Favorite single thing from a non-KotL game

Started by Chalgyr, 05/29/07, 14:23

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Thalia

re: Priests and Healing.... :: ponders :: what if... priests got exp for healing?  Fighters get exp for inflicting damage.  Some symmetry to letting priests get exp for healing it.

:: wanders away pondering how to do it and minimize the abuse of it ::

Alaunae

Quote from: Cyrgon on 06/26/07, 09:55
I like the sheep ability in world of warcraft.
Just think of the coolness.
You're wandering around in some random kingdom, chatting to local rodents, smoking some newly foraged herbs with your elegant, hand crafted pipe. Perhaps you're having a bottle of wine or two and nibbling on a piece of cheese.
The trees are singing, the birds are swaying, then POOF! Crap, you're a sheep.

And a mage comes dancing out from behind a lamp post and steals your wine and cheese with a laughter.

Turtle > Sheep.  I miss my turtle-making mage sometimes.

-turtles Chalgyr.  And Cyrgon, because he has the wine.-

Chalgyr

*laughs at turtle making mage* my warrior had a wonderful collection of pets... but I digress...

It doesn't have to be a 'slow' thing, Daklore.  It can be quite quick and easy - it's all in how we approach this (the idea is growing on me the more I think about it), it can be one of those things that helps the combat become a bit more interesting.

I'm not suggesting we go all Godwars 2 here and it's like turn by turn combat (I have no idea what it's like now, but when I was doing some beta for KaVir, it was like: punch, punch, punch, kick, kick - you'd type these and press enter, and then after a series of connections you could add combinations and it would do physical damage to parts and...), but I do like the idea.

As for priests gaining exp for healing - I don't mind that particular idea.  It doesn't even have to be a lot of experience, but it would add up quickly enough over time.  In some of the strategy games like Shining Force - Healers got experience for casting a healing spell on their teammate, but if the teammate was at full health, you only got 1 point, otherwise it was a slightly nicer amount, like 17.
I must be here, 'cause I'm not all there.

Leesil

I say do the body part damage just to make Daklore's life miserable, and I do like the idea of giving Priests xp for healing.

As for the turtle/sheep/ mage thing, I think all Mages should be turned into sheep or better snails so they can be stepped on, but they DO NOT need any more abilities.
Reality is merely an illusion, albeit a persistent one.

Daklore

Yeah, priests, especially my side of the tier, need more nifty spells to play with! Like... defensive spells! Mages have plenty of buffs... and what to priests get? Frenzy and bless (I'm saying in -general-). Frenzy you can get from mort, and at better levels (which is so unfair to us priests), and bless... well, it's okay. *shifty eyes* More power to the underplayed priests!
"Okay, who let Odin out of his cage?"
*A blue bouncy ball bounces by*
"That's it, I'm outta here."

Leesil

You all know how much I hate doing this, put the Hockeypuck has a point. When Mages get more improvement spells than Priests something is wrong. Priests aren't supposed to be ablt to fight worth a damn, but they are supposed to make you fight better.
Reality is merely an illusion, albeit a persistent one.

Chalgyr

*slaps the hockeypuck in Lessil's direction*

Some priests have plenty of buffs don't they?  I mean, Daklore took the single most melee-based priest class there was, so he didn't get as much magical stuff, but for example cardinals have bless, major ward, protection good, protection evil, intuition, frenzy, many healing spells, , chant, faith, buff agility, buff leadership, buff wisdom, buff perception, buff intel, buff dex,, buff luck, buff con, watched over, guidance and guardian angel...

So I don't feel like the cupboard is completely baren, is it?
I must be here, 'cause I'm not all there.

Daklore

And then we look at mages, who even on their base tier, have more, and better, buffs than I do. And then we look at healers... who practically have the same buffs I do, with a couple more... Elitists need more defensive capability... they're supposed to fluidly move around strikes and make their attacks with critical accuracy, you know >P

Also, pummel fails to live up to promises. Mostly in that it causes me more lag than it does mobs.
"Okay, who let Odin out of his cage?"
*A blue bouncy ball bounces by*
"That's it, I'm outta here."

Alaunae

There's not much that I notice from one game to another ( aside from turning people like ... hmm ... LEESIL ... into turtles  >:D ) that I stop and say "Wow, I really like this feature," but ...

One feature that I really liked from another mud that I used to play, Achaea, that we do not have present here, in any form, is any kind of generational recognition.

For example, my character there, before, had no kind of family whatsoever.  But then she met a woman who eventually wanted to adopt her.  After one or two commands to give consent to an adoption ahd whatnot, the character was formally adopted by the other player.

From there, if I were to type in a command relative to my character, it would list the entire direct family line of my character.  The parents (if there were one or two), the grandparents (the parents of the parents), the great-grandparents, then any brothers or sister (including half brothers and sisters, who were characters with the same mother but different father, for example, who would have a "(half)" next to their name), any children your character might have, and any grandchildren your character might have.  Anyone could type in the same command for anyone else, and would be able to see the family tree for that particular character.  There were even circumstances where the family history was so deep that there were great-great-great grandparents that couldn't be shown in the list.

It lent a lot to really establishing a history for the character, and definitely made the family history so much more real.  And, as a person who enjoys the familial-type roleplay storyline, it was something that I found I really enjoyed.

Thalia

That's cool.  Another game I played did that all with notes in books, which was a pain if the keeper of the books disappeared. Putting it in code would work much better.

Daklore

The Auvryneld family is big enough as it is... we don't need them code-adopting more people now. *adds plot to neuter and spay every single damned Auvryneld... or kill them... whichever comes first*
"Okay, who let Odin out of his cage?"
*A blue bouncy ball bounces by*
"That's it, I'm outta here."

Chalgyr

I do like that idea - I touched on that w/ vampires and the lineage command, and like the idea that came up elsewhere (in this thread or another) the idea of family-generated kids , etc... it's just interesting because it seems like family and generational storylines are something players really like.
I must be here, 'cause I'm not all there.

Daklore

But I like to make things die... and be evil... and especially make Klevnone and Armengar burn... BURRRRRN! ... at least burning those two kingdoms is something Tsythor would agree with Daklore on.
"Okay, who let Odin out of his cage?"
*A blue bouncy ball bounces by*
"That's it, I'm outta here."

azzan

I guess i've never been part of a mud "family" but its a cool idea. Would allow people a more coded way to keep track of this and increase RP in the long run i suppose.

Daklore

Yeah, but it'd also means Daklore would have to kill more people just to get rid of one thorn... cause the villian guidebook says you shouldn't leave any relatives alive that might start a quest to destroy you. Or something like that.
"Okay, who let Odin out of his cage?"
*A blue bouncy ball bounces by*
"That's it, I'm outta here."