Anphillia Continuum
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Suggestion

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Rann Cora
Wordack
epm
sniqow
J. Persinne
unknown_user
Skaldic
SeXy_SnipER
dinkydinkydoo
StateOfMind
Lunatik
TheMothMan
-terenee-
TheeVals
Felix
Sancho
Professor Plum
Denmc
Linee353
Rugnarie
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Post  Felix Mon Nov 12, 2012 10:24 am

If someone is willing to fix the spell I have no qualms about it being changed back. The purple bubble doesnt seem to have much use.
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Post  unknown_user Mon Dec 03, 2012 9:14 am

You could for example make the zombie only attack hostiles to fix that, but have the caster bleed a certain amount for 1-x rounds (cutting yourself for the 'ritual'?) to keep the negative consequences part of the spell. What's the purple bubble do?

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Post  sniqow Sat Dec 22, 2012 12:55 am

serious suggestion here, would be so awesome....

Str check of 30 to pick up the corpse of another player and use it as a 2 handed weapon, would do the same damage as a staff and appear like a playercorpse, the corpse would remain in the actual playercorpse and the weaponcorpse would be an additional drop in the playercorpses corpse.

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Post  epm Sat Dec 22, 2012 10:39 am

sniqow wrote:Str check of 30 to pick up the corpse of another player and use it as a 2 handed weapon.

*reminds self to be more careful to not die around Hadush*

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Post  TheeVals Sat Dec 22, 2012 12:55 pm

sniqow wrote:serious suggestion here, would be so awesome....

Str check of 30 to pick up the corpse of another player and use it as a 2 handed weapon, would do the same damage as a staff and appear like a playercorpse, the corpse would remain in the actual playercorpse and the weaponcorpse would be an additional drop in the playercorpses corpse.

Is there even an appearence in nwn of a player/corpse weapon? Cause if not a hak file would be required to connect to this server.
(As far as i know with my limited nwn game mechanics understanding. xD)

But it could be fun.. a whole fort trying desperately to convince a half orc or human dude to let them raise the fallen soldier instead of using him as a perma weapon.
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Post  sniqow Fri Dec 28, 2012 3:45 pm

Mercenary Tokens:

Only for players level 10-15 (this im not sure of but read on)

Axfell example, it would work the same way with cleaven, only their versions since I've never played cleaven I don't know...

Rustin Point boss, Silent Hill boss and Bugbear cave boss all drop a token that can be turned into captain hullet for a significant XP reward. It would work the same as golden necklace in that each player could only turn it in once per reset.

Turning in the token will place an axfell friendly version of that NPC that would be able to somewhat impede the progress of attackers past the outer gates \to a limit of 5, would be better if they were a bit beefed up but not game breaking. Theyd spawn in the area closest to their respective zone but in a place that would still help fight off attacks. If a player turns in a token when the limit has been reached they still get the xp reward and the 'thanks for your contribution' speech from the captain but it wouldn't spawn another NPC. Since these NPC's are for the sole purpose of annoying attackers there would be no XP reward for killing them.

This would give new players or characters something to do and they'd get a feeling of accomplishment (and help with the grind) because even though a level 40 wizard attacking the fort would aboslutely vaporize them in most cases, their contribution would still matter, especially if the attacking force is worn down and the NPC's manage to kill them, the "recruits" would have something to be proud of and the vets would appreceate their contribution if it was the difference between losing the relic and not losing it.

level 10 because i could see people being cheesy and making new characters until the defenders are all there instead of leaving it to new players, who wants to grind to 10 for 1 npc?

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Post  Felix Sat Dec 29, 2012 9:36 am

I like that general idea. Anyone else?
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Post  Skaldic Sun Dec 30, 2012 10:48 am

Both silver weapons' and armors'(helmets,shields,armors) properties suck. They should be +2 if anything.
Or changed entirely, so there's some use for the copper/bronze/iron/silver crafted products....

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Post  Skaldic Wed Feb 27, 2013 12:10 am

Mechants

Since they have been given some nice new items I think they should be relocated to some harder-accessible places too.

Lamir's could be taken captive by lich king...This way people would actually start going to the place for other reasons than just taking lich king staff and REALLY SHITTY CHEST.

Daron's shop on Seris island has been raided, Daron had to relocated to .......
Point is it's too easy to get there. Almost everybody can solo it...

Making it really hard to get to such places would make crafters way more useful. Smile

...There's a reason this is under the Suggestion topic, so don't throw rocks!

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Post  SeXy_SnipER Thu Feb 28, 2013 3:27 pm

I agree 110% with Skaldic ... it needs to be harder .... the fact is the stronger you make 40's with items and such the harder it needs to be to get to some of these areas .... Love the idea Skaldic^^
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Post  Wordack Thu Feb 28, 2013 3:42 pm

Relocate to random areas in condors? ;p

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Post  unknown_user Thu Feb 28, 2013 7:19 pm

I don't think it should be harder, you would be alienating the younger players and those who may not be able to find assistance or an escort to those stores. For newer players the epic areas become progressively harder. Crafting should be useful, sure, but some have grinded ATS to death over the years. _|¯|O

That being said... 'I think almost everyone can solo it' I'm sure most players under level 20 would disagree with you and some PCs can solo it when they are in their upper epics *complemented* by the items they purchased there.

Maybe if you want it to be harder first attempt the mission on your new characters before they have purchased gear from the respective stores?

By the by, Lich King is solo-able too, so are random areas in condors. cheers

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Post  Rann Cora Thu Feb 28, 2013 8:06 pm

On the topic of economy, I completely disagree with the recent decision to decrease value on all the miscellaneous worthless loot. It was by far not the most efficient way to make gold, but was a good way for people who aren't interested in crafting (or people who have grinded ATS into the ground over the years and have no desire to do it again, as Steley mentioned) to make some coin. By reducing the sell price by as much as... 80% I think in at least one case... you really alienate those players, and I think that's not a good direction to go in.

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Post  TheMothMan Thu Feb 28, 2013 10:53 pm

Skaldic wrote:Mechants

Since they have been given some nice new items I think they should be relocated to some harder-accessible places too.

Lamir's could be taken captive by lich king...This way people would actually start going to the place for other reasons than just taking lich king staff and REALLY SHITTY CHEST.

Daron's shop on Seris island has been raided, Daron had to relocated to .......
Point is it's too easy to get there. Almost everybody can solo it...

Making it really hard to get to such places would make crafters way more useful. Smile

...There's a reason this is under the Suggestion topic, so don't throw rocks!

I don't really see this as an option that will appeal to all the types of players on this MOD.
The stores should be rather accessable if you are in a smaller party or whatever.

I don't want stores to be something that's accessable only to the top tier players/builds or something that forces you to "hire" someone to get there - while this in itself is a very cool idea, having to hire an escort, it's not feasible for the same reasons we won't remove the option to respawn from Fugue.

While being dependant on other players can be a really cool and fun way to tie a small group or community together and create some awesome RP situations, we still need to option for people to handle stuff by themselves, within reasonable limits.



As for the new loot, the rarity is being adjusted on that.
I want the regular loot to have some goodies in it, but you guys are of course right in that fact that we don't want to "dilute" Store- or ATS-items.

Some rarity adjustments have already been made, and there are more to come. Both on the newly added loot and the improved old loot.

It's a delicate process and we will see how it works out in the end.
If it all goes down the shitter, we simple wipe the items from the MOD and Players Inventories and begin again from scratch. Smile

Rann Cora wrote:On the topic of economy, I completely disagree with the recent decision to decrease value on all the miscellaneous worthless loot. It was by far not the most efficient way to make gold, but was a good way for people who aren't interested in crafting (or people who have grinded ATS into the ground over the years and have no desire to do it again, as Steley mentioned) to make some coin. By reducing the sell price by as much as... 80% I think in at least one case... you really alienate those players, and I think that's not a good direction to go in.

Are you saying that those items sell for 80% less gold now? Shocked
The value adjustments weren't that big, were they?
I will look into this.

-TheMothMan

EDIT: Appearantly the Additional Cost value really messed up the Value Decrease-function.
Nor did I account for the DM avatars maxed out Appraise when checking the ingame sell value of the items. silent
They should sell for around twice what they sell now. So around 1200-3200 Gold or somewhere in that range depending on the item or Store you sell them in.
I will fix this for the next update (which will be soon).
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Post  Rann Cora Thu Feb 28, 2013 11:26 pm

Yeah, there was one item in particular I remember being just under 5k and I sold the new version for like 1100. 80% might have been a SLIGHT exaggeration. Wink

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Post  Skaldic Sat Mar 02, 2013 6:40 am

Cool, thanks for rarity issue!

New suggestion!
Me and Vesin have been to Lich king's lair and the Lich king isn't tough enough....Maybe he should wield some really nasty red glowy scythe and crit for scary dmg!
It's too easy Crying or Very sad

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Post  Wordack Sat Mar 02, 2013 7:53 am

Easy for clerics ....

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Post  Skaldic Sat Mar 02, 2013 8:05 am

Easy for any caster.

Point is it's a king of lichs! Lichs are supposed to be mages who wanted to be poweful beyond death...
This lich doesn't cast anything but hellball (maybe ruin too)
He doesn't hit hard enough.
He doesn't look scary or cool.
He owns a really crappy chest.

He should be made immune to blindness so it's more challenging...Right now you blind him and spam undeath to death or other spells...
I'd make him something similar Iron Hold Master...Guy is scary...
I imagine lich king should be even scarier since he's undead and evil.

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Post  SeXy_SnipER Sat Mar 02, 2013 10:18 am

See this is where me and Skaldic get along really well ... I always love a good challenge and love it when you need to organize a group to do something. Especially since the Lich King drops the best dropable staff in game.

Good suggestion Skaldi^^
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Post  TheeVals Sat Mar 02, 2013 11:10 am

Skaldic wrote:Easy for any caster.

Point is it's a king of lichs! Lichs are supposed to be mages who wanted to be poweful beyond death...
This lich doesn't cast anything but hellball (maybe ruin too)
He doesn't hit hard enough.
He doesn't look scary or cool.
He owns a really crappy chest.

He should be made immune to blindness so it's more challenging...Right now you blind him and spam undeath to death or other spells...
I'd make him something similar Iron Hold Master...Guy is scary...
I imagine lich king should be even scarier since he's undead and evil.

Well I recall getting a staff as Myra Druid/shifter broken build.. with the help of karLando who was a Fighter/WM/monk build. All we had to do was basicly run around avoid being hit when it just came down to the LichKing... I didn't consider it all that easy.
(perhaps I should give it another try, this was back before the server's difficulty settings were lowered.)

Problem is if you make things a bit more challenging because a certain class or playing style finds it easy. It might just become impossible for everyone else. Razz
I'm sure a lot of classes/builds can solo condors.

I'd sooner suggest they make assaulting not pve'able by just 1-2 players since the pvp aspect isn't always there -should be just as hard even if no players defend. Before worrying about areas and their bosses being too easy.
(We're meant to be able to kill those bosses after all... right?)
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Post  Dae_Blazin Sat Mar 02, 2013 11:10 pm

I dungeon crawl alot now not just to level, but because I need gold and jewerly isn't really getting me veary far, though I still do it. But normaly I'll make a great big run through several areas picking up near every small item under 5 pounds just because I have room and it's light weight. When I've got the chance to tag along with higher levels, these little items drop even more.
The points is I normaly get back to the base with nearly all of my inventory pages filled with little blue items, scrolls and potions.
Now, I love the idea that you need lore to id items. Why would somebody not studying the items know what they do? I don't mind that most of them have low id score as well, since there "low items" what get's tedious however, is having to go through like 5 pages of items, pluss my bags and id each items one at a time.
In the OC SoU, the kobold Deekin has a neat conversation option, that he looks through your backpack and ID's all the items he can.
So isn't there a way to add that function to the craft menu? probly under suport functions. I know it's a small thing and when I asked around people didn't really find it a big deal... actualy most people didn't even think it worth mentioning. I don't mind it myself, but I think it would be neat to have.
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Post  Dae_Blazin Sun Mar 03, 2013 8:00 pm

Here's one I've seen in another mod that would add some neatness.
Books and paper, eather inventory only, or the ones that you can hold in your hand, only you can use the rename took to actualy change the description. At the moment it says invalid item, on like everything. But yeah, flag them somehow so that you re-write them as you want.

My idea for this was like, drop a Rosh had to relog to fix an armor bug, and was taking forever. In the time he was gone, auto xp flicked me up a level, so I wanted to leave a note telling him Willow had gone to the training area. I got the rename tool out, clicked on a blank scroll, renamed it "note" but when I try to chance the description, "invalid item" slaps me in the face.

So yeah, blank books, and paper. Would fit in good with the mail guy that is allready there.
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Post  -terenee- Sun Mar 03, 2013 8:03 pm

Books and Parchment can be purchased at your local communications office!

They are essential for RP, I agree!
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Post  Rann Cora Sun Mar 03, 2013 8:30 pm

I agree with Dae on the lore check thing.

In fact, I think that should be a part of the spell "Identify." When you cast the spell, it should automatically make a lore check against every unidentified item in your pack. It's one of those convenience things like ATS auto-mining.

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Post  Dae_Blazin Mon Mar 04, 2013 12:19 am

Isendel wrote:Books and Parchment can be purchased at your local communications office!

They are essential for RP, I agree!
Shocked I can't beleave I missed it!

Rann Cora wrote:I agree with Dae on the lore check thing.
Yay! I have somebody that agrees with me! *hit's the toolset fast*

Rann Cora wrote:In fact, I think that should be a part of the spell "Identify." When you cast the spell, it should automatically make a lore check against every unidentified item in your pack..
As this whole act would be near instant, you just cast the spell then open the crafting skills menu and punching it in there. But I do agree with that! Improving improvments is awsome!

By the way MothMan, if your likeing this then BAM!
Dae's Toolset wrote:void main()
{
object oSelf = OBJECT_SELF;
int iCost;
string sCap = Get2DAString("SkillVsItemCost", "DeviceCostMax", GetSkillRank(SKILL_LORE, oSelf));
int iCap = StringToInt(sCap);
object oItem = GetFirstItemInInventory(oSelf);

while(oItem != OBJECT_INVALID)
{
if(!GetIdentified(oItem))
{
SetIdentified(oItem, TRUE);
iCost = GetGoldPieceValue(oItem);
SetIdentified(oItem, FALSE);
if(iCap >= iCost)
{
SetIdentified(oItem, TRUE);
SendMessageToPC(oSelf, "You identified "+GetName(oItem));
}
}
oItem = GetNextItemInInventory(oSelf);
}
}
Tested and fully functional, now all you need to do is make the conversation line and throw that baby on the "actions taken". In the words of vector, Oh yeaaah!

|| EDIT ||
Wait, might have found an easier way...
|| Re-EDIT ||
Nope, nvm that floped.
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