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angelinexile

Member Since 30 Jan 2013
Offline Last Active Jun 24 2014 16:57

#870309 Names: Guilds/clans/factions/groups/etc

Posted by angelinexile on 27 May 2014 - 16:29

Haha... love Vonnegut... that crazy bastar... oh... hehe... yeaaaa... keeping it G in here...
 

More words related to guild

 

 

 

Syndicate gets my vote... Coalition runs a close second...




#869851 Crossbow of Mercy???

Posted by angelinexile on 22 May 2014 - 18:55

So... As a ranger, I'm kinda left at a loss in all of the Culling the Undead quests. They all require use of the BoM or SoM.... neither of which benefit my Ranged Stats.

Is there any way we could get an option to choose a Crossbow or similar weapon when they offer to make the BoM???

I'm sure those one handed sword wielders also feel my pain... if you build your class around a high defense and using shields... the BoM and SoM don't allow that either...




#867662 Why Do you not pvp?- suggestion post

Posted by angelinexile on 09 May 2014 - 15:10

Not my intention to spam, but XPWaste asked me to repost this over here...

 

 

 

Here are a whole bunch of ideas that intertwine and would probably make PvP MUCH more exciting. Some of it is HIGHLY dependent on instituted formalization of a guild system.

Attainable Rewards, Affiliated Group Buffs, Weight-Classes and Guild Competitions, How it would work out

I feel like PvP needs rewards that are slightly more attainable for Supporters and Non-Supporters alike. Those who actually succeed in PvP must spend inordinate amounts of time in order to earn enough points to actually spend them. Kinda a bummer when these points don't really even do anything for you in terms of continued Gameplay.

I noticed that someone mentioned the concept of Guild-controlled lands or the like...

I like this concept, though I think it should be more in terms of controlling one of the many groups in-game. Say, a Guild who succeeds in the Arena would get a long term buff depending on which Group their group decides to retain added influence with.

For instance: If your Guild champions choose to affiliate with the Plagued, maybe there would be a bonus resistance to Plagued attacks, or maybe Bonus DPS for Guild members if they are affiliating with the Crimson Macabre, etc. 

???Maybe even get a special rested experience zone in the affiliated group's base???



As for Solo PvP matchups to be made more fair... I think this would be best accomplished by establishing "weight classes" in the PvP arenas, this would probably function similar to the way that there are level restrictions on the Instances. Putting this into 5 level increments would be ideal.

I see these ideas combining into a system which compels Guilds to maintain diversity in the levels and builds of players who they affiliate, so that there are champions for PvP for each level-group/weight-class. 

With Group PvP being changed to Guild PvP, there would be an added benefit for progression in levels and having some heavy hitters and healers. This would also be the ultimate show of teamwork in a guild.


As players level up, there will be more variety between their progression in status from the top of a given weight-class to the bottom of next weight-class. This would minimize issues with specific characters winning consistently and holding a Solo-PvP weight-class for an unreasonable amount of time. By changing Group PvP to Guild PvP the effectiveness of the teamwork in the guild would become tantamount in order to vie for the Ultimate PvP buff. Points earned through participation in PvP would be increased, which would proliferate the spread of PvP oriented vanity pieces. 



#864263 Tanks & Bank balance

Posted by angelinexile on 21 April 2014 - 13:43

Here's the best solution I can think of... Give the Templars a "Heavenly Forge" ability (either in the skill tree or through questing?). Probably would be best to make it an "outside of combat" ability... and instead of using Gold to repair... make it a material oriented drain. You could even add a skill level to it. Make it so you can only repair certain armor levels with each point put into the ability. 

The Templar would probably need to carry a special tool (like a "Holy Maul") and then have some special material(s), like maybe metal  and holy water, which would be items that they can choose to carry more or less of. This would create balance, by preventing them from just using a magical ability whenever their armor gets beat up, and it would create a time/gold sink for players.

You could pretty much modify the existing coding used to prevent people from going through doorways when fighting, and combine it with the repair coding, then create a quick little graphic effect, tweak the skill tree... and bam...




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