08-03-2022, 03:10 AM
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Planar Protector
Join Date: Feb 2013
Posts: 2,196
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Quote:
Originally Posted by Elfminster
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- Remove floor transfers.
It's a great example of risk versus reward that helps the economy. Players can either find the more obscure locs to ground transfer or take their chances in highly trafficked areas. Either way, there's always the chance of items poofing or being picked up by someone else.
- Remove racial perks.
Add more, but include NPCs.
- Remove lowbie buffing/ports.
Add a negative side effect for level disparity. The more disparity, the greater the effect/more often it takes hold. Ex.: Clarity on a newbie causing mild intoxicated vision and sow or haste having a chance to cause spin the bottle once per tick.
The higher in level a zone's NPCs are, the greater likelihood a lower level player gets left behind when porting over, planar zones included. The wizard portal in Nro should be less reliable as well, given that it's mostly buried in sand.
- Remove pre-nerf loot.
Boost post-nerf loot instead, so players might just want one of each. Ex.: Change the effect of Circlet of Shadows to IVU or Skin of the Shadow instead of Gather Shadows.
- Remove Bard swarming.
Limit to quading.
- Remove Clarity.
Grant wizards the clarity-line. Remove clarity from enchanters and instead grant them versions of wandering mind/theft of thought at lower/higher levels, possibly including mana drain over time.
- Remove instant invis items.
Add more variety to the different forms of invis, with cloudy potions and low level versions requiring that the player avoid passing over/through otherwise KoS mobs, or risk aggro and the spell fading. This would add more pros to being a small race or at least getting shrunk, and another con to being a large race. A gnome could pass between the legs of Kael giants with regular invis, while an ogre with superior camouflage hugged the walls.
- Make charm more unreliable.
When charming, the charmer bind sights on the charmed mob for full duration which also grants them the ability to use attacks/spells but at the cost of accessing their own. An enchanter could choose to focus on DPS or CC, but not both at once unless they charmed an enchanter NPC.
- Increase mob health.
If old world mobs had similar HP as Velious mobs, it would move PUGs around, but then loot tables would need adjustments. Dragons having a single scale to loot, or none at all, makes little sense unless the idea is that all of the scales were somehow ruined/destroyed in battle.
- Make mobs smart instead of dumb.
Bard NPCs that cast songs including ones unavailable to player characters; rogue NPCs that sneak/hide, poison, and pickpocket; monk NPCs that mend; warrior NPCs that defensive disc and berserker; shadow knight NPCs that shadow step at low health; etc. All melee NPCs should be able to disarm players.
- Hardcore mode only.
No more corpse restorations. Hardcore mode opt-in, PK tagged, with titles, nodrop rewards, and normal mode granted at level 60.
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