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Re: Gambling Arena

Posted: Mon Jan 13, 2014 10:54 pm
by sandspur32
Secular wrote:This idea is fantastic Sandspur! A portal leading to a duel arena would be amazing & honestly, I could see many veteran players spending their time here wagering bets, accumulating millions of gold for their clan.

Once inside the arena/area a new option would appear (when clicking the player) with a wager match option, a screen would then show up where each player could bet items then 'accept' the duel if the match seems to be a fair stake.
Exactly! I would go there to bet, and fight. It would break the monotony of grinding.

Re: friend chat

Posted: Tue Jan 14, 2014 3:50 am
by blitzcraig
To clarify, I don't mean that /c messages would also go to friend list, but rather a new chat command /f which would go to friend list.

Re: mage improvements

Posted: Fri Jan 17, 2014 2:25 am
by Magnus
(sorry, I accidentally clicked send)

Group effect spells
Haste
Mass terror

Single Target spells
Fear
Curse

Re: mage improvements

Posted: Fri Jan 17, 2014 4:46 am
by parkbones
How about this...everytime one uses green flow spell one looses 10% health per pc/npc hit per cast same as swordsmans fire sword skill.

Item Ideas :D

Posted: Fri Jan 17, 2014 5:07 am
by Azok
1.) Under "Buy Stuff" Add a few set ups for Characters.
Example:
Character packs
+1 Level
Dark robe etc... Now, Character packs will consist of say level 2- Unattainable items available for each class with specific bonuses. This will make it worth the money.

    Example 2.) Swordsman-Lvl 2 Character Pack-Chain Hood, Chain link armour, iron buckler, +1 str amulet, Skeleton sword.
This goes on for all classes, items only available by purchase of real money. Say 3$ for full equip. Goes through to lvl 200.
25 (swamp mask, earth plate, Weapons Varie)
50 (Frost plate, Dark Mask, Thunder Ring, Weapons/shields varie)
100 (Odin Helm, Mythril Plate, Hermies' Boots: +2 Walk speed, +10str, +10dex, Weapons/shields will varie.)
200 (Swamp helm, Fire Plate, Weapons/Shield will varie.)
Mages will get gear according to their level aswell.

    Next idea... Enchantments/Buffs on Weapons/Armour.
Example: Cursed Mythril plate- 100 arm -20Dmg +Always hit. Level 100 (black appearing mythril)
Hades' Helmet- (Black odin helm) 100 arm -20dex +Double Attk Speed.
Cursed items cannot be removed unless the wearer pays a priest (NPC) to remove them. They will either be a 1/10000 Drop or cost a couple hundred million each. Things like this could be for all levels...
The Goblin Cleaver: Devine-(Sword) Lvl 100, 100dmg +10dex +5arm +20% Damage to Undead (Warlock, Vampire swordsman, Skeleton, Ghost etc)
The Cursed Bow: Cursed-(Bow) Lvl 100, 100dmg, -20arm, +5Dex +20% Against living Monsters. (Non Undead, Bandit archers, White Spiders, War dogs Etc.)

I could go on forever but I wont... Thanks for reading, -Azok Image

Re: mage improvements

Posted: Fri Jan 17, 2014 6:32 am
by sandspur32
hammerbyte wrote:Shut up sandy, i agree swordman needs adjusted, but somethin for mage would be nice
Ok, Hammer. Swords do need work. And to be fair, mages should get something... but like Parkbones suggested, it should cost hp.

Re: mage improvements

Posted: Fri Jan 17, 2014 7:09 am
by DaHobbit
I was talking with hammerbyte, and think it would be a good idea to have a higher level spell for mages. Maybe a level requirement of 100 to use. A spell that is so powerful, that it drains the life of the casting mage, and then poisons the target player and inflicts massive damage initially, and every couple seconds inflicts damage but at a lower rate than the time before.

Maybe another spell that steals the life of another player, and adds it to the casting player. It would require a high mana price, and only target one player.

Re: clan improvement

Posted: Fri Jan 17, 2014 4:15 pm
by blitzcraig
Thanks for positive feedback guys, hopefully there is some stuff the creator can use here -- One more thought... all pvp attacks and kills are logged and the mods are able to check those...what if those were made readily available to everybody? auto-posted on forum would be ok, or available in-game via signpost would be amazing... you could walk up to a signpost and get a list of all the pvp activity from the day before (updated at server reset or something) .. again, this would make pvp mean more because there is a public record of it, and it would also serve to help make sure there is no pvp abuse (especially if there is xp gain) because if everybody saw "Bob" kill "John" a hundred times, and "John" is 200 levels higher, we'd all know something was up. :)

Re: clan improvement

Posted: Fri Jan 17, 2014 6:00 pm
by Secular
blitzcraig wrote:Thanks for positive feedback guys, hopefully there is some stuff the creator can use here -- One more thought... all pvp attacks and kills are logged and the mods are able to check those...what if those were made readily available to everybody?  auto-posted on forum would be ok, or available in-game via signpost would be amazing... you could walk up to a signpost and get a list of all the pvp activity from the day before (updated at server reset or something) .. again, this would make pvp mean more because there is a public record of it, and it would also serve to help make sure there is no pvp abuse (especially if there is xp gain) because if everybody saw "Bob" kill "John" a hundred times, and "John" is 200 levels higher, we'd all know something was up.  :)
Wow, another amazing suggestion Blitzcraig. I would love to see this.

I think another cool idea to implement is a KDR command (kill-death ratio)

Players would type "/kdr" & it announces their record in public chat for all to see.

Re: clan improvement

Posted: Fri Jan 17, 2014 6:37 pm
by blitzcraig
That's awesome secular. Probably have to limit it somehow so people Don't spam it, but that could be really cool.