Your one favourite feature

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Iktomi
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Re: Your one favourite feature

Post by Iktomi »

Andoriel wrote:please keep the two title hit and run melee style of pang...that is literally one of the main things that makes pang a pang.
We're planning to keep two-tiled weapons, but also make it so that AI isn't so brutally retarded and give alternative fighting styles a chance.
Ricardus wrote:I would like to know if it was possible to implement safe areas in cities or whatever you guys decide.
This would work for players that have no desire to fight aggainst another player or group of players, (and could not be harmed unless he/she takes an agressive action thorwards them) for example if that group or player is attacking a city etc.
This action would be directly attack one of the group members or attempt to heal a merchant or a guard etc.
Not saying this is something we would do, but one of the neat functions with RunUO is that GMs can set special areas on the fly. For example, making them no-pvp, no potions, quick logoff, prevent travel, prevent specific spells from being cast - whatever we want to do.
Ricardus wrote:Another thing would be to finaly implement a healer or support class.
Since druids are mainly for support they could have good healing abilities added to that "buff" and tree of life features etc.
There could be other healing classes too. and all could work both for pvp as for pve purposes.
Being a healer is largely dependent on how you play your class. Although the religion revision is still in it's early stages, but I could definitely see opportunities for religious characters to specialise themselves more as healers.
Cyrus Tegyr
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Re: Your one favourite feature

Post by Cyrus Tegyr »

Ricardus wrote:Ricardus wrote:
Another thing would be to finaly implement a healer or support class.
Since druids are mainly for support they could have good healing abilities added to that "buff" and tree of life features etc.
There could be other healing classes too. and all could work both for pvp as for pve purposes.


Being a healer is largely dependent on how you play your class. Although the religion revision is still in it's early stages, but I could definitely see opportunities for religious characters to specialise themselves more as healers.
Well I play my monk as a healer, he works well like that. Just please let us not adopt the same boring drivel of tank, healer and dps...its boring boring and did I mention...boring? It is as dreary as the color of oatmeal and as exciting as watching globs of wallpaper paste run down the wall.
The black market was a way of getting around government controls. It was a way of enabling the free market to work. It was a way of opening up, enabling people. - Milton Friedman
dwight
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Re: Your one favourite feature

Post by dwight »

Cyrus Tegyr wrote:Just please let us not adopt the same boring drivel of tank, healer and dps...its boring boring and did I mention...boring?
It's more like tank, support and dps. If you know other guidelines then this ones for class creation that doesn't unbalance the whole thing, pls shoot.
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Ricardus
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Re: Your one favourite feature

Post by Ricardus »

Well i ment a real suport class, not only specialized religion members.
Guilds could use a healer (or several) in their ranks when they go hunting or face a pvp situation, it shouldn't be an exclusive feature for religion chars =)
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Zaradon
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Re: Your one favourite feature

Post by Zaradon »

Double gain weekend
This is the prior idea inspiring the following events.

Double coin weekend
Knowing that the DGW increases the activity for training, makes it a good change for players to go out hunting during the season of Double coin weekend. So that'd mean x2 extra coins from NPC mob drops.

Double material weekend
Similar as above, but affects only raw materials. The reason i didn't put this together is to have different cathegories and thus makes to have more events.


Additional input;

Not very fond of having "Double" - everything except of skillgains, which is more than plenty, but the numbers are yours to work with. I'd tought something of +30% coins/mats during the weekend.
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Johnny Walac
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Re: Your one favourite feature

Post by Johnny Walac »

Zaradon wrote: Double coin weekend
Knowing that the DGW increases the activity for training, makes it a good change for players to go out hunting during the season of Double coin weekend. So that'd mean x2 extra coins from NPC mob drops.

Double material weekend
Similar as above, but affects only raw materials. The reason i didn't put this together is to have different cathegories and thus makes to have more events.
That is one sure way to fuck up the economy early on.
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Zaradon
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Re: Your one favourite feature

Post by Zaradon »

Yes Johnny, i can't agree more on your note. But considering this, we could come up with a proper item-sink idea in the same time. I'll think on more similar ideas, but something to get/lose is always needed to create interest for players.

It's even hard to run guilds to create a properly working system for earn/lose and we do need something from the shard itself.

But right now, with the two suggested ideas i was also thinking on-hand money/item sink ideas.


Let's bomb the idea section, instead of mumbling!
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Daren Priesten
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Re: Your one favourite feature

Post by Daren Priesten »

Get rid of "I can't see that" for mage casters...Either you succeed or fail the spell, y'know?
Cyrus Tegyr
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Re: Your one favourite feature

Post by Cyrus Tegyr »

Well if we keep the same economy in terms of loot drops that come with OSI in mind, gold will be a long time in spinning out of control.
The black market was a way of getting around government controls. It was a way of enabling the free market to work. It was a way of opening up, enabling people. - Milton Friedman
Simmo
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Re: Your one favourite feature

Post by Simmo »

Favourite feature:

Imitating blowjob with falls.
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