Posted by Darkheart on 10/04
To add my two cents on some of the ideas that's thrown up there,
i think it'd be nifty to enable ice daggers to be thrown. They'd
have to disappear after doing damage or being juggled, and it would
be interesting if they had some 'frostbite' spell that reduced 1 of
each stat or something (would annoy mages who have the min stats for
On those archers, i've never actually used them or seen them, but
they should not just poof when no combat is happening. Maybe a 'pk'
timer on them that prevents them from going around for more than two
ticks without combat, perhaps.
Greater summons doing extra damage to align is fairly nifty. As far
as titans go, they should do more damage on neutrals :p
Holy light was too powerful (i personally used to spam 'order kill soandso
after moving into each room without bothering to get see invis or det.
hidden. It was fairly interesting to use it to get stuff from invis
corpses or containers, but resist blind would be fine. Personally think
charmies should be linked to their caster with some mana link so that
they can follow their caster under any circumstances. Caster being
invis and charmies not following seriously hampers their use, yet they
obey the commands from this invis person. bleah.
Auto-rage for damage sounds nifty, but that's assuming that the
charmies hit. I found that in most cases they don't, really, less they
are saebels... just upping their number of attacks and reducing max dam
so that they have a chance to hit more would be better, perhaps
Cure crit and roots, though highly convenient, has made mages basically
druids who use mana instead of herbs to heal. True enough that you have
to be starving to use roots effectively, but with the +ma every two ticks
item and being parched... dunno, dune said he could make a 524hp mage with
100 dex/min... add +180 mana to that from being parched, you have a monste
(yah, takes nearly forever to get to parched...)
Offensive spells, especially spells like stun that is common between the
two circles, should be lowered in cost. They are fairly effective except
that they cost 25 hps or so... unless i get a wfw, i might as well have
spent that mana healing or immolating.
Major poison dagger... well, i've re-eq'd this char to use one, nough said
i think. 9k rent isn't that much if you are willing to forego dam/hit.
Currently +hp gear is so cheap that i have 100hps worth, rent this silly
dagger, a chalice, and two vials. bleah. I could rent a recall scroll as
well, come to think.
Speaking of recall scrolls... i think they're fine, simply because of this
silly dagger. 125 rent so you can rent out major poison. For a fighter,
i'd rather rent 4 multi-purpose scrolls than a vial that only cured a cert
ain effect. Guess it comes down to whether vials are too expensive or
whether scrolls are too cheap. They probably should be made bigger and
heavier while retaining their current rent (logically, you could just
say that they require so much 'care' that you can't carry your max
weight... hrm, would be interesting if you could code an item that
reduced your max carrying weight), and could not be stored inside
containers. Mages would have a harder time using them, and str would
actually have some meaning...
Dunno if i wanna go into str and con right now. The way i see it, even
if you have the stats to wield a weapon of that type, unless you are a mag
who happen to have that as your only fight stat, i'd just use it as a
secondary stat and wield a dagger instead. I don't see much benefit from
using a 18kg weapon or an 8kg staff when i can use an 8kg dagger that
allows me to backstab (even at low perc it's fairly useful) or
major poisons. Personally think we need immolating swords and disorientin
staffs that are like 10 to 12k rent, maybe even more, so that str and
con actually means something.
Rage... this only works if the opponent can't flee, and dunno, for the
most part the ones that can prevent opponents from fleeing happen to
be the ones that don't want to rage :p So a str weapon that binds,
perhaps, chances of binding depending on damage dealt compared to the
mind of the opponent. You'd basically need to cap in order to bind
a 100 mind mage, but against half mages you only need to rip! Heh.
Parry with a chance to disarm isn't much imho, would just mean mages
or low str folk need to invest a stat in draw, or simply flee and re-eq
There are those occasions when disarming could encumber, but hey, that's
something that can be easily prevented...
Saturday, September 23 2000, 08:24PM
I like the create mage charmies upgrades
and I like the idea of new con and str weapons
I still think the major poison weapon should be removed
fill chalice jug
ohhh how about a spell for 3rd circle create, that costs
like 40-50mana so that it makes you more hungry.
call it starvation or something dunno just want to use
create mage again :P
Tuesday, September 26 2000, 12:12AM
or brew poisonous herbs to purge. Then you'll be hungry, or at least you
won't be full.
-a good druid who refuses to brew for bulemics
Wednesday, October 04 2000, 09:33PM
How about simply making 'aired' spells cost no mana and no skill
lag if they weren't specified a target? I can sorta understand
lag and pretype messing up even the 'clear' command and wimpy being
frustrating in that conjunction where opp skills, you type in something
during lag, round passes, wimpy's, and your command goes through.
But as far as spells with a target go, i think they should remain the
way they are, and given the power of inspire, inspire should still giv
lag as well even when used without arguments.
Fighters against max wimpy have nothing to lose really, they can simply
walk around with macros or pretypes which actually give them an advantage
over max wimpy'ers for the most part.
For mages, if you only bothered to think and code for a minute, you can
code a simple script to prevent airing spells. I'm not gonna bother
explaining what to code or how to code it, since i don't wanna rob ppl
from their 'fun' of figuring stuff out.