In all honesty DeathCow, as much as I am looking forward to this bbs like the others, I think it would be unwise to put the bbs up without the new classes at first. The only way I can see this being a good idea is if you wanted:
1.people to try out how the old classes feel and work in your mud
2.people to see the new areas
3. feel how refreshing it is to play on a bbs that wasn't thrown together in a few days
Then after all three of these things are fufilled, reset when you have the new classes/any other edits done. But if you added the classes a month after you put it up without resetting, you'd get a lot of people who felt overwhelmed with all the new things added at once, not given the choice to be those classes before they signed up. I'm sure you have a well-thoughtout way of doing things, but I decided to throw some of my opinions in, do what you will with them.
P.S. I don't see anyone who will lose interest if this bbs takes a month to complete, or 5.
Its coming! [Archive] - ForumsHQ
Re: Its coming! [Archive] - ForumsHQ
In all honesty DeathCow, as much as I am looking forward to this bbs like the others, I think it would be unwise to put the bbs up without the new classes at first. The only way I can see this being a good idea is if you wanted:
1.people to try out how the old classes feel and work in your mud
2.people to see the new areas
3. feel how refreshing it is to play on a bbs that wasn't thrown together in a few days
Then after all three of these things are fufilled, reset when you have the new classes/any other edits done. But if you added the classes a month after you put it up without resetting, you'd get a lot of people who felt overwhelmed with all the new things added at once, not given the choice to be those classes before they signed up. I'm sure you have a well-thoughtout way of doing things, but I decided to throw some of my opinions in, do what you will with them.
P.S. I don't see anyone who will lose interest if this bbs takes a month to complete, or 5.
We'll i suppose thats a good point. It might not be a terrible idea to have a planned reset maybe a month after openning..That way people would get a chance to figure out whats where, whats new, whats changed. I've added a whole shit ton and I still have to go through and test a whole lot of things..Like the way ive played with the 1 hander classes they do have a chance of pulling off the highest damage rounds in the game, but i'd assume from the percentages that there avgs will still be lower than any of the two hander classes. I need to make several adjustments to each and every class to create some kind of balance. I really need to figure out what to do with a couple of classes..namely witchunters and mystics. The only idea i've come up with for them are simply beyond my abilities to edit..Its gonna take a while to get everything ready..and as much as id love to have the conviction to work on it all day everyday..i just can't. But progress is being made. :)
1.people to try out how the old classes feel and work in your mud
2.people to see the new areas
3. feel how refreshing it is to play on a bbs that wasn't thrown together in a few days
Then after all three of these things are fufilled, reset when you have the new classes/any other edits done. But if you added the classes a month after you put it up without resetting, you'd get a lot of people who felt overwhelmed with all the new things added at once, not given the choice to be those classes before they signed up. I'm sure you have a well-thoughtout way of doing things, but I decided to throw some of my opinions in, do what you will with them.
P.S. I don't see anyone who will lose interest if this bbs takes a month to complete, or 5.
We'll i suppose thats a good point. It might not be a terrible idea to have a planned reset maybe a month after openning..That way people would get a chance to figure out whats where, whats new, whats changed. I've added a whole shit ton and I still have to go through and test a whole lot of things..Like the way ive played with the 1 hander classes they do have a chance of pulling off the highest damage rounds in the game, but i'd assume from the percentages that there avgs will still be lower than any of the two hander classes. I need to make several adjustments to each and every class to create some kind of balance. I really need to figure out what to do with a couple of classes..namely witchunters and mystics. The only idea i've come up with for them are simply beyond my abilities to edit..Its gonna take a while to get everything ready..and as much as id love to have the conviction to work on it all day everyday..i just can't. But progress is being made. :)
Re: Its coming! [Archive] - ForumsHQ
I thought id say that everyone responces to my bbs have done nothing but motivate me..and I thiank you for your support.
Your showing some real dedication to your MUD and to make a great playable atmosphere, of cours ethere going to respond positively. Plus your really keeping up to date and answering their questions with positive answers. :bravo:
Ill definatly stop in to see what all you have to offer. :werd:
Your showing some real dedication to your MUD and to make a great playable atmosphere, of cours ethere going to respond positively. Plus your really keeping up to date and answering their questions with positive answers. :bravo:
Ill definatly stop in to see what all you have to offer. :werd:
Re: Its coming! [Archive] - ForumsHQ
Your showing some real dedication to your MUD and to make a great playable atmosphere, of cours ethere going to respond positively. Plus your really keeping up to date and answering their questions with positive answers. :bravo:
Ill definatly stop in to see what all you have to offer. :werd:
I really need to read here, because there are several things that I'm still unsure about. You know like what direction ill go with here and there. I don't want everything to just be up to my simple fiat, I need input. That and its really amusing to read what my drunk ass wrote the night before. :)
Ill definatly stop in to see what all you have to offer. :werd:
I really need to read here, because there are several things that I'm still unsure about. You know like what direction ill go with here and there. I don't want everything to just be up to my simple fiat, I need input. That and its really amusing to read what my drunk ass wrote the night before. :)
Re: Its coming! [Archive] - ForumsHQ
Potions!
No-one really bothers with them because they just arent worth it. Make them powerful so they are valuable.
Things like resist conf/fear/stun, increase spell damage.
Would there be anyway to mess with the energy an attack or spell uses so a potion could effectivly allow you to heal twice per round, cast your attack spell twice etc...
Such potions would be sought after and would get people to keys killing bosses seaching for them. Maybe a npc requires you to complete a quest to get one?
just ideas
No-one really bothers with them because they just arent worth it. Make them powerful so they are valuable.
Things like resist conf/fear/stun, increase spell damage.
Would there be anyway to mess with the energy an attack or spell uses so a potion could effectivly allow you to heal twice per round, cast your attack spell twice etc...
Such potions would be sought after and would get people to keys killing bosses seaching for them. Maybe a npc requires you to complete a quest to get one?
just ideas
Re: Its coming! [Archive] - ForumsHQ
Potions!
No-one really bothers with them because they just arent worth it. Make them powerful so they are valuable.
Grin, I use them all the time. Almost all of my low level tactics involve them.
I could look at ways to make them more universally useful though, the way they are right now in the legit game they can be very powerful.
Things like resist conf/fear/stun, increase spell damage.
Things like resisting conf/and fear would have to be rare or at least very expensive potions. Thats a really powerful ability. As for increasing spell damage I could add something comparable to the various potions that add combat damage, although many spell casters normally have near the max spells cast on them already when ona boss run.
Would there be anyway to mess with the energy an attack or spell uses so a potion could effectivly allow you to heal twice per round, cast your attack spell twice etc...
Its possible that there is a way to do that. Ability 11 has something to do with modifing NRG level, i Dont know exactly how it works. Now if i wanted a potion to do something more specific, like allow a cleric to use grhe 2x in a round I could always have the potion give the cleric a new version of grhe that casts 2x. or i could alter grhe to look and see if the cleric has used the potion and if he has cast grhe twice. Id have to really look at that hard to see how I'd want it to work and if thats something I'd actually want to do.
No-one really bothers with them because they just arent worth it. Make them powerful so they are valuable.
Grin, I use them all the time. Almost all of my low level tactics involve them.
I could look at ways to make them more universally useful though, the way they are right now in the legit game they can be very powerful.
Things like resist conf/fear/stun, increase spell damage.
Things like resisting conf/and fear would have to be rare or at least very expensive potions. Thats a really powerful ability. As for increasing spell damage I could add something comparable to the various potions that add combat damage, although many spell casters normally have near the max spells cast on them already when ona boss run.
Would there be anyway to mess with the energy an attack or spell uses so a potion could effectivly allow you to heal twice per round, cast your attack spell twice etc...
Its possible that there is a way to do that. Ability 11 has something to do with modifing NRG level, i Dont know exactly how it works. Now if i wanted a potion to do something more specific, like allow a cleric to use grhe 2x in a round I could always have the potion give the cleric a new version of grhe that casts 2x. or i could alter grhe to look and see if the cleric has used the potion and if he has cast grhe twice. Id have to really look at that hard to see how I'd want it to work and if thats something I'd actually want to do.
Re: Its coming! [Archive] - ForumsHQ
1 question what is the time table on this coiming up?
Re: Its coming! [Archive] - ForumsHQ
Wow...i replied to this alrdy..but somehow it didnt go through. Basically with out all the ramble; I wish i could put a time table on it. Testing is a hit or miss kinda thing so..who knows. I have everything on paper, but paper doesnt always work out for me. I know alot about mud, but the workings of every thing i want to do isnt always something thats been done in any fashion similar or non. So sometimes it takes alot of testing to make things work right. I work on this alot..and I'm not willing to put out anything im not happy with so....it could be a while.
So...not tommorow, but I am not pulling a metro.
So...not tommorow, but I am not pulling a metro.
Re: Its coming! [Archive] - ForumsHQ
thats cool man take your time bro i think this is going to be the best board yet to come out. keep on trucken hehe
Re: Its coming! [Archive] - ForumsHQ
Didn't see any replies to the trainers question. Personally, stock is fine by me, but for gods sake, add level 11 SOMEWHERE other than crypt. It's just nice having the option of totally skipping it. Also, as far as high level trainers...every mud I've ever played on, that I needed one of these "get a group together" type trainers, I got fucked on. Either 1) No one atk's, 2) Higher levels don't want to help, because then you'd be advancing, hence reducing the chances they'll be able to script area X or get weapon Y, and 3) I work 3rd shift, and as such would see even less people when I logged on.
Of course, that's just my thoughts. Keep up the work (good and/or otherwise).
Of course, that's just my thoughts. Keep up the work (good and/or otherwise).