Ideas Thread 2018

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EmoMage
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Re: Ideas Thread 2017 / 2018

Post by EmoMage »

shift+e does nothing when in your inventory/bank. i propose shift e shows enchanted weapons.

ex. enchanted rondel xj, enchanted crook ivpy, ect.
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1[WoWz]
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Re: Ideas Thread 2017 / 2018

Post by 1[WoWz] »

EmoMage wrote:shift+e does nothing when in your inventory/bank. i propose shift e shows enchanted weapons.

ex. enchanted rondel xj, enchanted crook ivpy, ect.
I like this. Or some other way like making "enchanted" a type to search term if possible.
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CinisterD
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Re: Ideas Thread 2017 / 2018

Post by CinisterD »

EmoMage wrote:shift+e does nothing when in your inventory/bank. i propose shift e shows enchanted weapons.

ex. enchanted rondel xj, enchanted crook ivpy, ect.

YES, i would LOOOVE to see this
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Re: Ideas Thread 2017 / 2018

Post by Eclips »

Something similar for books too please!
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Re: Ideas Thread 2017 / 2018

Post by LaughingCoyote »

Can we make diamond coins like addy coins, deliverable across servers?
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Keighn
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Re: Ideas Thread 2017 / 2018

Post by Keighn »

Doubt you’ll see too many of these now. You lucky bastards.
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Rumper
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Re: Ideas Thread 2017 / 2018

Post by Rumper »

Training dummy!
Doesn't bump skills or only raises it to 10 or something.
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Re: Ideas Thread 2017 / 2018

Post by Eclips »

A while ago, you made some buffs to multiclassing (other than priest) to make them more lucrative. Magery doesn't offer anything as a sub class, and while the utility is good, the utility is on the high end of the skill, and the stat offset makes it less than ideal.

I was thinking as a secondary perk, enchants could get buffed on all weapons (possibly ignoring staves) based on your magery/sorcery skill. I think the easiest would be something like a 50% increased chance to trigger at 100% magery/sorcery.
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Rumper
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Re: Ideas Thread 2017 / 2018

Post by Rumper »

A whole revision in the system?
Make every skill have a primary use and a subclass use :)
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Sarge
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Re: Ideas Thread 2017 / 2018

Post by Sarge »

Weapon damage balancing:

This is the impact of an upgrade from a copper claymore +1 to an untinted claymore +6.

Image

I actually lose 17dps (>10%) for upgrading to a weapon with a substantially higher level requirement than the entry level one I am using.
I'm sorry but this is just wrong.
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Rumper
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Re: Ideas Thread 2017 / 2018

Post by Rumper »

It's because of the tint.
Tints are important.
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Sarge
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Re: Ideas Thread 2017 / 2018

Post by Sarge »

Rumper wrote:It's because of the tint.
Tints are important.
Dude, gtfo :D
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SanJorge
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Re: Ideas Thread 2017 / 2018

Post by SanJorge »

copper weapon had a disadvantage: fast wear

wear was gone ( for what reason? I liked it) = copper weapon buff.
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Sarge
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Re: Ideas Thread 2017 / 2018

Post by Sarge »

I really thought it was obvious, seems it's not, so I'll elaborate.

A +1 no matter what tint or buff weapon should never be anywhere near as good as a +6 with no tint no matter what, never mind be better by a substantial margin. The level requirement difference between the two is a clear indicator of how imbalanced this is.
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Re: Ideas Thread 2017 / 2018

Post by LaughingCoyote »

Sarge wrote:I really thought it was obvious, seems it's not, so I'll elaborate.

A +1 no matter what tint or buff weapon should never be anywhere near as good as a +6 with no tint no matter what, never mind be better by a substantial margin. The level requirement difference between the two is a clear indicator of how imbalanced this is.
You've read through this post by eggmceye, right?
viewtopic.php?f=12&t=5226

Its a legacy of old dnd formulae. Tint bonuses are multipliers, while +AS damage bonus is flat addition. Not saying it cant be fixed, but its so baked in to everything that everything else would have to change and be rebalanced. Everything.
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eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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Sarge
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Re: Ideas Thread 2017 / 2018

Post by Sarge »

LaughingCoyote wrote:Its a legacy of old dnd formulae. Tint bonuses are multipliers, while +AS damage bonus is flat addition. Not saying it cant be fixed, but its so baked in to everything that everything else would have to change and be rebalanced. Everything.
Yeah, this is the thing then. It's probably not worth trying to fix it because exactly why you said. What really needs to happen then is that a shittier weapon doesn't have a level requirement umpteen times that of of a superior weapon.

Actually just looking at the level requirement comparison between these two weapons this can not be fixed to anything that even resembles balance.

Nope, only way to fix this is to rebalance everything.

It's sad though, at least I find it sad because this game has so much potential. There is already so little in terms of weapon scaling and progression because item properties are so flat. This honestly breaks the game for me. I just have too high standards I guess.
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Re: Ideas Thread 2017 / 2018

Post by Keighn »

I’ll tell ya an adamantium musket makes a reg+9 musket look like crap. Seems wrong but tints do make a huge dif.
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Sarge
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Re: Ideas Thread 2017 / 2018

Post by Sarge »

Keighn wrote:I’ll tell ya an adamantium musket makes a reg+9 musket look like crap. Seems wrong but tints do make a huge dif.
It seems wrong because it is wrong.

Lvl5 or is it even zero requirement to use an adamantium musket vs lvl117 required to use a reg+9. Entry level outperforms (near) end-game tier.
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LaughingCoyote
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Re: Ideas Thread 2017 / 2018

Post by LaughingCoyote »

Level requirements could probably be reworked without having to rebalance the entire game, since its independent of combat/damage etc. Give all the craftable tints a level requirement multiplier on +AS, with plain at 0.1x say. So a plain long sword +9's level requirement would be 0.5 x 117 = 59 (rounded up)

plain = 0.5
gold = 0.5
silver = 0.6
copper = 0.7
runed = 0.7
addled = 0.8
venomous = 0.8
blackrock = 0.9
vampyric, adamantium, glass, crystal, mithril, barbed, diamond, steel, bone = 1.0

You would see lower level chars rocking copper or runed +8 weps more, which gives them a use and better weapon level req progression, and make plain +stat items more useful.



P.S. NG should get weekend server bonuses as well, now that its FOTM.
Last edited by LaughingCoyote on Sun Apr 29, 2018 11:20 am, edited 2 times in total.
Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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EmoMage
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Re: Ideas Thread 2017 / 2018

Post by EmoMage »

LaughingCoyote wrote:P.S. NG should get weekend server bonuses as well, now that its FOTM.
every other weekend could be x2 bosses. (same weekend as PD's x2 bosses and Reg's x2 bosses). this way you have to pick a server.
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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