Suggestions: Lots of `em

Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.

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Llama
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Suggestions: Lots of `em

Post by Llama »

Oh no.. MORE suggestions? Doesn't this guy have anything better to do?
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
8) Food pyramid? [Very very very long-shot]

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.
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Zach Bora
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Post by Zach Bora »

poison, not poision...
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Llama
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Post by Llama »

Zach Bora wrote:poison, not poision...
*looks at him (or possibly her) open mouthed*

You just read who-knows how many pages.. and the best comment you can come up with is spelling?

Artistic licence ;)

As long as you understood what i meant...
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Zach Bora
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Post by Zach Bora »

I rather be poisoned than poisioned by poisions! It breaks the effect.. bah forget it jees...

damned not spelling check posters...
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Salathe
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Post by Salathe »

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 Wink]
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
we really need something like this. Fightning needs actually moves, like magic has.
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Nitram
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Post by Nitram »

I allready thought about a kind of "magic" for fighters. Working similar to the current magic.

You press ALT and get the Moves show up. I think this way it would be best. But to realize this, some time is needed.

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Gro'bul
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Post by Gro'bul »

I would say, have it detract from food level not mana. Mages have mana burn and they could make a warrior ctrl-click with a move or two after one spell since warriors have as much mana as a newborn. Maybe strength and constitution affects how much it would drain your source. Warriors would have good reason to buy food potions then.
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Sancho
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Post by Sancho »

Hmmm...

I like most of your ideas.

1. Some type of healing skill would most definately be nice. Personally, I think its a bit stupid to heal fighting wounds by simply drinking potions or waiting them to heal. In the matter of fact I dont like the instant healing health potions at all. Couldnt they just speed up healing or something?

2. Yep yep....

3 . Ummm...I dont know...

4. Hell yeah. I wanna eat cheese. 8)

5. I agree the basic idea. I think the bad thing is that there is free apples, grapes and cherries everywhere and even the worst fisherman can get plenty of fish in no time. Why would anyone waste their money and time on food if they can get it this easy?
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
Food pyramid? [Very very very long-shot]
I like the 4. 5. and 6.

6. I see the point. I would really like to see some less evil "monsters".
Attleast some creatures that wouldnt auto-attack on sight, but rather only fight back if attacked.

7. I agree that fighting could be more interesting. There could be some options attleast. Why not the basic Defensive/Normal/Aggressive-fighting options for example? But I dont really like it that complex as you suggested...

8. As soon as someone finds out the reason why the server keeps crashing this wount be needed anymore.
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Llama
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Post by Llama »

Sancho wrote:8. As soon as someone finds out the reason why the server keeps crashing this wount be needed anymore.
........ till we wait the day ;)

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Could a nice evil Dev bring my suggestions to pieces please?
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Galim
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Post by Galim »

They know why its crashs. But they can't repair it until we have a serverupgrade
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Post by Bloodhearte »

Ack, please, no "special moves" ...the combat system doesn't need to get all Dragonball Z on us.
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Post by Keikan Hiru »

Not as exaggerated as Dragonball Z or other similar anime comics or series (although a little eye candy never hurts), but I certainly think that special moves will enrich the combat system.

I myself though upon this topic long ago, far far ahead of Hadrian, and made some notes upon this topic.
"Simple" Moves like a 'Shield Bash' or a 'Double Strike' could be quite a fun thing.
And think of magic weapons that would require some sort of training to summon thier powers.
Fireswords dealing additional damage when used in the right way, for example. ;)
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Post by Gro'bul »

Another mentionable idea: A body figure appears when attacking, making you able to attack certain parts with a high chance to miss. However, parts like the head and hands would be much harder to hit than the body. Or you can simply select automatic (random basically) and you theoretically in code have better chance to hit the smaller parts because your enemy wouldn't expect it as much. Archers could certainly take use of this because of their accuracy although it would be useless for mages probobly.
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Post by Bloodhearte »

@Keikan

Probably not a bad idea, but when I think of special moves - I think of turn based RPG combat like Final Fantasy.

I mean, what's the point of special moves? If the "move" is designed to give one person an advantage over the other, why doesn't he just keep doing that movement over and over until his opponent is a red stain on the grass? Why on earth would the character be holding back if he is trying to kill somebody?
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Post by Llama »

Because You'd drain mana when doing it. So if you'r fighting a slow opponent you use a move which is fast, if its a fast opponent you try to slow him down et cetera
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Post by Keikan Hiru »

While thinking of how to balance this, I came across the idea to fully burn your mana each time you launch one of these moves.

This way you have to carefuly think what move and when you want to use it.
Would you like to start the battle with a mighty blow that inflicts a bunch of damage and makes your opponent think of imidiate withdraw, or would you like to wait a little bit to land a nice finishing blow before your enemy has the chance to run?

Furthermore by burning all of a fighters mana you can justify to have huge amounts of damage being done by a special move, since they are one time shots and need a while to restore themself.

Only restriction you need to think of, is disallowing mana potions for fighter characters.
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Post by Gro'bul »

The only reason I don't agree with it all being burnt, is to reward the non-brainless fighter chars with more moves so they have a better chance for more balance even thought their damage wouldn't be as sustained as a pure-fighter's.
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Post by Keikan Hiru »

If (don't they already?) mental attributes count toward mana regeneration, you would be already reward them with a much higher "special move regeneration" that the dumb members of thier profession.
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Post by Llama »

Yawn, even more suggestions:

Suggestion I : Shallow Water Tile

Basic Form: A tile which looks like fainter coloured water, which would be shallow water. It acts just the same as any other ground tile, except that it can give a more natural look to river banks; and would allow passes through water apart from bridges. Also would force person to move very slowly
Complex Form: Same as above, but any items placed on the tile will rot away instantly.
Very Complex Form: If you are carrying X weight, you can't go on the tile, because you can't risk getting dragged away by the sea.

Suggestion II : More Importance to Unarmed Fighting

Lets face it, unarmed fighting is the most useless skill around. Even a n00b who has just killed his first mummy can grab the sword and hit the next mummies with them. So few (if any) people practice the skill; also it does so little damage....

Suggestions are these:
1) Allow a form of 'disarm' chance for unarmed fighter
2) Block the attacking fighter from striking back all the time. If the person is wrestling with you, the main objective for him is to make sure you dont hit him back with your blade. So i would slow down the attacker, depending on how good the unarmed fighter's skill is.
3) A higher bonus when you'r fighting a slower (less agile) enemy, regardless of what you'r hitting him with; bonus depends on the skill [Ie if you have a high unarmed, you would be very agile and used to dodging attacks, so you could dodge things with ease)
4) Balance it with the other weapons compared to damage, although less damaging at first.

Currently, there is no reason while to train the unarmed fighting skill, unless you walk around with a totally decomposed weapon and no spare... :roll:

Suggestion III : Variable Attributes

Yeah I know, too late too complex...

The suggestion is simple: Allow attributes to increase over time, when you use a skill which depends on it. So if you spend your whole life mining, and you grab a concussion weapon in hand, dont be surprised that you are so muscular that you can break pretty much anything. However I appriciate the fact that you'd have to server wipe bla bla bla all chars in order to start them off in the same place, but its not needed. Let the user start the attributes on his own, and they'll still increase with time.

Suggestion IV : Choose your own starting skills and item

IMHO opinion the , "choose what you want to become" thing is too strange for words. And it is very very very un Rp. For example: "I want to become a craftsman"; and your background says that you're family is a bunch of cooks et cetera. First time you do anything you'll find out that you have the amazing beginner skill of a lumberjack, oh and you can't cook bread to save your life... ;) oh and your tools have disappeared.
Could we have similar to the attributes? You choose the first few skills yourself? [Language is obviously fixed..] It would allow people a better RP background, and it would mean that they wouldn't have to learn things from bottom level.

As for starting items, I would give them an item which attributes to their max skill. FOr example, if the largest skill is carpentry, you'd get a plane; or if you chose fishing, its a rod. Oh and you also get a book (when you have them) which speaks about that skill. So total N00bs who's char's background is a cook wouldn't have to go around asking people the ingredients of bread...

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Ok I know the nice devs have loads to do, but could one of them actually read this? and enjoy themselves with destroying my ideas...?

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Nitram
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Post by Nitram »

Hadrian_Abela wrote: Suggestion II : More Importance to Unarmed Fighting
Done by the new fighting system
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