instead of giving those races a negative penalty, the "average" was raised to 100 instead and the lower penalties applied as normal.

1 hour ago, mya said:

Dispel Magic being cast a +5 levels.

Lol, that's just hilarious.

But then, DKNs got a +3 spell level buff, because they "needed" it.

So who knows....

Make boots of stomping human only.... Bam, more humans :)

56 minutes ago, f0xx said:

DKNs got a +3 spell level buff

Specifically their mal levels.  It wasn't a blanket buff.

5 hours ago, mya said:

Since they have 100xp now they should have some perk, after all they are the worst race now.

Yet @Manual Labour just did very well with a human berserker.

What if the lag idea was based off of combined hp + mana + mv, as these combined represent the player's alertness? It also means the basher doesn't know for sure how effective bash will be, and it means  low hp races or attrition classes won't be quite as screwed. Plus it ensures that bash is harder to use as a replacement for chasing-- the longer you chase them, their mv falls, the easier it is to bashlock them.

Neat.