I was just thinking - deities in dl currently play a very small role. There
is very little roleplay about them, and bonuses from them are hardly
significant at all (woot less favour when I supp my corpse). My suggestion
is to give some "chants" to classes based on the deity they follow. These
chants could be different from the current chants idea being developed.
Rather than just saying words, the player could "chant weaponmaster", and
a msg like 'Souwan suddenly raises his hands to the sky, calling upon Fell
for divine intervention' and of cuz could vary from deity to deity. During
this time the player cannot do anything else or will disrupt the chant
(like crafting). And when the chant is finished then whatever divine
intervention would come through. These chants could take up favour whenever
used, and maybe vary in strength depending on the players favour at that
time (for some chants). I think powers like this, although would create
some balance issues, could make the game more interesting as players would
be a bit more unique. Some ideas of mine are included on the next note.
Also, some chants could be given to certain races depending on their deity.
This could certainly help to balance the races, which I'm sure everyone
would agree are rather unbalanced currently. Certain chants could also be
given to all followers of deities, regardless of class/race. For example
perhaps Maybloom could give a chant which made an enemy's charmed mob
instantly dissappear, or turn against its master.
Clerics/Paladins:
Rejuvenation : Messenger of deity appears and uplifts player for F/2 hp
(Fianna, Maybloom, Halycon)
Strengthened Antimagic: Spells against cleric have random chance of being
deflected (Hor, Sekhmet)
Holysphere: random small heals on random groupmember/self whenever in
combat (Fianna, Mitrill)
Mages/Psioncist:
Mental Regeneration: Soothes the mind, regenerates F/2 mana (Fianna,
Maybloom, Halycon)
(Varying names for deities): Calls upon powers from deity to strike
opponent in some way (Fell, Sekhmet, Tlock, Balthildis)
Honourable Boost: temp strengthens mages powers, all spells act as if an
extra effect rune was added to them (All 'goods')
Rogues:
Whirling Shadows: Shadows form around rogue, confusing opponents, random
chance of enemy attacks hitting shadows (Hor, Balthildis)
Sneak attack: Makes rogue dissappear suddenly, reappear a moment later
and get a backstab-like attack (All 'evils')
Sneak retreat: Makes rogue dissappear suddenly, reappear a moment later
randomly between 300 and 500 feet (Hor, Maybloom)
i like to see some diety wars. this mud needs to put the exitement back in the
game. we need some kind of warfare, or at least some kind of competitions. For
example, we can have deity ranking at the end of each month. Anything,
something besides killign the same mobs, mining teh same walls, baking the
same cookies.
This is an idea to introduce an archer class. This class would have high skills
in bow (99 unlike ranger) and all the range weapons. Probably a melee based
class that uses no mana at all. If this class sounds totally wacko then please
increase rangers bow alittle higher to make bows actually an option. The
archer class would make rangers even more unique though, I believe.
50%, 80%, 90%, 99% ... doesnt matter what your % is, Rangers will not be able
to shoot bows like clerics/paladins

% has to do with speed, but who needs
high % when you are instantaneous? a Pixie arcain templar can probably shoot
bows better than any class out there. Face it, Rangers are now usless. Make a
magic user and you'll shoot better than a melee
the help files states that they: Able to face many warriors on almost even
footing, and able to shield themselves nearly as well as some mages, druids
are truly a gifted class.
druids get maces and staves to 50, blowguns to 30, and everything else to 10
in general it lacks very strong skill/spells to make it very wanted, things
like rosethorn and ironwood are just "handy"
earthquake doesnt do enough damage in epics (not even comparable to distory)
and meteor isnt nature when logically it should be and the damage is also
minimal.
thorn is the worst spell in the world and lasts an incredibly short amount of
time
entangle is entirely way 2 slow and the effects are unknown
and shapeshift basically doesn't do much since there are only 2 types u really
want to use: treant or unicorn. And all the advantages u get can just as
easily be gained by enchanting stats into eq without the disadvantages u get
with shapeshift
mb faerie fire should be enhanced as well to give it some advantage in
counterspells
I left out elementals cuz i think theyre fine. but yes other summoning spells
should be improved.
fyi its Meteor/Spike. And so if Earthquake is a natural disaster, Meteors dont
exist at all in nature is that it? Magical elemental breath = unnatural =
physical, distort = same, meteor = big large rock from outerspace = nature.
And it should be nature because druids need it more than mages do, ill bet 90%
of all mages have never cast meteor and just stick to distort and breath which
is more than enough for them.
And with a til it becomes an elemental bunch of *spikes* that come out of the
*ground*. Seems like a nature spell to me...closer to nature than phsyical in
any case.
can we please update the note_poll, note_vote help file? it's outdated. there
are no instructions for private noteboards.
currently the note vote open command can be very confusing with no clear
explanations anywhere
Is a good defense.
This is a little truer than it should be, lately.
I would like to start in asking that these writings do not be modified.
The problem lies with a combination of AR getting a large amount
of bonuses, and Mobility getting large penalties.
For the purposes of jabbing a head, with full balance,
it seems as though, to begin with, you get a bonus of
about 20 tacked directly onto your AR. And then,
in addition, you get a roll, which seems to average about
15 - 20But it is not uncommon to see it above 50,
and not unheard of to get 100+. So, with these things alone,
AR is already at a huge advantage. And then we have the
mobility divider. Mobility seems to be divided before being
applied onto your stats. The combination of these things
makes it impossible to defend against ARexcept by
having an even better AR than your opponent. If
I'm not mistaken, it shouldn't be this way.
I would like to start in saying that yes, I notice the logical error in the
last note, and it wasnt intentional. It should read 'The best defense is a good
offense.'
With that said, moving on.
The obvious solution would be to reduce the mobility
divider. But there are some specific possible solutions
that I would like to not see done, just in case they are being
considered.
1.Giving mobility a roll. This would be a very bad thing
to do. Adding the chaos factor to combat with the AR roll
is a good thing. And there IS such a thing as too much of a
good thing. Mobility having its own roll would bring it into
the extreme.
2.Changing enchant space required for AR/mobility. I
know this has been done in the past, and it's very bad. It
makes all the older eq either very overpowered or very
underpowered. Neither of which is good. Please, do not
mess with it this way.
Reducing the rate of severs (and fractures, of course)
and its repercussions.
The first thing to take note of, is that (obviously) severs
are, by far, the most destructive thing that can happen to
you save instant death. Therefore they should be far less
common then they are now (as per upgrading mobility).
But this brings into play another problem. How do you die?
A player could have 99% in blunt, slash, and pierce, a high
mobility, and a decent AR. They would be a tank! So I have
another recommendation to add to this.
Reduce the max resistance attainable to somewhere between
75 and 90.
It would have two positive effects.
1.Reduce the reliance on severs.
2.Make HP and pure damage more important.
And that's all I have to say. Thank you for your time.
This gives me another idea. Why not make the max resistance for specific things
racial? It would help balance the classes a bit, and it makes sense anyway!
Here are some possible max resistances:
Gerp. 90 slash, 90 blunt, 90 pierce.
Troll. 85 slash. 80 blunt. 85 pierce.
Pixie. 75 slash. 75 blunt. 75 pierce.
Gnome. 75 slash. 75 blunt. 75 pierce.
Elf. 80 slash. 75 blunt. 85 pierce.
Etc etc...and for elementals...the races with high physical
resistances could have lower max elemental resistances, and the pixies, gnomes,
etc, could have the higher max elemental resists.
I believe that the inventory should be approached differently than how it
currently is. I think the larger the race, the more things you would be able
to carry, making it a wise choice to be an ogre to craft so you would be able
to hold alot of things. So instead of the 20 items max everybody has, pixies
would get like 5 items max becuase they are so small. Of course this could all
change with setbody.
We can make all kinds of leather armor, but not a simple belt. Give us belts to
craft, Please:)
I also believe we should be able to craft backplates and masks.
A tri-avatar with max str, and 0 enchanted AR, seems to have around 40 AR...The
same tri-av, with max dex, and no enchanted mobility...Will have around 75
mobility. Counting bonuses and rolls, 40 AR and 75 Mob are about equal...Maybe
AR has a slight advantage.
Assuming 100% enchanting skill, 100,000 enchant space will get you, currently,
about 20 EFFECTIVE (this will actually be added on to your stat) mobility.
The same 100,000 enchant space will get you about 40 AR.
So, to create a pretty decnet balance from what I could see, reducing the
mobility divider from 5 to 2.5 would fix most of the problems.
The hard cap on top would also have to be abolished. Without the ability to
raise mobility infinitly (or at least as much as you can afford.) It just turns
into another stat to 'max'...And since mobility is in opposition of AR
, maxing out is not a good thing.
The turn command is only usable once per mud hour... but it's sort of hard
to figure out exactly how long a mud hour is, and it's annoying to keep
testing "turn" to see if you can use it again. I think that if you type
"turn" and you still can't use it the amount of time you have to wait
should be displayed next to it.
allow guild leaders to combine guildchats. Perhaps we can do this when two
guilds establish diplomatic ties?
Please please please enable this, i got 3 guilds to manage and i would like to
have them all be able to share one guildchat.
I agree, this would indeed be a fabulous idea if guilds are allied.
It would help with diplomacy and also help with planning massive attacks
in the event of guild wars
An event occurred tonight that promoted this question concerning items:
There's been experiences by players, in the past, where other players have
gotten people to buy certain items, especially off auction, that are "fake".
When I say "fake", I mean they're given the appearance of something else
that's really popular to certain players or looks cool enough for someone
to really want the item (the fake gryphon egg incidents a while back is an
example). And I've seen players demand a reimbursement from people when they
do find out the item isn't what they were either told it was or witness it
being that item.
Someone auctioned an item in Seth's Fortress tonight that's been found to be a
part of a build error and auctioned such item to the general public, more than
broken item, and in turn, they'd profit from the purchaser's misfortune.
Is there any way that we can include objects sold on auction, or sold via other
avenues by two parties, which are later discovered to be false in nature as
part of the laws objects or laws reimbursement file? Thanks
How about having the option to whittle pipes from wood (my irl pipe is wood),
carve them from bone, or make them from stone or clay?
something similar to this for the combined guildchat.
leader from guild A type: setguild openchat anarchy
message that Anarchy sees is: Leader from RH wishes to open a guildchat with
your guild
leader from guild B type: setgiuld openchat RH
message that RH sees: Anarchy has accepted open guildchat.
leader from guildchat A types: setguild closechat anarchy
message that anarchy sees: guildchat has been terminated by RH
basically add two new options to the setguild, those would be open guildchat
<guild>, and close guildchat <guild>
kinda like the guildwar thing