blitzcraig wrote:BASIC GAME PLAY:OUTLAW SYSTEM:
2> a player should become outlaw immediately when attacking (not targeting) another player unless they are both in a clan or he is attacking an outlaw. This would fix over 95% of abuse issues.
3> you should also become outlaw when you leave a clan (even if kicked) it would solve almost all the other abuse issues, plus it just makes sense. You're in a clan receiving protection from the authorities in PvP, when you leave the clan, you lose the protection.
PVP TARGETING ABUSES:
4> auto-target when attacked (only because they automatically become outlaw if not clanned, so wouldn't worry about being "tricked" into outlaw status) probably add as option in case some don't want it
AND/OR
5> /t command to target players (not perfect but still good)
AND/OR
6> have bubbles appear toward center of map so you can't hide on border or under mini map etc... AND have buttons take precedence when you select a player
viewtopic.php?f=8&t=4799 to save retyping all that.
blitzcraig wrote:CLASS BALANCE:
7> freeze arrow -> slow arrow in PvP
It sounds good in theory. Will swordsman then be the only one with a freezing skill for pvp? I could see potential abuse of being ganged up upon.. But hell that happens with flame arrow when people time their shots.
blitzcraig wrote:8> skills work independently (still 1 @ a time but uSing one doesnt force recharge time of others)
Sounds good also. What about for archers being allowed to use double attack and either freeze (slow) arrow or fire arrow? Reduce cooldown of double attack by 1/4. Reduce cooldown of freeze (slow) arrow by 1/4. It'l give more skill useage to everyone. A much needed boost.
blitzcraig wrote:9> all walking speed equal. Add a "speed-1" to plate armor
If all melee are getting a stun/slow I dont see a problem with this. This could sort out the ogres issues of never getting to the target in time. Or not being frank the tank and getting cut down. Ive always found walk speed to be an issue.
blitzcraig wrote:10> spell damage = 50 + 2x base_mana + mana_from_gear + dex - opp_dex in PvP AND PvM (still half for PvP though) read explanation below
This seems alright, I think I understand it. But I'd remove the mages dex from the calculation. Even if dex counted for mages they still wouldnt get it. 1 dex for a mage would equal +1 damage to a spell or -1 damge from an enemy spell? I'd rather kill them faster with 1 mana equaling 2 damage minus their dex. Thats if I understand your formula.
blitzcraig wrote:11 > give all melee classes a level 20 skill "stun" where target cannot move for 20 seconds, then is slow for 20 while the skill recharges
Comments up at 8>
blitzcraig wrote:13> add auto-follow to melee characters as it works in off-line rpg (possibly add in options in case some don't want it)
This. This would be epic. Ive thought about this for so long. Put in attack-on-the-move and it'd work wonders with the stun/slow attacks. Ive always wanted to see this with melee imo it'd make them viable, instead of ranged characters randomly moving and the melee character having to preempt it all. Ive posted what Im about to write next earlier on in the thread but since I have my thoughts collected here I'll add it in.
My piece on a few classes:
For our dwarf players. Make spell resistance half the damage of spells then do dex calculation while active, spell resistance in most games Ive played can be a devastating thing, FT should be no different right. What do you think of spell resistance removing all forms of slow (Mage and archer if it gets slow arrow) while active? Beserk seems really cool. Smash a bunch of people around you and do it with an axe. Epic. What do you think about adding a bit of extra damage to the dwarf while beserking? perhaps even reduce cooldown by 1/4. Let them use both of these at the same time.
With the proposed speed changes, Frank the Tank (Ogre) I reckon should be faster, slightly faster than all others. Their lumbering pieces of muscle that break things with tree trunks (clubs) and with their ungodly size what about an increase in HP for them? 25%? 30%? Its an ogre afterall.
Swordsman, allow him to have the skill that ignores enemy armor active and one of his two other skills. The ogre ... Im not sure about the ogre, if someone could tell me what his skills are that arent twister? with my limited knowledge on it at the moment I believe twister and one other. If I get an update on ogre skills i'll edit post.
blitzcraig wrote:CLAN MECHANICS (lower priority than others)
16> much has been written about this, I'm not going to rewrite it here... just didn't want to ignore it in this post (at a bare minimum, duke should be able to set ally and enemy clans (others neutral) then you cannot attack ally, get nothing from killing neutral, get drops and gold from enemy)
I agree with this 100% ... Perhaps a little more control over clan gold aswell.
MadMikael wrote: perhaps the mage should have slow mana regen while moving.. and faster regen when holding still AND not fighting (concentrating). I think this would be a limit in pvp, but a plus in pvm.
This would be great and logical. Its like trying to heal up a wound while still being bashed every so often if you were a warrior. Probably going to do a poor job of it.
Alright. These are my thoughts on everything posted. I'll check in on it again a little later.
Cheers for pointing me in this threads direction Mad.