View Full Version : Abilities carrying over?
Voratus
12-12-2003, 04:30 PM
What would be the chances of setting it up so that abilities carry over? Perhaps make it so one of the possible choices you get from killing the dragon is a permanent use point in your current class (the class that you had when killing the dragon, not so get a +1 use point for every class).
I know just letting you start fresh with the same amount of use points (like in LORD) would be a bit of overkill really quickly...
...then again, skills usefulness tends to decrease the more DKs you get, as the monsters survive longer, making each use less effective, and so having more (from carrying over from previous DKs) might not break the system (and most of the XP comes from PVP in later levels anyway).
Sneakabout
12-12-2003, 04:37 PM
To do that there would need to be an extensive overhaul of the skills system - as it is it would be overpowering to be able to carry over skills. Also, it doesn't make much sense in-game...
Kether Rowan
12-12-2003, 10:46 PM
I don't know that carrying over would be such a grand idea. But perhaps allowing another place similar to the potions to buy extra skill levels or use points directly?
Sneakabout
12-13-2003, 06:53 AM
I like the current system of being able to buy engancements that would otherwise be unbalancing (i.e. Smith, Foilwench etc.) in random encounters - it restricts their impact and maintains game balance.
Similarly, I wouldn't be too against a gem shop, if:
1) It was a rare, random encounter.
2) The gems cost huge amounts and the amount you sell them for was proportional to your level. (i.e. 100/gem at 1st, 1500/gem at 15th.)
3) The gem shop was a CLOSED SYSTEM. Gems can be neither created or destroyed at the gem shop, so the amount you can buy is equal to the amount that people sell...
Since few people carry huge amounts of gold in the forest, this wouldn't be too bad...
MightyE
12-13-2003, 08:43 AM
I'd be slightly warmer to the idea if it *was* a random event, the price of the gems depended on how many gems you possess (if you have a lot of gems, they're very expensive), and selling gems yielded less gold than it takes to buy gems (a conversion fee of sorts).
I'm still not sold overall.
Sneakabout
12-13-2003, 08:47 AM
I'd say that it would depend on how badly people in general want a gem shop. If they really feel that one is essential, then make it random. If not, I myself think that the game doesn't need one.
feahyarmen
12-13-2003, 08:36 PM
...The gem shop was a CLOSED SYSTEM....
Ahhh, the mathematicians took control again :) But now gems aren't a closed system (buy/sell mounts creates deep vortex) , I see no need of that.
Also, I don't like the idea of gems shop. It's very unbalancing in the game, once you've earned enough HitPoints from Cedrik / Fairy you become near to immortal, and that never changes (unless a new very malevolous special event RAISES HitPoints, or attcas, or Defense).
Kether Rowan
12-13-2003, 09:31 PM
If it's not broke, don't fix it. The people that I hear constantly pushing for gem shops, usually in every board on the game one by one, are the new players that have either had gem shops in other servers, or really want a Wyvern at 2nd level.
I don't think gems come to players too slowly, and I really don't see why so many others seem to think so. They're a separate economy within the game, a different type of currency, and I see no logical reason to make them interchange with gold so directly. You want to trade your gems for gold, buy a nice creature from the stabes, and see how much more gold it gets you on a permanent basis.
Talisman
12-13-2003, 09:52 PM
How about allowing gems to be placed as wagers in the Dark Horse Tavern?
Put a limit on the number of gems which may be wagered, and possibly slew the "randomness" of the game in favour of the house to make the game that much more of a risk.
Sneakabout
12-14-2003, 11:02 AM
The problem would be that, the game being weightred against the player, few would play, and you could then ask 'Why have the game there in the first place?'
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