The one thing...

C

censi

Guest
Pendragon Patch Tomorrow
from Sanya Thomas
2003-04-30 18:02:27


Thought I'd better let everyone know - no patch notes today. While I have your eyeballs, though, I wanted to let you know that I am going to be putting together another The One Thing list. What's that? Read on:

If you run a message board or some other forum, please start a thread entitled "The One Thing." Your readers are then invited to post, once, the "one thing" they'd most like to see in the game. No arguing, no debating, each person's heart's desire is just as valid as anybody else's. Send me the link, and I'll compile a great honking list for the dev team. Thanks in advance, guys!
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Fire away.
 
S

Skaven

Guest
Alchemists being able to put particle effects on weapons.
 
N

-Nuked-

Guest
give items with "magic find" that enhance your chances of getting a unique drop when soloing (like in diablo 2)
 
B

bult

Guest
Make earth spec for theurgists more viable.
 
N

-Nuked-

Guest
sort out the qui/dex DEBUFF so that when used you doesnt help your oponant to hit you harder :eek7:
 
C

censi

Guest
develope RVR, so its not just RP farming or keep taking.
 
N

-Nuked-

Guest
giv each realm a numbers cap for rvr per zone (each realm is allowed only a maximum of 5fgs in a zone at a time or something) but allow for more easy access open field zones for ballanced rvr
 
N

-Nuked-

Guest
on raids give an item that allows for 1 free months subs! ( i can dream) (hib dragon raid would be a good 1 to use it on, that way you would never lose out on any cash as its so damn hard 2 kill :p)
 
S

spankya

Guest
Change bard end song so it cant be interupted or make insta song or something to be on par with other realms, who either have a permanent end buff or an insta end chant.
 
N

-Nuked-

Guest
give every class (that doesnt usually have speed) speed song 1 - or a hastener in every town
 
T

Tivook

Guest
yes.. more cloak designs.. but i also want to be able to dye my weapon, maybe add an effect to it etc, /hood command to hood a cloak or unhood it would also be nice, and of course a better reason to rvr.

Tiv
 
N

-Nuked-

Guest
the option to buy a horse (should cost ALOT), that you can call with some kinda spell, then giv it special carrots that tell it where you wana go o_O (ok that could take a whole expansion, giv free expansion like you are for housing)
 
R

rure

Guest
Originally posted by spankya
Change bard end song so it cant be interupted or make insta song or something to be on par with other realms, who either have a permanent end buff or an insta end chant.

Originally posted by AbPoon
Give zerkers snare shout

I know poon was a bit sarcastic but spankyas idea was as fun as poons :D

Originally posted by censi
develope RVR, so its not just RP farming or keep taking.

/agree
 
S

Snake.ster

Guest
im a scout , u want me too start? :p


1 thing remove all ra's that let u see stealthers , TS and see hidden
 
A

AbPoon

Guest
Also would like a free for all frontire zone
 
C

Cloak_

Guest
Was talking to Cj earlier,, and talked about a good idea...

A New RvR Zone where _every_ realm has to port to.

Whereas each realm has an untakable keep (ala Bermuda triangle) with 1 central Uber keep.

Allow Each realm keep to be within Ranged Siege Weapon distance to allow Catapult battles..

When you port, you go directly into your own realms keep..

Cap on numbers entering new zone. (per realm)

Only allow FG to port together.

Also have a *ceasefire/duelling* area where you can duel other realms w/o anybody interferring.

During a duel all buffs bar self buffs will automatically drop..
 
O

old.Wildfire

Guest
link the frontiers and remove the portals
 
A

Aussie-

Guest
change location of Albion Power relic. ( can't be worse so everything is better :D)
 
S

sorusi

Guest
give 1fg vs 1fg "arena" like a duel works or so - noone else can interrupt etc when they are fighting
 
K

kirennia

Guest
Improvement on siege weaponary. Heres a few examples.

First off, change lvl 1 2 and 3 siege weaponary, like small ram battering ram and siege ram, make them require different points in siege craft. Siege craft should be able to be used on alchemists AND spellcrafters also. Here is an example with added features:

Making single parts for each of the designated siege components increases skill. Instead of having the same parts for all type of ram for example and the onl difference being cost of wood, change it to different parts for each one, maybe only single different parts to differentiate between different lvls of the siege component.

small ram = 001
scorpion = 020
onager = 040
catapult stone = 060
ball of ice = 080
Quest of valor must be completed to obtain rank of Siege engineer[b/] = 100
Reward = protection of the craft[b/] = 100
ram = 100
ballista = 120
catapult = 140
bullet = 160
grapeshot = 180
Quest of unrest must be completed to obtain rank of Siege master[b/] = 200
Reward = Speed of the blacksmith[b/] = 200
siege ram = 200
palintone = 220
Trebuchet = 240
Mangonel[b/] = 260
Arbalist[b/] = 280
Quest of the realm must be completed to obtain rank of Legendary Siege Master[b/] = 300
Reward = Ability to craft the Big Bertha[b/] = 300

Quest of valor:[b/]
It is required that your service to the realm is to kill at least 5 invaders (enemy realm players) using the siege weapon of your choice. They have plagued this realm long enough, so now they must pay with your new found knowledge. Keep doors can be counted as people. The damage done on a person must be over 25% by the siege user to count as a kill once they fall dead.

Reward : Protection of the craft:[b/]
This can be used as a chant for the controller of the siege weapon to effectively use the weapon as means of defence. Thus halving or taking 3/4 of the damage of a hit once the chant is on and they are in control of the siege weapon. Thus only 1 person can 'hide' in the weapon at once. If the siege weapon is destroyed whilst they are using the chant then they will take a minimum of 300 damage and a maximum of 500 damage from the blast/it falling on them. The graphics used can be simply sitting or kneeling graphics, already implemented in the game. Cast time 3 seconds, ends when the user moves. Recast time 30 seconds to avoid 'twisting' the chants


Quest of the Unrest:[b/]
Your realm once again needs the skills of your craft in aid of retaking a keep in the lands of the frontier. The path ahead is dangerous so it is suggested you take many followers in aiding you in your quest

Reward : Speed of the blacksmith[b/]
Once again a chant which cannot be stacked with 'Protection of the craft' This tool increases the rate in which the siege weapon can be used by 25%. However whilst in use, the user of the weapon will in fact take upto 25% more damage when a member of the enemy realm attacks them. Cast time 3 seconds, ends when the user moves. Recast time 30 seconds to avoid 'twisting' the chants


The Mangonel:[b/]

Aim=5 seconds to retarget
Arm=30 seconds to stop an exploit of quick keep takes
Health points of 2000 but unusable if it falls below 1000health points.
Range = minimum 500, maximum 1350
Target = ground target by the creator, so trust the creator before you apply yourself to this.
Ammo = people!
Decay rate = Dependant on the encumberance of the user + normal decay rate. It can be repaired upto 100th of the users woodworking skills. i.e. someone with 300 in woodwork, it can be repaired 3 times.
Only repairable by the creator.
The decay rate of the user can be used as follows:
Each race will fall under different catagories.
Small = Lurikeens, Kobolds, Inconnu, Dwarf.
Medium = Britons, Saracen, Norse, Celt, Valkyn, Elf, Sylvan, Avalonian.
Large = Highlander, Firbolg, Troll.

The small banding can remove 5% of the manogel's hp
The medium banding can remove 10% of the manogel's hp
The large banding can remove 15% of the manogel's hp
This will add to realism
A person stands next to the manogel, and is highlighted by the manogel user. The user then types /load or clicks the load button and a pop-up window can come up saying 'Do you accept to be loaded onto the manogel by (insert player name)'. They then are teleported onto the top of the manogel in sitting position (do-able by /loc system)and are loaded and fired. Upto landing, they loose all endurance, 50% mana and 50% life. This will mean a few of these will have to be used together to be made effective.


Arbalest:[b/]
Range=50 minimum, 100 maximum
Aim=5 seconds
Arm=10 seconds
Damage=Same as that of a siege ram
Speed = 10% movement speed
Health points = Same as that of a siege ram, unmovabel once it has dropped below 50% life. Once it has dropped below this point, it can no longer be moved.
Cannot be moved whilst chant, "Protection of the craft" is in use.
People needed to move the ram = 2 by means of /assistmove macro or plain /assist if possible to implement by the same command
This is effectively a moving siege ram which requires 2 people to move it. It saves all the problems where before, creating a ram too far away from the door and can also be used on 2 doors, the bad point of it is that it takes time to get between the doors and requires 1 extra person.

Quest of the realm:[b/]
Victory for the realm is nigh, those relics they possess are indeed the ultimate goal for our realm. By use of the knowledge you have received, you must now take back what is rightfully ours and capture the enemy realms pride!

Basically, be present, (within a range of 4000 for example) when a relic is taken from the enemy relic keep. If the relic is recaptured before it is returned then the quest must be retried until you are victorious. In effect, a massive epic quest that will mean more people will be inticed into planning relic raids of their own, and more relic raids will take place.

Big Bertha:[b/]
This is the siege weapon that would probably be the hardest to program into the game but would give archers a de-nerf at the same time, and might bring more of them into the game if they want to do this :)

Effectively, a siege tower, made out of wood. An expensive investment that could cost around 400gold to be shop bought or 200gold to be crafted, needing all of the four main crafters to produce parts. A total encumberance of 500 for the entire thing as well to reflect reality. Ok, so heres how it would ideally work.

The tower can hold a maximum of 2, maybe 3 people in it. It would take 1 minute to produce meaning only for serious raids. It's decay rate could be similar to a ram, and its hit point could be double that of a ram (thus halving the decay rate effectively) however damage received by a palintone bolt could also be double what it is when used against this kind of tower bringing palintones back into play as a more viable option then they are currently.
This wooden structures role is to elevate users above keep walls but NOT for them to be able to jump out of it at all. It can be entered and have similar time to enter as a gatekeeper on a normal keep.
As people try to enter, the builder gets a pop-up box informing them of the player wishing to enter the tower (not enemy player) and they accept or decline their request in order to ensure cross-realmers cant just enter it and render it useless.
Once it is created, the people inside the tower are in a fixed position. They cannot be interupted whilst inside and take half damage they normal would when free standing. This makes it harder for the thing to be destroyed/made useless and thus is a greta use at keep/relic keeps. When shot by an archer, the person inside takes damage. When they are casted on by a caster, the structure ALSO takes damage as if they hit it directly. This tower CANNOT move, once made, is fixed. Minimum range for people inside it is 350, meaning that once tanks are hitting the bottom of it, they cannot fight them back unless they get out. They require the help of people outside the thing to repel attackers. Maximum range of spells/bow shots are increased by 1350 on those on a lower level to a keep wall. Their range is however the same is they shoot at people on a keep wall.

Tanks inside cannot use their melee weapons
Bow users can cast out of it normally
Healer classes can cast out of it normally
Casters with any type of magic cannot enter the structure as when they cast, it would blow them up.
If some1 dies inside the structure, their body remains inside for 20 seconds before it comes out, therefore the thing can't just remain permanently full.

Think that's about it, if you have read it, thank you :) Any such ideas used in game would be very appreciated :)
 
K

kirennia

Guest
Secondly, keeps themselves. They are often referred to in-game as being boring to battle against as it is always the same thing over and over. For this I would propose a variety of types of keeps.

Smaller ground based wooden fortresses with 'soft spots' as alternatively to blowing down the doors. Tackling both these soft spots and the keep doors at the same time would make it harder for the defenders to defend against.

Normal keeps such as those in-game at the moment but differences in all keeps, perhaps a second keep lord, guards in the lord room fixed there to help defend him etc.

Larger keeps with arrow holes in lower rooms etc. At the moment albions tower containing the Lord is very well drawn out. 4 of these as corners of the keeps would prove more of a challenge then open casting off of the walls. More manholes such as those in the rooms above entrances.

Citadels, with houses inside that can be pillaged for gold as the keep falls. People being able to man different houses and sneak up to invaders as they pillage the houses. That sort of thing :)

Cash for guards scheme where at the base of each lvl of a claimed keep, a set number of guards are present. Cash can then be given to the lord to hire new guards that travel from the border keep to the guild owned keep, with possibility of them being killed on the way. Obviously a set amount has to be imposed but a cash for guards scheme would bring PvE back in as a more active thing in RvR. It would combine the 2 to make for a less repetitive thing when claiming keeps.

Guard set-up. Being able for guild leaders only to move guards as they see fit, set them as aggresive (to charge aggressors), defensive to persue people who attack them until they die, and passive to fix them in positions around the keep, mainly good for archers. A limit on how many guards can be put in one place at one time would help also.

Hirable mercenaries from guild keeps to assist you for short periods of time in killing aggresors. Perhaps only viable for particular classes that are lacking in some compartments.

A better courier system where you can alert other keep guards or just the border keep guards that assistance is required at your keep, returning with more guards, the more money you give them to go with. If they die en-route then you loose your money. If they succeed then the aggresors get a suprise in the back randomly during their fight.

All these changes would change RvR into a more epic constant battle that we know and love about this game :)
 
B

benedictines

Guest
Free respecs
None of this stone nonsense
 

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