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View Full Version : LU 38 notes i'd like to see


wormi
07-29-2007, 11:18 AM
<p>LU#38 Notes as i'd like to see em</p><p><b>Weapon Size now matters</b></p><p> short weapons like daggers and such have a faster rate and far less range  2 handed weapons get a longer range de to their size and the delays and damages increased significant</p><p>spears gain an added range bonus due to how their wielded</p><p>larger weapons are also harder to parry, block, deflect ect </p><p>casting speed is boosted if a symbol or nothing is used in the offhand to counter the loss of armor for all classes except mage</p><p>if a 2 handed weapon is used and thus you lose a shield stun another attack is granted with a lower stun duration but higher damage "</p><p> <b>Fame for all</b></p><p>fame now has 3 streams brave, scared, normal i.e. if you run from a fair pvp encounter you progress further into scared pvp titles like "The Weak" "The Pussycat" "Runs away" etc if you engage in fights where you outnumbered you will go along "the brave" "The Courageous" etc etc however if you constantly lose you will get "The Stupid" and normal fame still exists as a prename</p><p>so eg a ranger that always runs away could be "Champion n.a.m.e The Weak"</p><p> <b>PVP encounters lockable</b></p><p>pvp encounters are now lockable, much like pve encounters however they only go 1 way i.e. </p><p>if player 1 engages player 2 with encounters locked and player 2 has not set encounters locked, noone alighned with player 1 can attack player 2 , neither can player 2 be healed by his alignment </p><p>however if player 2's alighnment wishes to attack player 1 they can IF they are not heroic. </p><p>if a player engages a target which becomes heroic that target's group is forbidden to engage or heal and the encounter is locked both ways.</p><p> if player 1 and player 2 have encounters locked their fight may not be interrupted.</p><p><b>CARNAGE PVP FLAGS</b></p><p>Now any players attacking a player outside of their pvp range become carnage flagged for 30 mins and are attackable and can lose fame to anyone.</p><p>these are initial thoughts more to be added when i think of them. if you like the ideas put them to a dev if not post why not too etc etc. </p>

FiveFootStep
07-29-2007, 12:12 PM
<cite>wormi wrote:</cite><blockquote><p>LU#38 Notes as i'd like to see em</p><p><b>Weapon Size now matters</b></p><p> short weapons like daggers and such have a faster rate and far less range  2 handed weapons get a longer range de to their size and the delays and damages increased significant</p><p>spears gain an added range bonus due to how their wielded</p><p>larger weapons are also harder to parry, block, deflect ect </p><p>casting speed is boosted if a symbol or nothing is used in the offhand to counter the loss of armor for all classes except mage</p><p>if a 2 handed weapon is used and thus you lose a shield stun another attack is granted with a lower stun duration but higher damage "</p><p> <b>Fame for all</b></p><p>fame now has 3 streams brave, scared, normal i.e. if you run from a fair pvp encounter you progress further into scared pvp titles like "The Weak" "The Pussycat" "Runs away" etc if you engage in fights where you outnumbered you will go along "the brave" "The Courageous" etc etc however if you constantly lose you will get "The Stupid" and normal fame still exists as a prename</p><p>so eg a ranger that always runs away could be "Champion n.a.m.e The Weak"</p><p> <b>PVP encounters lockable</b></p><p>pvp encounters are now lockable, much like pve encounters however they only go 1 way i.e. </p><p>if player 1 engages player 2 with encounters locked and player 2 has not set encounters locked, noone alighned with player 1 can attack player 2 , neither can player 2 be healed by his alignment </p><p>however if player 2's alighnment wishes to attack player 1 they can IF they are not heroic. </p><p>if a player engages a target which becomes heroic that target's group is forbidden to engage or heal and the encounter is locked both ways.</p><p> if player 1 and player 2 have encounters locked their fight may not be interrupted.</p><p><b>CARNAGE PVP FLAGS</b></p><p>Now any players attacking a player outside of their pvp range become carnage flagged for 30 mins and are attackable and can lose fame to anyone.</p><p>these are initial thoughts more to be added when i think of them. if you like the ideas put them to a dev if not post why not too etc etc. </p></blockquote>I think these are all horrible ideas. The whole weapon size matters.... why? They already have delay and dmg based on the kind of weapon they are, and the range which is I believe 0-5m on melee weapons is accounting for your toon hopping forwards to attack and then stepping back. Fame for all... Not only do I think that is just a stupid idea, but it is also a coders nightmare. Pvp lockable encounters... Lol? They have that, it's called the arena. Carnage pvp flags... This is the only one that I think might be decent, but still pretty lame. All that would do is cause  people to get upset. Hell, I know that when I was running around in RE at level 35 in a full group we killed solo level 45's all the time... Why should people like that be punished for using their numbers to kill someone more powerful than they are? If this was implemented I can't imagine anything but higher level fame [Removed for Content] sending in a red alt, getting them killed and then going in and [Removed for Content] pwning gray face for fame.

songsta
07-29-2007, 12:18 PM
Agreed. Judge Warhawk rules...these ideas suck...

Looker1010
07-29-2007, 12:19 PM
<p>Wantia Artisan Bags have finally become true artisan bags and will now hold ALL crafting related supplies (example: fuel, water, dough, etc.) instead of just harvestables.</p><p>At long last the quest starter for the clockwork language, Tik Tok, has been found and soon this language will be understood and spoken all over Norrath.</p>

EtoilePirate
07-29-2007, 01:57 PM
<cite>Looker1010 wrote:</cite><blockquote><p>Wantia Artisan Bags have finally become true artisan bags and will now hold ALL crafting related supplies (example: fuel, water, dough, etc.) instead of just harvestables.</p><p>At long last the quest starter for the clockwork language, Tik Tok, has been found and soon this language will be understood and spoken all over Norrath.</p></blockquote> Aye, those are the two I'd actually like to see.  I keep trying to stuff fuels into my Wantia bag... alas.

liveja
07-29-2007, 02:15 PM
<cite>Looker1010 wrote:</cite><blockquote><p>At long last the quest starter for the clockwork language, Tik Tok, has been found and soon this language will be understood and spoken all over Norrath.</p></blockquote>I'd buy THAT for a dollar.

Rathskael
07-29-2007, 10:52 PM
<p>I'd like to see that with Wantia bags as well.</p><p>Has there been a change in Tinkered crafting tools? I equip 2 of the +3% items on each of my crafters and it used to show 2 icons in my spell window giving the bonus....now only 1 shows. Are we only getting 1 bonus now? I'd like to have this confirmed and changed back if it has occurred.</p><p>PS. Terrible idea from the OP, though.</p>

Billaben
07-30-2007, 02:52 AM
<p>Or how about,</p><p> * Armor Dye's can now be purchased from your local Alchemists for a small fee. Norrathians rejoice, as they discover they can make their armors any colors they choose. </p>

ke'la
07-30-2007, 03:10 AM
<cite>Mikesnow wrote:</cite><blockquote><p>Or how about,</p><p> * Armor Dye's can now be purchased from your local Alchemists for a small fee. Norrathians rejoice, as they discover they can make their armors any colors they choose. </p></blockquote>could you please stop beating this poor dead horse. You will not see armor dyes, in the EQ1 style the devs have said repeatedly that it is WAY to labor intencive to add to the game at this point. In order to have Armor Dyes in a game you have to a)design the game from the start to support it. or b)redesign the game from the ground up to support it. As they did not do a) and b) would be WAY to labor intencive. We are NOT going to see armor EQ1 Style Armor Dyes for the forseable future.

theriatis
07-30-2007, 04:21 AM
<p>How about:</p><p>* Sorcerers rejoce ! We redesigned Power Usage and Aggro Issues from Scratch ! Now you don't have to rely on 6 Classes to pull out your potential !</p><p>SCNR,</p><p>Regards, theriatis.</p>

miliskel
07-30-2007, 06:05 AM
<cite>theriatis wrote:</cite><blockquote><p>How about:</p><p>* Sorcerers rejoce ! We redesigned Power Usage and Aggro Issues from Scratch ! Now you don't have to rely on 6 Classes to pull out your potential !</p><p>SCNR,</p><p>Regards, theriatis.</p></blockquote>THAT sounds GREAT!!

liveja
07-30-2007, 10:10 AM
<p>Instead of "armor dyes" .....</p><p>LU38 colorization change: The color of your CHEST armor determines the color of the REST of the pieces, so as soon as you equip something, its color automatically changes to closely match that of your chest armor. Just imagine -- no more mismatches that make you look like clowns, without the hot pink Ogres & Bards!</p>

Off
07-30-2007, 12:41 PM
While I feel the OP's ideas were not the greatest, I like the artisan satchel idea (why are vampiric incisors and other mob drops able to go into them but not actual artisan items?).  Also, I too would like to be able to choose my armor color.  It may be beating a dead horse but if people keep asking for it then it's obvious that it must really be something the players would really like to see.  Dead horse or not it's still a popular request.  That should say something to the Devs.  I will add that even though the Devs have replied in the past on the issue regarding their stance on it, they might change their minds after all...who knows?

Lazz
07-30-2007, 01:45 PM
Ok I have one request. Let me share my coin with ALL my toons when I put it in the shared bank. Why do I need to mail money or buy fuels and put them in the shared slot just to transfer money. Please make money sharable. I'm not saying between good and bad on PVP but everywhere else.

Billaben
07-30-2007, 07:28 PM
ke'la wrote: <blockquote><cite>Mikesnow wrote:</cite><blockquote><p>Or how about,</p><p> * Armor Dye's can now be purchased from your local Alchemists for a small fee. Norrathians rejoice, as they discover they can make their armors any colors they choose. </p></blockquote>could you please stop beating this poor dead horse. You will not see armor dyes, in the EQ1 style the devs have said repeatedly that it is WAY to labor intencive to add to the game at this point. In order to have Armor Dyes in a game you have to a)design the game from the start to support it. or b)redesign the game from the ground up to support it. As they did not do a) and b) would be WAY to labor intencive. We are NOT going to see armor EQ1 Style Armor Dyes for the forseable future. </blockquote> so then your saying eq1 was designed from the start to include armor dyes when in fact it took them how many years to implament it? 4, Sounds to me like they should get to work, and why in gods name would it not have been designed this way from the beginning if they knew good well people begged them for it for years in the previous version, sounds like to me it should have been learned the first time around that people would want a feature like this. Just my 2 cents but I would continue to ask for it untill it is implemented, otherwise they never will

Chanaluss
07-31-2007, 12:20 AM
when EQlive revamps the racial models (theyre currently working on the human models), the dev team there plans on phasing out dyes, because it prevents more layered armor designs, preventing more creativity in regards to equipment graphics.

Haliken
07-31-2007, 01:13 AM
<p>Actually, they're not so much "phasing out" dyes, as they are reworking them in EQ1.</p><p>Their plan is to make it so that instead of dying an armor slot (for instance, you dye your chest slot red and all armor you equip on your chest will now be red), you dye the armor piece itself. Then, if you get new armor, it'll be a different color until you apply the dye to that one instead, and it's a way to create new armor designs that aren't able to be dyed, to make for a more notable "armor set".</p>

Off
07-31-2007, 02:55 AM
<cite>Haliken wrote:</cite><blockquote><p>Actually, they're not so much "phasing out" dyes, as they are reworking them in EQ1.</p><p>Their plan is to make it so that instead of dying an armor slot (for instance, you dye your chest slot red and all armor you equip on your chest will now be red), you dye the armor piece itself. Then, if you get new armor, it'll be a different color until you apply the dye to that one instead, and it's a way to create new armor designs that aren't able to be dyed, to make for a more notable "armor set".</p></blockquote>Which happens to be an awesome idea to be perfectly honest.