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#772 - 12/14/07 11:26 AM Another idea for a new guild.
Charon Offline
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This post is an amalgamation of ideas.

Suppose instead of creating the crafting we made a new guild that could imporove and create items in addition to tinkers and chanters?

The idea I've been toying with isn't incredibly original but here.

The guild would craft other items, such as amulets and rings and these items would be crafted specifically for people. I.e you couldn't trade them. You could only have 2 rings and 1 amulet in existance at a time. If you wanted to change from one ring to another you'd have to trash or somehow destroy said ring (they wouldn't be lootable). This would stop people from having 10 rings for each occasion that might come up.

A couple of ideas would be:

1. A ring that gives some skill boost (let's say 25%) to a specific skill for one spell or LT. This would be usable once a day and could use useful for tinkers wanting to make an extra-good forge/rune, a chanter who wants to make an extra high-wield weapon or chant super armour.. etc.

2. Rings of Recall. Usable once per day (remember each char could only have 2 rinds bound to them total until they trash one). transports them to TS. Not usable in combat or while you have combat delay. But if you get lost.. or stuck somewhere it could work.

3. ing of the undead. Makes you undead while you have it on. Not a ghoul, but undead like lich form conveying the bonuses of lich form (but no stat bonuses). These bonuses are: no need to breathe, immune to lifesteal, telepathy line.

4. Water breathing. Self explanitory. This would be a low level ring.

5. Ring of regeneration. Would work like the troll reeneration.

6. Amulet of the Dauthi. Immune to poison.

7. Ring of health. Increases max hp by 15% Other ones for mp/fp perhaps.

8. Amulet of the Flame. Again only 1 amulet would be possible to "own" at a time. No swapping the mout. This would add a resistance to fire, similar to the salamander racial ability. Perhaps other amulets for other damage types as well. They could also add a weakness (this one for example could give a weakness to cold).

Anyways.. I think there are certainly enough ideas to make a guild. I think it would have a couple of main skills... craft amulet, craft ring. and perhaps a couple of other skills.. again just off the top of my head, such as "elemental working".. etc. and once you meet certain requirements you could be able to forge different things. e.g. an amulet of the flame might require 60% craft amulet, and 40% elemental working.. or something.

This would also break up the guild into 2 specialties and a couple of sub-specialties, at least in lower levels.

Obviously the idea isn't very fleshed out but I imagine it would be an S guild, similar in structure to tinkers.

Looking for opinions/ideas.
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#773 - 12/14/07 11:27 AM Re: Another idea for a new guild. [Re: Charon]
Kim Offline
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" You could only have 2 rings and 1 amulet in existance at a time. If you wanted to change from one ring to another you'd have to trash or somehow destroy said ring (they wouldn't be lootable). This would stop people from having 10 rings for each occasion that might come up."

I completely oppose the idea right there. Make them lootable, and if people have rings in store, that's just fine \:\)

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#774 - 12/14/07 11:28 AM Re: Another idea for a new guild. [Re: Kim]
Kim Offline
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Oh, other than that it could be fun \:\)
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#775 - 12/14/07 11:29 AM Re: Another idea for a new guild. [Re: Kim]
Charon Offline
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Well the idea is that you can't have 50 rings for skill boost to always have the boost on. I'm sure there are other ways to work out the mechanism.
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#776 - 12/14/07 11:31 AM Re: Another idea for a new guild. [Re: Charon]
Kim Offline
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Well, why not? It'd make looting more likely and fun.

Make the rings have a 1% chance of disappearing when put on... "You put on the ring of mjatie... It glows for a moment, then fades, dissolving into mist."

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#777 - 12/14/07 11:37 AM Re: Another idea for a new guild. [Re: Kim]
Charon Offline
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That isn't a bad idea. It would discourage people from constantly changing rings because they'd have a chance of desting.

Say 3% chance each time it's worn

I might even take it a step further by allowing people to set an "owner" on a ring. The owner would then only have a 1% chance of it desting per wear, and anybody else (say a looter or somebody who borrows it) would have a 5% chance of desting.

Or they could keep it at the 3% and share. Or something similar to that. I think the higher the skill of the person making it, the less the chance of breaking as well.. perhaps a newbie crafter's ring might have a 10% chance of breaking per use.. or something like that and be less effective.
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#785 - 12/14/07 11:54 AM Re: Another idea for a new guild. [Re: Charon]
mathias Offline
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Registered: 10/19/07
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Why have the need for a new guild? Just code up the items and make them a random drop on mobs that you kill. Make the items specific to certain mobs/areas. Why not even mix it up and have it so that you have to "find" an item by searching the area. It could add an rp element and not necessitate the need for coding an entirely new guild and then having to balance them out.

Also, if people are worried about "farming", or constantly killing the same mobs or searching the same area for the item make it a timed drop or a limited drop (ie. drops one per 2 hours or 10 of x ring available in the world at a time).

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#786 - 12/14/07 11:57 AM Re: Another idea for a new guild. [Re: mathias]
Charon Offline
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Such items would have to drop off of very high-end mobs. There actually are items that people can get in the Stalker Realm (dregan's area) that add effects and people complained that only certain people had access to them.

If we made only 2 per hour drop, people would be farming that area like crazy. If the objects are player made, everybody has equal opportunity.

One thing that could be done is for the items have materials that drop from mobs. Then it could be a team effort to create some of the more powerful items. (perhaps the priest salamander could have a chance of dropping some item that lets you make a fire resistant amulet, for example).
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If you say plz because it is shorter than please, then I will say no because it is shorter then yes.

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#787 - 12/14/07 11:59 AM Re: Another idea for a new guild. [Re: Charon]
Kim Offline
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"Why have the need for a new guild? Just code up the items and make them a random drop on mobs that you kill."

The essense of Darke is player made equipment. I think that's why.

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#810 - 12/14/07 10:40 PM Re: Another idea for a new guild. [Re: Kim]
Cerberus Administrator Offline
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I think this idea is terrible. We had enchanter rings. They were sick and retarded. Even if you restrict them such that they only allow boosts to what the user currently has access to I think they're still going to be horrid to effectively balance.

I certainly would be opposed to a whole guild being based on this one mechanic - it's basically a doppleganger guild if you allow any skill/spell/effect to be boosted, and if you can only borrow prepared skills/spells/effects then it's an actual revisit of a single spell in the enchanter guild a long time ago.

Now that brain-eating guild idea would be cool, if you could preserve brains and eat them later for bonuses or extra abilities...
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