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Re: Its coming! [Archive] - ForumsHQ

Posted: Fri May 20, 2005 10:28 am
by ari
Witchhunters:



Omg.this link shows my current opinion on the class. Exactly what I'm gonna do with them is currently up in the air. I don't know what to do with them exactly. Any ideas would be nice





I'm sure this is a lot more radical than you had in mind, but it's what popped into my head when I read your whole...damn....post. So take a minute to read mine.





Instead of mres, invent/hack/macguyver a way for witchunter's to absorb spells. Can you imagine going to any boss with mystic mist and hugging the witchie every time he sucked it in. Would likely make it easier for witchies to accept healing, too. I know that in the RP aspect of it all they fear and hate any/all magic, but c'mon, who's RP'ing? You want that, go talk to 21Hotty69 in yahoo chat.



What the absorption effect is, up to you. Could be hp, could be nothing, could even be mana (or kai or some new secondary number) that allows him to get off a heal or a combat move before it resets to 0 the next round, or ticks -5, or whatever. I warned you this was a different direction, maybe I turned a wheel or two though.



BTW, glad to read about the thieves, always good to see them getting something every now and then, hopefully enough to make them worthwhile. Still doubt ppl will play them, but it'll be fun for the few that do.

Re: Its coming! [Archive] - ForumsHQ

Posted: Fri May 20, 2005 12:24 pm
by Tetsuo
i cant wait to see this bbs.. all youve said about it and how these edits sound it sounsd amazing

Re: Its coming! [Archive] - ForumsHQ

Posted: Fri May 20, 2005 12:47 pm
by DeathCow
I'm sure this is a lot more radical than you had in mind, but it's what popped into my head when I read your whole...damn....post. So take a minute to read mine.





Instead of mres, invent/hack/macguyver a way for witchunter's to absorb spells. Can you imagine going to any boss with mystic mist and hugging the witchie every time he sucked it in. Would likely make it easier for witchies to accept healing, too. I know that in the RP aspect of it all they fear and hate any/all magic, but c'mon, who's RP'ing? You want that, go talk to 21Hotty69 in yahoo chat.



What the absorption effect is, up to you. Could be hp, could be nothing, could even be mana (or kai or some new secondary number) that allows him to get off a heal or a combat move before it resets to 0 the next round, or ticks -5, or whatever. I warned you this was a different direction, maybe I turned a wheel or two though.



BTW, glad to read about the thieves, always good to see them getting something every now and then, hopefully enough to make them worthwhile. Still doubt ppl will play them, but it'll be fun for the few that do.



Well..making it so wh's absorb every spell cast on them and make it do something else, sounds extremely powerful, as well as extremely daunting from an editting point of view. I do like the direction your idea is going but, I really think it might go too far. I really cant allow anyone to have the ability to protect everyone from every spell, and even if i did that as a percentage base, it would end up being way too powerful. I can see myself giving them person immu to lots of negitive combat effects,and maybe making it so they can recieve combat blesses and healing.

Re: Its coming! [Archive] - ForumsHQ

Posted: Fri May 20, 2005 1:04 pm
by DeathCow
This board sounds truly awesome. I like your ideas on balance, it gives people a reason to want to play a lesser class by making them powerful in their own way.



Im my opinion the biggest inbalance in mud is the whole defensive system. Plate is just godly, nothing compares to a high ac high dr char and these chars are effective right from level 1. The problem is the way ac works with acc and you reach a point where with a certain ac a certain acc will hardly ever hit you, but im sure u know more about this than I do. I don't really know how to solve this problem, but heres a few ideas.



Lower plate ac, especially at lower levels.

Raise plate encumb.

Add modifiers to plate which slow the players movement, swings, crits, damage etc... a char wearing plate shouldnt move and fight like a leather wearer. Encumb doesnt do enough in this area.

Make plate more expensive.



Defence is the whole game and its not just plate that I think you should look at. High level dodge is certainly good too, priest ac etc...



Maybe raising monster acc is the solution I dont know?

I agree that ac has major issues. The only problem is that without going through and actually editting the code my only option for fixing ac would be to go and edit every piece of armour and every monster and every weapon in the game, changing the ac and acc values. And as much as I'd like to be able to say I can do this, it would be so horridly boring I'd simply never get it finished. The best i can offer for this is well built monsters and areas that simply do not allow plate classes to sit and enjoy that lovely teal scroll. I tend to use alot of spell effects on monsters rather than simply making them purely attack based. I know this is a perfect solution but its really all I can do. There are lots of negitive effects that are associated with plate armour already. I agree that that dont do enough to limit the combat effectiveness of plate classes, hurm. Maybe i could add a little something something. I'll try out a couple little ideas and see how they actually play out.



EDIT, hours later after some reviewing:



In an effort to balance early game play I've decided that raising the price per AC on armour is an effective measure. There will be a some what drastic increase in price which should somewhat limit early game leads by tank characters. The increased price will begin with rigid leather armour and the price hike will increase as the AC values increase. In a further attempt to reduce the effectiveness of plate armour I intend to have small negitive values associated with each armour type. These will be very small negitives, because nothing is more annoying than over nerfing. (See mod-9 quest for proof)



On a side note I'm going to make the current level 50 quest level 60, and put a new quest in its place. Futhermore, I'm going to fix it so it actually works for all races, classes, good. evil, neutral. Cause everything related to teleporting to Zanthus just plain pisses me off.

Re: Its coming! [Archive] - ForumsHQ

Posted: Fri May 20, 2005 5:37 pm
by DeathCow
In an attempt to get things rolling I've decided to alter my basic strategy for editting my bbs. I have several large areas designed to expand content for higher level users and thinking about it. These areas really dont need to be 100% ready when the bbs open as it will take several weeks for player to be ready to adventure into them. My revised goal is to have the all the new classes, level 1-50 area expansion, and level 50 quest complete before opening the bbs. The larger level 50+ areas will therefore not be 100% avaible when the bbs opens. I intend to take what i do have complete, which is about 1500-2000 rooms, and chop off exits to areas that I havent started work on. This will give me the time to start work on the lower level quests I have designed. As well as give me time to add in 3 new classes that i have designed and to integrate them in the the textblocks where needed. I'll be using new monsters and tiny new areas to provide the new classes with there basic quest gears. Completely designing the new classes and adding my planned improvements to pre-existing classes, could take so time. I'd estimate a monthish, until i have enough complete for me to feel its ok to open. This takes a long f'n times cause alot of what I'm doing is beyond the scope of general NMR use. But i do love NMR, as it is teh pwn.

Re: Its coming! [Archive] - ForumsHQ

Posted: Sat May 21, 2005 8:46 pm
by DeathCow
So I thought I'd put a progress update in. I've gone ahead and started with classes updates/changes and new classes. My 3 new classes a heavily spell based and I've spent some time designing the spells for each class. I've sort of come to think that the summoner class might not be a great idea. When comes down to it he's just gonna be a direct damage dealer and I dont know that adding him into the game will really do much besides stepping on other classes toes. I really dig the enchanter and witchdoctor classes though they have unique abilities and really feel like they'll do well in the game. The enchanter may end up being slightly difficult to play, but should be a great addition to a party.



The class updates are freakin evil. To give you an example, lets talk about allowing backstabs during combat. I've actually done this by creating textblocks and spells for every single 1 handed weapon. But the fun part is that ive made several spells for each weapon...LIKE lets talk about this. Like a shortsword for example, first chks your class. then if your one of the classes that gets backstabs..then it chks your level. your level decides what your odds are of pull off a surprise round in combat. based on your level, using mins and maxes it will then choose which random to go to. Then if you get to backstab it chks to see which spell its going to use. Now i didnt go as crazy as i could have instead i just used a standard backstab range for a character of the level, but i did go a little crazy and make item chks so it will chk to see if you have certain its that up backstab damage, and if you have them it will use a different spell that has a higher damage range. Now id like to say that these is a flawless system, but i know that its not cause well id need like 2 billion spells to make it perfect, and im just not gonna do that. I don't know if im gonna keep the item chk thing either cause its abusable, and I don't trust mudders to not abuse it. But its still pretty cool. I have the damage ranges for the backstab damage sectioned off into 4 level ranges so it should seem fairly accurate in that reguard. In combat bbs's will end up being the same damage for all races, but i dont think thats too terrible. I could actually base the chance of pulling off a backstab in combat based on stealth and or agility...which yeah thinking about it that would be hellfied, that would make there be a reason to play stealth races...oo. I think i just created more work for myself, but yeah i really like that idea. But yeah i'm so gonna base these abilities off of none level related stats.. Thats gonna take some whole new design though. but yeah oo. So yeah ace everything i said about what i had done, as now nothing is done...well i guess the spells are still there, i just gotta do all the textblocks. I hope i can make this work out well. Ok so theives gypsies and missionaries will get chances to backstab in combat based on there stealth and agility ratings and warlocks will get chances to cast spells in combat based on there spellcasting and intellegence ratings. Cooo. Ok and then oo. and i suppose i should base gypsies fate altering ability off stats and missionaries preaching ability of willpower...Which means i gotta go back and re do all that shit.





I'm so alone.







:takes a shot:







cause nobody loves me, it true..



I dont suppose there are any NMR savy people out there that are really bored and have lots and lots of time. Cause i'm so willing to accept volunteers for grueling NMR related labor tasks.

Re: Its coming! [Archive] - ForumsHQ

Posted: Sat May 21, 2005 10:14 pm
by The Funeral Portrait
I seriously cannot wait for this board. PM me if you still need editing help.

Re: Its coming! [Archive] - ForumsHQ

Posted: Sat May 21, 2005 11:03 pm
by syntax53
This takes a long f'n times cause alot of what I'm doing is beyond the scope of general NMR use. But i do love NMR, as it is teh pwn.

if there is something you need that would make things more efficient, let me know.

Re: Its coming! [Archive] - ForumsHQ

Posted: Sun May 22, 2005 12:04 am
by Tetsuo
this bbs sounds like its gonna be the perfect mud

Re: Its coming! [Archive] - ForumsHQ

Posted: Sun May 22, 2005 12:33 am
by iNViSiGOD
Cool, another system going live. Lets see what it has to offer!