Variety

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-BannyD-
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Variety

Post by -BannyD- »

After talking with Khan for a while in game...we both came to the conclusion that this server needs more variety in its items. I think everyone can agree on this actually. The best types of weapons (rapiers, scythes, etc) also seem to be the most powerful. This creates an immediate influx in the amount of people using such weapons and it frankly gets boring to see the same thing over and over.

I know it doesnt take very long to create an item and put it into the server, especially with the templated item system here. The problem, I believe, is that a new boss or creature seems to be needed in order to implement a new item...that isnt an artifact (not that I have seen any very useful artifacts anyway). What if that wasnt the case? With the drop system...can more items be added to current bosses without such bosses dropping too many unique items at once?

For example...could the White Lord be given a bludgeoning and piercing version of his White Robes but also be made impossible for all three types of robes to drop at once. Or could he be given other weapons to drop besides that uberly powerful scythe and, should the system allow a weapon to drop, only one of these weapon varieties could drop.

Basically, I am asking for more items and trying to think of the easiest way to put them in game. Artifact items have very limited use. You cannot create a character meant to use an artifact because you have no idea when you will get that item, it could be never. I want to see something new, though. Everytime you kill Alzaara...her helm drops, its guarenteed. Ragnar's gear is also almost guarenteed to drop. That kind of stuff gets boring, you know whats coming. There is no "woo! look at this!" its... "oh nice, i have 300 of these, wheres the epic store so i can sell it".

If more gear could be added for more random boss drops, it would allow the players to create more diverse characters. Perhaps this toon can use a dagger instead of a rapier...or this toon a spear instead of a scythe, etc. It would also make those base items rarer. People might respect Ragnar's armor and dwarven axe again, or Alzaara's helm, or whatever... This could also be used to give old bosses new flavor. You would have reason to go farm something other than positive and negative plane.

I want everything to be viable. I feel this was started, but not finished. The whip of the wind clearly has more bonus damage than any other lvl 30 weapon. I think the devs realized that the base whip is innately crappier than most other weapons so should get a bit of a boost...can this be done with all the other weapons, leaving the most powerful base weapon types with the least amount of weapon mods?

*sigh* I dunno, I think I raised all my points...maybe multiple times, I just want variety :)
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Post by VagaStorm »

I agree with almost evrything ther exept for the giving the crapier wepons more dmg..... Thers a reson rapier dos less dmg than a long sword, ad a great sword dos more dmg than a wip, the wip givs a bonus feat.... Giving a wip enough dmg for it to almost equal a equal lvl greatsword (firebrand) defies some of the reason to take great sword...
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Post by fallout21 »

the great sword would still do more damage even if the bonus damages were the same due to the fact that it has a higher base damage than a whip and because it is a two handed weapon there for you get 1.5xstrmod. added to your damage
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Post by VagaStorm »

fallout21 wrote:the great sword would still do more damage even if the bonus damages were the same due to the fact that it has a higher base damage than a whip and because it is a two handed weapon there for you get 1.5xstrmod. added to your damage
Yes I know, but swerly less diffence than without the bonus dmg. On a toon with str 40(to make the 2handed count a bit). The diffrence is 75(wip) 88(gs) 14.8% diff, on plain its 25(wip) 40(gs), 37.5% diff. That dosnt men the wip need nerfing, but the gs needs a boost. It dos not give a bonus feat, and it removes your shield, it should do significantly more dmg then a wip.... In my opinion atlest that is.

Disclaimer: I am slightly biased as I rely like most of the 2handed weapons for the cool factor :p
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Aarkon Draco
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Post by Aarkon Draco »

first off i know the devs do alot for us the new SL jobs new zones ect and we appreciate all that they do but we realy need some influx of new weapons and not just epic level ones.

adding a greater variety would inspire players to use something other than a warhammer or rapier.

an example is the scimitar there is a decent variety pre epic however at lvl 16+ they drop off the map the one lvl 16 scimitar with elemental damage does cold damage and at lvl 16 -25 most people are in FD where cold is irrelavent.

another example the club while its far from the best weapon due to its low damage and crit range some may want to use it for RP purposes there are 2 clubs at lvl 20 one agian suffers friom the cold damage syndrome tho it does atleast have a tiny bit of neg energy to somewhat compinsate the other is a artifact that ive never seen drop and as far as i know thoes are the higest level clubs.

i issued this discussion on reflections to the players there and got some good ideas for how we can incorperate these new weapons. one suggested a crafting or enchanter approach where you would add items to the crafted weapon to add elemnetal damage perhaps in the anvil in avendell or a NPC that you have to collect certian items for so he can enchant it for you.

more artifacts is another approach but as stated in the club example if it never drops what good is it? have you ever even seen a quickfingers? i know i havent.

there are a multitude of ways these can be introduced and honestly if one dev took a coupple hours he could make 100 or so new weapons to add to the game and this would give the players the much needed variety to their choices and not all of us will be using hammers and rapiers. i admit not everyone uses thoes 2 weapons but most do as they have the variety and appeal of charteristics ( crit range ect)

perhaps to further encourage the use of other weapons some of the less desirable ones (like the club) could have increaded damage of the elemental propertys instead of 1d6 at lvl 16 maybe they do 1d8 or 1d10 elemental or have special propertys with higer than normal DC instead of DC 18 at lvl 16 maybe its DC22 or 40% instead of 25% chance.

as noted above when making these weapons please keep in mind what areas the players will be in at thoes levels we have so much cold damage weapons at lvl 16 when most are going to be in FD where its useless.


above is a post i made along the same lines

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Post by lordshelt »

why do we have two seperate posts (weapons and variety) and (variety) posted the same day pretty much talking about the exact same thing? :?
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mgrjebbo
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Post by mgrjebbo »

back on topic, i completey agree variety is life for this game, and we can always use more.

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Post by Zing »

Don't bring me problems, bring me solutions.

Have suggestions for sensible additions which fit in with other items already on the server?

Spec them out and send them over.
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Post by -BannyD- »

Zing wrote:Spec them out and send them over.
gear that we can submit that are -not- artifacts?
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Mythri Wolfwood
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Post by Mythri Wolfwood »

The current method for suggesting and adding artifacts into the PW is great.

One way of addressing the artifact rarity issue is to allow certain artifacts to be purchased at the Planar Store or from a vendor in the DM Prize Room.

I suppose the Planar Store could sell low-level artifacts (set an item level limit) and the DM Prize Room could have a vendor that sells some of the higher-end artifacts (could also set an item level limit). Higher end artifacts could require payment aside from, or even in addition to, gold.

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Post by Shhhhhhh »

I dont know if something like this is already in, but i remember back in Ns 3.5 you eventually could pick a weapon from a long list if you did some quest or brought some specific items.
All weapons had the same extra bonuses, which meant that you could play and focus in one of the more rare weapons too and still end up with a good weapon in the end.

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CrazyJ
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Post by CrazyJ »

Ninja-post!
Don't bring me problems, bring me solutions.

Have suggestions for sensible additions which fit in with other items already on the server?

Spec them out and send them over.
Easy. Take all the weapons that don't have a non-Adamantine +6 or better already. Now, of that set, take the highest-level "good" weapon (Djinni scimitar, moleman shiv, etc), and make a "Greater" version of it ("Greater Djinni Scimitar" etc) that is updated to level 30 values. Update the description for the greater one to reflect that it dropped from an unusually old or powerful or wealthy or whatever djinni/moleman/etc., and give a 1 in X (30 or so, depends on how reliably the weapon itself drops on death?) chance of the appropriate enemy spawning with one of those instead of the standard weapon.

Regular Imb Ad stuff does less damage than +5 dropped weapons with elemental damage on them. This fixes that problem.

The moleman shiv still doesn't drop, ever.

Lorkar1

Post by Lorkar1 »

Just a question...but can crafting be expanded to include a menu of available bonus damages without using the CEP? So...instead of adding say, pierce damage to the level 30 crafted [censored] sword you could add acid instead.

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Queltor
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Post by Queltor »

I'm fairly new to crafting, but I've run across crafting stations in various areas of game (gnolls, duergar, merfolk, etc) and think it would be neat if the items created where slightly different at each location.

I'm not sure how many Master Artisan stations there are, so the locations might be wrong, but I was thinking that when you create or upgrade a MA item the added damage is different depending where you do it. For example: Merfolk adds electricity, Gnolls adds fire, Duergar adds acid, etc...

Depending on where you craft and upgrade an item you can shape the type or types of damage it does.

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Post by Cahaal »

I like the idea of the "Greater" versions and I fully support the idea of expanding the crafted equipment to make a larger variety of equipment.

There are many great suggestions in the artifact section that meet the requirements for standard weapon progression.

My unique input is to expand the variety of Bullets for sling use by mirroring the arrows available now and placing them in the planar store for purchase.
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