Quote from: BadSkeelz on August 26, 2015, 01:57:57 PM
I'd like it more if it wasn't so terribly boring to watch from the sidelines.
Edit: Well, that's probably not 100% true. I do find it difficult to take any sort of magickal accomplishment seriously. It always feels.... forced and contrived, somehow.
I can understand that frustration. In my experience, the fault lies not with the players of mages but in the lack of flexibility and strategy in many coded mundane skillsets.
If we approach this from an additive standpoint instead of a detracting standpoint, it becomes clear that adding more facets to mundane skills will allow them the flexible utility that currently belongs to most of the mage skillsets and the ubiquitous ranger. You can't change human nature (go with the easiest solution) but you can change the code.
Examples of things that have been added:
Stealthy guilds can open/close containers and open/close doors silently, so they are now able to spy on people more effectively
Examples of things we could use:
- blindfolds
- restraints
- a wider selection of poisons and cures which interact in various ways
-Molotov cocktails
-traps
A snare string trap in a room that will break if someone passes through the room and you have to come back with trapping skill to find it and check if it's broken or not. Doesn't even need to do anything beyond that.
-Constructible and destructible barricades.
-Traps that when triggered make a lot of noise echoing to the surrounding area.
-Electrical generators
I split this from RAT so as not to clutter it up. Origin of the topic: http://gdb.armageddon.org/index.php/topic,31255.msg903024.html#msg903024
- blinding, muting, and deafening poisons
- poisons that make you wobbly-legged (you fall down frequently)
- poisons that sap your strength or agility
- more readily available Loosetongue
- cures for all of these poisons - but maybe there's side effects from those cures, as well.
In general, a more complex poisoning and curing system would solve a lot of the woes of mundanes.
Also,
- bolas actually trap you until you successfully break free on a flee attempt
Quote from: Ender on August 26, 2015, 02:36:11 PM
-Constructible and destructible barricades.
That's what half-giants guarding east are.
I'd like for trap to have wilderness and city versions. Both can be used in either place, but different sorts of mechanisms and functions.
i.e. Door traps vs snares and hunting traps.
-Any mundane way to light a motherfucker on fire
-Any mundane way to blind a motherfucker
-Any mundane way to send someone flying through the air. Catapult, maybe? Half-giants get a special 'fling' verb? Short-lived flight.
Assassins could get pouches of ground glass/obsidian that they can expend to fling into someone's eyes.
A mundane way to involuntarily take away someone's psionic ability. Poison I guess.
And ladders. For fuck's sake, ladders.
Quote from: MeTekillot on August 26, 2015, 03:45:43 PM
Assassins could get pouches of ground glass/obsidian that they can expend to fling into someone's eyes.
Also Caltrops.
These are not skills but an idea that have been suggested before:
LOOK (glance vs study) :
glance <someone> :shows you what they is wearing but does not show you the main description. Has no delay.
Someone glances at you.
Study <someone>: Shows you what they are wearing and their main description. It has a small delay which can be cancelled before the action is taken.
study bandit
Amos begins to study bandit (You can notice someone study you if you have decent watch skill)
Bandit says: You better keep those eyes on the ground
stop look (some command to stop)
emote looks down on the ground, avoiding staring at the bandit.
Quote from: Dresan on August 26, 2015, 04:34:58 PM
These are not skills but an idea that have been suggested before:
LOOK (glance vs study) :
glance <someone> :shows you what they is wearing but does not show you the main description. Has no delay.
Someone glances at you.
Study <someone>: Shows you what they are wearing and their main description. It has a small delay which can be cancelled before the action is taken.
study bandit
Amos begins to study bandit (You can notice someone study you if you have decent watch skill)
Bandit says: You better keep those eyes on the ground
stop look (some command to stop)
emote looks down on the ground, avoiding staring at the bandit.
I prefer LOOK being a hemote and cloaks and such hiding main desc.
-throw torch east
-throw rope down
Disguise skill.
Quote from: Alesan on August 26, 2015, 04:37:18 PM
Quote from: Dresan on August 26, 2015, 04:34:58 PM
These are not skills but an idea that have been suggested before:
LOOK (glance vs study) :
glance <someone> :shows you what they is wearing but does not show you the main description. Has no delay.
Someone glances at you.
Study <someone>: Shows you what they are wearing and their main description. It has a small delay which can be cancelled before the action is taken.
study bandit
Amos begins to study bandit (You can notice someone study you if you have decent watch skill)
Bandit says: You better keep those eyes on the ground
stop look (some command to stop)
emote looks down on the ground, avoiding staring at the bandit.
I prefer LOOK being a hemote and cloaks and such hiding main desc.
The problem is some people would never take those cloaks/masks off unless forced. The glance/study idea hopefully strikes a balance.
Quote from: Dresan on August 26, 2015, 04:44:56 PM
Quote from: Alesan on August 26, 2015, 04:37:18 PM
Quote from: Dresan on August 26, 2015, 04:34:58 PM
These are not skills but an idea that have been suggested before:
LOOK (glance vs study) :
glance <someone> :shows you what they is wearing but does not show you the main description. Has no delay.
Someone glances at you.
Study <someone>: Shows you what they are wearing and their main description. It has a small delay which can be cancelled before the action is taken.
study bandit
Amos begins to study bandit (You can notice someone study you if you have decent watch skill)
Bandit says: You better keep those eyes on the ground
stop look (some command to stop)
emote looks down on the ground, avoiding staring at the bandit.
I prefer LOOK being a hemote and cloaks and such hiding main desc.
The problem is some people would never take those cloaks/masks off unless forced. The glance/study idea hopefully strikes a balance.
I would rather deal with those people as they come up, than have look no longer give you someone's mdesc. That would not only be inconvenient and unintuitive with the way it works with everything else in the game you want the mdesc of, it would also just irritate me on a personal level.
Quote from: Dresan on August 26, 2015, 04:44:56 PM
Quote from: Alesan on August 26, 2015, 04:37:18 PM
Quote from: Dresan on August 26, 2015, 04:34:58 PM
These are not skills but an idea that have been suggested before:
LOOK (glance vs study) :
glance <someone> :shows you what they is wearing but does not show you the main description. Has no delay.
Someone glances at you.
Study <someone>: Shows you what they are wearing and their main description. It has a small delay which can be cancelled before the action is taken.
study bandit
Amos begins to study bandit (You can notice someone study you if you have decent watch skill)
Bandit says: You better keep those eyes on the ground
stop look (some command to stop)
emote looks down on the ground, avoiding staring at the bandit.
I prefer LOOK being a hemote and cloaks and such hiding main desc.
The problem is some people would never take those cloaks/masks off unless forced. The glance/study idea hopefully strikes a balance.
What I have seen in harshlands, which really works well in my opinion is that you can look at someone, but if they are wearing cloaks ect, the mdesc is hidden, while study would reveal it, with a slight delay. I have to agree that this is something i'd like to see in game, since right now, being a 'secret' raider only works if you just straight up kill your victims.
Quote from: bardlyone on August 26, 2015, 04:46:52 PM
Quote from: Dresan on August 26, 2015, 04:44:56 PM
Quote from: Alesan on August 26, 2015, 04:37:18 PM
Quote from: Dresan on August 26, 2015, 04:34:58 PM
These are not skills but an idea that have been suggested before:
LOOK (glance vs study) :
glance <someone> :shows you what they is wearing but does not show you the main description. Has no delay.
Someone glances at you.
Study <someone>: Shows you what they are wearing and their main description. It has a small delay which can be cancelled before the action is taken.
study bandit
Amos begins to study bandit (You can notice someone study you if you have decent watch skill)
Bandit says: You better keep those eyes on the ground
stop look (some command to stop)
emote looks down on the ground, avoiding staring at the bandit.
I prefer LOOK being a hemote and cloaks and such hiding main desc.
The problem is some people would never take those cloaks/masks off unless forced. The glance/study idea hopefully strikes a balance.
I would rather deal with those people as they come up, than have look no longer give you someone's mdesc. That would not only be inconvenient and unintuitive with the way it works with everything else in the game you want the mdesc of, it would also just irritate me on a personal level.
Eh, those people never take off their hoods anyway, and we're still generally supposed to RP that we don't recognize a hooded figure, even if we can see the mdesc. The fact that we CAN see the mdesc just makes it possible to metagame knowing who you're dealing with. Either way, I'm not a heavy advocate. But I would really, really like if LOOK was made hemote.
Polite reminder to stay on topic, let's throw ideas out there instead of getting too caught up in debate over one particular idea.
-Ability to parry spells
Actually, I would like to see dodge and block rolls for aggressive spells and creature scripts.
Make it so you can't see people who are 'sitting' or 'resting' if they are 3 rooms away in outdoor rooms, even in clear weather.
-an extension of 'hide' to be able to camouflage/hide others, in your area of specialization. I.e. A ranger hiding their mount, or an elf telling their warrior buddy to stay put. With no sneak, they can't move without coming unhidden.
Quote from: Delirium on August 26, 2015, 05:40:25 PM
Actually, I would like to see dodge and block rolls for aggressive spells and creature scripts.
I actually think the shield block is far more pertinent to blocking spell effects. Parrying a spell seems very meh.
Yeah, I think Badskeelz was being tongue in cheek, but I like the idea of being able to dodge or block them. Parrying a fireball would be a bit... silly.
Dodging one or hiding behind your shield wouldn't. Should definitely damage the shield and make it less effective, though.
Straight up pathfinder or D&D-style rules to save for half damage for area effects would be cool too.
You hurl a fireball at the lanky, yellow-brown gith.
The lanky, yellow-brown gith dodges aside, avoiding the worst of the flames!
more ideas:
- Dig pits in arable areas for a chance at a small "muddy water" pool that disappears within a couple in-game hours. Linked to forage food maybe.
- The ability to hide items in an area with the hide skill, and reveal them with a search skill.
- A contraption that lets you purify muddy water to grey water, and grey water to clear water, using the brew skill.
-Rename watch 'awareness', but maintain the same syntax. Expand on more things to be 'noticed' and give it synergy with other skills, such as noticing doors opening and closing nearby or that they were opened/closed recently, that there are fresh tracks nearby, there are conversations going on in the next room (that listen won't overhear, but you know they're talking), etc.
A whole set of crafting skills for building structures (walls and single-roomed hovels up to towers and minor forts).
I would love to see more functionality with blind fighting.
For example:
Bad weather should have a much greater negative effect on combat-blindfighting should mitigate this negative effect.
Fighitng at night(even if you have a light source) should have negative effect on combat-blindfighting should mitigate this as well
I would also love to see a combination of blind fighting/direction sense increase visibilty both a night and during storms. For example: A storm is so bad, someone untrained can't see beyond one room, but someone who has alot of experience can manage to make some things out still two rooms away.
Quote from: MeTekillot on August 26, 2015, 03:45:43 PM
Assassins could get pouches of ground glass/obsidian that they can expend to fling into someone's eyes.
I love it. I would forego the pouch and just let anyone do it in outdoors rooms where you can use the bury command (indicating loose soil). Even if it just gave you a tiny and temporary boost to the 'flee' skill... even if it did
nothing it would add so much flavor. You can always emote these things, but it's so much less jarring to let the game roll the dice for you.
Quote from: LauraMars on August 26, 2015, 04:11:09 PM
And ladders. For fuck's sake, ladders.
Adding any scaffolding :) to the code around climb would be really cool. Something similar to the tent code where you can "unroll" your length of rope and it helps everyone in the room with their climb check or something like that would be cool.
No to parrying spells.
Yes to dodging and blocking some of them.
A 'falling' a ability that branches when you've hit journeyman climb that allows you to take less damage after a fall due to experience, or mitigate the damage completely.
A grappling system branched from 'subdue' that allows someone to grab a foe mid-combat to slow him down and make him easier to hit. Example: Two halflings holding onto a half-giant's arms while a third one goes for the kill at the throat / A group of runners swarm a bahamet in order to try and let Swaggsy McSarge get a vital hit in.
BARE HANDED COMBAT SKILL.
SKILLS BRANCHED FROM BARE HANDED COMBAT SKILL LIKE THROWS, HE PREVIOUSLY MENTIONED GRAPPLES, AND MORE POWERFUL VERSIONS OF KICKS.
i've always wanted a more versatile subdue command. Subdue is fun, throwing people is fun, would be nice to be able to down someone.
Subdue dude
You subdue a dude
a dude struggles in vain against you
pin dude
You wrestle the dude to the ground, pinning him! (switches target to sitting/resting)
or
The dude resists your efforts to pin him!
or maybe even!
The dude reverses your attempt at pinning him and you're brought down instead!
choke dude
Applying some pressure you choke the dude (-stun depending on skillchecks)
or
The dude resists your efforts to choke him!
twist dude
You apply some pressure to arm/leg of the dude and inflict some pain (hp/stun damage depending on skillcheck)
or
Despite your efforts you're unable to apply painful pressure to the dude
or
The dude escapes your hold and takes control, subduing you!
The dude subdues you despite your attempts to struggle away!
Reverse
You reverse the manuever and now you're subduing the dude!
I just imagine this would make wrestling matches actually fun in the game. I can totally see this playing out in an entertaining fashion.
Quote from: The7DeadlyVenomz on August 26, 2015, 09:17:04 PM
No to parrying spells.
Yes to dodging and blocking some of them.
If we're going to do this, then mages should get some degree of weapon skills and parry too.
Quote from: Eyeball on August 27, 2015, 06:03:51 AM
Quote from: The7DeadlyVenomz on August 26, 2015, 09:17:04 PM
No to parrying spells.
Yes to dodging and blocking some of them.
If we're going to do this, then mages should get some degree of weapon skills and parry too.
Available through subguilds. And no. This is the balancing action, not something throwing it out of balance.
Quote from: Armaddict on August 27, 2015, 06:13:09 AM
Quote from: Eyeball on August 27, 2015, 06:03:51 AM
Quote from: The7DeadlyVenomz on August 26, 2015, 09:17:04 PM
No to parrying spells.
Yes to dodging and blocking some of them.
If we're going to do this, then mages should get some degree of weapon skills and parry too.
Available through subguilds. And no. This is the balancing action, not something throwing it out of balance.
Oh, it's balancing? Is that what we're trying to do now? Let's nerf half-giant bash and subdue and assassin backstab and ranger archery and stealthies' total immunity to all detection with the right gear and make soldiers misunderstand templars' orders every fourth time while we're at it then.
edited: Meh, not going to get mired in a debate that doesn't even belong in the thread in the first place. I liked the shield block idea because it's real and makes sense and fits the scope of the thread. That is all.
Along with the caltrops thing, allow people to toss marbles into a room for a good chance to make anyone heading through topple over.
Half-giants able to equip generally anything as a weapon.
Tree logs? Weapon.
Corpses? Weapon.
Small wagon? Weapon.
Cute gortok? Weapon.
Your grandmother's ashes? Weapon.
More wrestling/grappling skills sounds fun.
The ability to rest while hidden.
When I hide I'm not usually doing pushups anyways.
The ability to hunt without becoming unhidden.
I'd ammend that to
- can hide while hidden, but people scanning for you get a bonus to their skillcheck when they look for you.
Max hide with camo gear might as well be renamed 'invisibility on steroids'.
Much like you have a negative to scan when sitting/resting.
Quote from: The7DeadlyVenomz on August 26, 2015, 09:17:04 PM
No to parrying spells.
Yes to dodging and blocking some of them.
+1
Also, this ability should go up the more mundanely badass your PC is in general.
A 50 day warrior should get higher "will saves" and "reflex saves" to either resisting spells or dodging/blocking spells than a 1 day warrior.
(May already be this way too. I don't claim to know. I'm just saying if it isn't, I would like it to be.)
Quote from: Delirium on August 27, 2015, 05:06:03 PM
- can hide while hidden
Why didn't I think of that? :P
Quote from: Delirium on August 27, 2015, 05:06:03 PM
I'd ammend that to
- can hide while hidden resting, but people scanning for you get a bonus to their skillcheck when they look for you.
Agree.
Once again not so much skills but things I wish mundanes could do:
You should be able to sniff spice while hiding. Mind you, never actually tested to see if you can or can't currently as it is.
On that note crossbow that you hold with two hands, that can dual as a weapon...AND that doesn't echo that you are aiming at someone/something IF you are hiding. You only pop out after you shoot some fucker in the face before smacking him with your crossbow.
As a blunt object, sure - I'm with that. Actually, anything you can hold should double as a weapon, but that would get complicated unless the code simply asked:
- is this a weapon object?
- if no, get weight, get material. Weight X material = blunt damage.
Quote from: The7DeadlyVenomz on August 28, 2015, 10:13:37 AM
As a blunt object, sure - I'm with that. Actually, anything you can hold should double as a weapon, but that would get complicated unless the code simply asked:
- is this a weapon object?
- if no, get weight, get material. Weight X material = blunt damage.
I love this. I've often wanted to smack someone upside the head with a crossbow. Too much Dwarf Fortress.
Quote from: The7DeadlyVenomz on August 26, 2015, 09:17:04 PM
No to parrying spells.
Yes to dodging and blocking some of them.
For blocking them, many of the spells that I would consider potentially "blockable" or "dodgeable" should destroy or severely damage the shield used.
A "tumble" skill that if high enough can negate/reduce falling damage and bring one right back to their feet. It would also potentally work vs. a successful bash and the like to keep you on your feet after. (I think this should be guild/subguild specific now that I think about it a bit. Or everyone should have it to at least a minor degree but certain guilds should be able to master it.)
Every item in the game should be throwable.
Every. Item.
The head of the tall, muscular man flies in from the north and strikes you in the chest!
Maybe not every item... I'd base it on weight.
A stiff white feather flies in from the north and strikes you in the head!
I'll supply the ideas, you supply the wet blankets.
(http://thepbandjshow.com/wp-content/uploads/2014/06/blanket.gif)
Blocking/dodging spells. Definately something someone who spent a couple years serving in the Arm of the dragon mitlia would know how to do since there is a quarter of elementalists to deal with. Kurac too probably.
Resting while hidding- Defiantely something someone who spent a few years with kadius/salarr would be able to do if they have the skills.
Some of these abilities are powerful, a bit too powerful to have everyone do, but just perfect as rewards for having done 4 year stints (6 RL Months of a human being's life) in certain clans (often with restrictive boring schedules) that would probably have the teachers to train you in such things. And then once you are done, you can take those skills with you somewhere else. You can't teach them, but you can go do someone cool with them somewhere else.
This encorages people to join clans, but also move on to other clans as well.
Anyways sorry, think my post was a bit of a derail.
Quote from: Dresan on August 28, 2015, 11:27:30 AM
Resting while hidding- Defiantely something someone who spent a few years with kadius/salarr would be able to do if they have the skills.
I'd say Delf Rangers specifically should/would be included into this list.
Quote from: shadeoux on August 28, 2015, 12:33:44 PM
Quote from: Dresan on August 28, 2015, 11:27:30 AM
Resting while hidding- Defiantely something someone who spent a few years with kadius/salarr would be able to do if they have the skills.
I'd say Delf Rangers specifically should/would be included into this list.
Realistically, anyone who can hide can hide while resting. It's actually the best position to hide in.
A prone position which you can crawl very slowly while using. Maybe works with sneak, too.
Quote from: RogueGunslinger on August 28, 2015, 01:56:10 PM
Quote from: shadeoux on August 28, 2015, 12:33:44 PM
Quote from: Dresan on August 28, 2015, 11:27:30 AM
Resting while hidding- Defiantely something someone who spent a few years with kadius/salarr would be able to do if they have the skills.
I'd say Delf Rangers specifically should/would be included into this list.
Realistically, anyone who can hide can hide while resting. It's actually the best position to hide in.
The difference is who can hide from a good pair of eyes while being prone and resting.
There is a difference between this guy:
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTaI6hVj2AQn7hr_jfNEY2zj_wsfhZ4WQrhHRUZMKyXKN8JXJHdKA)
AND THIS GUY:
(http://i.dailymail.co.uk/i/pix/2014/02/18/article-0-1B8F245D00000578-119_964x762.jpg)
One of them has a hide skill and unless you are a ranger with max scan (and perhaps not even then) you might still miss him.
Seriously there was a guy there hiding:
(http://www.wired.com/images_blogs/rawfile/2014/03/snipers-hiding-ft.jpg)
Skills to start a fight with an advantage!
Backstab: Start the fight with a bunch of damage. (would like it to have a very high chance of applying a poison)
Sap: Starts the fight with a bunch of stun damage. (would like it to prevent waying for short duration)
Hamstring: Starts the fight and causes opponent to move at sneak speed for a while, chance to also prevent fleeing. (minor damage)
Garrote: An action that when successful prevents the opponent from saying, talking, whispering, yelling, and casting for a short duration. (minor damage)
Pocket Sand (shashasha): Throw sand in the opponents eyes to start a fight, temporarily blinds.
Split these up between the various mundanes, as seen fit.
I'd like garrote.
Quote from: lostinspace on August 28, 2015, 08:01:28 PM
Skills to start a fight with an advantage!
Backstab: Start the fight with a bunch of damage. (would like it to have a very high chance of applying a poison)
Sap: Starts the fight with a bunch of stun damage. (would like it to prevent waying for short duration)
Hamstring: Starts the fight and causes opponent to move at sneak speed for a while, chance to also prevent fleeing. (minor damage)
Garrote: An action that when successful prevents the opponent from saying, talking, whispering, yelling, and casting for a short duration. (minor damage)
Pocket Sand (shashasha): Throw sand in the opponents eyes to start a fight, temporarily blinds.
Split these up between the various mundanes, as seen fit.
These are all good
You forgot necksnap
Craft-able poisons from existing poisons.
These poisons would be slightly more potent versions of the general poisons what you find out in the sands with greater chance of it actually applying. And also added utility poisons
A poison that makes a person weak.
A poison that blinds
A poison that makes mounts confused and refuse to move and/or be mounted on
I wouldn't want to see moves that blind, or hamstring, but poisons that increase in potency based on you poison/poison-crafting skill.
I used to want more mundane ways to suppress psionics for kidnapping purposes, but on second thought I think kidnapping storylines wouldn't be fun for the person being kidnapped. It would feel just like being locked in a jail cell waiting for a templar to set up an RPT with you. For playibility's sake I'm anti-kidnapping.
Here are some things I would like to see:
- The ability to use ropes/ladders to make climbing without the skill doable.
- Have way'ing be language based to make linguists more valued.
- Masks that hide your mdesc.
- Blindfolds.
Quote from: musashi on August 31, 2015, 04:47:41 AM
I used to want more mundane ways to suppress psionics for kidnapping purposes, but on second thought I think kidnapping storylines wouldn't be fun for the person being kidnapped. It would feel just like being locked in a jail cell waiting for a templar to set up an RPT with you. For playibility's sake I'm anti-kidnapping.
Here are some things I would like to see:
- The ability to use ropes/ladders to make climbing without the skill doable.
- Have way'ing be language based to make linguists more valued.
- Masks that hide your mdesc.
- Blindfolds.
Blindfolds would make playing a blind samurai with maxed out blind-fighting viable.
In fact, that sounds kind of sick.
Imagine a blind warrior who has like, smoke bombs or something that temporarily obscures vision in an area? Then he rushes in and decimates people who can't see and are used to not being able to see.
I like a great many of these ideas. A great many.
I am down for so many of these, especially any which make creating a monk/ninja more viable. And I'd really love to find a way to kidnap people without their playing experience being severely hampered and reduced to mere waiting.
Perhaps blindfolds would help this, maybe a rope tying that allows you to bind people, but there is a chance they can struggle free. And if they have the rope tying skill (knot tying, whatever), then there's a bonus for them to undo the rope and break free.
I don't know. Is there anyway we can import Russellian physics into the game? Because I'd love to keep a mouthful of firebreather in my mouth until that fucker with a torch gets real nice and close. I'd also like to slowly chip away at a wall to produce a hole. And there are obviously tons of other things we keep our chars from thinking because while realistic, it's impossible.
Maybe thieves could get a crafting skill that allows them to turn shards of obsidian into forged coins, and if there skill is high enough, more forged coins than they're already worth.
I was thinking about blindfolds in order to blindfold people when you want to take them to meet your sekrit boss or take them to your sekrit lair.
You guys are thinking about grinding blind fighting ;D
Try as I might, I was unable to find anecdotal evidence of a blind person emerging victorious over an able-bodied person. Some have hypothesized that grappling martial arts might even the playing field, but without rules and with various weapons figured in? I'm going to say probably not.
But I felt like a terrible person while trying to figure out how to word that search.
Quote from: Taijan on August 31, 2015, 07:21:36 PM
Try as I might, I was unable to find anecdotal evidence of a blind person emerging victorious over an able-bodied person. Some have hypothesized that grappling martial arts might even the playing field, but without rules and with various weapons figured in? I'm going to say probably not.
But I felt like a terrible person while trying to figure out how to word that search.
http://kickerdaily.com/blind-mma-fighter-takes-on-and-beats-sighted-opponents/ (http://kickerdaily.com/blind-mma-fighter-takes-on-and-beats-sighted-opponents/)
Sounds like a grappler, and not really blind though: "Lee Hoy says he sees the silhouettes of his sparring partners when they become nearer, but other than that, he mostly sees nothing."
If any kind of a ranged or one-hit-fatal weapon is involved, I'd imagine you're dead, no matter how much nijutsu you've studied.
Concentrate.
This skill would allow you to put more energy into one other skill you are currently executing. It would give a bonus to succeed or hit, and also help speed up the learning of the skill (not sure how this would work as learning is based on failures).
It would significantly lower stun. Syntax: <concentrate> <skill>
Example Concentrate bludgeoning weapons or Concentrate armor making
To turn it off: Relax.
Quote from: Norcal on August 31, 2015, 08:51:28 PM
Concentrate.
This skill would allow you to put more energy into one other skill you are currently executing. It would give a bonus to succeed or hit, and also help speed up the learning of the skill (not sure how this would work as learning is based on failures).
It would significantly lower stun. Syntax: <concentrate> <skill>
Example Concentrate bludgeoning weapons or Concentrate armor making
To turn it off: Relax.
This looks very good. However, I think dwarves could get a huge buff to this because they're so driven. A 'mini-focus' as you would. The only drawback to having better succeed/hit is that you cannot 'relax' whenever you need to, and that it would have almost a timer on it.
Half-giants should have a nerfed version of this due to it being hard for them to concentrate, but it should increase their rate of learning just as much.
I would like universal unmarked skill called crawl or trudge. If you are near the edge of a chasm you can trudge in a direction for a massive stamina hit but will always go that way. Rather than typing n and going s like a scrub etc.
I would absolutely love some sort of crawling ability. I know it seems impossible code-wise, but it's just, so, so, so, so integral to my drunken beggar app. But for real, I'd love crawl. Please make this a thing.
I want a "headbutt" skill just so I can be known as the guy who randomly tries to headbutt rats in the 'rinth.
Quote from: Malken on September 01, 2015, 11:08:39 AM
I want a "headbutt" skill just so I can be known as the guy who randomly tries to headbutt rats in the 'rinth.
That creature is far too small for you to headbutt!
...
>hb Mek
You slam your head into the mekillot's forehead!
Your eyes roll into the back of your head...
kick > strike
strike person
(the following need some creative work)
emote attempts to headbutt/elbow/uppercut/kick ~amos
You manage to strike amos hard!
Amos strikes you hard!
The person sees your strike coming and counters with a strike of their own, causing you to lose balance and fall.
Honestly, I wouldn't mind skills like kick being passive with a very simple toggle. More time for emotes over skill spam. Less predictability and control over it, it comes by opportunity, and as you get better, you catch opportunities more often.
Also. Armor proficiencies. They're a thing. Don't make restrictions based off them...only small to moderate bonuses for having them.
Quote from: Armaddict on September 01, 2015, 05:29:25 PM
Honestly, I wouldn't mind skills like kick being passive with a very simple toggle. More time for emotes over skill spam. Less predictability and control over it, it comes by opportunity, and as you get better, you catch opportunities more often.
Also. Armor proficiencies. They're a thing. Don't make restrictions based off them...only small to moderate bonuses for having them.
Both ideas here are great.
poison that effects the mind, slashing skills including offense/defense in half.
And more weapon types that can apply poison. (Poison axes/swords plz) With assassin being able to take aggressor (berseker), it isn't so op of an idea.
Quote from: Dresan on September 02, 2015, 03:27:02 PM
poison that effects the mind, slashing skills including offense/defense in half.
And more weapon types that can apply poison. (Poison axes/swords plz) With assassin being able to take aggressor (berseker), it isn't so op of an idea.
There are plenty of slashing weapons you can poison.
Im just returning after 6 years, so my ideas might be outdated.
1. No matter the class, race, stats.. There is an life altering chance for your character to manifest changing ones life completely ingame Turning elemental into an true potental curse
2. Ceramic weapon creation for merchants. High tier weapon items
3.readd or add gambler subguid. IM old, old school arm player from when mantis roamed and kanks were loved by all. I remember this subguild was very entertaining and added spice of life. Tack on craft for making tools of their trade, such as cards, dice, game boards
4. Tattoo Artist subguild. Draw image on stone, leaf, paper,... apply to body of client. Earn money
5. Turn unarmed into more deadly artform. Add an skill for warriors, combine with subdue, kick, bash... Marital artist in the making.. Or arm Equilivant
6. Master Archers (for Rangers) Get bowmaking without having to add archer subguild. Know how to shoot, know how to make arrows.. Well enough said
7. Merchants can create crafts to bundle items and sell in bulk to house npcs. Crated or bundled item sells are regional and require transport. Obsidan goods must be sold in the north. Wood goods in the south.
8.Burglars are masters of lockpicks, let them create locks which they sell for money (burglar turned locksmith as an profession) Crafts for creating lock and key items ( single item together), which are sold to merchants for coins. In turn add to lockable items they create. Such as chests, boxes, even wagons.
Hey Morriden I like your ideas. Being able to craft kruth decks would be really cool.
Quote from: morriden on October 01, 2015, 07:12:18 AM
5. Turn unarmed into more deadly artform. Add an skill for warriors, combine with subdue, kick, bash... Marital artist in the making.. Or arm Equilivant
It might be interesting if master warriors incurred less post-disarm lag while barehanded. That might give these barehanded fighters a shot in the dark vs. someone with a weapon, but any more than that might verge on unrealistic.
We wouldn't want anything unrealistic in the game, that's for sure.
Widespread literacy combined with significantly reduced psionic communication abilities.
Quote from: Desertman on October 01, 2015, 11:55:53 AM
Widespread literacy combined with significantly reduced psionic communication abilities.
(http://i3.kym-cdn.com/photos/images/original/000/279/799/76b.gif)
Skill cleave
So warriors without scan could swing wildly and maybe hit a hidden target.
it could cost stam so it isn't spam used.
Quote from: morriden on October 01, 2015, 07:12:18 AM
Im just returning after 6 years, so my ideas might be outdated.
1. No matter the class, race, stats.. There is an life altering chance for your character to manifest changing ones life completely ingame Turning elemental into an true potental curse
Yes please, I've always craved for this!
And welcome back. :)
I don't want my mundane characters being derailed by manifestation.
I would like to see warriors gain the ability to repair their own equipment (if not as skillfully as a trained armorer).
Increased literacy without a decrease in its illegality would be fun; I won't say anything more since we already had a pretty good thread about it.
It would be the players choice to flag consent to soul rape before each character creation. I'd imagine maybe a 1:100 chance or less?
I prefer not to have random chance events, and have the staff do this kind of thing...or, have world events that could possibly lead to characters manifesting based on the choices they make.
This is a thread for how to make mundanes more fun, not how to make more magickers >:(
Quote from: Delirium on October 01, 2015, 01:21:49 PM
Quote from: Desertman on October 01, 2015, 11:55:53 AM
Widespread literacy combined with significantly reduced psionic communication abilities.
(http://i3.kym-cdn.com/photos/images/original/000/279/799/76b.gif)
I think this would be an amazing, positive change for the game, myself! More people having to interact in person would be great.
Sorry, I'm vehemently against limiting psionic communications with the current game population being where it is. If there were 100+ people online consistently everyday I'd say otherwise, but being able to Way people is sometimes the only way my characters have any interaction whatsoever.
Quote from: wizturbo on October 01, 2015, 02:19:56 PM
Sorry, I'm vehemently against limiting psionic communications with the current game population being where it is. If there were 100+ people online consistently everyday I'd say otherwise, but being able to Way people is sometimes the only way my characters have any interaction whatsoever.
Nobody proposed they would take away the ability to Way someone. They would just limit its range.
Way-ing someone in and around the same city as you? Sure. No problem. This would still allow for quick interaction and arranging quick get-togethers. It would also still let newbies who need to get hired still easily reach out to employers and keep them in interaction.
Way-ing someone across the world from you in another city?....Hire a courier after writing your letter and open up a world of possiblities...or hire a Mindbender who CAN Way across the entire world *dun dun dunnnn*.
We could have 1,000 people online every night but if you are playing someone extremely secluded where the above system wouldn't work for you...then you are the extreme exception to the rule on every front.
Quote from: Desertman on October 01, 2015, 02:32:47 PM
Quote from: wizturbo on October 01, 2015, 02:19:56 PM
Sorry, I'm vehemently against limiting psionic communications with the current game population being where it is. If there were 100+ people online consistently everyday I'd say otherwise, but being able to Way people is sometimes the only way my characters have any interaction whatsoever.
Nobody proposed they would take away the ability to Way someone. They would just limit its range.
Way-ing someone in and around the same city as you? Sure. No problem. This would still allow for quick interaction and arranging quick get-togethers. It would also still let newbies who need to get hired still easily reach out to employers and keep them in interaction.
Way-ing someone across the world from you in another city?....Hire a courier after writing your letter and open up a world of possiblities...or hire a Mindbender who CAN Way across the entire world *dun dun dunnnn*.
We could have 1,000 people online every night but if you are playing someone extremely secluded where the above system wouldn't work for you...then you are the extreme exception to the rule on every front.
I support this as well.
You feel strangely hot; Your brow is sweating, you're quivering. There's something inside you trying to get out. Let it out?
>Manifest
You let go, and suddenly, you temporarily burst into flames, your mind flooding with mana, sending you into spasms of arcane origin!
>Ignore
You cull the feeling in your body, and it fades back into nothing. You feel normal again.
(WAIT 30 MINUTES WITHOUT MANIFESTING)
The strange feeling fades away.
----
Give a 1/50,000 chance for every character every IG year to get a 'strange feeling'.
If they choose to Manifest, they receive a /random/ elemental affinity (with higher karma elements having lower and lower chances of manifesting) while retaining their current skills, but at the cost of causing a massive echo and, of course, becoming a magicker.
Make the chance even -lower- if the character is long lived, and more hours played = less of a chance of getting a Strange Feeling, with eventually being unable to manifest whatsoever at 30 days played. This is to prevent someone who is already incredibly powerful (combat, wealth, or power related) from becoming overwhelmingly, gamebreakingly strong.
However, the skills they receive, since they're already trained as both a guild and subguild, could never get above a certain level as determined by their wisdom, capping out at Journeyman no matter what to prevent someone from becoming -too- OP as a character.
Let Luck decide. Playing a throw-away 'rinth rat? Suddenly, strange feeling. Manifest. Suddenly, you're a Krathi warrior/thief with infinite possibilities.
I love how all the ideas for mundane skills revolve around magick :D
Magick as coded is extremely flexible and lets you accomplish several things that mundanes should be, but aren't, able to do with the code.
If that was fixed, with realistic levels of difficulty and flexibility added in, mundanes would be more attractive to play in a lot of ways.
Of course, mages should still be able to do insane things and do their other tricks better, faster, with more ease and power, because fuck you, it's magick.
Quote from: AdamBlue on October 03, 2015, 05:42:35 AM
You feel strangely hot; Your brow is sweating, you're quivering. There's something inside you trying to get out. Let it out?
>Manifest
You let go, and suddenly, you temporarily burst into flames, your mind flooding with mana, sending you into spasms of arcane origin!
>Ignore
You cull the feeling in your body, and it fades back into nothing. You feel normal again.
(WAIT 30 MINUTES WITHOUT MANIFESTING)
The strange feeling fades away.
----
Give a 1/50,000 chance for every character every IG year to get a 'strange feeling'.
If they choose to Manifest, they receive a /random/ elemental affinity (with higher karma elements having lower and lower chances of manifesting) while retaining their current skills, but at the cost of causing a massive echo and, of course, becoming a magicker.
Make the chance even -lower- if the character is long lived, and more hours played = less of a chance of getting a Strange Feeling, with eventually being unable to manifest whatsoever at 30 days played. This is to prevent someone who is already incredibly powerful (combat, wealth, or power related) from becoming overwhelmingly, gamebreakingly strong.
However, the skills they receive, since they're already trained as both a guild and subguild, could never get above a certain level as determined by their wisdom, capping out at Journeyman no matter what to prevent someone from becoming -too- OP as a character.
Let Luck decide. Playing a throw-away 'rinth rat? Suddenly, strange feeling. Manifest. Suddenly, you're a Krathi warrior/thief with infinite possibilities.
Seems like a pretty convoluted way to do this. Just special app that you want to play a normal mundane character, and at some point in the future, the staff make you manifest into a random element. Done. Simple app, and they can tweak your skills as needed if they're worried about balance.
Having to wait an average of 5000 RL years to have this happen to one of your characters, or having it happen to ANY character maybe once every ~5 years or so...seems like a complete waste of time to automate.
I've played several unmanifested magickers. Two of which multiple IG years without manifesting.
It is a great way to go, and really understand how magick can affect relationships.
Playing an unmanifested gick with only a normal subguild can make you want to rip your hair out,
and I supported this idea back when it was our only option.
That said, I think extended subguilds make this a viable option for play without making it automated.
I would hate to see people storing because of something like this.