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Player Forums => Ideas & Brainstorming => Topic started by: Chalgyr on 03/21/13, 07:33

Title: Favorite feature from another game or MUD you wish KotL had
Post by: Chalgyr on 03/21/13, 07:33
Just what the subject line says. What is your favorite feature you've played on another video game, or MMO or MUD that you wish KotL had - and then follow that up with 'why'? What is it about that particular system or mechanism that really appealed to you?
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Algorgon on 03/21/13, 11:23
Well I haven't played very many MUDs other than KOTL so I don't have too many mechanics ideas, but here's some stuff.

I played one MUD that had a Medieval theme but it had one area that was based on the Eagle's Hotel California. You entered the area on a Dark Desert Highway. It was just a fun area.

On other RPG's I like the idea of Mulitclassing - gives my character more flexablity
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Daklore on 03/21/13, 14:14
The ability to play chess. >P

As for multi-classing, technically, we already have it with augments... which is an iffy mechanic for me. I don't hate multi-classing, but I don't really like it either. >P You should make the classes -work- without having the player feel like they need to multi-class to offset the weakness of their preferred class/path of roleplay.

Uhm... if KotL were actually PvP balanced(which it's not), PvP world-type objectives -can- be fun. In the case of Achaea, this constitutes two forms right now. Icon wars(lame) and city-raiding(not -as- lame as icon wars, but can be lame because there's no end-goal objective to say, "okay, you've won. Stop doing it for a while).

In the form of Guild Wars, you had the Faction battles in Cantha. Where Guilds would align with either the Luxons or the Kurzicks and battle on PvP maps(3 groups of 4) where the outcome of these many battles fought at the same time in seperate instances and can move the border of an in-game map and give some small benefits to Alliances(groups of guilds) at the top of the alliance ladder. Considering Guild Wars is pretty balanced, especially in PvP, it was -really fun-. Also, the lack of long-term penalties for death(Guild Wars only has a temporary death penalty that causes you to lose 1-60% of your HP and Energy until you return to a town--which occurs at the end of a PvP instance, usually).

Achaea also has wilderness maps, which make the world -bigger-... which can be bad(I mean, all sorts of area to cover can be irritating for non-mages), but... they can be nifty. And since you don't need room descs(since you'd get an ASCII map for the "desc"), it lets you make a larger overworld that... yaknow, has geographical sense.

That's about all I have, I guess.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Elendil on 03/21/13, 14:38
Pfffft.......

You want a pain in the neck in travel, try playing Imperian Ero-sennin.  But there is one feature I think could prove to be very useful, which is a classtalk channel.  That can be the place where new priests, rogues, scouts, fighters can use to ask questions about tiers, customs, skills, and so on that are not covered by the help files, but can be answered by the more experienced players.  I think that would be the better alternative than newbie and outgame channel, where more often than not one tends to see snarky or wiseguy answers than actual help. Just a thought for your consideration, Chal.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Daklore on 03/21/13, 19:51
You'd still have snarky or wisecrack comments on classtalk. Only the rest of us wouldn't be able to hear it.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Tylon on 03/21/13, 21:09
To be honest, I think there's more muds that need features that KotL has.  8)

I do like multiclassing, and while augmenting seems to fill in that gap here I think I prefer more structure to it. One mud I played on had multiclassing where if you stayed with the pure class there were clear benefits, or you could multiclass and lose some of the first class's stuff and gain some of the second class's stuff. It was actually really balanced and fun. I do think there's potential here to sabotage one's character when given free reign of skill/spell selection and that's a no-no.

That same mud took a different approach to "questing", where there was a code-generated random multi-level maze that people would run for tokens. First level - 1 token/kill, Second level - 2 token/kill etc. It was norecall and free pk. The entrance point to it was also randomized. I always thought it was a pretty fun approach.

I also like it when MUDs are open ended as far as character progression. Its nearly thus here with only a few players hitting the higher levels... but its kind of nice to never really cap out. At least in terms of end-game development of one's character. One MUD I played even had taken level caps out altogether. I think here I would like to see some kind of next step implemented for when someone does reach 275.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Chalgyr on 03/22/13, 08:01
Very cool list of ideas so far guys. As to your chess one Dak - know any MUDs that actually have it? I know Thalia looked around a bit and found checkers, but not chess. :p
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Daklore on 03/22/13, 08:55
Achaea has chess.

It uses an ascii type-grid, I think they use letters to denote pieces.

The commands(that I remember) involve MOVE <piece at co-ordinate(such as E7)> TO <new location, that should follow the rules of the game> .... ... that's the only command I remember, but I'm pretty sure it supports castling. They also save games internally, so you can pause a game and pick it up at a latter time if you have to leave, and you only have to -start- the game at a chessboard, after that you can play it anywhere.... that may not make sense, but, it does.

People can also view the chess match by the id it was given. I'd have to log in and steal the help chess file, probably. I don't feel like doing that right now.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Chalgyr on 03/22/13, 11:58
Any thoughts on Tylon's alternate version of 'questing'? Like, dislike? something different. :)
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: elios on 03/22/13, 12:38
I do not think that would work here Chalgyr if anything it would be far too much aggro for too little reward.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Chalgyr on 03/22/13, 13:44
Likely, and probably wouldn't necessarily the PK part of it, but the randomized dungeons with different rewards at different levels was more what I was curious about - though I've heard randomizing dungeons on MUDs can be a PITA
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: elios on 03/22/13, 14:12
Ayup aggro on the part of the builders and simply too much for too little.  A bloody pain in the arse all around.  But I will say the idea about the classtalk is a good one at least I know that I would be more than willing to answer any questions posed there.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Tylon on 03/22/13, 16:44
The way they had this one setup there were more or less repeating room descriptions with each room a sentinel mob that would aggro. There were maybe two or three different mobs per level. The dungeon entrance reset on each server reboot, and I heard but never confirmed that there was a code generated map the imps could look at if they wanted to. Perhaps 100-150 rooms per level, and I myself never got beyond the 8th level b/c it was sort of an attrition game killing that many mobs without recalling to regen. I don't recall ever being attacked but I had heard some players could get territorial about who was in there with them.

But builder-wise it would be pretty low key to make maybe 20 rooms and a couple dozen mobs. The IMP at the time mentioned it was one of the easier pieces of content they had implemented. But as far as the coding side goes, I guess that depends on how much can be 'borrowed'.

To get any use out of it in KotL the rewards would have to be equal or greater than afk questing. But mechanics like this do keep eyes on the screen longer...  :o
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: sye on 10/14/13, 17:20
I could get you guys an LPC model of Chess if you wanted to tweek it and add it in to KOTL.
have the code already :)

I think that LOOT, I would love to see LOOT drops,  a chance to get custom equiviant gear but generated randomly from mobs, like Diablo 3.   I would like to see a rare small chance to get a legendary piece of loot that would be an awesome custom, but with better benifits or more sockets.  Unrestringable if that is possible would make it fun, and have unique names that wouldn't be silly like.  Odins Hammer 'could be a weapon that is amazing, maybe does otherworld damge and lightning.  You could sit there and litterally make like 20 items that could drop at random, have some be quest str, some be custom str and some stronger.

One of my favorite aspect in any game is getting stronger, and seeing nice loot drops as grinding is a great way to increase str in one way or another and this would add spice.

Even adding legendary shards that enough of them make a legendary stone, or a token that summons a legendary mob with a slightly higher chance to get a legendary stone.

Adding a new mox or two, that are slightly better than quest or equal that drops from mobs.

Just love seeing the mob drops!
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Daklore on 10/15/13, 20:38
If there's one thing Sye and I can agree on, it's that loot drop/tables are probably infinitely more useful for a game like KotL.

But following the MMO route and having these ridiculous OP but hard to get items is stupid. Custom level should be the power-cap baseline that drops can rarely hit. "Legendary" type drops could only be slightly better than that, and probably would have to have a trade-off.

But yeah, loot tables/drops.

We don't need more ways to get legendary stones, though. Outside of adding a new legendary mobile. Downside, obviously, of loot tables is that some people hate grinding for that set of gear they need to compete at whatever. Personally, I hated it when I played D2. I'd usually go with "that's good enough". Not everyone is going to enjoy the grind, after all.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Chalgyr on 10/18/13, 12:36
I do like the loot tables idea - I have for quite a while, though the idea of how to best implement it eludes me personally (seems like I'd just crash things if I tried, lol). There would be a ton of legwork that went into it though, I suspect - but 99% of the stuff made in zones is not used once you have played enough to gain some quest/custom gear (so past level 20 or so).
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Tylon on 10/22/13, 19:21
Yes, there is a ton of unused equipment and shops. Perhaps they could be retasked in some way?
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Chalgyr on 10/30/13, 11:42
What ideas do you have on that front?

Using like gear to slightly boost existing gear? If so, limits on how often or how close in level the gear needs to be? because right now, most gear just gets sold I think. Or sacced.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: nuk on 01/01/14, 14:31
I have played many other games as well as muds over the years and I like the concept of being able to progress in any way possible. Currently converting rpexp is capped at 175 so unless that cap was raised that would be out but experience through questing as an alternative to grinding mobs is great. Much like the ability that you can currently gain tokens through killing mobs.

Here is a list of ideas/other mud implementations that I have seen captivate audiences of hundreds.

IDEAS:

1. Legendary Newbie Light: I discussed this on the mud , having the ability to grab a puny legendary in the beginning with a personality and maybe something easy to obtain like sanc as the end ability maybe a bonus to exp as the 1st legendabil. Just something that shows what is to come and to peak interest.

2. Legendary personality trainer: A npc that will retrain a legendaries personality if the item is on hand and for a token amount with a limited timer. possibly of nuking a legendary down to just a legendary stone for token amount as well.

3. Bloodsoaked drop increase/exp on questing: I think that a increase in tokens dropped in bloodplanes would relieve the attitude of sit at 50 and quest out full customs . Would reduce the end commitment of how long it would take to start xping without snags. Would add to community , I know so many here are generous and willing to give thousands of tokens to those just showing interest in the game.

4. Rare spawn vendor with random rare runestone and/or mox purchases throughout the world with a limited time spawn

5. Scaled xp newbie grouping: ability to group with a much lower player possibly with the added system of a mentor scale where as you grind with your apprentice or your apprentice levels you gain bonuses after level goals have been reached.

more to come limited on time atm

Other muds successful stories

1. Random gear called uniques that had a unique flag: played a couple muds where depending on mob level a unique scaled off the zone/mob level could drop with random modifications , much like the gems we get but obviously slighty more powerful.(kinda like diablo)

2. gambling- played a mud that had progressive dice gambling such as red-blue-green-yellow-purple and a chance to get platinum dice if you skipped. the dice roll would either sit idle , gain gold, make you loose and restart, proceed to next level or skip and go from red to green or green to purple but the only way to obtain platinum was yellow to platinum. from yellow on you could recieve rewards such as gold or tokens or here like a chance at a mox . the base cost to gamble would be slightly mid level gold or token cost but the chance to actually win the jackpot which would then put you on a timer was really low. the jackpot for purple and platinum varied but the rewards were a scaling loot table and the rarest of the drops was really really rare. gambling timer only reduced while online. keeping people extremely active and always on the mud.

3. remorting is something I have always liked and multi-classing: i could see that once you hit 275 you could then collect rare drop items and proceed to be reborn or retrain and then possibly retain all or some skills or maybe all skills once you reach 200 again . would make for infinite play.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: elios on 01/08/14, 04:20
The fifth idea I think is a great idea.  I like it because from an in-character point of view there will be some players that would like to have their character establish a back-story with an advanced and experienced character - say for the purposes of this discussin someone with a mage character whom is interested in having their character enter a certain fourth tier.  Whom would instruct them in character and our of character best than a player with a character already esconced in that much desired path?  The rewards of a Master-apprentice  effort can potentially garner far more than what Nuk's player would suggest apart from those potential rewards he has suggested.  It will indeed add yet another layer to the fun the game already provides.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Sephrenia on 03/21/14, 07:06
Yay purple!   :P

But on to the topic, I actually liked Sye's idea about maybe getting more tokens while out fighting in bloodplanes.  I find myself either sitting and questing or the rare times I am fighting watching the timer for it.  I dread the thought because I then have to make my way out and back to the regular world.  (Jealous of mages who can gate around easy for this!)

Now, not to to lessen the effort put in by Sye, Enthor, Daklore...others...but 2 million per level doesn't leave me too excited to work on that, but if I could potentially gain xp and perhaps a similar amount of tokens as what I'd get in hour's questing (4-5 quests with rune and say 45-55 per quest), it might put more incentive for me to work on it.  Again, those who worked hard at it are awesome and I don't want to seem like I'm complaining.
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: sye on 05/03/14, 13:44
Completing quests should have a chance for random item drops/loot.
killing mobs should have a chance for random item drops/loot.

You could Implament chain bonuses, so if someone is very active they get rewarded for it.

I was thinking of an item class that would be fun.

Potions of Boon, or something akin.
It would be items that you gain from questiong/leveling/killing.
You could make better ones form quest masters and unique ones from bloodpoints.  Even arena ones if you wanted..

They could do things like
(quaff adds negative/bad 50 of a resistance you lose 200 ac and gain 400 damroll for 2 ticks) - Boon of berserking
(quaff adds 2000 hps and 100 ac and maybe even 5 con or something for 2 ticks) - Boon of defense.

Now what would be great about items like these are you can make them stronger or weaker as your hearts desire, make them small ticks so you can't abuse them (can't just quaff a ton and become isnane) because after all, 2 ticks later you're back to normal anyways...

Would help with fighting legendareis, would help with pvp.. leveling, helping new chars level.
Etc.


double exp happens, poop some boons of whatever.

(you could make them all share the same cooldown just like legendary abilites, so after the affect wears it adds another affect that would be 'exaushted after using a boon 100 ticks' and would show in your affects status)


Just a thought!
Sye
Title: Re: Favorite feature from another game or MUD you wish KotL had
Post by: Jadyss on 01/21/15, 20:01

2. gambling- played a mud that had progressive dice gambling such as red-blue-green-yellow-purple and a chance to get platinum dice if you skipped. the dice roll would either sit idle , gain gold, make you loose and restart, proceed to next level or skip and go from red to green or green to purple but the only way to obtain platinum was yellow to platinum. from yellow on you could recieve rewards such as gold or tokens or here like a chance at a mox . the base cost to gamble would be slightly mid level gold or token cost but the chance to actually win the jackpot which would then put you on a timer was really low. the jackpot for purple and platinum varied but the rewards were a scaling loot table and the rarest of the drops was really really rare. gambling timer only reduced while online. keeping people extremely active and always on the mud.

3. remorting is something I have always liked and multi-classing: i could see that once you hit 275 you could then collect rare drop items and proceed to be reborn or retrain and then possibly retain all or some skills or maybe all skills once you reach 200 again . would make for infinite play.


You must be talking about Temporal Rifts for the gambling? I'm not sure of how many other muds used that. I really want the progressive dice.