New round of Suggestions

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Syka
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New round of Suggestions

Post by Syka »

As I have been saying, things are shaping up nicely and with it systems are being finished.
This gives me time to look to all suggestions you did

These are the ones that will take priority (not in this order) until the next beta/opening date:
Note: If you had a suggestion that was removed it was either implemented if I commented on it or it will be done some other time if it still makes sense

List of Suggestions:

Mage's Ballad is overtuned! (Lilith)
The mana regen it gives should probably be pitched down to like 50% of it's current value.

Make enemies tone-deaf (Lilith)
I'm not sure whether this is a bug or a feature, but bardic buffs seem to affect monsters as well, which makes AoE heals and restoratives very hazardous to use in combat. Perhaps make it a party-only thing?

Problem with alchemy (Lilith)
I can't fathom how this skill is sustainable. Potions like greater explosion and greater conflagration take 10 bloodmoss / grave dust each, and success chance at producing one even at GM alchemy is only 60%. These ingredients are extremely hard to come by here, I get like 4-6 for killing a lich lord, and these potions burn up fast. Vendors only sell the basic reagents in bulks of 20 and it takes ages for them to reappear. So my suggestion is to lower the amount of reagents required to make some of these to like 1-4 reagents each, and maybe have better sources where to get them from (unless there already are some I am unaware of)

Give life for the resurrection spell! (Lilith)
Resurrection-spells could work as revives instead, and help in reducing the revival sickness and injury-chances when used for revival.

Turn tithing back on (Nok)
Turn tithing back on for the cleric spells. If we we adjust what is being tithed it would make for much better rps

Kill the smite! (Lilith)
"Smite" cleric spell is a little bit too strong. It deals a whopping 120 damage to a player on a single cast, where a comparable flamestrike would deal half of that. Also it doesn't require any mana to cast for some reason, even though it displays a cost of 50.
Also the range is higher(12) than most spells (10?)

Being able to whisper without breaking stealth. (Khalma)
Would be a nice addition, allowing communication from hiding without always breaking stealth. Useful for quite a few different rp situations.

hats (clothes) giving armor, (Furio)
it just feels odd that a piece of cloth protecting the head would give armor (considering the rest wont. In my opinion I don't think clothes should give armor at all), even more considering it gives about the same amount basic metal armor does.

Gatherable reagents (Khalma)
need to be inspected, as currently for example: Gathering nightshade yields nightshade root which would need to further processed in order to be used (and I don't know how to do that) and I believe it might be the same for other reagents in the wilds as well.

Disguises implemented? (Khalma)

Mercs seem to vanish way too quick (Khalma)
Had paid a merc for 11 days and it vanished after couple of hours. I'd prefer them to last a while so there is a chance for them to be used in RPs instead of having to constantly be buying a new one. Also a way to extend their time as currently they don't seem to accept more coin (could be wrong)

More hitpoints from STR? (Khalma)
Strength + 50 Would mean the soft cap would be around 175. (voted and this option won)

Alcohol tolerance (Khalma)
1. Just remove the forced movement and hiccups and just leave the messages of how drunk you should be. (So people can rp it out how they want.)
2. Have more levels/make it take more for the char to get to that state.
3. Passive skill for alcohol tolerance- Which improves from drinking. Eventually letting you drink weaker ales without issues and stronger ones at much greater quantity before becoming drunk.
4. Additionally, it would be fun if it was made that when you are drunk, your words would get slurred.

Map Lore Suggestion (Blueberry)
one thing I would revise.. if I could beseech you! Lockheim. has no culture associated with it. which i love.. but also .. was wondering.. you have no eastern .. Japanese/Chinese ect.. represented in the lore! would kinda be sweet of that was Lockheim .. even if it was kinda a Singapore sort of meltingpot like it currently is! with that cultural mixing pot.. i think one of the two cities in it could be japanese themed and it would really ADD a lot to the roundness of the culture! instead of just having soo many european options. just my two cents!, I suggested to Vee she told me to make a suggestions post here! looking at the map that seedy criminal island even looks like it would be asianic! singapore style! just sayinnnnnnnnnnnnnnnnnnnnn
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Syka
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Posts: 19

Re: New round of Suggestions

Post by Syka »

Done:
Mage's Ballad is overtuned! (Lilith)
Made it half of what it was (from 10 to 5)

Disguises implemented? (Khalma)
They are in but there are plans to make them even better

More hitpoints from STR? (Khalma)
Hitpoints will be STR + 50 + Buffs
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Syka
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Posts: 19

Re: New round of Suggestions

Post by Syka »

Make enemies tone-deaf (Lilith)
will no longer affect mobs, hirelings wont be buffed either and this is on purpose, they have no sense of what a good tune is

Turn tithing back on (Nok)
Tithing is back on, you can get yours in the ankhs and it is required to cast cleric spells

Kill the smite! (Lilith)
Nerfed the dmg and the range

Mercs seem to vanish way too quick (Khalma)
Increased the hire timer 10x (from 30min to 5h each check)
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Syka
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Re: New round of Suggestions

Post by Syka »

Problem with alchemy (Lilith)
They are both a bit easier to make (to take in consideration they are high end items) and the resources will be more widely available with new loot packs
(example, all undead creatures will have a chance to drop gravedust)

Gatherable reagents (Khalma)
Use a blade on them and you will get an random amount based in skill
Fixed a shard crashing bug with mandrake plants too
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