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11
Game Ideas / Mem times
« Last post by Kadaj on August 08, 2019, 11:13:20 AM »
With the recent buffs to druids, I noticed something that I *think?* would be a quick fix and a nice quality of life change for other casters.

Currently, commune with nature is a passive buff that acts as a mem modifier for the druid. They A. mem faster and B. get 'clear casting' procs when using spells.
What this does is allow the druid to easily catch tics as their mem is usually pretty low(being a mobile mem room) as well as actually firing off a decent amount of spells.

I recently came back and was playing my druid and mage in the same group.
My druid has 19 int currently, my mage has 28.
The druid had commune with nature up while the mage had 'mental acuity' on.
Out of the 10 spells I casted, 4 of those were clear casted resulting in no spell loss or mem increase.
The mage got 1 clear casting.

Commune with nature doesn't seem to have the 'internal cooldown' of procs like the spell mental acuity.

My proposal is this:
Make deep focus and meditate act like commune with nature. A mobile mem room where they have a chance at clear casting.
The mage's spell 'mental acuity' could just be a +% chance while deep focus is on to increase this.

What this would do would allow mages to actually cast their spells freely during zones without having to randomly catch tics while the group leader is moving.
I think it's a great way to streamline the mage class and maybe even give them more of a zoning feel instead of a relocating/locater.

Just some food for thought.
12
NEWS / Re: Robed Mage Training (And 'Lily' DKs)
« Last post by Anista on August 01, 2019, 11:53:49 PM »
Quote
Is the same true for Crown/Sword Paladins?

Yes.  The Paladin "path" skills should be trainable at all Paladin guildmasters in towns around Krynn.

However, as with Robed Mages and Lily Dark Knights, the Paladin "path" skill(s) must be acquired by the proper means before town guildmasters will instruct further training.

If any stubborn guildmaster is encountered who does not comply with these new laws, please report it with the `bug` command and we'll bring them to order.

-- Anista
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General Discussion / Re: WoW Classic
« Last post by el conquistador on July 31, 2019, 11:45:37 AM »
they arent putting in battlegrounds until phase 3!

i like stv ganking as much as the next man but no real pvp for 6+ months?  no thanks.
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General Discussion / WoW Classic
« Last post by Kadaj on July 31, 2019, 05:37:55 AM »
Hello,

With this wipe winding down and WoW classic ramping up, I'm just curious if anyone on here will be participating in this amazing time machine miracle!

Let me know if you plan on playing and what faction, maybe we can coordinate something.

-Dan
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General Discussion / Re: Decays
« Last post by Gnua on July 30, 2019, 04:26:55 PM »
if it decays, someone else pops it.  if it doesnt decay then i never popped it in the first place because i only got to pop it because someone else decayed it.  while i dont like the decay either, i also believe that i've gotten to see more gear than i usually do because stuff is actually in zones now rather than deeprented.

i dont know what the solution is but simple changes away from the current decay system feel like we'd be exchanging one problem for another.
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General Discussion / Re: Decays
« Last post by Chisul on July 30, 2019, 01:27:14 PM »
How about items gained from PK get an automatic decay refresh? Oh wait...

I know, add a deposit option upon rent. Items paid for with triple or quadruple the coin cost decay at a slower rate. Sure, big money gets to keep the goodies, but if they are deep rented there is a risk of deadbeat.

Or, items decay at a certain rate of nonuse. Make it really high and call it rust. That rust value is buffered by use
 The more you use an item the slower it rusts. If something simply isn't being used it goes away. The more you use it, the longer it lasts.

Add a set bonus. Once the set is complete, it decays at half the rate. Bits and pieces decay as normal, but once the set is achieved it decays much slower.
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General Discussion / Re: Decays
« Last post by gulca on July 28, 2019, 12:02:40 AM »
If I knew that the old Nate style of item control (memorized/triggered decay timers,  destruction and reloading 12 hours before decay because corrupt imms passed all the info) wasn't a thing anymore, and reliable lim1-2 item conteol through the wipe wasn't possible (At no point in time while Nate played was it possible to load the awl/emmy short), this game might seems more fun. However, in the past, it was to the imm's benefit to not make significant changes to a system which aided only those with imm-based knowledge.

This needed changing years ago. Do it now, please. Only people who have cheated info prosper under the current regime.

Honestly, the root of many problems in this game could be described thusly.

There are many ways to tackle this problem if it's a problem at all.

First solution,  going back to the zone where the equipment was loaded will add more decay timer. Either do it at the final boss  or rank mobs.

2nd solution.  HAve the same pcs normally load. Go to a special merchant add decay timer by combining them to existing eq.

3rd solution.  Have no rent version of the equipment load all the time. It can be a little more brittle.

4th solution. For set pieces,  instead of drop specific item, have it come in parts. And instead of random item like those Boro pieces, you need specific number of parts for specific items of the set. Make it like 2 tiers of part. First tier is the lower basic set. The higher tier parts can be used in both lower set and higher set.

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General Discussion / Re: Decays
« Last post by Hoodoo on July 27, 2019, 11:03:05 AM »
If I knew that the old Nate style of item control (memorized/triggered decay timers,  destruction and reloading 12 hours before decay because corrupt imms passed all the info) wasn't a thing anymore, and reliable lim1-2 item conteol through the wipe wasn't possible (At no point in time while Nate played was it possible to load the awl/emmy short), this game might seems more fun. However, in the past, it was to the imm's benefit to not make significant changes to a system which aided only those with imm-based knowledge.

This needed changing years ago. Do it now, please. Only people who have cheated info prosper under the current regime.

Honestly, the root of many problems in this game could be described thusly.
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General Discussion / Re: Decays
« Last post by Homard on July 27, 2019, 10:07:05 AM »
Quote: Malthros
But in that system, you finish playing, log for several days, log back on, and all that good stuff you had is now gone and you're back to square one.

/quote

OK, so it is.  What difference does it make.  Go out and play and find more EQ.  I don't see anything wrong with EQ decaying after a week.  I do see a problem with EQ hoarded for the wipe by a few select people who do it *every* wipe.  Why?  So you can control an old text game?  Maybe so, and I'm not arguing that competition is healthy for the mud as that's where it's origins lie and that's what brings people back.  I'm arguing that more good gear that has short timers will bring back competition.  Fight for the gear if it's on a short timer.  Go load more...it'll be there instead of in the vault.  The mentality that one group (or maybe two groups) need to dominate all the great EQ on the mud and that anyone who isn't "elite" doesn't deserve to have any is silly.  It's like a bunch of toddlers fighting over the digger in the sandbox and it drives tons of potential players away once they learn what they're in for.  Why not try giving anyone who can do a zone a chance at the spoils of that zone.  It's hard to do the higher zones as a non-elite player.  Gear makes it a bit easier.  Gear that can be re-acquired makes it easier again because the fear of a non-CR death isn't so bad any more.

Tweaks based on time 'in play' for items would be great, but I expect would take a fair bit of doing for the already overworked and underpaid IMMs.  Putting items in play is always a good thing.

I understand more EQ with faster timers is scary for big clans as it threatens total control.  But with where the mud is now, why not give it a whirl.  We've all seen where big clan control gets us.  Stagnation.

Also, I like the idea of nolimit slow decay class sets as a baseline for anyone to start from if they can pop them.
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Game Ideas / Re: Legend Ranks
« Last post by Alecto on July 26, 2019, 03:25:46 PM »
Sustenance rank, like medals have!
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