Date: Fri, 30 Jun 2000 22:43:16 -0700 (PDT)
From: "Mike Fisher" <swordfish_22@yahoo.com> Add to Address Book Add Mobile Alert
Subject: New things for 5X40
To: wizlist@slothmud.org
Admin
Here goes my best try at things that can help the mud.
Honestly I dont understand why new things should be
implemented for newbies. They already have alot of
things to find and learn. A point brought up in the
recent posts is the fact that old chars (Shiv,
Kai,Gelding, Etc.) have left. I ask why well in some
cases its because they have other things to do. In
other cases its because they feel the game is over.
This is the reason 4 new Avatar classes needs to be
made. Honestly whats wrong with making Avatars more
powerful if there are harder mobs/new areas to play
in. Sure the old style mobs will be alot easier but
its like an Avatar going into the kobolds. They wont
want to do it unless its for eq. The current Avatar
set up is fine. Whats wrong with making leveling at
the 4 guilds on lyme possible after reaching 5X40.
The xp table could be fixed where more than 2b could
be reached. Then with 40 levels in 4 classes (160lvl
total) no one, not even Sarge, is going to max out.
Like I was saying in a previous post areas like the
Ebony Tower are excellent and I would love to help
make more. Even areas where only 5X40s could go.
Such as the Shaolin Temple (I know Aaron wants to help
with this). It could be made to poof temp items
making specing there impossible. I have alot of ideas
for skills and of course you would gain hp/mana/mv by
leveling
EG
Mage/Necromancer 2 mana per level
Cleric/Priest 1hp 1mana per level
Warrior/Knight 2hp per level
Thief/Rogue 2 mv per level
At 9X40 this would only increase a char by 120hp
120mana and 80mvs this is not that much of an increase
actually giving big tanks say 1400hp or a big mage
750-800 mana isnt unreasonable assuming someone
reaches this point.
Skills can be as follows
Knights Quint attack, Joust(like ambush on mounts),
Summon mount(lvl 10 Warhorse,lvl 20 Pegasus,lvl 30
Griffon,lvl 40 Dragon),repost(gives parry
damage)possible stamina bonuses
Necromancer Im sure you guys can think of spells that
mages will like. Electrocute Cone of Cold something
along those lines. possible corona bonus
Priest Mass aegis,something like imperil(raises the
amount of damage pcs do) Fire vulnerability Dark
sanc,spell to raise without chance of shock for more
mana, cause critical wounds etc.
Rogue Blend (pc is hidden and undetectable by mobs or
pc, dont come up on who either) Triple stab or
something along those lines. Maybe even execute 2-5%
chance to corpse any mob,possible mobility bonus
In closing not that many skills would need to be given
out vs the way it is now since the characters are
already quite powerful. Say a skill every 8 levels or
so believe me people will work towards these skills.
Flame away
Mike