Yes, No:::
Suggestion I: Healers
Requires: Bandanges (Made from parchement> Made from reeds [Papyrus]); Herbs.
Skill used: Healing (dur), Anatomy (As suggested earlier)
What it does: Allows a character to apply bandages on another character; helping increase the person's recovery time by a max of 300% (3 times normal healing time); provided that the other character doesn't move, in which case the extra healing is halved.
In effect : Healing time = (Healing due to hunger) + (healing supplied by skill / 2[boolean: walking or not])
Herbs may be used to increase the effect, if its the correct herb type.
Suggestion II : Poisioned food WITH solution
Adding poision to food, bla bla bla usual thing; however the problem would be that the food would be unstackable if you do that, so solutions are:
1) Poision only unstackable items, such as Soups or Meals [Most obvious]
2) Have a boolean variable tied to each food pile. "Poisioned". If it is true, next time anything effects that pile, the server calculates the chances that the one picked (or eaten , or dragged) is the poisioned one. Only problem is that it would only allow ONE poisioned per pile, but if the Variable type is changed...there wouldn't be any problems. In practice, there is for example a posioned apple amoungst a pile of 10. If it is dragged, there is a 10% chance that the new pile made will have the poisioned one. Eating the food will give you a 10% chance of getting poisioned; this number increases depending on the amount in the pile. [50% chance if 2 et cetera]
Suggestion III : Lucky
Make some items 'lucky'; IG it is easy to make, just reduce the randomisation range by 10 for example; this would be a good thing to tie with jewelry of variable quality (example an Excellent ring would give you 10% more chance). A 'lucky' person will be hit less often for example (by calculation).
Suggestion IV : Dairy Products
We have milk, could we have a churn and a way for farmers to make cheese or butter or something?
Suggestion V : More importance to Cooks
This is more of a complaint than anythign else. The problem is, killing pigs is all too simple, and meat gives you a lot of food value PLUS the fact that you gain a little bit of skill PLUS you get leather. The result is there is no difference to how many types of food cooks make, there is no-one to sell it to. The only people who buy cooked food in bulk (not 1 or 2 at a time) are either the rich, or vegetarians who don't want to pull out 99 apples instead.
Also the cooking skill takes AGES to increase, my cook character has made about 100 units of bread little by little, and its the only thing he knows how to make (apart from the soup.. still level 1); as opposed to a character started approx. the same time who;s about skill level 4 in carpentry.
The only solutions I can think of are:
1) A seperate skill to obtain meat and leather from pigs; which wastes the skill points like crazy, making it undesirable except to those who are ready to dedicate their lives to it.
2) Make meat's food value small till pitiful (not fair to new characters though)
3) Do the whole 'nobility points' (as described in the site) thing.
4) Make cooking meat into ham dependant on the cooking skill. [Most logical] (May be good for RP, rangers would know how to cook right?)
5) Give a probability that the meat is burnt
6) Make the meat have to spend a refresh rate in the oven. (Would make meat precious, similar to real life then)
7) Make 2 types of food levels, one for proteins (skills dependant on physical) and one for carbohydrates (for the rest, and a bit for the physical).. WOuld give veggie chars a hard time though
Suggestion VI: 'Good' Enemies
Training fighting in Illarion is a bit powergamy... Most people follow this path
Pigs/Swarms/Sheep-Mummies/Scorpions/Bandits-Skeleton at Temple - Skellies at Graveyard- Ogres/Trolls - [Beholders and such]
See what the problem is? Most are 'evil' creatures; and no Necromancer or Follower of Cherga would kill them. Even the 'evil' orcs do a good job to the world by beating up evil mummies.
Could we have some, "good" creatures, so we can have some variety? Perhaps a whole NPC run village? With guards? and Innocent civillians which you can pillage and murder from? Or a few tribesmen who fight off enemy attacks? Or something! Just so we can cause some controversy and such... I mean, there isn't a "Save the mummy" group...is there?
Could we also have some more... paths of N00b level to stronger targets?
Paladin's Path : Undead progresing from mummies to Beholders (Currently probably the only path)
Knight's Path: Stronger Bandits et cetera. [Bandits, Raiders et cetera]
Animals: Innocent Creatures which just sit around whislt you hack away at them; till massivly strong animals which live in groups and defend their land
The Innocents: Small NPC run villages, which have guards, kings (loads of coins), king's guard and et cetera; which you form a group of orcs (or evil people) and just pillage the place to the ground... and fight off the players trying to defend them
For the Evil: NPC Priests, NPC Paladins and NPC Wizards just waiting to be ripped apart
I'm sure that you'r going to arrange this when the nice new client comes about; just incase it slipped your mind...
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Suggestion VII : Special Attacks
Current (ctrl+Click) fighting. Person moves close to other person, hear sounds of fighting, a few #me 's to make things look nicer, a little movement to the side in order to make it look more realistic, and you have no effect on how the battle's goign to end.
The idea is special attacks; during a fight, a menu should pop-up; with options. The amount of options should depend on the skill of the fighter with that particular weapon type, and each option would use up MANA. The menu would be 'called' by the user for that weapon (USING the weapon when in hand, and fighting with it); and acts like a production menu.
The attacks would be for example:
Blades: [Bleed, Block, Speed Strike et cetera (just use your imagination, and it doesn't mean that you can't use 'magical' attacks]
Concussion: [Weapon Break (does lots of damage to opponent's weapon instead), Stun, Breakbones (would make person damage less for a limited time) et cetera]
Ranged: [See archery suggestions
Staves: [Knock off mount (cough cough...mount?), Spin defend et cetera]
Shields: [Strike with; Sharp Edge, Hide behind, Knock down]
Unarmed: [Stun, Disarm, 'Steal weapon' (uses other person's weapon for a while]
You get the idea...Of course magic weapons would have better/different options
Suggestion VIII : Save
Currently the only way to save your state in case of server crash (common); is to exit, and re-login....Could we instead have a button to do so? (Just save, instead of the whole, exit bla bla thing); or the server automatically saves the state of anyone online every X minutes for example? Thank you.
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Phew, thats all.