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Ganghouse idea [Archive] - ForumsHQ

Posted: Sat May 17, 2003 5:16 pm
by syntax53
I've always been a fan of no-limited item realms and some people say that kind of ruins the point of ganghouses (and they also say people all end up wearing the same gear). as far as the 'same gear' is concerned, i simply just don't agree. the items are still hard to obtain and people's classes vary so much that no one ever has the same gear (IMO!).



on to my real point tho -ganghouses. i think it'd be cool to make shops IN the gang houses and call them "stock rooms" this way you dont have to deal with the items being on the ground and you can get a nice list of what you have available to your members. shops can hold 20 items so two would be sufficient. just something i thought of while messing around.



-syn

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Sat May 17, 2003 6:56 pm
by GAMI Hestity
Just a thought to go with that..

Ganghouses are really out of date, Even the white gh can be robbed by a group of kamikazi lvl 10s(Drag the guards.. over, and over) and with mod 9, and 1.11m out, players are even more powerful.. whereas gh guardians are still all low hps, and attack damage(Differance is, of course, their 1 spell.. and the strongest one in the game is white guard's fear.. which is really where kamikazi high levelers are nice; plus barbed circlet should be able to save your arse from fear.. anyways, a high level group can open your house, and kill the guards- no problem.. and noones going to have their entire gang sit atk 24/7 to deflect it, which makes ghs pretty useless a few months into the game(vaults are only 20 higher req picklocks if I remember correctly..) Anyways, why not kill off the guards, the deeds, and the.. Ganghouse enterances. :D Instead, put 1 spell for each housein the deeds shop(With no regen, of course) and have the spells set to all magic using classes OK(Sucks for warriors and witchies.. screw em, lol) Or, As Id go about it.. make them mage, druid, or priest only..

Also, if possible; add a tag so they can only use teleport spells in guild hall or something.. otherwise It could be used as an escape spell in realms without gotos..



Final thing, on that last note..

Could give Mages an Egress spell at lvl 50 or 60+, single, party, or room is up for grabs, As for where to.. Id say TS. :)



Just some thoughts.. :)

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Sat May 17, 2003 7:12 pm
by Reckless
I disagree that gh's are useless. Not every realm runs unlimited lim's. The current ganghouses are absolutely worthless for the most part. I've got a ganghouse that i'm waiting to test out that will make them worth it. No guards in it and it'll be more safe than any of the current ones. Still working on it though.

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Sat May 17, 2003 9:18 pm
by GAMI Hestity
Nods, I meant the current ganghouses, not the idea in general.



I seem to have skipped a point in my last post the.. the spell in the deeds shop would be to teleport people into the ganghouse. Then they could use the normal exits, but noone could just walk in..

The idea is flawed in that: It allows incredible item hording.. even in an unlim realm, someone could stockpile the rare items(Guardian golem, spider leg ect) which would get annoying because theres no way to get them(Except kill the player, so he has to reequip.. and keep killing them) or, you could reroll them, and snatch the spell when the sys puts it back in the store.

Anyways, It's a nice thought :) I didnt really revise that one too much tho..

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Sun May 18, 2003 9:01 am
by Delete
How about puttin 2x or 3x the HPs on monsters and makin em 0% follow, see hidden (i think they are see hidden alread).. then stack em in front of your vaults and wallah! almost foolproof.. No thief is gonna survive a round from 15 white guardians especially if they cast fear....

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Sun May 18, 2003 9:02 am
by Delete
or make somethin phat like actual diamond monsters, maybe a great diamond dragon to defend ur house...

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Sun May 18, 2003 11:50 am
by syntax53
Originally posted by Delete

How about puttin 2x or 3x the HPs on monsters and makin em 0% follow, see hidden (i think they are see hidden alread).. then stack em in front of your vaults and wallah! almost foolproof.. No thief is gonna survive a round from 15 white guardians especially if they cast fear....



nod, just need to make them stationary ... it still needs to be penetratable, just much harder than it is.

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Fri Jun 06, 2003 5:58 pm
by Rust In Peace
I'm joining this kind of late, but I figure I'll put in my 2 cents worth anyway. Great ideas here..



I agree 100% with Syntax. Unlimited items are by far the way to go.. espesially with the current item drop code, where everything drops on first kill. For fans of limited items, the solution is simple. Put an item on a monster that regens once a week with 1-5% drop rate and see how many of that item will enter the game. Almost as rare as a limited, and yet accessable to everyone in theory.



Ganghouse guards with 0% follow is another great idea. Tripple their hps in the expensive houses, double in the rest, make them not follow, and set up twice as many at vault doors and problem solved. Hard to break in, yet still possible.



As for ganghouse rooms being stores to allow for easy listing of the items, what that also does is just about doubles the storage capacity of a ganghouse. I realize that this usually is not a problem but still... Question though -- can one make their own ganghouses (complete w/ deeds and all) w/ NMR or are they more or less hard-coded into the game itself?

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Fri Jun 06, 2003 6:07 pm
by Demonic
just skimming thru all the gang related items with NMR, it *looks* like it wouldnt be too hard to create your own. i think the hardest item to make would be the deed, which has a few different textblocks and messages you would need to sort out. but it does look possible. i may be wrong tho.

Re: Ganghouse idea [Archive] - ForumsHQ

Posted: Fri Jun 06, 2003 6:09 pm
by Reckless
not hard at all, I've made one although I've yet to test it. I will let ya know how well it works.