06-10-2011, 03:47 PM
I won't lie, nostalgia is making me tempted to play. But I'd like to know how the server works (with respect to the old .51a sphere). I'm sure there are posts that cover some of this, but I had some very specific questions so I thought I'd just post and if someone points me at an FAQ I've failed to notice that's fine with me.
So, here goes:
1) Just to get a basic grounding, I assume the system is programmed to closely match the original IN in terms of weapon damage, how poison works, how bandages work, scrolls, uncapped skills etc. If any of that is untrue please enlighten me!
2) Do previously unused (broken) skills from sphere now play a role? Namely evaluate intel, anatomy, magic resist, etc. Also have you implemented bonuses that were previously broken e.g. damage bonus from having GM lumberjacking, magery bonus for GM inscription etc.?
3) Does poisoning skill do anything? It used to be mostly broken too I think.
4) What era of IN have you tried to recreate - invul + vanq + scrolls or high-end craftables like HFs, HHs and so on? How scarce (or not) are reagents for potions and blank scrolls?
5) Are you implementing any non-pvp features from AoS. e.g. high end tamables, champions, customisable housing, insurance etc.
6) Do all spells work as in sphere? e.g. have you deliberately kept curse, bless, mind blast etc. broken? Have you changed the dependence on int for some spells? Especially the (badly broken) mana drain.
7) How does your stat cap work?
8) Have you implemented the new combat mechanics; namely being able to hit moving targets without using the "attack last target spam bug"?
9) Do you use the old paralyse mechanics (unable to use items but able to cast) or the (intended) mechanics (unable to cast but able to use items)?
10) Wands? Magic jewellery?
I'll probably have more but that'll do for now. I probably got a bit carried away in fact, but I'd like to have a good understanding to see if it is something I want to get into. Also I would hate to relive the ridiculously disfunctional way the pvp system on IN ended up towards the end under Alric and KMs watch. Arya and I spent a long time making a patch to fix the economy and pvp problems on IN1 only to have it shelved because the admin wanted to maintain the "value of high end craftables" (probably the biggest reason the IN economy and pvp system died) - I'd hate to go through that again.
So, here goes:
1) Just to get a basic grounding, I assume the system is programmed to closely match the original IN in terms of weapon damage, how poison works, how bandages work, scrolls, uncapped skills etc. If any of that is untrue please enlighten me!
2) Do previously unused (broken) skills from sphere now play a role? Namely evaluate intel, anatomy, magic resist, etc. Also have you implemented bonuses that were previously broken e.g. damage bonus from having GM lumberjacking, magery bonus for GM inscription etc.?
3) Does poisoning skill do anything? It used to be mostly broken too I think.
4) What era of IN have you tried to recreate - invul + vanq + scrolls or high-end craftables like HFs, HHs and so on? How scarce (or not) are reagents for potions and blank scrolls?
5) Are you implementing any non-pvp features from AoS. e.g. high end tamables, champions, customisable housing, insurance etc.
6) Do all spells work as in sphere? e.g. have you deliberately kept curse, bless, mind blast etc. broken? Have you changed the dependence on int for some spells? Especially the (badly broken) mana drain.
7) How does your stat cap work?
8) Have you implemented the new combat mechanics; namely being able to hit moving targets without using the "attack last target spam bug"?
9) Do you use the old paralyse mechanics (unable to use items but able to cast) or the (intended) mechanics (unable to cast but able to use items)?
10) Wands? Magic jewellery?
I'll probably have more but that'll do for now. I probably got a bit carried away in fact, but I'd like to have a good understanding to see if it is something I want to get into. Also I would hate to relive the ridiculously disfunctional way the pvp system on IN ended up towards the end under Alric and KMs watch. Arya and I spent a long time making a patch to fix the economy and pvp problems on IN1 only to have it shelved because the admin wanted to maintain the "value of high end craftables" (probably the biggest reason the IN economy and pvp system died) - I'd hate to go through that again.
Carding/Garrik/Whatever