Shadorn

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Viewing 14 posts - 1 through 14 (of 14 total)
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  • in reply to: Build: Siangham Dervy #2867
    Shadorn
    Participant

    I’m curious how this work with help combat (I just copy and paste the specific content from help combat, not the whole thing):

    Combat Rounds:
    The combat round lasts 6 seconds, divided into 3 2-second phases. The attacks
    in your attack rotation (help ATTACKS) are divided up between these phases in
    the following way:

    Phase 1: attacks 1, 4, 7
    Phase 2: attacks 2, 5, 8
    Phase 3: attacks 3, 6, 9

    You may not have more than 9 attacks in a single combat round. You can
    check the number of attacks you have in your rotation by using the ATTACKS
    command. The number of attacks available is directly based on your Base Attack
    Bonus (BAB), which increases based on your class and level.

    As you can see, it says can’t have more than 9 attacks, so how do 12 attacks work in this system?

    in reply to: Combat Mechanics #1784
    Shadorn
    Participant

    I agree wholehearted about ensure help files or some type of tutorials is in place. If I visit other MUD and they don’t have good help files system in, I usually stop playing at there.

    I like the concept in place for the combat mechanics! More true to DnD style. But I hope that interface for new feats system will continue to tweak and look less confusing than just number and feats name, which I’m sure it will be! 🙂

    in reply to: Interface Design #1788
    Shadorn
    Participant

    Having a custom GUI for mud clients would go far for some players as well. Such as health bar, separate window for chat or maybe even group/buffs and such?

    in reply to: Fast Travel – Finding New Areas #1779
    Shadorn
    Participant

    Or or.. I have idea!

    Travel System:

    If your characters are able to memorize the location based on landmark (maybe minimum of Int or wis of 12?) then characters are able to memorize the location.

    When a character want to travel to the memorized location, they will begin the journey to the location. Now depending on the distance from character’s location to the intended place, longer the travel system will take. And every tick or similar, there’s chance of random encountered in the wilderness! This can include bandit, traveler need assistance, mercenary stop you to try sell stuff to you, etc etc. Now, if character have pathfinding skill or similar? The travel time will be less and less chance to have a random encounters.

    How about that? 🙂

    – Shadorn

    in reply to: Special Attack Types #1805
    Shadorn
    Participant

    What about passive ones, such as Dirty Fighting for Rogue? What categories is it under?

    in reply to: Fast Travel – Finding New Areas #1777
    Shadorn
    Participant

    Or maybe give skill to specific class, like pathfinding for Ranger or Memory location for wizard or similar? Or you rather every class have ability even if it is dumb troll berserker who can’t tell difference on landmarks? Ha, :).

    in reply to: Geography – Zusuk #1759
    Shadorn
    Participant

    I love doing series of campaign/quests in row. It give MUD more life and story wise to it. Just make sure there are multiple series to it, maybe tied to alignment or in future unique to races and/or classes? Along with minor and major side quest or similar to give more background and life to the Luminari’s lore. In essence, more roleplaying focus than hack n’ slash.

    – Shadorn

    in reply to: Upcoming Changes – Enhancement bonus, stacking bonuses, etc. #1705
    Shadorn
    Participant

    I can’t wait for the upcoming changes, I sound like broken record by now but it’s true!

    The new system will balance lot of things, like for example at this moment best route you can go with melee character is just stack up damroll as high as you can get with little regard to other stats. I’m looking forward for the better balance system to be in and to test them!

    I know I haven’t been on much lately, it is because I’m busy with final project and studying for final exams!! After finals weeks is done, I should be back on more often to test more. 🙂

    Range on weapons sound awesome, giving a frameworks for “grid” party system in future! Plus better implements for special attacks is needed!

    – Shadorn

    in reply to: Newbie Zone – Training Area #1740
    Shadorn
    Participant

    Story to introduce Luminari and MUD in general is best way, indeed. It will build the tone that you intend for MUD to take direction to.

    in reply to: Account System #1653
    Shadorn
    Participant

    Multiple characters under one account, like:

    Account Name: Kyrnn
    Character List:
    Shadorn
    Baneb
    Rashi
    Nuen
    Kyr

    Instead of having to disconnect and reconnect when I want to switch char, with account system I can just quit and select different character and enter.

    Not sure what other features that can be implemented with account system.

    in reply to: Newbie Zone – Training Area #1735
    Shadorn
    Participant

    I think this is a great idea. When I first started, I spent maybe hour or so just reading help files and it help that I have experience playing on MUD. But for someone who is either new to MUD or have little experience will be turned off with little to lacking interactive tutorials or similar.

    As for races, since new players will be of various of races so humans might be best as they are most tolerated to diversity of races compared to other races.

    For setting, I know this might be cliche but some kind of island and after complete the tutorial sail to the main land?

    Oh, one big thing that always catch me when playing casters is different keyword to prepare spells, like pray for cleric, adjure for ranger, memorize for wizard, etc. Should be some class-specific tutorials which help with class only abilities. Such as call companion for ranger/druid, prepare spells for each spell caster class, etc.

    Edit 11/22/2013: Added idea

    in reply to: Ranged Combat #1745
    Shadorn
    Participant

    I’m so excited when I see the topic related to Ranged Combat! 🙂

    Those list of feats sound great and can’t wait to test them out.

    I have some questions, how will ranged combat work regarding to damage roll? As currently system, damage roll does not applies to ranged at all. In addition, in the current system, the damage of the bow seem depend on the arrows/quiver. Is this will be still true? If so, what will be benefits of different type of bows bring?

    That all I can think of for this moment.

    in reply to: Class Balance #1729
    Shadorn
    Participant

    like having feats that allow monks to add elemental attacks to their punches

    Or have gloves that only monk can wear and have elemental attacks added in?

    I agree with that some class is OP and some is underpowered. But I’m holding my final judgement until the new feats system is in then I will give better feedback! I’m so looking forward to what feats will bring to archery, personally.

    in reply to: HOW TO HANDLE PLAYER DEATH – DISCUSSION #1717
    Shadorn
    Participant

    Can have 4th options:

    4) A npc who can summon your corpse for cost. (The cost increase as higher level you are). Or some specific tokens for it?

    That way, can alleviate hardships for more casual players or for those who don’t have time to retrieve the corpse.

    Shadorn
    May your arrow be swift and true!

Viewing 14 posts - 1 through 14 (of 14 total)