Your Edits [Archive] - ForumsHQ

Hobo_Bill
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Joined: Mon Mar 10, 2003 6:00 am

Your Edits [Archive] - ForumsHQ

Post by Hobo_Bill »

Ok, I'm thinking about setting up a board simply because there are too few good boards around right now and I want someplace to play. Where I've come up against a wall though is edits. I'm chock full of ideas for names for new spells/weapons/armour etc., but where I'm falling short is the actual *edits* themselves - Individual item/spell/armour/monster stats. Where do you guys pull the actual information for your edits from? I don't want a bunch of new stuff that duplicates the old stuff, overlapping a bit is fine, but why have 2 weapons that do the same thing? And I want there to be a noticeable difference between the new and the old. Like Bloodshot or DeathCow mentioned (don't remember which, atm) I'm a little hesitant to implement new races or classes, simply because of the fact that the basics are already covered by the races and classes that are original. So how do you determine the stats for your new races and classes? Any helpful hints on how to get started editing would be marvelous. You can contact me on several IM programs, just look em up here. Thanks guys, catch u later.
Miles
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Joined: Sun Oct 13, 2002 5:00 am

Re: Your Edits [Archive] - ForumsHQ

Post by Miles »

Where I've come up against a wall though is edits. I'm chock full of ideas for names for new spells/weapons/armour etc., but where I'm falling short is the actual *edits* themselves - Individual item/spell/armour/monster stats. Where do you guys pull the actual information for your edits from?

I use the old items as a template to know exactly what your working against (because you don't want them to be the same)... Then If they are to be an 'Upgraded' version I up the stats, maybe add a few twists, and up the level restriction. If you want to give your items alot of individuallity, use the "CastSp" and "Recharge" abilities... That way you can create your own messages and have alot more room to have the item do what you want. I really reccomend the "CastSp" as an ending for a weapon, You can make new messages and give it alot of flare..







I don't want a bunch of new stuff that duplicates the old stuff, overlapping a bit is fine, but why have 2 weapons that do the same thing?



This is my example, 2 weapons that are SIMILIAR, but not the same.. hell-flail, and then scorched maul (MudRev) .. Scorched maul was used from the hell-flail template, but I just changed around a few things, the description, upped damage and added a completely new "fire" strike spell on the end of it.





I'm a little hesitant to implement new races or classes, simply because of the fact that the basics are already covered by the races and classes that are original. So how do you determine the stats for your new races and classes?



There is a few classes they are sort of leaving out, but it's true.. It can throw of the balance of the game, and create alot of extra work for you with class inclusion items, quest textblocks, spells, etc... But these are my opinions, They lack Chainmail/Scalemail classes, There is no Druid-2, and No Mage-1... There are way more Priestly classes then Magely? Just a few thoughts to get you started. You can also do like DeathCow and I both have, Upgrade the older classes (Gypsy, Missionary, Warlock, Thief... Unplayed Classes) to make them worthwhile and playable, then you wouldnt have to f*** with textblocks!



HastaLuego

Miles
DeathCow
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Re: Your Edits [Archive] - ForumsHQ

Post by DeathCow »

There is a few classes they are sort of leaving out, but it's true.. It can throw of the balance of the game, and create alot of extra work for you with class inclusion items, quest textblocks, spells, etc... But these are my opinions, They lack Chainmail/Scalemail classes, There is no Druid-2, and No Mage-1... There are way more Priestly classes then Magely? Just a few thoughts to get you started. You can also do like DeathCow and I both have, Upgrade the older classes (Gypsy, Missionary, Warlock, Thief... Unplayed Classes) to make them worthwhile and playable, then you wouldnt have to f*** with textblocks!



HastaLuego

Miles

I saw that lack of druid-2 classes myself. I choose not to add any because I wondered what druid-2 would add to a class. The answer i came up with is that you'd end up with something even worse of than a missionary or a gypsy. I kinda felt that it would over either over lap a ranger or just be pathetic. Druid magic honestly doesnt add much to a combat class. It hard to put my finger on exactly what i mean to be saying here, but I just feel that druid-2 classes do not fit into the majormud world very well. Mage-1 seems to be basically for combat enhancing spells. So a mage-1 class has 2 problems. It steps on the feet of warlocks and and basically creates another melee specialist. There are plenty of combat specialists in majormud. With a mage-1 class you basically just have a warlock without attack spells or maybe a ninja that has to bless, either way it looks to me as all thats created is a combat class. As for chain/scale armour, scale armour in majormud has been specifically made to support the very weak class of witchunters. So it seems that adding a scalemail class could make witchunters even more dull than before. Chainmail, however, does seem to be under used. However its very difficult to create an entire class around using chainmail.



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DeathCow
Platinum
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Re: Your Edits [Archive] - ForumsHQ

Post by Platinum »

Druid 2 'lacks' for combat-2 classes? Are you insane?



I don't know about you, but I'd like to be running around with prow, stoneskin, and sandstorm as druid-2..if nothing else at all (and the regulars, mend, rhel..). Granted, druid-2 proibably isn't the BEST for combat classes, there are bonuses to it.
DeathCow
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Re: Your Edits [Archive] - ForumsHQ

Post by DeathCow »

True enough. However prow+stoneskin just kinda makes you like a paladin . And sandstorm is not something I'd want to have more of in my realm. Sandstorm is the most ridiculous spell yet (lasts forever with no cancel and no resist).
MrBlack
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Joined: Mon Jan 22, 2001 6:00 am

Re: Your Edits [Archive] - ForumsHQ

Post by MrBlack »

Sandstorm rocks if your the caster ;)
cynsyn

Re: Your Edits [Archive] - ForumsHQ

Post by cynsyn »

I usually pull them outa the air lol if not that way i borrow them from other people , of course i ask first. but some is alot of user input.
Locke Cole
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Re: Your Edits [Archive] - ForumsHQ

Post by Locke Cole »

And sandstorm is not something I'd want to have more of in my realm. Sandstorm is the most ridiculous spell yet (lasts forever with no cancel and no resist).

sandstorm is fine now that the duration has been toned down. It's also a high level spell, it's not supposed to suck.
DeathCow
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Re: Your Edits [Archive] - ForumsHQ

Post by DeathCow »

Is the duration shorter now...and dont most high level spells suck? Snicker.. thanks for the info locke
Miles
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Joined: Sun Oct 13, 2002 5:00 am

Re: Your Edits [Archive] - ForumsHQ

Post by Miles »

Druid 2 'lacks' for combat-2 classes? Are you insane?



I don't know about you, but I'd like to be running around with prow, stoneskin, and sandstorm as druid-2..if nothing else at all (and the regulars, mend, rhel..). Granted, druid-2 proibably isn't the BEST for combat classes, there are bonuses to it.



I agree.. I prefer the "Druid-2 Ninja" style class. Arborean is what I called mine, It is combat-3, leather, druid-2, +5 crits, +10 dodge, lock/pick/thiev.. and is slightly higher exp% then a ranger class. (Due to the leather armour).. In a new realm with stock classes, adding a Druid-2 class I would recommend silk. The first 2 druid class were already leather?? Anyways, Make Druid-2 Comparable to Mage-2, Give them up to earthfist, including quak, Then perhaps acid tempest ... as comparable to Blizzard? You would have to balance them out dmg wise.



I've also seen the Druid-2 class which has good Armour, but low Combat like Combat-2... often called a Trolloc :) Just an idea..
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