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-   -   My top 10 suggestions for the next update (https://forums.graalonline.com/forums/showthread.php?t=83472)

Draenin 01-02-2009 11:43 PM

My top 10 suggestions for the next update
 
Here are some simple updates I would like to suggest. I didn't put them in the Quarter 1 thread because there's a lot of stuff here:


1. Lights in houses stay on permanently unless shut off somehow. (Perhaps by double-clicking, or a 'clap on, clap off' type deal. LOL)

2. Fixes made on recipe book names. (I don't know if this is still an issue, but some books had names like "Water of the Wise of Ruby" and stuff like that.)

3. Lore books fixed to actually be relevant to the game. (Many of them refer to archetypes that were never implemented.)

4. Fixes for strange ability types:

Levitation (Should probably do something or be removed. It's only on one item that no one ever sees anyway.)

Reflect Spells (This has never worked, and would be way too powerful if it did. Removal would be the best answer.)

Stealth (Makes player semi-transparent or gives them the ability to 'hide,' turning off the display for their name, kingdom icon, and any other crap that might be floating around them other than text.)

5. Fixes for the following attack types:

Drain (Drains a player's SP with each hit. Same effect as Mana Drain or whatever.)

Paralyzation (A player's 'stunned' animation when hurt would last longer.)

Fear (Lowered AC)

Life Stealing (Steal life from another player equal to 1/2 the damage you do to them. Full damage would be a little overpowered.)

Confusion (Player has a chance of damaging himself with melee when under confusion, while spells get muddled for mages, kind of like when you screw up scrolls.)

Depletion (Drains a player's Grace with each hit.)

Slow (Player slowed by 20 or 30 percent of current speed.)

Blinding (Lowered WC)

Ghosthit (I actually have no idea of what this could do. Why do we have it, again?)



Also, it would be awesome to see little status effect icons that pop up, or visual effects that indicate something's happened to you.

6. Improvements for the following spells:

Consecration (Allows you to pray over the altars of other gods while the spell effect lasts. Removed before because it screwed up the altar archetypes.)

Vitriol (Should be released as it is now on Debug. It's just a standard cone-shaped poison spell now, instead of being the item-wrecker it was when Zoe used it.)

Call Holy Servant / Summon Cult Monsters (It should either summon something or be taken out completely. I guarantee you it wouldn't be missed.)

Summon Avatar (As per the suggestion in the other thread about it.)

Command Undead (Now that we actually have more undead than just skeletons, could we use this to charm zombies and stuff?)

Create Missile (The ability to make arrows based on the improved attack types would rock.)

Light (Creates a little light over players, similar to the halloween glow. Or putting it over the wand after casting would be sweet too.)

Missile Swarm (Needs to do damage.)

Create Pool of Chaos (Unless there's a cool animation that could be made for this, just remove it. Again, not something that will be missed.)

Banishment (Needs to have its damage nerfed to be a tiny bit more powerful than Holy Word, but not enough to insta-kill undead things.)

Faery Fire (Should have an animation, or be removed. It would be cool to see it like a version of firebolt or burning hands that produces blue, green, violet, and pink flames, though. :D)

Probe (Makes enemy info pop up in the message field.)

Dark Vision (A much larger light covers the player. This is just for visual effect, really.)

Turn Undead (Should actually do damage to undead.)

Ball Lightning (Would be nice if it were made into a standard spell instead of scrolls-only. It's not that strong.)

Meteor Swarm (Would be nice if you could cast it from scrolls or potions only. After all, we have potions of firestorm still. Meteor Swarm is currently a three-fireball cone like burning hands, so would it be possible to update it to a 5-fireball cone? That way, it'd kind of be unique and useful.)

Holy Wrath (Rarely causes damage, and when it does work, it's incredibly weak.)

Insect Plague (I think someone was pushing for this to do poison damage and follow people around. That would be awesome.)

Daylight (If it can't be made to control the day-night effect, why not just make it like dark vision and light, only it covers an incredibly wide area.)

Other Prayers (I'm not sure what else needs fixing, but just run through them and see which ones seem kinda pointless. If they seem like they're more trouble to fix than they're worth, ditch 'em.)

7. Item improvements:

Ogma's Bracers (Nerf the hell out of them until they have normal stats, then release them so Ogma users will quit crying.)

Aengus' Bow (The main complaint I've heard is that it's very inaccurate. People have waited a long time for its release. Do it some justice.)

PMoP / FHoM (Yeah, I know.)

Rucksacks (It would be nice to see them craftable. Maybe require a lot of materials like 100+ cloth or something. They're really damn handy.)

Bracers (Since bracers don't stack with armor, can the old AC-only bracers be re-released as craftables or through the event shop again? They're pretty much what mages should be using for armor.)

Samurai Bracers (These things were severely nerfed, and I don't really know the story behind why that is.)

Bookshelves (These can't seem to hold many books. The weight limit is really low on them for some reason.)

8. Release more newbie gear, or raise the speed caps / stats on default newbie equipment. (The jump from crappy gear to half-way decent gear is almost entirely dependent upon whether or not you have event items. It would be cool to see mid-grade stuff you can craft.)

9. Too many extra dungeons. (Why not just link the dungeon exits directly to each island instead of all the extra dungeons? I don't see those ever being used until something is put in them, which could take a while. All people do is immediately unstick when they enter, so why not just save 'em for later?)

10. The return of traps in the main dungeon. (I don't ever see them anymore. I used to accidentally run into them all the time. Some simple spikes and other things would be pretty neat to see again.)

grawlgamer 01-03-2009 02:19 AM

Take out ferries! They ruin ship battles.

MajinDragon 01-03-2009 03:01 AM

Good suggestions Drae, i agree with near enough all of them. I don't agree that lights in houses should stay up forever, terribly unrealistic, i could allow new light sources or tools that keeps houses lit for longer, say, a week or a month even.
Keeping with the subject of houses, i'd like to see a scroll introduced which strengthens the con of ones house to say 10x-25x more. Thus allowing players to have extended breaks or cut their house costs by alot more. Many items get lost due to houses collapsing.
I'd also like to see houses NOT collapse, why? It's unrealistic for a house to just vanish, i think it would be better if the house lost it's security and anyone could raid it for what the innactive/uncaring owner left in it. This would keep items from being simply 'lost' and lucky players would enjoy the loot :p

I myself would like to see Bile's curses/afflictions have their immunity removed, that would also include ogma's Rabies.
Yes, everyone knows about the fr0 incident with rabies, however its simple enough to not have it be contageous and with all the godly afflictions, disappear after death or else keep stayin in effect until someone is cured of it. Currently it simply stays in effect forever unless cured, but if not, stays with the person (they develop immunity) but effects disappear and they can't be cured of it.

Some will cry that Bile is already strong but you might aswell not have those curses if they're a 1-time-use-only thing...

Draenin 01-03-2009 06:21 AM

Quote:

Originally Posted by MajinDragon
Keeping with the subject of houses, i'd like to see a scroll introduced which strengthens the con of ones house to say 10x-25x more.

Yeah. The house population definitely dropped off after Reiko did a tag wipe for Samurai a long time ago, as well as when Alan resigned from Pirates. I miss having really dense cities.
Quote:

Originally Posted by MajinDragon
I'd also like to see houses NOT collapse, why? It's unrealistic for a house to just vanish, i think it would be better if the house lost it's security and anyone could raid it for what the innactive/uncaring owner left in it. This would keep items from being simply 'lost' and lucky players would enjoy the loot

Yeah, uh, no. Houses need to die at some point. It's very realistic for houses to collapse after being dilapidated for so long. You know what's unrealistic, though? The locks on a house suddenly popping off for absolutely no reason at all.
Quote:

Originally Posted by MajinDragon
I myself would like to see Bile's curses/afflictions have their immunity removed, that would also include ogma's Rabies.

It would be cool to see ghosthit replaced with a disease resistance. That would even make sense for Brigid and other stuff that has a negative resistance to ghosthit. Only thing is, some disease spells are already stupidly powerful at low levels, so they'd need to be slightly nerfed or players with a negative resist might be insta-killed.

MajinDragon 01-03-2009 04:00 PM

Quote:

Originally Posted by Draenin (Post 1454241)
Yeah, uh, no. Houses need to die at some point. It's very realistic for houses to collapse after being dilapidated for so long. You know what's unrealistic, though? The locks on a house suddenly popping off for absolutely no reason at all.

Alright they should die, but not after there's a period where they can be literally raided... i hate that items can just 'disappear' because the house owner was innactive or too poor to keep it alive.

Quote:

Originally Posted by Draenin (Post 1454241)
It would be cool to see ghosthit replaced with a disease resistance. That would even make sense for Brigid and other stuff that has a negative resistance to ghosthit. Only thing is, some disease spells are already stupidly powerful at low levels, so they'd need to be slightly nerfed or players with a negative resist might be insta-killed.

I have no idea what ghosthit was supposed to do, i'm guessing it was meant to be another sort of elemental attack, like Electricity/Fire/Ice but a supernatural hit which resistance to it is pretty rare.

I don't think there's such as thing as resist disease, i think that comes under resist death or something. Diseases aren't really all that overpowered... my red/black death doesnt damage much its just the constant hits that get to people, oh and the speed nerf. Maybie they should be made alot more dependant on wis level since i'm only lvl 24wis.

Draenin 01-03-2009 09:10 PM

Quote:

Originally Posted by MajinDragon (Post 1454329)
Alright they should die, but not after there's a period where they can be literally raided... i hate that items can just 'disappear' because the house owner was innactive or too poor to keep it alive.

Oh pleeze. You're just trying to justify robbing people. :whatever:

Quote:

Originally Posted by MajinDragon (Post 1454329)
I have no idea what ghosthit was supposed to do, i'm guessing it was meant to be another sort of elemental attack, like Electricity/Fire/Ice but a supernatural hit which resistance to it is pretty rare.

I don't think there's such as thing as resist disease, i think that comes under resist death or something. Diseases aren't really all that overpowered... my red/black death doesnt damage much its just the constant hits that get to people, oh and the speed nerf. Maybie they should be made alot more dependant on wis level since i'm only lvl 24wis.

Resist death doesn't have to do with diseases. I have 100 resist death, and I can still get sick. Resist death lowers the chance you'll be insta-killed by Bile weapons and so on. And diseases are dependent on Wis level. When Fr0 cast rabies and screwed half the server for a week or two, that's why it was so potent.


Also, I have the feeling ghosthit is basically the same concept as Ghost Touch in D&D, but Kingdoms doesn't really have any support for corporeal / incorporeal creatures which could be affected by it.

MajinDragon 01-04-2009 12:09 AM

Quote:

Originally Posted by Draenin (Post 1454416)
Oh pleeze. You're just trying to justify robbing people. :whatever:

Shhh :asleep:

Quote:

Originally Posted by Draenin (Post 1454416)
Resist death doesn't have to do with diseases. I have 100 resist death, and I can still get sick. Resist death lowers the chance you'll be insta-killed by Bile weapons and so on. And diseases are dependent on Wis level. When Fr0 cast rabies and screwed half the server for a week or two, that's why it was so potent.


Also, I have the feeling ghosthit is basically the same concept as Ghost Touch in D&D, but Kingdoms doesn't really have any support for corporeal / incorporeal creatures which could be affected by it.

Well ghosthit should act like another type of elemental attack, breeding new weapons. Currently we only have Fire/Ice/Electricity/Weaponmagic that hurts players beyond phyiscal damage, exactly why physical only weapons or ones like TG and Xmas flame don't hit w/o gov blessing or someone w/o 99phys resist (hard to find).

kia345 01-04-2009 12:23 AM

Replace ghosthit with some means to defend against weaponmagic.

Draenin 01-04-2009 04:43 AM

Quote:

Originally Posted by MajinDragon
Well ghosthit should act like another type of elemental attack, breeding new weapons. Currently we only have Fire/Ice/Electricity/Weaponmagic that hurts players beyond phyiscal damage, exactly why physical only weapons or ones like TG and Xmas flame don't hit w/o gov blessing or someone w/o 99phys resist (hard to find).

Quote:

Originally Posted by kia345
Replace ghosthit with some means to defend against weaponmagic.

You guys seem confused as to what Weaponmagic and Ghosthit really are.

Weaponmagic is the equivalent to Magic Weapon enhancements in D&D. For each + you have on your weapon, your WC is raised, allowing you to break AC much more easily. These points also get added to your damage. There's no sort of special power associated with Weaponmagic. There's no resistance to weaponmagic because weaponmagic (Your weapon's enhancement) is vs. AC, not a resistance. It's just a standard untyped WC enhancement that stacks. I don't get why that concept is so hard for everyone to grasp.

Ghosthit is the equivalent to Ghost Touch enhancements in D&D. It's used to hit incorporeal creatures. That is, creatures without a tangible form. In order for a player to actually be hit by a weapon with that enhancement, they would have to be ghosts or something similar. (Which I'm sure is entirely possible, given that Graal's engine supports 'ghosts' anyway. ;] )


Also, blinding on the Xmas Flame and Tainted Grace doesn't work because there's no effect implemented for it. Blinding is an affliction like poison is.

MajinDragon 01-04-2009 06:11 PM

Quote:

Originally Posted by Draenin (Post 1454506)
You guys seem confused as to what Weaponmagic and Ghosthit really are.

Weaponmagic is the equivalent to Magic Weapon enhancements in D&D. For each + you have on your weapon, your WC is raised, allowing you to break AC much more easily. These points also get added to your damage. There's no sort of special power associated with Weaponmagic. There's no resistance to weaponmagic because weaponmagic (Your weapon's enhancement) is vs. AC, not a resistance. It's just a standard untyped WC enhancement that stacks. I don't get why that concept is so hard for everyone to grasp.

Ghosthit is the equivalent to Ghost Touch enhancements in D&D. It's used to hit incorporeal creatures. That is, creatures without a tangible form. In order for a player to actually be hit by a weapon with that enhancement, they would have to be ghosts or something similar. (Which I'm sure is entirely possible, given that Graal's engine supports 'ghosts' anyway. ;] )


Also, blinding on the Xmas Flame and Tainted Grace doesn't work because there's no effect implemented for it. Blinding is an affliction like poison is.

Don't play D&D :asleep:

Vulgar 01-04-2009 08:11 PM

Remove Chaos Pool? How about just change it, some of my best memorys are stacking that outside trade with the old magic system.
- Poison cloud doesn't seem to poison when you hit someone
- Runes need a buff because right now they sorta fail.
- Black death isn't effected by Brigid's curse, I'm not sure about rabies and other and red death. I'm pretty sure one of those other 2 aren't effected either.
- Make it so avatars and Summons can attack players again and each other, I miss having avatar wars, I don't miss being biled by them though ;[. While on the subject of avatars I think you should be able to control them like you were the avatar but that should also make your character extra vulnerable or something.
- Confusion should either make you lose control of your characters movement for a moment or make your next attack/cast in the next 3 seconds have a chance to back fire.
- Poison needs nerf, first person to poison = win.
- Blinding should be like labyrinth like they had it on maloria but the blinded area shouldn't be as small.

kia345 01-04-2009 08:47 PM

Quote:

Originally Posted by Draenin (Post 1454506)
http://www.d20srd.org/srd/magicItems/magicWeapons.htm

I'm sorry, I'm paying for a Graalonline Gold subscription, not DnD. I wasn't aware GK was required to have all of their affects on the same bar as DnD's.

MajinDragon 01-04-2009 10:21 PM

Quote:

Originally Posted by kia345 (Post 1454631)
I'm sorry, I'm paying for a Graalonline Gold subscription, not DnD. I wasn't aware GK was required to have all of their affects on the same bar as DnD's.

Have to agree with Pojo, if you were mentioning crossfire i might understand but i don't know why DnD is involved.

MajinDragon 01-04-2009 10:28 PM

Quote:

Originally Posted by Vulgar (Post 1454616)
Remove Chaos Pool? How about just change it, some of my best memorys are stacking that outside trade with the old magic system.
- Poison cloud doesn't seem to poison when you hit someone
- Runes need a buff because right now they sorta fail.
- Black death isn't effected by Brigid's curse, I'm not sure about rabies and other and red death. I'm pretty sure one of those other 2 aren't effected either.
- Make it so avatars and Summons can attack players again and each other, I miss having avatar wars, I don't miss being biled by them though ;[. While on the subject of avatars I think you should be able to control them like you were the avatar but that should also make your character extra vulnerable or something.
- Confusion should either make you lose control of your characters movement for a moment or make your next attack/cast in the next 3 seconds have a chance to back fire.
- Poison needs nerf, first person to poison = win.
- Blinding should be like labyrinth like they had it on maloria but the blinded area shouldn't be as small.

I semi agree with poison needing to be nerfed, w/o it how it is now, speed mages like dustin wouldn't have many weaknesses since their immune from the top 3 diseases already. But in a spar, melee vs melee, poison is key and i dont think it should be like that. However it doesnt mean win, storm and me can still fight being poisoned. It's just annoying with the knockback.

I have an idea about runes, some of you may have to play Tibia to know where i got it. Runes should be inscribable but not in scrolls, in special tablets and where as very few spells can be put onto scrolls, runes should be mainly for battle but since that = abuse (imagine someone shooting 100 large bullets by clicking 100times on their pre-made runes). So there would be a large cooldown, like a rod but you can just charge it easily and up to 100charges or so depending on the spell.

With avatars, i think my idea beats that. Still the attacking other avatars and players would be good to have back.

BigBear3 01-04-2009 10:57 PM

Quote:

Originally Posted by Draenin (Post 1454181)
Drae's first big long post.

Ok.

Draenin 01-05-2009 01:20 AM

Quote:

Originally Posted by Vulgar
- Remove Chaos Pool? How about just change it, some of my best memorys are stacking that outside trade with the old magic system.
- Poison cloud doesn't seem to poison when you hit someone
- Runes need a buff because right now they sorta fail.
- Black death isn't effected by Brigid's curse, I'm not sure about rabies and other and red death. I'm pretty sure one of those other 2 aren't effected either.
- Make it so avatars and Summons can attack players again and each other, I miss having avatar wars, I don't miss being biled by them though ;[. While on the subject of avatars I think you should be able to control them like you were the avatar but that should also make your character extra vulnerable or something.
- Confusion should either make you lose control of your characters movement for a moment or make your next attack/cast in the next 3 seconds have a chance to back fire.
- Poison needs nerf, first person to poison = win.
- Blinding should be like labyrinth like they had it on maloria but the blinded area shouldn't be as small.

- I'm pretty sure I said that already.
- Yeah, I've never had any luck poisoning someone with that either.
- They work, just not very well. The damage they do is surprisingly low.
- Brigid's curse denies wounding and death spells. Even though those have the name 'death' in them, they are not death spells.
- If we get a new control scheme for them, I agree it would be cool to use them against players again.
- Confusion already sort of has an effect, but it only happens right now when you screw up on scrolls.
- Yeah, this has always been a problem. The main issue is that poison slows you down for whatever stupid reason. That really should be saved for the 'slow' effect only. The same thing happens with diseases, and it's really irritating. You already get 'stunned' every two seconds from being poisoned, and it's rather ridiculous to stack an additional slow effect on top of that.
- I don't agree with that, but only on the premise that I kinda work there and don't want to see it being copied. ;D
Quote:

Originally Posted by MajinDragon
I have an idea about runes, some of you may have to play Tibia to know where i got it. Runes should be inscribable but not in scrolls, in special tablets and where as very few spells can be put onto scrolls, runes should be mainly for battle but since that = abuse (imagine someone shooting 100 large bullets by clicking 100times on their pre-made runes). So there would be a large cooldown, like a rod but you can just charge it easily and up to 100charges or so depending on the spell.

Runes are fine as they are now. I like having the option to lay down magic traps. As for what you're talking about... 'charging' ... that's ideally how charging scrolls should work, but as far as I know, they just screw up wands when used instead of recharging them.
Quote:

Originally Posted by kia345
I'm sorry, I'm paying for a Graalonline Gold subscription, not DnD. I wasn't aware GK was required to have all of their affects on the same bar as DnD's.

I'm just telling you what they basically are. Once again, I see several people going 'NUH-UH' whenever I tell you guys straight-up how weaponmagic works. And as for ghosthit, it has never worked, so if you really want to see it sticking around, come up with a way for it to work. Otherwise, it's probably not worth keeping. I offered up the option of having a 'disease resist' so players have a way of gauging their immunities to diseases, but having it as a 'weaponmagic resist' just won't work, because weaponmagic is an enhancement, not an element. The only resistance to weaponmagic is essentially more AC.

FenixTheBanished 01-05-2009 04:58 AM

Quote:

Originally Posted by Draenin (Post 1454686)
- I'm pretty sure I said that already.

- Yeah, this has always been a problem. The main issue is that poison slows you down for whatever stupid reason. That really should be saved for the 'slow' effect only. The same thing happens with diseases, and it's really irritating. You already get 'stunned' every two seconds from being poisoned, and it's rather ridiculous to stack an additional slow effect on top of that.

Poison slows you because it takes down your stats depending on the strength of the poison + (ogma blessing +0 and the players phys level i believe. It lowers your str, dex, and con, which if you think about it makes sense, because you have poison going through your body, youre not going to be like Arnold Schwarzenegger and be like STOP IT! and it just goes away. You get slowed because 1 dex effects your speed and 2 because str directly affects how much weight you can carry w/o it interfering with your speed, so if your str is lowered and you have to much weight for it to not effect you when your str stat has been lowered, you slow down. So Poison needs and should, remain the same. And if anyone i should be complaining, because I always have like 1.1k+ weight on me and being poisoned for me blows because i go from about 5.200 to liek 3.455 or something. So yeah... anyways, just my 2 cents.

Draenin 01-05-2009 05:23 AM

Quote:

Originally Posted by FenixTheBanished
Poison slows you because it takes down your stats depending on the strength of the poison + (ogma blessing +0 and the players phys level i believe. It lowers your str, dex, and con, which if you think about it makes sense, because you have poison going through your body, youre not going to be like Arnold Schwarzenegger and be like STOP IT! and it just goes away. You get slowed because 1 dex effects your speed and 2 because str directly affects how much weight you can carry w/o it interfering with your speed, so if your str is lowered and you have to much weight for it to not effect you when your str stat has been lowered, you slow down. So Poison needs and should, remain the same. And if anyone i should be complaining, because I always have like 1.1k+ weight on me and being poisoned for me blows because i go from about 5.200 to liek 3.455 or something. So yeah... anyways, just my 2 cents.

You're just proving my point that poison doing anything beyond damage-over-time is retarded, though. I understand you bless Ogma and all that, but look at the status effect objectively. It really shouldn't affect that many things at once. Even if you are carrying a lot of weight, you shouldn't have to suffer from both a drop in speed and stunning every few seconds.

MajinDragon 01-05-2009 10:24 PM

Quote:

Originally Posted by Draenin (Post 1454734)
You're just proving my point that poison doing anything beyond damage-over-time is retarded, though. I understand you bless Ogma and all that, but look at the status effect objectively. It really shouldn't affect that many things at once. Even if you are carrying a lot of weight, you shouldn't have to suffer from both a drop in speed and stunning every few seconds.

Fenix has you beat on this one... If you're poisoned, you expect to be weaker, hence the drop in Str/Dex/Con. And if you want to counteract the speed drop, simply carry less weight with you. And their are many things to protect you from posion: scrolls, armor, prayers.

The only objection i have to poison remaining the same is, there are some cases where poison deducts 10! Strength, there is no counter to that, death is certain. Unless you lame with scrolls of resist/curep :noob:. And it's not as if i'm level 20, then i'd expect to be owned, level 110... decent phys level too, and Bile, natural 47 poison resist (with glok).
Nothing should be that strong to basically make all your items you used to get 30 30 30, or woteva, utterly useless. Poisons effect should be re-looked at.

Vulgar 01-06-2009 12:18 AM

Quote:

Originally Posted by FenixTheBanished (Post 1454733)
because you have poison going through your body, youre not going to be like Chuck Norris and be like STOP IT! and it just goes away.

Don't insult him by comparing him to the terminator.

Draenin 01-06-2009 05:30 AM

Quote:

Originally Posted by Vulgar (Post 1454893)
OLD

Why yes, I agree.

FenixTheBanished 01-06-2009 11:38 PM

Quote:

Originally Posted by MajinDragon (Post 1454861)
Fenix has you beat on this one... If you're poisoned, you expect to be weaker, hence the drop in Str/Dex/Con. And if you want to counteract the speed drop, simply carry less weight with you. And their are many things to protect you from posion: scrolls, armor, prayers.

The only objection i have to poison remaining the same is, there are some cases where poison deducts 10! Strength, there is no counter to that, death is certain. Unless you lame with scrolls of resist/curep :noob:. And it's not as if i'm level 20, then i'd expect to be owned, level 110... decent phys level too, and Bile, natural 47 poison resist (with glok).
Nothing should be that strong to basically make all your items you used to get 30 30 30, or woteva, utterly useless. Poisons effect should be re-looked at.

With the case of the 10 str i am guessing you are probably speaking about either John or Plasma. Well both of these players are freaks of nature with 80+ legit phys levels + ogma +9 blessings. Another thing to attempt to counter it is to wear items with str +. Even though you are capped @ 30 of each stat, you can still theoretically have more than 30 of each stat, but you just wont receive a benefit from it like you do with 20-30. However, when you are poisoned say you have 32/32/x. With decent poison resists you can only be effected to 28/28/x or so instead of 26/26/x. The extra str and dex wont stack beyond 30, but when poisoned it will be taken into effect so that you are not being effected as much. Just my two cents. However me blessing Ogma has nothing to do with me arguing the point of poison needing to remain the same. If anything is changed, maybe the players Physical level (one poisoning) and the person receiving the poison's physical level be taken into account in some mathematical manner, so if say john with 83 phys poisons someone that has level 40 phys it will do say -6str/-6dex/-4con, but on someone with say level 60 phys it would only do -4str/-4dex/-3con or something to that effect. Here you could also introduce a meaning for the agility skill and possibly have it effect how much poison can slow you down in a running aspect. Someone with higher agility would be less effected than someone with low agility, strictly in a speed manner. Clearly this would take a lot of testing and mathematical consideration, but it would make it more complex and not as simple as "LAWL UR POISONED, UR DED, LAWLERSKATESIRL!!! 1337 ftw"

kia345 01-07-2009 12:05 AM

Quote:

poison blahblah
Perhaps the duration of the poisoning could just be shortened? As opposed to changing what it does, just have how long it lasts changed.

MajinDragon 01-07-2009 02:13 AM

Quote:

Originally Posted by FenixTheBanished (Post 1455148)
With the case of the 10 str i am guessing you are probably speaking about either John or Plasma. Well both of these players are freaks of nature with 80+ legit phys levels + ogma +9 blessings. Another thing to attempt to counter it is to wear items with str +. Even though you are capped @ 30 of each stat, you can still theoretically have more than 30 of each stat, but you just wont receive a benefit from it like you do with 20-30. However, when you are poisoned say you have 32/32/x. With decent poison resists you can only be effected to 28/28/x or so instead of 26/26/x. The extra str and dex wont stack beyond 30, but when poisoned it will be taken into effect so that you are not being effected as much. Just my two cents. However me blessing Ogma has nothing to do with me arguing the point of poison needing to remain the same. If anything is changed, maybe the players Physical level (one poisoning) and the person receiving the poison's physical level be taken into account in some mathematical manner, so if say john with 83 phys poisons someone that has level 40 phys it will do say -6str/-6dex/-4con, but on someone with say level 60 phys it would only do -4str/-4dex/-3con or something to that effect. Here you could also introduce a meaning for the agility skill and possibly have it effect how much poison can slow you down in a running aspect. Someone with higher agility would be less effected than someone with low agility, strictly in a speed manner. Clearly this would take a lot of testing and mathematical consideration, but it would make it more complex and not as simple as "LAWL UR POISONED, UR DED, LAWLERSKATESIRL!!! 1337 ftw"

Thats the thing, it wasn't John or Plasma, i would understand completely if they gave me -10str. I think it was Nate, who has less phys than me...
The main reason why posion has such a harsh effect and why its "LAWL UR POISONED, UR DED, LAWLERSKATESIRL!!! 1337 ftw" these days, well for the last few years, is because of the str deduction and since most people carry atleast 600-1000kg of items.

AbsoluteMonkey 01-09-2009 04:39 AM

Suggestion:
Ghost death, when you die instead of warping back to your last save point, you become a transparent ghost of yourself. You cannot access your inventory, nor speak. Simply roam around until someone casts 'life/revive' on you, or you go to a 'healer/resurrectionist', like in the old FF games.

OasaTor_PK 01-09-2009 05:26 AM

how bout in da next patch we get stuff 2 do not *** stuff

xXziroXx 01-09-2009 02:56 PM

Quote:

Originally Posted by AbsoluteMonkey (Post 1455726)
Suggestion:
Ghost death, when you die instead of warping back to your last save point, you become a transparent ghost of yourself. You cannot access your inventory, nor speak. Simply roam around until someone casts 'life/revive' on you, or you go to a 'healer/resurrectionist', like in the old FF games.

Already have that on Maloria, and that goes back to 2004-2005. :\


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