Ideas for Deathcow's 3rd Realm Edits

Started by Greater, April 16, 2013, 04:13:47 PM

Previous topic - Next topic

0 Members and 4 Guests are viewing this topic.

Quote from: Gardner Denver on April 17, 2013, 05:58:03 PM
The biggest issue with the hard trainer is when you enter the tree room, the tree goes into your inventory instead of on the ground like it should.  This is an engine issue that can't be addressed through content unless you recode the entire area to include something to remove the tree.
Quote from: Jester on April 17, 2013, 06:10:03 PM
Could there just be a fixture in the room that you can 'insert tree' into that causes the mob to spawn?  It's clunky, but it would work. 

Or you could just have Lozrina / beautiful man drop some kind of unique keys that open consecutive doors to Azmfodsfijsdaflksah whatever his name is.  Similar to the keys to get to Thrag.  You would have to add a room or two maybe, or at least add some doors along the path to the tree room.

AH yeah, this is easy enough to fix.
Quote from: Jester on April 17, 2013, 05:53:56 PM
Since you brought up income, that is something else that could be tweaked.  High Yield EXP scripting should not ALSO be high yield money scripting.  Make people choose between scripting for money or scripting for better exp.  If you allow the win-win scenario it eliminates the value of money. 

Money drop rates across the realm should be scaled back and storm giants shouldn't drop platinum pieces unless it can be set to happen less often (I'm not sure how money drops are handled, if they are a 100% drop at a range from x to y then platinum should never be dropped by a standard monster that respawns frequently).

If mobs can be set to drop money only a certain % of the time that would be idea.  Maybe high yield exp loops have mobs that only drop gold 1%  of the time (if at all) and areas that have higher money drop rates have significantly lower exp potential.

i tend to agree with you on this, I'll be sure to keep it in mind when looking things over.
Quote from: Vile on April 17, 2013, 06:08:25 PM
I want simple things. Are these within the scope of whatever edits DC is able to implement?


  • Some form of +spell damage (also applies to blesses and healing) from items
  • More +spell damage (as above) from the caster's main stat, just like STR does with max damage
  • Spell crits
  • Tweaks to the combat system. Damage needs to be lowered and hps raised
Unfortunately, there isnt anything on your list that I can really do.

Something else that could be band-aided through content is to either reduce the duration of stun spells used by monsters or remove them.  It cripples areas like the garden that were potentially good scripting spots and makes things like the mind flayer magus even harder.  The way they currently stack makes areas that have a lot of stunning type spells almost impossible.

Quote from: Stalkerr on April 17, 2013, 04:10:35 AM
What do other people think as far as exp charts, I'm specifically interested in mystics.

why the raise on pallys exp table? just curious

Quote from: Coarse Horse on April 17, 2013, 08:52:36 AM
I forgot about this. If mystics are still being played with 500% chart then maybe they should be left as is. Ninjas should be raised for sure though, and probably more than I suggested in my initial post. Ninjas @ 250% wouldn't be crazy to me.

i agree with both...i have 3 mystics and a ninja in my gang....and the mystics put out more dmg at 40 than most lev 50 anythings....the exp chart is really startin to hurt em but they dish out 7 to 800 avg rounds tho...

Quote from: Crabster on April 18, 2013, 09:10:28 AM
why the raise on pallys exp table? just curious

Because Paladins are amazing and need a handicap.  With plate, combat 4 and major healing they pretty much outscript anyone (though this is tempered a bit in Gmud).

Just so you don't get some idea that I'm anti-paladin, I play one everytime I start this game again and if I'm being honest they are pretty OP.

That said, I am totally OK with a reduction in Paladin exp table and the addition of a 'laser eyes' ability.  I'll probably play one regardless.

Quote from: Gardner Denver on April 16, 2013, 08:15:20 PM
Add more levels to the easy trainer so mudop/sysop intervention is not required to train above level 75.

Put in a level 75 restricted portal to a trainer behind the Aged Titan (Neutral Territory) to train above level 75.  Cost to enter the portal or training cost could be used to encourage high level characters to continue to collect cash and keep at least some of it off the floor.

Auto-convert cash when picked up. Chests dropping 87723648723687234718273 copper is just silly.

Quote from: Jester on April 18, 2013, 11:21:13 AM
Because Paladins are amazing and need a handicap.  With plate, combat 4 and major healing they pretty much outscript anyone (though this is tempered a bit in Gmud).

Just so you don't get some idea that I'm anti-paladin, I play one everytime I start this game again and if I'm being honest they are pretty OP.

That said, I am totally OK with a reduction in Paladin exp table and the addition of a 'laser eyes' ability.  I'll probably play one regardless.

ppl play clerics in gmud i thought....refer to #1 in pvp realm

Clerics probably deserve a raise too.

They're the class of choice for anchoring pvp groups cuz of their ac and healing and are generally hard-to-kill , but they still can't pull rates like Paladins can solo.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

Quote from: Coarse Horse on April 19, 2013, 12:53:57 AM
Clerics probably deserve a raise too.

They're the class of choice for anchoring pvp groups cuz of their ac and healing and are generally hard-to-kill , but they still can't pull rates like Paladins can solo.

If exp charts were based around how classes "pull rates" a warrior would have about the 3rd highest chart. Clerics are abundant in pvp at least because they are the ultimate dupe due to their versatility. They should have a higher chart than Paladins, which honestly aren't that powerful. The +40 to stats helps an absurd amount but needing high AC kills damage output.


April 19, 2013, 07:39:13 AM #55 Last Edit: April 19, 2013, 07:45:22 AM by Coarse Horse
Quote from: Vile on April 19, 2013, 04:53:51 AM
If exp charts were based around how classes "pull rates" a warrior would have about the 3rd highest chart.

You'll note how in an earlier post i recommended a 50% chart increase for Warriors up to 150%, which is an overall chart increase of 50%. Warriors are too easy to level for the amount of versatility they have in gear choices, overall power, and scriptability. This is compounded by the fact that DR is overpowered on Gmud.

Quote from: Vile on April 19, 2013, 04:53:51 AM
Clerics are abundant in pvp at least because they are the ultimate dupe due to their versatility.

They're abundant in pvp because they can tank damage with huge ac, carry all your garbage, and heal pretty damn well on top of it, not to mention their utility in blesses and curing ailments. In almost every case on the pvp realm, the Clerics are being pulled by pure damage dealers. Class charts can't be based on potential when running with other classes. They have to be based on what they as a class have the potential to do in skilled hands. If you took the damage dealers out of the equation, suddenly the same exact Clerics in the same exact gear have high ac, nice healing, nice utility, and only decent damage. If you want to do high damage with a Cleric here, you have to give up a lot of those defenses. Also, if you want to do high damage with a Cleric, you really don't have very many options for weapons to do so. Their weapon selection was how they were originally balanced along with their chart, but I agree that overall Clerics probably deserve a 25-30% chart increase just due to their overall personal potential, and not because they're being overused as a MegaMUD robot on the pvp realm.

This represents between a 10% and 15% overall chart increase.

Quote from: Vile on April 19, 2013, 04:53:51 AM
They should have a higher chart than Paladins, which honestly aren't that powerful.

I totally disagree. Clerics are popular on the pvp realm because most of the fighting is done in groups. They are a perfect party anchor.

When you compare Paladins and Clerics as standalone classes in skilled hands, Paladins will edge Clerics out for just about the entire game. This isn't something new. It's been the case for a long, long time. The lack of powerful Paladins on the pvp realm is a reflection of the group-oriented pvp situation there, not overall power or potential.

If every class's chart was based on how useful people find them in pvp only, then we'd end up with like 5 or 6 classes with huge charts and the rest being lowered. The game has more facets than pvp, so you really can't justify a chart by just looking at how they are used in PvP.

https://paramud.wordpress.com/ ParaMUD Reference and Downloads

So, low level high tier armour should be; more expensive, less effective, both, neither.

April 19, 2013, 07:00:42 PM #57 Last Edit: April 19, 2013, 07:06:18 PM by Coarse Horse
Quote from: Stalkerr on April 19, 2013, 06:33:02 PM
So, low level high tier armour should be; more expensive, less effective, both, neither.

I like the idea of making things more expensive. It would give more value to cash if everything was doubled or tripled in price, not just armor.

Locket quest should probably be looked at as well for a change in reward or possibly removal.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

Quote from: Coarse Horse on April 19, 2013, 07:00:42 PM
I like the idea of making things more expensive. It would give more value to cash if everything was doubled or tripled in price, not just armor.

Locket quest should probably be looked at as well for a change in reward or possibly removal.

While I like the idea of a quest that needs to be rushed for one person..I find it a little cheesey that it can be finished in less than 2 minutes..I liked the unlimited shovel, and It would be super fun when pvp was allowed at level 1.  But I dunno how to balance that. 

You could change the final destination of the locket to make it take a little longer to complete.

Maybe somewhere like Aged Titan or somewhere of similar distance/difficulty to reach @ level 1.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads