Baldric wrote:
Remove CRS. Remove bounty NPCs. Remove final strike. Make it so you can't be voodooed twice in a row. Create some way of locating an enemy who is hiding. Permanently disband the harlequin cabal or just put me in charge of it. Add six enchants to each of my daggers. Make it so shops are open 24/7. Get rid of shovels. Get rid of having to eat/drink. Make it so you can't dispel an elemental. Buff the pets available to scouts. Nerf circle stab's damage. Allow paragons to hand out curses, with the only limitation being that they can't curse the same character twice in one month, and have to provide an explanation to an IMM for each curse they give out.
Give extra attribute points to people who rock hardcore in pk against superior numbers. Clean my room. Provide complete control of the outlaw list to tribunal leaders. Get rid of jail. Take the six points I put into art back when you could scribe charm, and put them into hp. Get rid of the negative effects of aging.
(Insert "not sure if serious" picture.)
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"Auto reciprocate"
If Dulrik was able to put in a command for just not responding in combat, I think it'd be best as an "auto" command. just like "auto assist," make "auto reciprocate" which could be toggled off in the circumstance of a fight one doesn't want, and then a command that if two parties weren't reciprocating they could end the fight - perhaps as an addition to the "stop" command. It would be useful. As long as it doesn't evolve into any sort of calming-winds-end-all-combat-immediately sort of deal.
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I think the idea of being able to bribe store owners to wake up in the middle of the night is brilliant. Useful game-centric functionality, also maintains in-character themes.
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I also really like the idea of money instead of items on elite drops. Assign item material, enchantments, and type a value and if it doesn't spawn use that number, based upon economy, to add a significant amount of money to the NPC's inventory.
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I think the caster melee gripe isn't merited. Casters have spells like petrification, magma spray, finger of death, as well as blindness and other such tools at their disposal that make them own those tigers. The only problem is they can't stab one to death with a dagger or sword. It's an invalid assumption that they should be able to, in my opinion.
However, Salandarin brought up a good point about pets in general PVP being over-emphasized. I put forward dropping all pets HP at or below 75. It should only take a sneeze to kill one, and I think there should only be a very small set that should be able to protect from bash or backstab. Either gimp HPs completely, or make a flag that separates storebought pets that can join a group from pets that can't join a group. And there should only be 2 or 3 that should be able to join a group. Pets, in the current system, gimp one-on-one PK way too much. They completely shut down bash, trip, backstab in one go, destroying the concept of a PK jump. Before tribunals and turtle-emphasis went in, it was a necessary balance. Right now, it's just a major inhibition that's not needed.
I think cutting their HPs significantly, and implementing a hide on some of them that still make them usefully guarded against NPC damage but not player damage would be my answer. All people need is a word vial and a pet and they don't have to worry about getting jumped, ever. I think the only classes that have a right to be able to shut these down with any decent potential are the casters.
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I am very, very interested to hear about all these "nulls" and "no information available" areas. When I first played the game there were rooms with 2 line descriptions and NPCs that had none that had epic gear. At that time I had significantly less problem finding out information IC than people here are intoning with their posts about time now.
The way the mud implements the typo/bug logging gives the players no excuse if they feel there is a problem with an area. It logs all relevant information to the point all you have to type is "typo Yeah, this door here has no f'ing clue anywhere on how to open it." The builder can then do the rest rather painlessly. This system is damn amazing, and if you are continually burned by something that has no hint, it really is your fault. I'm not sure you guys truly understand just how active your patrons are in this system and it's one of the most under-utilized tools if you feel this sort of thing is a problem.
Nonetheless, unless recent building has just completely violated and mangled the chain of information in some impossibly vast way since I last played, I think this point is being over-emphasized. From what I've seen playing around now, it doesn't seem like that. I really hope players aren't expecting blinking pink hints with the steps holding their hands through the process on 'em. The building standard has been ridiculously higher now than it's ever been when the playerbase was bigger and had less (vocal) problems finding things.
I can only think of a very few rare handfuls of things that truly had no answer, and those have been fixed. Granted, my game knowledge is now dated.
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I heard this idea and liked it: code an extra equipment slot, a "light" slot, that would allow users based on the level of the light item extended vision at night. Perhaps make this fun by adding room echos to the items that go to the next door rooms, and the stronger the light the more rooms away you see the echo.
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I'd like to see the disabling of leadership for all tribunals, knocking down cabal front doors and front guardians and saying "Go". Make it a large RP event and use it as an ability to get feedback from the players on how it affected PK. Make all the pet shop owners close up for the duration. Make it two or three weeks long, and see how it affects PK, and how people take advantage of it. Those are the changes I'd like to see go into the game, but I may be the only one. If people aren't fearing PK, they aren't playing at the top of the game. I personally don't think there was anything more exciting in this game than the spontaneous jumps and PKs that just don't seem to exist the way people talk.
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If people are finding the Wastelands just too easy and too great, pull the proper philosophy of completely overshooting expectations. I don't believe treasure troves should be separated: they should be toughened. I did a few (shoddy) examples in Iron Citadel of daemons with group-combat scripts. Put 6 daemons in a group, with three warrior classes, two caster and one adventurer. Get them healing eachother, dropping holy words and call lightnings like nobody's business. I really, truly believe that the wastelands (and to a much greater extent Iron Citadel_ should only be traveled if you are already fully resisted-up and at the top of your game. It shouldn't be gone to in order to get to the top of the game. It's for ridiculous people wanting to get more ridiculous.
That, and I think it would be f'ing fantastic to be part of a player group out there where the players
have to be dropping earthquakes, fireballs, call lightning spells, flamestikes, color sprays with art trained and resists topped while healers spam heals and warriors spam bashes. It'd be slow but fun as hell, and if there's a way to make the experience ridiculously extraordinary, do it. Levelling for the elite. There should be a much better emphasis on grouped supermobs for those who think they're awesome to go grind their teeth on.
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I've gone on two breaks at work writing this and have lost my ideas. I'll put more up.