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Praetor

Member Since 18 Jan 2014
Offline Last Active Oct 13 2015 00:23

#868025 Chance to flee... Why!?!?

Posted by Praetor on 11 May 2014 - 14:44

Actually when they run they are not hitting you...but if you are ranged (ranger, prophet, mage) you are still hitting them. So significantly lowers damage inflicted by the mob when this chance roll activates. This is useful for the non melee classes.




#867249 Total lack of solo rewards in game

Posted by Praetor on 07 May 2014 - 12:15

US $60 = 7500ep = 15000g (in game 1:2 exchange rate).
15000/6000 = 2.5g per US penny.

100g = 40 US cents.

Therefore grinding for 100g for 1 hour means you are willing to "work" for 40 US cents per hour.

This is a textbook case of Skinner box conditioning.




#866445 No! And Here is Why

Posted by Praetor on 01 May 2014 - 23:16

I suggest a thread where the HC staff can indicate why they chose not to implement various suggestions by players. That way we won't keep posting suggestion threads that have been previously posted.




#862259 Fun Idea: Random Pot Drops

Posted by Praetor on 12 April 2014 - 07:13

These used to exist in very old D&D style MMO's, but here is the idea for this game: some drops would be, instead of fusion power, a "random pot". Different colors, but the color does not indicate what's in it -- you have to drink it to find out.

 

So drink and you get a random buff OR it changes what your character looks like on the screen for some time duration (say 10 minutes). So for example *poof* you are now a Blue Squirrel. No effect on your stats but you run around as a Blue Squirrel (or sheep, or baby raptor, or whatever). No large creatures so as to not negatively impact dungeons player viewpoint, but can be character size or smaller.

 

These pots would not be bound so could be traded but of course you don't know whats in it. Could be a buff, or could be you become a small furry animal for 10 minutes. Squeek squeek!




#862254 2 Things i truly want to see in game

Posted by Praetor on 12 April 2014 - 06:51

Part of travel means knowing the shortcuts. For example:

(1) Champions Hall to Order of Life lets you bypass the palace in going North/South between the EC center circle to the north gate

(2) Portal between Arcane Sanctum and Eldevin Barracks

(3) Void portals provide access between Arcane Sanctum in EC, Vestor Fields in Eldevin East which is access to Mountain Pass (to Blossom Ridge) and alternate route to Mythos, Othalo (via GC), and Isle of Nasaroth

(4) Another portal from EC circle to Isle of Nasaroth

(5) Crimson Passage which is shortcut from Eldevin East NE corner (Mountain Passage) to SE corner (Nidaros & Broken Shore)

(6) Free boat travel to Illaneska avoiding dragon travel cost

(7) Teleport scrolls to Othalo

(8) Dragon travel all over, more access areas as you progress through the levels

 

Some of these require higher levels either to access or survive (don't take the Crimson passage as a lower level character).




#861751 Transferring Bound Items Between Alts

Posted by Praetor on 10 April 2014 - 16:10

I think bound items should be free to be transferred to alts. For one thing, that would encourage players to pay for extra character slots, thus this would be a net money maker for Cow. So binding should be per account, not character.




#860746 Quest: A Fallen Sword - no charm

Posted by Praetor on 07 April 2014 - 02:02

  • Found the Fallen Sword
  • Got the flawless Calgorn skin
  • Got impression from sword
  • Went to Buccaneer Griffith with impression
  • Went to Temple of flame and acquired the 15 servant trinkets
  • Turned them into Buccaneer Griffith and was to receive charm

Did not receive a charm. Quest (gold button COMPLETE) says I received a "powerful new charm" but was never presented the popup for the charm, and never received it in my inventory (in any bag). Received nothing but the Raiders of the Lost Tombs reputation (and a bit of coin).

 

 




#856590 Auto Acceptance of all Daily Quests on Login

Posted by Praetor on 20 March 2014 - 13:49

This idea is simple and as post title indicates -- have an option to have your character daily gathering/crafting quests automatically accepted upon login (once per day).

 

To implement: have an option added to Settings on the Gameplay tab as a 6th checkbox under the Gameplay section (currently there are 5 checkboxes there). When this checkbox is checked, on character login, an update would be sent to accept any daily gathering/crafting quests. To simplify the SQL logic, acceptance would only be applied once per 24 hours; this would require a datetime be stored in the character database that could be checked by the query. Something like this pseudocode:

+++

BEGIN transaction

SQL: select lastdatetime;

IF (CurrentTime more than 24 hours since lastdatetime) THEN (SQL: update accept all daily quests and set lastdatetime to CurrentTime)

END transaction.

+++

Its slightly more complicated than that, since the code would have to be executed as part of character login logic. As part of login, the Setting checkbox would have to be tested, but since a bunch of the Setting checkboxes must already be tested as part of the current login process, adding another test to the login logic shouldn't be too tough. Something like this pseudocode:

+++

IF (DailyQuestAutoAccept == checked) THEN (call SQL code and pass in CurrentTime);

+++

 

Result -- rather than having to click through the dialogs with each NPC just to accept dailies, they would be automatically accepted upon login. For those who regularly gather and craft, this would be a benefit. And since it would be set via a checkbox in Settings/Gameplay, those who did not want this to occur would leave the checkbox unchecked. Finally, the checkbox would be not checked by default -- the player would have to deliberately check it to receive the affect.




#853184 Ancient MMO features rarely seen in modern MMOs

Posted by Praetor on 04 March 2014 - 21:30

** Originally posted as comment but I think it can be its own thread **

Rare features seldom seen in MMO's today but that existed in the very, very oldest MMOs.

+++

Sashes: cast a single spell type - healing, lightning, freezing, etc. Give non-mage/non-healers a single type of spell. Holds fixed number of charges, must be recharged at NPC. Acts as gold-sink.

+++

Booby trapped chests:

Physically locked - poison, disease, explosive.

Magically locked - random teleport, summon mob, individual or group debuff of all buffs

Bashing chest open sets off booby trap.

 

To implement in Eldevin would require providing many chests with locks. Classes that would have unlock skills: Assassin (physical), Mage (magical)

+++

Traps: found in dungeons, consist of - poison, disease, random teleport, chutes that drop you to a lower and more dangerous level for multilevel dungeons, spinners that rotate you without noticing in a random direction so that you get confused since you are no longer heading where you think you are heading.

 

In Eldevin, the class that could learn the ability to "see" traps -- Rangers

+++

Stone -- dungeon boss effect -- not only does it kill you it turns you to stone. (Original games stone cost attribute points and aged character.) In Eldevin it would cost 10% attribute for 1 hour after resurrection.

 

In Eldevin, the class that could learn the ability to remove stone effect -- Prophets

+++

Charm -- ability to charm mob or mobs to fight with character. Lasts until mobs die. Charmed mobs cannot be healed. Charming a mob adds experience equal to killing it.

 

In Eldevin, the class that could learn the charm talent -- Templars. Note: this would help make templars more attractive to run because it would make templars easier to level.

+++

Intimidate - ability to cause mobs to flee. Only works on mobs below the level of the intimidator.

 

In Eldevin, the class that could learn the intimidate talent -- Warriors

+++

I think implementing concepts like this would help make Eldevin more unique.

Comments?




#853076 Account level professions

Posted by Praetor on 04 March 2014 - 13:40

Speaking from the Alchemy perspective, having a lot of flakes at lower cost will be useful because there are potions that require flakes. They boost sorcery, melee, or ranged for 1 hour by 10%. I suspect that as the level cap is raised, there will be higher level potions beyond these that require flakes. But -- as long as flakes are so expensive, who will be willing to use flakes for this purpose?




#852918 A tweak on the Pass/Greed/Need system

Posted by Praetor on 03 March 2014 - 14:29

Another alternative that may be easy for the dev's to implement (because mainly a UI change). Once an instance is reset for entry (or "set" for initial entry) a popup appears that lets group vote to disable Need. Majority or tie wins (3/5, 2/4). Groups of 3 or less no popup -- this lets high levels farm low level instances for flakes.

 

How it works: once vote goes against permitting Need, the Need button is disabled for drops for the entire instance run. This takes care of the issue for random pickup groups. Now for groups that all know each other, they can vote to keep Need enabled so that particular members can Need certain items.




#852013 Help Mode

Posted by Praetor on 27 February 2014 - 19:00

The mentor aspect is done in some MMO. Normally you get mentor points which can then be traded in for something useful. Fusion power would be an example. High levels need a lot of that to create high level gems. By getting mentor points and trading for something high levels want would make it much easier to attract support for assisting lower levels.

 

Some possible alternative rewards other than fusion powder: tokens that provide free resets for respec, resurrection. Tokens that can be applied to gems to permit them to be socketed into nondefault items -- e.g. add weapon gem to armor (only applicable once, if removed for resocketing that attribute would vanish). There are a number of ideas that can make mentoring very attractive.


  • Ant likes this


#851895 Prestige Points

Posted by Praetor on 27 February 2014 - 01:54

An easy solution to implement is to tie prestige points to quests. The higher the level quest, the more points. So a level 30 player has enough points to get one vanity outfit, and level 40 player earns enough for a 2nd outfit. Problem solved. And this can even be made retroactive, so existing players who have completed sufficient quests can be credited for the points. This can likely be done with a couple of simple database queries, then updates. Could be processed daily as a batch script so no changes required to the UI for the quests. Very very simple.




#851815 New Game Content!

Posted by Praetor on 26 February 2014 - 16:40

If you ignore the quests and just do AoE leveling like mad and then whine when you hit 40 -- I am unsympathetic. I have been playing for several weeks and hitting every quest I can find, also spending some time most days doing some gathering, prospecting, crystal mining/cutting, alchemy. And running the instances. So, I find that there is plenty of content!!!!

 

I think that the Cow has done a great job on this game. I enjoy the variety in the quests, dungeons, and instances. I even found odd quests like Diminutive City to be great fun -- and the art work with ramps made of playing cards etc. was great.

 

If you take the time to run the quests and do a bit of gathering/crafting on the side I believe makes the game very enjoyable.




#851481 PVP needs retreat:)

Posted by Praetor on 24 February 2014 - 18:55

One PvP in one mmo fixed it like this:

(1) All players adjusted to same attack level

(2) All players adjusted to same armor defense

(3) All players adjusted to same mana level

(4) No modifiers (in this MMO, that would be gems or special weapon stats)

(5) All teams were assigned randomly, but system tried for an equal distribution of levels per team e.g. high levels were distributed across both teams, as were low levels

(6) No armor damage occured

 

All talents remained.

 

If this game did that, it would be a game of skill only. Yes, higher level players would still have more talents, giving them an advantage. But since they are distributed across both teams, neither team has advantage. Of course, in reality for a single game, one team may have advantage e.g. one team has healer and tank with shield, other team does not. But then if playing "capture the flag", the healer/tank team might not actually have that advantage you see?

 

(Also in that mmo, capture the flag happened on a special long battleground where there were two "gates" between each base camp which were perfect for ambushes -- made it interesting because when you captured the opposing team's flag you had to get it all the way back to your camp and then hold it for 3 minutes. Often both flags were in play being run and chased back and forth. If character died it spawned back in its team base camp and went right back into play. Game ended after the 3 minute hold timer for captured flag OR when total timer (10 minutes) went off and then team with most kills won. If win was by captured flag, number of kills were not counted.)

 






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