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Like I've said before, I don't mind doing an avatar re-org.
The problem is, our task list is just so huge that we must prioritize
things.
We have a much higher drop-out rate of players between 40 and
40,40,40 than we will ever expect to reach avatar.
The game is a fun game, but it needs to be broadened at all levels to keep
players who just get bored of the same old thing over and over.
As I said before in previous emails (Similar to what Erik said too), the
avatar re-org can still happen in some form or another. But I think we
need to get a few higher priority items done first.
[b:2sytpbrt]The fact is, since day one, immortals have primarily focused on designing
areas that are good for the high level players. This is primarily because
thats exactly the level they and their friends are when they immort and
start building an area. The result is a very top-heavy layout of areas,
equipment, etc.[/b:2sytpbrt]
--
Brian
On Fri, 30 Jun 2000, Mike Fisher wrote:
>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, [b:2sytpbrt]Joust[/b:2sytpbrt](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 [b:2sytpbrt]Mass aegis[/b:2sytpbrt],something like imperil(raises the
>amount of damage pcs do) Fire vulnerability [b:2sytpbrt]Dark
>sanc[/b:2sytpbrt],spell to raise without chance of shock for more
>mana, cause critical wounds etc.
>Rogue [b:2sytpbrt]Blend[/b:2sytpbrt] (pc is hidden and undetectable by mobs or
>pc, dont come up on who either) [b:2sytpbrt]Triple stab or
>something along those lines. Maybe even execute 2-5%
>chance to corpse any mob[/b:2sytpbrt],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