Laundry list of things that MUST be implemented. Or else mud sux. Badly.

Started by El_Jefe, May 30, 2008, 03:05:42 AM

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Ok, here are things that must be implemented.  They just make sense but are not implemented so mud sux currently.

1. Picking locks should not break sneak.  The idea of picking a lock vs smashing it open has two points: 1, it works better, thats fine as is in mud, the 2nd is stealth.  This gives sneaking classes a nice boost to pvp and to pvm. 

2. smashing should not be stronger than bs damage.  Think about.  Or don't, but still it shouldn't be stonger. 

3. stealth classes and races would be completely balanced and interesting if bs damage was increased per level more than majormud has it.  it's really a simple cause to figure.  instead of says +6 min/max or whatever it is, make it +10.

4. bs's should get a triple chance on dodge.  If a character dodges 70%, bs's should miss about 25% on that character not 70%.  Well, put it this way, dodge should be less powerful against a backstab.  It makes bs'ing the most important part of pvp

4.a. This is something I noticed in greatermud.   The designers are not considering pvp.  PVM is what is left of afk scripters and item hogs and people who make ogre or kang everything.  very boring people who do not talk.  I bs'd a guy at ts in greatermud yesterday and they didnt even know what that was.  They just were confused.  Point: pvp is not being addressed and is foundational to mud.   non pvp boards are filled with candy assed mothafuckaz who hoard and yell at you for saying the word Poopy.  Your 12 year old retarded kid shouldnt be playing mud with you, and if youre 50 years old house wife, accept the fact that anal expansion is just as important of a conversation as the weather.  back to the list.

5. Int should increase crits slightly more than it does.  more choices for combat 4 then.  I like int as a stat.  I think a lot of others do as well. Charm is kinda gay.  It has its place though currently in majormud and seems to be fine as is for enhancing dodge classes mostly.

6. Makes 20% of the weapons in existence that are level 40-60 needing only 60 strength.  good ones.  halflings are super fun.  Not just as bards :(  Some fucktard made soulblighter 65 strength. Laen and hellblade, not ultra powerful but hell, why not 60 strength?   gypsy, thief would be awesome as halflings but cannot be normally without 5th quest weapons.  It is really stupid how one can use a demonic pitchfork which is like 300 weight? and yet cannot use laen longsword which is 10 weight.

7. SC, spellcasting should have a tiny +max modifier on spell damage.  if spell has -150 cast and you have 220 sc, you should hit for like 12% more or so.  not enormous difference, just something to make it known that high sc races are more potent.  It should be done carefully though so that a lower level spell doesnt do more damage than an upper level spell.  It could in some cases like a gaunt mage with +sc gear stacked, but that shouldnt happen easily normally.  If someone concentrates on +sc and is say a gaunt or an Elf, they can use the lower spells for more damage and a better mana/damage ratio.  Simple setup, minor patches needed, easy to test.  rum and coke. do it.

8. Whunters could have 6 attacks.  qd level is still whatever above 6 swings is for that weapon and character combo.  this would make people consider whunters more as the less +max + crit gear would be offset by a full extra swing.  Also, speedier races would excell as whunters a bit more as well as weapons have a longer lifespan of use.  70th level mithril ex axe neko whunter ftw?  I know this is an odd request.  But 6 swings makes the class not overpowered as STILL a paladin will outdamage them (zeal, magic weapons, stat enhance items, etc)  But it will make people try them out.  I know that whunters in V2.0 of GMud are going to be religious, praying types with sorta a Kai component to them, according to Vitoc.  For the meanwhile though, 6 swing should be neat. 

9. Half-elves should get +25 illu. 

10. gnomes should get SOMETHING besides picklocks.  5 ac was the old thing they got.  made them interesting and never overpowered.  give em +3 ac?  They are a neat race.  +5 dodge could be cool as well but might encroach upon halfing territory.

11. when a Kang gets poisoned, it should not say "poisoned".  I dont care what anyone says otherwise.  Also, kang should get like 10% poison defense.   It makes sense for getting hit with a POISON attack that they take less damage.

12.  Never EVER have shitty 5th quest weapons.  Make them SOMEHOW cool even if not the ultimate weapon for a class.  Yes some should be obviously better than others, but none should all out be pathetic.   I was a neutral whunter and I got a 1 hander crap long ago when that mod came out.   magus ripper vs crap 1 hander... hmm... 7 years I had that guy at that point.  he lived for 9 years total.  thats shit on a stick smeared in his face.  Unwanted Dirty Sanchez.

13. DO NOT have encumberance effect swings so drastically.  This negates the speed races and also many build types in general.  It should have an effect on walking speed, but only a smaller degree on swinging.  Your arms are less effected by gear you have on you than your legs.  Lessen this effect.  a neko paladin should be INSANELY faster than an ogre paladin.  In majormud right now this is not the case.    It should be more noticable.  People will still play tanks over speed races more, but the speed races will do certain things much better.   This should be tested with the combat4 classes.


I think above this rule you should enforce people replying and talking about threads


(It depends on the topic and how much time people have...) Me personally I'm just not replying to this because it is too many topics in one post it makes for a confusing foundation to a discussion. Break this into individual topics and I'll try to start replying to them...