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Announcements / Enceladus Season 4 Launch
« on: February 03, 2023, 08:15:32 pm »
Enceladus Season 4 is now live!
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@Soapy, a few things:
1-I don't think he has a plan yet so feel free to make suggestions to what you'd like to see in the new magic system. maybe you'll get them maybe you won't. hopefully this is something he'll add.
2-there has always been a skills.ini file. there were just a few skills that were a little screwed up in there and couldn't be removed/renamed without causing some issues.
3-I'm pretty sure there will be a wipe before he touches magic. so sorry to say this, but your damon is probably useless.
should we instead just use this thread for suggesting things we'd like to see with the new magic system? if so I know some stuff I wanted to do when I was working on files that wasn't possible. I think my biggest thing was trying to add a summoning skill that allowed the player to summon creatures that fight for a certain amount of time then go away(not perm like golems).
this thread went sideways fast...I do want to add robes that are just for magic users. The would have low normal AL, high magic and elemental AL, and some kinda magic bonus.all those could work in the enchantment thread too. some I already posted over there(different names), so go read it.
Some ideas for magic bonus:
- Mana Well- naturally collects and stores mana that the caster can use, useful for casting mana expensive spells
- Invisibility - when active, works like stealth but if you attack/cast, it gets broken
- Counter Attack - when something attacks you and hits, it attacks back, like an electrified fence but can be any damage type
- Undead - anything undead ignores you unless you attack them
Definitely looking to join in once the new world is opened. Might be nice if there was a way to notify additional players that it's opened, some kind of forum announcement? It's kind of a big deal.
Am I blaming the game dev for partial reason for some "laziness" from @@@ where they may not put 100% effort into their servers? Yes.
There is more to it, of course, but I feel like its reasonable to put some blame on him. The reason every server is pretty much a copy/paste of each other is there is only a select few that is willing to even work on one, but going through the effort of balancing armors on mobs and stuff just becomes not worth it when you can't add other things to the game without it breaking it someway or having to rig it.
Personally for me at least its a morale thing, if I had more support from Mickey I'd be willing to work on what I had going. I didn't even care the player base at the time of opening, but taking my time to send ideas to Mickey and getting nothing, not a rebuttal, agreement, or input at all really just kills my mood to even help make a server that may drum up some of the player base back.
I like the idea of enchantments/bonuses(think I posted about something similar once but no clue where), but I'm not sure spells are really the right way to do it. I like the idea of different weapons/armors being able to have different effects, I like the idea that they could even add new levels to pvp(even though it is something I don't do often I do enjoy it on some servers against a way ob opponent since I'm usually a crafter), but I'd prefer not having spells cast from weapons/armor.
just for example, what if instead the bonuses were things like:
for weapons:
-armor penetration(1-5): certain percentage of the damage ignores opponents armor
-double striking(1-10): chance of landing 2 hits instead of 1
-range(1): increases attack range. +1 for melee, +3 for magic, +5 for missle
-speed(1-10): improves weapon speed making attacks faster
-acid/rot/decay(1-10): critical hits have a chance to destroy armor/poison target1
for armors:
-deflection(1-5): chance to completely shrug off damage when taking a hit
-reflection(1-5): sends small amount of damage taken back to attacker
-stealth(1): player goes into stealth mode while worn even if they don't have the skill
-observer(1-5): ignored by monsters unless you attack them first2
-hypnosis(1-10): chance nearby monsters attack what you're attacking unless you attack them
chance/damage/effect would increase maybe 5% per level
1:should be a really low chance on armor breaking, maybe start this 1 at 3% and increase 2% per level? also broken items should be repairable not completely removed from game, and poison should only happen if attacking unarmored targets
2:based on level of player in relation to level of monster, level 1 would be monsters up to half the player's level while level 3 would be monsters same level as player and level 5 would be double...not sure if this should stack if you have multiple pieces with observer though
while all ur idea sound neat n stuff they dont seem practical?why does it have to be something for a mage? they're enchantments, not spells. the ideas before were all about spells even though the thread was for enchantments and bonuses.
how do u give this effect to a mage?
as far as the stealth thing, no clue! I was just tossing out a few examples of possible enchantments, I wasn't really saying these are the things that have to be there...
side note, since u increased view size if u shift view and click to move, it seems to move u 4 spaces off...sorta seems like ur clickin based off the old screen size somehow..