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I wouldnt mind either way. But if its going to be by AP, then to make PvP more balanced, a) have heavier HP handicaps; or b) change AP so that it drops more per kill. |
I think it would be best and easiest if there where two different or seprate types of things used to keep track of the pvp and questing life points. I know there is a shop in game current with different "skins" representing your life points. So for example: What ever "Skins" players are using now would still be used to represent there pvp or "core" lp. Then a horizontal heath meter is added with bars in it that represents your quest lp's then when you complete a quest a new life point bar would be added to your health meter. You could do the same thing using a circlular pie meter with difined sections representing your quest lp and you would get more sections when quests are completed.
This type of set up would also avoid any issues with PVP and allow for healing of lps by potions/food items with out AP being a factor. Other wise If your trying to add in or use AP then I think your making it more complex than it needs to be. So in short just make several separate boxes labeled with and containing the respective differing lp's and magic meters. I think I might have missed something in Dusty's OP. If this was introduced would the baddies on the world map still be "dumbed down" as they are now or would they be set up to be normal for noobs and stronger to effect players who are questing? |
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My personal suggestion would be that you can obtain Baddy Armor from armory stalls (where else would someone get them?), but for starters, you may only have one additional bar. Through questing, you unlock the ability to obtain more hearts, thus allowing you to take on more rigorous quests (not necessarily requiring a certain amount of hearts to enter, yet implying the benefits). After you lose it, you can easily buy more, or have a slight chance of getting it through an enemy drop, and like Twillit said, it should correspond to AP. Higher AP = More drops, such as bombs and arrows. |
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One of the best devs you could hope to come up with something (and actually do it) has, and you guys argue or try to throw in your own ideas you want to see implemented... :I
He's talking about actual content for the current server, not some imaginary 'what if' server. Stop being game designers and praise Dusty. >:O |
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Btw he asked for their opinion |
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I like the idea of implementing the magic bar from LBW.
I also like the idea of Magic in general. It could be pretty cool if you pulled it off. |
I would definitely play iClassic more often if this were put in place.
Great ideas Dusty! |
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I still don't see why there would be a need to incorporate the AP system with the new health system. The way you describe it kinda sounds like it would be come more of a luck based system rather than how its used now. Quote:
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Pretty awesome! I'm super excited right now! Finally something more I can really do and I would love to see boss battles and stuff like that to do. Maybe we could even do battles with multiple players against bosses!
Dusty this all sounds awesome and I can't wait to see how this progresses! :D |
Well, what a pleasant surprise! I've come back from such graalians inactivity, and see this! :D
But in all seriousness. All these ideas sound quite enjoyable, especially the idea of magic. I look forward to seeing what will be implemented (assuming anything will) or what won't. |
You have to complete a dungeon to get the hera hearts (I think) surely in the first dungeon you do the item can just tell you what it is when you get it. I genuinely can't see people getting confused by the hearts, the first 3 are your core health and any additional are for NPC only hera hearts. Seems simple enough.
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