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Some Suggestions - Habibi Jones - 12-16-2011

I have a few suggestions for the server which might attract more players and hold onto new players more effectively, as well as enhance game-play quite a bit and reduce the 'staleness' that fills the air of our server. As far as I'm concerned, this shard is still in it's developing stages; not even a year old. We all want it to grow and flourish, and the following are steps we can take to really build upon what we already have here at Imagine Nation. These are merely suggestions please take them as that. Your input is necessary and appreciated Wink


First, skillgain should be a bit faster.

IMO, crafting skill rates are pretty good but gathering skills and mostly every other skill besides meditation takes quite a lot of time to gm. Most people who want to play UO are veterans; the deterrence of having to macro for a week straight before you're even ready to begin playing is enough to make a true Ultima player overlook this server. Granted lots of people including myself have invested lots of time and effort, I think it would be a good idea for the health of the server if there was a power hour every day; as in .2 gain instead of .1, at the current gain rate. Also, a possible constant boost to the gain rates for non-craft skills; most importantly gathering skills (mining, lumberjack, fishing).


Second, certain skills should be more effective/useful.

-Cooking is almost entirely useless, yet incredibly hard to gain. There are sweet applications for this skill that I believe would work really well here PvP-wise. I've posted suggestions before about 'mana regen soup' and 'cooked dragon meats' and how they should work.

-Meditation is an essential skill, but I speak for most (if not all) players when I say that it is beyond slow, bordering the verge of uselessness. Meditation needs another rework/drastic buff :/ I'm more than willing to help test/develop.

-Anatomy should govern your minimum damage with weapons; reducing those weapon hits in which you deal ~0 damage (bunk hits) at GM.

-Arms Lore should govern your critical strike chance; GM Arms Lore should increase your critical chance by 10% of what it is now or something.

-Taste ID should govern how much health/mana you gain from drinking healing/mana potions respectively. Perhaps a 10% increase at GM, with the current refreshment values obtained at 50% Taste ID. Edible treats, mentioned above in the Cooking section should only be usable at GM Taste ID.

-Forensic Evaluation should govern the amount of hp you lose when you resurrect a player with bandages. *Dead player's health upon res should stay static at 50 for now* For example, at 40% forensics you lose 60 hp for ressing. At 50% forensics, you lose 50 hp, equal to the hp that the other player is ressed with. at 60% forensics, you lose 40 hp, 70% lose 30 hp, etc to 100% lose 0 hp. This skill is incredibly hard to raise to 100% here so this seems like a perfect way to greatly increase it's utility.

-Camping; the messages "It takes a few moments to secure the camp." and "The camp is now secure." should do something. Perhaps at a campfire you/your party/your guild get a bonus health/mana regen?


Third, worldly navigation should be easier.

There should be bank boxes, ankhs, and runes to the Crow's Nest in every city, and at the entrances to every dungeon. The help menu stuck function should be infinitely usable, and should definitely take your alignment (blue, crim, red) into consideration when it chooses a place to dump you. It would even be really nice to choose where it brings you, or to make it bring everyone to a universal spot such as the Casino. Also the stuck feature should only freeze you if you are alive when you use it. If you are dead, then you should instantly be teleported.


Finally, LOOT!

There is some pretty cool loot on the server, but most of it is not PvP effective. As far as practical PvP weapons go there are power weapons (decent, but extremely plentiful and therefore cheap), vanqs (relatively good damage unless high armor, pretty easy to get....), and the craftable PvP weapons: HH, SDK, elven bow, cho ko nu (w/e), and the black widow. That's a pretty good lineup but honestly the majority of these weapons, especially the higher end weapons, are too resource heavy to be a practical PvP item. As of now they are all basically toys/bank items. I suggest the resources needed for the craft of these items is reduced drastically, since you need the recipe to craft them. I also suggest that the other craftable weapons be given a use. If each one got it's own recipe, hunting could be made a lot easier with specialized weapons dedicated to the job you are trying to get done:

Lionheart Axe should deal high damage to amphibia/reptiles.
Blood Tentacle should deal high damage to demons.
Diamond Katana should deal high damage to dragons.
Dwarven Battle Axe should deal high damge to Ophidians and Terethans.
Dwarven War Hammer should deal high damage to elementals.
Serpent's Tongue should deal high damage to serpents.


As far as armor goes, there is lootable armor (defense-invul), craftable plate (ingots), and craftable leather (leather/hide/ingots). As of now the difference between something disposable like fire armor and the "best" armor, sapphire, is 19 AR points... High level armors need to have a strong benefit for how difficult they are to gather for/craft. I suggest the 4 highest plate types (oceanic, daemon, reactive, sapphire) and possibly the higher end craftable leather types receive a slight AR buff and a stat buff.

Oceanic- 52 AR. +1 each stat per piece (^excluding helmet^)= +5 each stat/set
Daemon Steal- 55* AR. +2 stat per piece (^)= +10 each stat/set
Reactive- 60* AR. +3 stat per piece (^)= +15 each stat/set
Sapphire- 65* AR. +4 stat per piece (^)= +20 each stat/set

For the high end leather armors which require dragon scales/demon stuff etc to craft, they should get a stat bonus similar to plate but possibly only up to +2 to each stat instead of up to +4 to keep them balanced with craftable plate, and specialize them for +str +dex +int specifically instead of all 3.

It also wouldn't be a bad idea to develop a new class of craftable armor with certain resistances/properties, geared towards PvP. A full set (5 or 6 pieces) grants the wearer a special bonus, but AR ratings for these armors should be kept in check with respect to their properties. It's easy to get creative with the resources required, and we can also give synthesis to the useless craftable weapons!

For example:

Serpent Ringmail (ringmail with gorget)- Poison immunity. Mid-high AR rating. Careful! A Serpent Tongue will tear you up if you you are wearing this set. Requires GM Smith/Tinker/Poisoning to craft. Resources: Lots of serpent scales, some iron, and 20 greater cure potions per piece. 200 scales per piece? I don't know how many drop per serpent...

Undead Armor (standard bone set)- Field immunity (para, fire, poison). Mid-high AR rating. Judgement Hammer slaps this set around. GM Tinker/Forensic Eval/Spirit Speak to craft. Resources: Lots of bones, some lunar bones, and 1 player's heart per piece.

Daemon Armor (standard bone set, helm replaced with 'orc helm')- Reactive Armor. Mid AR rating. Blood Tentacle oWnZ this set. GM Smith/Tinker/Alch/Cooking to craft. Resources: Lots of Daemon hearts, some Daemon steel ingots, 100 reactive scrolls per piece.

Dragon Chainmail (chainmail set with coif, no gorget)- Flamestrike immunity. Low AR rating. Physical damage should be harsh with this set, and the (Superior) Diamond Katana's dragon-slaying power should be the great equalizer to keep this set balanced. Can't take damage from FS, but can die in 2 hits from an SDK. GM Smith/Tinker/Alchemy/Remove Trap to craft. Resources: All different types of dragon leathers, scales, some ingots, and 100 wyrm hearts per piece.

Ophidian Studded Leather (6 piece)- Constant health/mana/stamina regeneration (5 hp/mana/stam every 5 seconds). Low-mid AR rating. Dwarven Battle Axe is super effective! GM Tailor/Tinker/Alchemy/Camping to craft. Not sure for resources.

Heaven Platemail (6 piece)- Paralysis (spell and field) and lightning immunity. High AR rating. Hell's Halberd is extra effective. GM Smith/Tinker/Carpenter/Inscription to craft. Not sure for resources.

Elemental Platemail (6 piece)- +25 each stat. Mid-high AR rating. Dwarven War Hammer counters it. GM Smith/Tinker/Cooking/Camping to craft. Resources: 1 element of air, 1 element of fire, 1 element of water, 1 element of earth (new rare elemental drops?) per piece?


I know, I know... That's a lot of shit. Do I expect it all to happen? No. Do I expect any of it to happen? I sure hope so.
Hope you GM's see some of these ideas as relevant. More importantly, players; please state your opinions, feedback, ideas, etc.



Edit: The list continues Big Grin

Tournies- There should be regular, schedueled 1v1 and 2v2 tournies for Rank Points.

Faction System- Order and Chaos players need to have some reason to fight eachother. If we place great rewards or high benefits upon faction warfare, we effectively create an incentive for people to start going Order, getting together, and hunting the overwhelming Chaos population. Here is my idea:

Faction Rank System- There should be a PvP rank system based off of points which you accumulate by winning tournies/challenging other players for rank points, possibly at a designated location (Brawler's society?). Tournies would be the ONLY place where these points are generated/earned, and there is a cap of 100. Perhaps 2 points earned for winning a 1v1, 1 point for second place in a 1v1. For 2v2, 1 point per player of the winning team. They can be passed around from player to player by challenging a player of the opposite faction to a duel, betting with Rank Points. Consented duels should not be the only way to get them from players, Heads should be exchangeable for these points. If you turn in somebody's head, you should get 25% of their Rank Points from them. There could be 5 ranks, each rank giving a cumulative bonus. The neutral and guildless can accumulate these points and gain rank as well, but the bonuses will be muted since this is a faction incentive system.

5-25 Points- Private. +1 each stat, 5% discount at town vendors. "Private Lord Makaveli"

26-50 Points- Corporal. +10 mace/fencing/swords/archery, 5% discount at town vendors. "Corporal Lord Makaveli"

51-75 Points- Sergeant. +2 each stat, 5% discount at town vendors. "Sergeant Lord Makaveli"

76-99 Points- Marshall. +1 each stat, 2 mana/sec constant regen, 5% discount at town vendors. "Marshall Lord Makaveli"

100 Points- Warlord. +1 each stat, 2 hp/sec constant regen, 5% discount at town vendors. "Warlod Lord Makaveli"


We could even add "Control Points" for towns as a guild-level competitive system. Guilds can participate in a rolling control battle over certain (unguarded) towns, control of the town gives 25% discount at town vendors.
CTF style: If the town is uncontrolled, 5 guys from the same guild must double click and stay within proximity of some beacon for x minutes uncontested to capture it. If any other guild's member is within proximity, the timer pauses. If any other guild's member is able to double click the beacon from 1 tile away, the town becomes uncontrolled again.
If the town is controlled, 5 opposing guildmates must must double click the beacon to begin an x minute neutralization process, and then once neutralized all double click it again to begin capturing the town. If any guild member from the current occupant guild is within proximity, the neutralization timer pauses. If any occupant guildie double clicks the beacon,the neutralization process is stopped, effectively defending their occupancy.
All of this should be broadcasted Wink


Some Suggestions - Eadred - 12-16-2011

[COLOR="white"]Well, personally I thought they were rather good ideas. Some interesting things for the staff to consider scripting. I particularly liked the overhauls for useless skills that you proposed. For example: Taste ID = better potion effects, Forensic Evaluation that governs how much health is lost when bandage resing, etc, etc.

I also thought that the new sets of armor, and in essence, "Slayer weapons" could be a good thing for the server. What I mean by that, is that the range of custom weapons, such as blood tentacle, dwarven war hammer, etc, would be more widely used against different mobs, as opposed to every man and his dog using a Hell's Halberd.

Your suggestions are all very easy to script, and even I could help out with implementing some of the scripts, if the ideas were approved. Not that our very capable staff would -need- the help! (It would probably be more of a time factor.) Big Grin

I am speaking from experience, as I've played every version of Imagine-nation. Just to clarify: I'm not just some newcomer who wants to come in and propose changes to everything that we know and love! Wink

All of that said: I really enjoyed reading this post. It was a refreshing take on some things that could be improved, or made better use of. BRAVO! :thumbsup: [/COLOR]


Some Suggestions - Habibi Jones - 12-16-2011

What would other people like to see? What do you guys think would be some good ways to appeal to new and old players alike?


Some Suggestions - Lamby - 12-16-2011

I dont really have any complaints. Meditation could be a bit quicker. Also the suggestion about item crafting difficulty I kindof agree with, if its so difficult to craft then it has no use because you'll never take it out of the bank.

I still do think there should be some benefit to being Order Guild. Two reasons, one I think most people just have more fun being red/criminal because its less restrictive more carefree... they can do good or bad depending on their mood. But Order requires stricter behavior/code of conduct. Two, the shard is already dominated by reds who appear to me to be the best pvp's that play here, the have been here from the very beginning and are very firmly established... which means that in order to survive and grow there needs to be large groups of Order similar to what Mystic described in another post about how the old IN was. With more Order guilds there will be more diversity, including a choice for new comers... This means more action all around. This is why I feel their should be benefits provided to Order Guilds.


Some Suggestions - Makaveli - 12-17-2011

i agree with allot of things habibi said. i realy like some ideas and i would realy like to see some changes.. i hope they will use some stuff!

also my 2 cents..

The merc... we need something that looks cooler i dont like the place very much.. also for britain it self.. its "looks" kinda boring with the green color.. also when new comers come there they see Britain bank... oke now it looks kinda nice with the xmas things... but if you remove that... its a ugly place...

we need more players! Sad


Some Suggestions - Makaveli - 12-17-2011

ohyeh and also they should change some things when you train animals... so you can teach them to use magic/poison or make higher hit point... i trained my special lama all night all skills 100% and you give it 1 fs or 1 hit from a ogre... BAM dead....
the animals should be stronger when you train it... better hits better everything with training them...

i train many animals because i like them i trained the deepwood bears also but they have 400 hit point 200 str standard... you can only train some skills but you cannot add a spell or something.. its gm mage :p


Some Suggestions - Galdor - 12-23-2011

My suggestion is for pvp system;

I think when you cst fs and light your hp decrease, like INX style... or decrease useing mana of gh scroll.... Cause 5 fs than drink total mana than 2 FS again.... Its huge i think....


Some Suggestions - Emerald - 12-23-2011

[COLOR="green"]I like a lot of what Habibi purposed. Most of it won't most likely will never occur but definitely food for thought.

Meditation surely needs to be fixed, I kill a couple of the elementals in caves and then mine for an hour before I regain my mana back.

And the reason I never pvp cause it's all the same. HH's, FS's and GH's and pots. Well of course there's a bit more to it... but basically it's the same for everyone once ya get all the macros.

Nice post though[/COLOR]


Some Suggestions - Taran - 01-10-2012

Quote:First, skillgain should be a bit faster.

IMO, crafting skill rates are pretty good but gathering skills and mostly every other skill besides meditation takes quite a lot of time to gm. Most people who want to play UO are veterans; the deterrence of having to macro for a week straight before you're even ready to begin playing is enough to make a true Ultima player overlook this server. Granted lots of people including myself have invested lots of time and effort, I think it would be a good idea for the health of the server if there was a power hour every day; as in .2 gain instead of .1, at the current gain rate. Also, a possible constant boost to the gain rates for non-craft skills; most importantly gathering skills (mining, lumberjack, fishing).

I'm generally against making skills any easier to train than they are now. However, I could be persuaded to make mining a bit easier to train. It's a skill many new players use and if they were to GM it faster that would help them out more in the beginning. It might also mean that more high end armors get used by PvPers if they are more common. It's something that can be discussed.

Quote:Second, certain skills should be more effective/useful.

-Cooking is almost entirely useless, yet incredibly hard to gain. There are sweet applications for this skill that I believe would work really well here PvP-wise. I've posted suggestions before about 'mana regen soup' and 'cooked dragon meats' and how they should work.

This could be something to look into. We would have to be careful not to have cooking impact too much on PvP. Where is that post located again?

Quote:-Meditation is an essential skill, but I speak for most (if not all) players when I say that it is beyond slow, bordering the verge of uselessness. Meditation needs another rework/drastic buff :/ I'm more than willing to help test/develop.

I just tested this and it took me 86 seconds to get from 0 mana to 100. That's pretty good imo. You have to stand still without any monsters around to gain in that rate though.

Quote:-Anatomy should govern your minimum damage with weapons; reducing those weapon hits in which you deal ~0 damage (bunk hits) at GM.

-Arms Lore should govern your critical strike chance; GM Arms Lore should increase your critical chance by 10% of what it is now or something.

-Taste ID should govern how much health/mana you gain from drinking healing/mana potions respectively. Perhaps a 10% increase at GM, with the current refreshment values obtained at 50% Taste ID. Edible treats, mentioned above in the Cooking section should only be usable at GM Taste ID.

I think this would draw us away from Sphere playstyle too much. The newer versions of UO have lots of stuff like this but the whole idea with us having Sphere playstyle is to keep it pretty basic since a lot of players like that.

Quote:-Forensic Evaluation should govern the amount of hp you lose when you resurrect a player with bandages. *Dead player's health upon res should stay static at 50 for now* For example, at 40% forensics you lose 60 hp for ressing. At 50% forensics, you lose 50 hp, equal to the hp that the other player is ressed with. at 60% forensics, you lose 40 hp, 70% lose 30 hp, etc to 100% lose 0 hp. This skill is incredibly hard to raise to 100% here so this seems like a perfect way to greatly increase it's utility.

The reason you loose HP when resurrecting a player now is that you shouldn't be able to keep resurrecting someone in a fight over and over again. Since there's a short delay when it comes to cutting a corpse you can resurrect faster than others can cut. It also gives the opponent a tactical advantage if you resurrect someone which you have to consider.

Quote:-Camping; the messages "It takes a few moments to secure the camp." and "The camp is now secure." should do something. Perhaps at a campfire you/your party/your guild get a bonus health/mana regen?

This could work and it would help boost the meditation a bit as well. We would have to make sure it can't be abused in fights etc. though.

Quote:Third, worldly navigation should be easier.

There should be bank boxes, ankhs, and runes to the Crow's Nest in every city, and at the entrances to every dungeon. The help menu stuck function should be infinitely usable, and should definitely take your alignment (blue, crim, red) into consideration when it chooses a place to dump you. It would even be really nice to choose where it brings you, or to make it bring everyone to a universal spot such as the Casino. Also the stuck feature should only freeze you if you are alive when you use it. If you are dead, then you should instantly be teleported.

The stuck feature is only meant to be used when you are actually physically stuck. If you get lost on an island or die you should use a waystone instead which you can buy from bankers. That will teleport you to the location you bought it from.
However, I have changed so red players don't get telepoted to guarded places anymore.
I also usually say that if you hunt on your own then you risk dying and getting lost. I remember on IN1 when that happened that players would get their guild and friends to help them out instead of paging or using the stuck menu.

Quote:Finally, LOOT!

There is some pretty cool loot on the server, but most of it is not PvP effective. As far as practical PvP weapons go there are power weapons (decent, but extremely plentiful and therefore cheap), vanqs (relatively good damage unless high armor, pretty easy to get....), and the craftable PvP weapons: HH, SDK, elven bow, cho ko nu (w/e), and the black widow. That's a pretty good lineup but honestly the majority of these weapons, especially the higher end weapons, are too resource heavy to be a practical PvP item. As of now they are all basically toys/bank items. I suggest the resources needed for the craft of these items is reduced drastically, since you need the recipe to craft them. I also suggest that the other craftable weapons be given a use. If each one got it's own recipe, hunting could be made a lot easier with specialized weapons dedicated to the job you are trying to get done:

Lionheart Axe should deal high damage to amphibia/reptiles.
Blood Tentacle should deal high damage to demons.
Diamond Katana should deal high damage to dragons.
Dwarven Battle Axe should deal high damge to Ophidians and Terethans.
Dwarven War Hammer should deal high damage to elementals.
Serpent's Tongue should deal high damage to serpents.

I do agree that a bunch of the custom weapons we have are rarely used and are too expensive. I'm all for making them easier to craft, at least some of them. Also, I've fixed so some custom weapons do damage to certain monsters like they were intended to from the beginning. Will start working after next restart and you can check the smithing guide on the website to see which weapons do extra damage to certain monsters.

Quote:As far as armor goes, there is lootable armor (defense-invul), craftable plate (ingots), and craftable leather (leather/hide/ingots). As of now the difference between something disposable like fire armor and the "best" armor, sapphire, is 19 AR points... High level armors need to have a strong benefit for how difficult they are to gather for/craft. I suggest the 4 highest plate types (oceanic, daemon, reactive, sapphire) and possibly the higher end craftable leather types receive a slight AR buff and a stat buff.

Oceanic- 52 AR. +1 each stat per piece (^excluding helmet^)= +5 each stat/set
Daemon Steal- 55* AR. +2 stat per piece (^)= +10 each stat/set
Reactive- 60* AR. +3 stat per piece (^)= +15 each stat/set
Sapphire- 65* AR. +4 stat per piece (^)= +20 each stat/set

For the high end leather armors which require dragon scales/demon stuff etc to craft, they should get a stat bonus similar to plate but possibly only up to +2 to each stat instead of up to +4 to keep them balanced with craftable plate, and specialize them for +str +dex +int specifically instead of all 3.

It also wouldn't be a bad idea to develop a new class of craftable armor with certain resistances/properties, geared towards PvP. A full set (5 or 6 pieces) grants the wearer a special bonus, but AR ratings for these armors should be kept in check with respect to their properties. It's easy to get creative with the resources required, and we can also give synthesis to the useless craftable weapons!

For example:

Serpent Ringmail (ringmail with gorget)- Poison immunity. Mid-high AR rating. Careful! A Serpent Tongue will tear you up if you you are wearing this set. Requires GM Smith/Tinker/Poisoning to craft. Resources: Lots of serpent scales, some iron, and 20 greater cure potions per piece. 200 scales per piece? I don't know how many drop per serpent...

Undead Armor (standard bone set)- Field immunity (para, fire, poison). Mid-high AR rating. Judgement Hammer slaps this set around. GM Tinker/Forensic Eval/Spirit Speak to craft. Resources: Lots of bones, some lunar bones, and 1 player's heart per piece.

Daemon Armor (standard bone set, helm replaced with 'orc helm')- Reactive Armor. Mid AR rating. Blood Tentacle oWnZ this set. GM Smith/Tinker/Alch/Cooking to craft. Resources: Lots of Daemon hearts, some Daemon steel ingots, 100 reactive scrolls per piece.

Dragon Chainmail (chainmail set with coif, no gorget)- Flamestrike immunity. Low AR rating. Physical damage should be harsh with this set, and the (Superior) Diamond Katana's dragon-slaying power should be the great equalizer to keep this set balanced. Can't take damage from FS, but can die in 2 hits from an SDK. GM Smith/Tinker/Alchemy/Remove Trap to craft. Resources: All different types of dragon leathers, scales, some ingots, and 100 wyrm hearts per piece.

Ophidian Studded Leather (6 piece)- Constant health/mana/stamina regeneration (5 hp/mana/stam every 5 seconds). Low-mid AR rating. Dwarven Battle Axe is super effective! GM Tailor/Tinker/Alchemy/Camping to craft. Not sure for resources.

Heaven Platemail (6 piece)- Paralysis (spell and field) and lightning immunity. High AR rating. Hell's Halberd is extra effective. GM Smith/Tinker/Carpenter/Inscription to craft. Not sure for resources.

Elemental Platemail (6 piece)- +25 each stat. Mid-high AR rating. Dwarven War Hammer counters it. GM Smith/Tinker/Cooking/Camping to craft. Resources: 1 element of air, 1 element of fire, 1 element of water, 1 element of earth (new rare elemental drops?) per piece?

Again this is not something you would see in a Sphere shard and also not something I would want to add here. However, Maka once had a good idea about armors that another player spoke to me about a few days ago. Basically it means that if you have a high end armor and fight someone with a crappy armor then their attacks and spells will damage you less. It checks the armor difference of the two players (not counting shield and protective spells) and calculate the damage accordingly. That means if you have higher AR you get a better advantage but if you have the same AR it would work just like now. I think he's going to post more about this soon.

Quote:Tournies- There should be regular, schedueled 1v1 and 2v2 tournies for Rank Points.

Faction System- Order and Chaos players need to have some reason to fight eachother. If we place great rewards or high benefits upon faction warfare, we effectively create an incentive for people to start going Order, getting together, and hunting the overwhelming Chaos population. Here is my idea:

Faction Rank System- There should be a PvP rank system based off of points which you accumulate by winning tournies/challenging other players for rank points, possibly at a designated location (Brawler's society?). Tournies would be the ONLY place where these points are generated/earned, and there is a cap of 100. Perhaps 2 points earned for winning a 1v1, 1 point for second place in a 1v1. For 2v2, 1 point per player of the winning team. They can be passed around from player to player by challenging a player of the opposite faction to a duel, betting with Rank Points. Consented duels should not be the only way to get them from players, Heads should be exchangeable for these points. If you turn in somebody's head, you should get 25% of their Rank Points from them. There could be 5 ranks, each rank giving a cumulative bonus. The neutral and guildless can accumulate these points and gain rank as well, but the bonuses will be muted since this is a faction incentive system.

5-25 Points- Private. +1 each stat, 5% discount at town vendors. "Private Lord Makaveli"

26-50 Points- Corporal. +10 mace/fencing/swords/archery, 5% discount at town vendors. "Corporal Lord Makaveli"

51-75 Points- Sergeant. +2 each stat, 5% discount at town vendors. "Sergeant Lord Makaveli"

76-99 Points- Marshall. +1 each stat, 2 mana/sec constant regen, 5% discount at town vendors. "Marshall Lord Makaveli"

100 Points- Warlord. +1 each stat, 2 hp/sec constant regen, 5% discount at town vendors. "Warlod Lord Makaveli"


We could even add "Control Points" for towns as a guild-level competitive system. Guilds can participate in a rolling control battle over certain (unguarded) towns, control of the town gives 25% discount at town vendors.
CTF style: If the town is uncontrolled, 5 guys from the same guild must double click and stay within proximity of some beacon for x minutes uncontested to capture it. If any other guild's member is within proximity, the timer pauses. If any other guild's member is able to double click the beacon from 1 tile away, the town becomes uncontrolled again.
If the town is controlled, 5 opposing guildmates must must double click the beacon to begin an x minute neutralization process, and then once neutralized all double click it again to begin capturing the town. If any guild member from the current occupant guild is within proximity, the neutralization timer pauses. If any occupant guildie double clicks the beacon,the neutralization process is stopped, effectively defending their occupancy.
All of this should be broadcasted Wink

This is a pretty complex system and I'm not sure I would be able to script something like this. I know Yanko once started working on a rating system that we might be able to use for something like this. I like the idea but I'm afraid it's too difficult for me to script well. Well to be fair I probably could script it but it would take a very long time for me.


Some Suggestions - Taran - 01-10-2012

Emerald Wrote:[COLOR="green"]I like a lot of what Habibi purposed. Most of it won't most likely will never occur but definitely food for thought.

Meditation surely needs to be fixed, I kill a couple of the elementals in caves and then mine for an hour before I regain my mana back.

And the reason I never pvp cause it's all the same. HH's, FS's and GH's and pots. Well of course there's a bit more to it... but basically it's the same for everyone once ya get all the macros.

Nice post though[/COLOR]

Are you talking about the passive or active meditation gain? As I said in my reply to Habibi it took me 86 seconds to get from 0 to 100 mana when standing still without any monsters around.


Some Suggestions - Emerald - 01-10-2012

I was referring to passive med since I was alone in a mine after killing the ele's.


Some Suggestions - Habibi Jones - 01-10-2012

Ahh yeah Taran we talked about the idea with the AR penalty for someone who is 4-5 armor classes behind their opponent. I like the idea, there would be no need for a stat gain or anything from the high end armors if this was added.