Unknown2006-12-18 22:51:25
Just some ideas I have, some have been brought up by other people in different topics and I just thought it'd be best to post them here...
New forging skills:
50% Virtuouso
Etching-
Etchs runes into the weapon, two handed weapons take twice the time, costs nothing. Does nothing but allows a forger to inlay it with Eternal runes.
Transcendant forging:
Eternal Rune-
Uses one powerstone, one steel, and one tint per rune, double for twohanders. The forger grinds the powerstone into dust, melts the steel and mixes it with powerstone dust, then inlays the etching and places a colored tint of it. Gives the weapon runes that last until the weapon decays. Runes are lost and everything used for the rune when the weapon is reforged. The tint colors the rune and can be seen when you probe the weapon.
It would be a good way for forgers to make gold and be balanced since it's not very easy to get a forger to rune up your weapon for free every two days.
New general ability to: Pour vial1 into vial2
pours the contents of one vial into a empty vial or a potion of the same type to fill it up if it has less then 60 sips.
Artifact endless vials, costs 80-200 credits each.
Change lowmagic serpent to use only 5 power instead of 10 since it only gives a prismistic barrier.
Give sprinters the ability to sprint on the water if they have the waterwalking defense up.
Remove furrow or change it to do a damage that ignores weapon stats and armour stats and is based on max health of person being furrowed. (since you're better off getting a shovel and digging them up)
Make minorsecond dependant on instrument/intelligence and ego. Or uses up less ego and or mana.
Change majorsixth to use only 2 or 1 power, or use up 500 mana or ego.
Possible landmarks that use balance and the WALK TO command, mainly to help new players who used up all the portals they have (Glomdoring can be nearly impossible to find at first)
New blessing and curse
Karmic Blessing of Protection
Blessing: Decrease damage done by 5-10%
Curse: Lowers the cutting/blunt and elemental resistance on your armour by 20.
KARMA BURN gives back a small percentage of karma from blessings dependant on time left when you removed the blessing.
Get Shikari to come back!
I think all warriors would love to see a eternal runes, it'll make life soooo much easier.
New forging skills:
50% Virtuouso
Etching-
Etchs runes into the weapon, two handed weapons take twice the time, costs nothing. Does nothing but allows a forger to inlay it with Eternal runes.
Transcendant forging:
Eternal Rune-
Uses one powerstone, one steel, and one tint per rune, double for twohanders. The forger grinds the powerstone into dust, melts the steel and mixes it with powerstone dust, then inlays the etching and places a colored tint of it. Gives the weapon runes that last until the weapon decays. Runes are lost and everything used for the rune when the weapon is reforged. The tint colors the rune and can be seen when you probe the weapon.
It would be a good way for forgers to make gold and be balanced since it's not very easy to get a forger to rune up your weapon for free every two days.
New general ability to: Pour vial1 into vial2
pours the contents of one vial into a empty vial or a potion of the same type to fill it up if it has less then 60 sips.
Artifact endless vials, costs 80-200 credits each.
Change lowmagic serpent to use only 5 power instead of 10 since it only gives a prismistic barrier.
Give sprinters the ability to sprint on the water if they have the waterwalking defense up.
Remove furrow or change it to do a damage that ignores weapon stats and armour stats and is based on max health of person being furrowed. (since you're better off getting a shovel and digging them up)
Make minorsecond dependant on instrument/intelligence and ego. Or uses up less ego and or mana.
Change majorsixth to use only 2 or 1 power, or use up 500 mana or ego.
Possible landmarks that use balance and the WALK TO
New blessing and curse
Karmic Blessing of Protection
Blessing: Decrease damage done by 5-10%
Curse: Lowers the cutting/blunt and elemental resistance on your armour by 20.
KARMA BURN gives back a small percentage of karma from blessings dependant on time left when you removed the blessing.
Get Shikari to come back!
I think all warriors would love to see a eternal runes, it'll make life soooo much easier.
Unknown2006-12-18 23:09:23
I just got here recently, been doing more bashing than exploring and whatnot (STILL only level 10, I suck). So..We don't have WALK TO ?
HALP HALP HALP
And, I'll refuse to comment, because I don't know about game mechanics, but from a newb's (i.e., please don't flame me) point of view, I like them
HALP HALP HALP
And, I'll refuse to comment, because I don't know about game mechanics, but from a newb's (i.e., please don't flame me) point of view, I like them
Unknown2006-12-18 23:13:20
The Walk To would be a carbon copy of Impys and Achaeas landmarks where you have a list of places then you do walk to and it will automatically make you go one room closer to that location using the most direct path possible.
i.e
So it would work like this
Walk to Glomdoring
You move one room closer to Glomdoring
Takes about 1.2 seconds to regain balance
Walk to Glomdoring
You move one room closer to Glomdoring
then you just keep doing that until you reach Glomdoring, takes longer then just walking but really helps novices who are lost without portals and any guildmates/citymates around.
i.e
So it would work like this
Walk to Glomdoring
You move one room closer to Glomdoring
Takes about 1.2 seconds to regain balance
Walk to Glomdoring
You move one room closer to Glomdoring
then you just keep doing that until you reach Glomdoring, takes longer then just walking but really helps novices who are lost without portals and any guildmates/citymates around.
ferlas2006-12-19 13:09:24
QUOTE(Tonbee @ Dec 18 2006, 10:51 PM) 364258
Just some ideas I have, some have been brought up by other people in different topics and I just thought it'd be best to post them here...
New forging skills:
50% Virtuouso
Etching-
Etchs runes into the weapon, two handed weapons take twice the time, costs nothing. Does nothing but allows a forger to inlay it with Eternal runes.
Transcendant forging:
Eternal Rune-
Uses one powerstone, one steel, and one tint per rune, double for twohanders. The forger grinds the powerstone into dust, melts the steel and mixes it with powerstone dust, then inlays the etching and places a colored tint of it. Gives the weapon runes that last until the weapon decays. Runes are lost and everything used for the rune when the weapon is reforged. The tint colors the rune and can be seen when you probe the weapon.
It would be a good way for forgers to make gold and be balanced since it's not very easy to get a forger to rune up your weapon for free every two days.
Erm you like never actually said what these runes will do, make coal runes last longer or what does it actually do? Are you saying make coal runes last forever or what is it your trying to say? If you want coal runes to last forever then no, coal runes are an advantage of being a forger, different trade skills get different advantages such as tailoring getting better armour and better elemental proofings or alchemy getting an increased sip.
QUOTE
New general ability to: Pour vial1 into vial2
pours the contents of one vial into a empty vial or a potion of the same type to fill it up if it has less then 60 sips.
good
QUOTE
Artifact endless vials, costs 80-200 credits each.
As much as I'd like one, admin said not again.
QUOTE
Change lowmagic serpent to use only 5 power instead of 10 since it only gives a prismistic barrier.
No ten power for what it does is fairly good, its a powerful skill.
QUOTE
Give sprinters the ability to sprint on the water if they have the waterwalking defense up.
:shrug: that seems alright, although don't trackers get this ability/similar so it'd be a bad idea to give to everyone then.
QUOTE
Remove furrow or change it to do a damage that ignores weapon stats and armour stats and is based on max health of person being furrowed. (since you're better off getting a shovel and digging them up)
Why?
QUOTE
Possible landmarks that use balance and the WALK TO
Make teleport a guild requirement on joining, never get lost again. Maby lower teleport so newbies can get it easier.
Vix2006-12-19 16:16:53
Yeah. Lusternia seems like the smallest out of all the IRE worlds, but that could just be because it's the newest. Most everything is clearly marked as well. You just follow the (alabaster-brick) road.
There are tons of ways for easy transport as well. In Achaea, I walked from north to south in no time (and that was a long distance). Now I'm lazy and just teleport. Don't need to get lazier now.
There are tons of ways for easy transport as well. In Achaea, I walked from north to south in no time (and that was a long distance). Now I'm lazy and just teleport. Don't need to get lazier now.
Furien2006-12-19 16:32:20
Endless Artefact vials probably sold for almost 1,000, maybe more, credits.
And the admin said they'd never sell them again after that, eheh.
And the admin said they'd never sell them again after that, eheh.
Unknown2006-12-19 16:54:15
QUOTE(Furien @ Dec 19 2006, 10:32 AM) 364428
Endless Artefact vials probably sold for almost 1,000, maybe more, credits.
And the admin said they'd never sell them again after that, eheh.
And rightfully so. If they became readily available, they would upset the economics of the basin - yes, even if they're expensive.
Unknown2006-12-19 17:27:16
QUOTE(ferlas @ Dec 19 2006, 08:09 AM) 364394
Erm you like never actually said what these runes will do, make coal runes last longer or what does it actually do? Are you saying make coal runes last forever or what is it your trying to say? If you want coal runes to last forever then no, coal runes are an advantage of being a forger, different trade skills get different advantages such as tailoring getting better armour and better elemental proofings or alchemy getting an increased sip.
It would allow forgers to make coal runes last the life of the weapon, it'll make forging more profitable and life for warriors a little bit easier. Coal runes are very easy to get and inexpensive but it's just a little annoying having to ask someone to rune up your weapon every two days.
QUOTE
good
Agreed
QUOTE
As much as I'd like one, admin said not again.
It's a sure fire way to make IRE some money *nudge*
QUOTE
No ten power for what it does is fairly good, its a powerful skill.
Not that good, compared to a skill that does a similiar thing. i.e. Trueheal which fully heals the person, cures all afflictions AND gives them the same shield. Yet both cost 10 power.
QUOTE
:shrug: that seems alright, although don't trackers get this ability/similar so it'd be a bad idea to give to everyone then.
Because it doesn't make much sense to be able to walk on water but not able to sprint, it would make getting around the water plane a lot easier too.
QUOTE
Why?
it's not that bad if you have 20 strength, a 360+ damage claymore and a target with low health and bad armour, they'll still probably get away though. Otherwise it's going to do between 200-700 damage if you are using a greatsword or katana.
QUOTE
Make teleport a guild requirement on joining, never get lost again. Maby lower teleport so newbies can get it easier.
Lowering teleport would probably be the best thing to do, but I don't see it happening.
Genos2006-12-19 21:15:50
QUOTE(Tonbee @ Dec 19 2006, 12:27 PM) 364439
Not that good, compared to a skill that does a similiar thing. i.e. Trueheal which fully heals the person, cures all afflictions AND gives them the same shield. Yet both cost 10 power.
Except for the fact that Serpent constantly refreshes your shield at certain intervals for an amount of time, allowing you to continue attacking.
Gandal2006-12-19 23:02:56
Oh em gee! What if trueheal costs 10 power and 5% reserves?