Wyvern Forums

Review Wyvern Today's Posts Mark Forums Read Arcade
Go Back   Wyvern Forums > Archive > Wyvern Forums Archive > Suggestions
Home Register FAQ Members List Calendar Chatbox Search Today's Posts Mark Forums Read

Suggestions Post any suggestions for new Wyvern content here that is too complicated to explain in the idea log or that you want to first get feedback on from other players.

 
 
Thread Tools Display Modes
  #1  
Old 12-24-2011, 09:12 PM
happyrabitz's Avatar
happyrabitz happyrabitz is offline
 

Join Date: Apr 2007
Location: Marion Center PA
happyrabitz has just set foot in the Tutorial Tower
Send a message via AIM to happyrabitz
Default General ideas for wyvern

Well i've played this game for a long time and have many successful memories and characters (happyrabitz, tyranos, ulin, rabitz, erebus {banned}, ect ect) and played in almost all the eras and with the game coming up have a few ideas.

Blessings.
yes i said blessings. I think blessings could be a great idea. Everyone hates the idea of rding and dying to D-ray, well how about making a blessing for that? of for fire/cold/shock resist. Have a npc that grants blessings for a [x] amount set for a certain time like a potion. so for an example. i walk up to the blesser and pay 50k for death immunity for an hour. you can change the cost, duration and things the blessings do depending on the staple things everyone uses/dies from. I think it will add a better degree of playing. sure you have death immunity but who's to say you don't step on a summon trap and die, or get one shotted by a musk ox in an rd?

Better guild gear.
I always hated looking at a axeman and a pally and seeing them all wearing plat and a dsm -_-. there's no variety or items that make guilds worth it, there are items that i'd call "good" but dosent cut the cake. how about an amulet from the pallys guild for pallys that raises life by 5, and gives swords? or an bracer from the axemans guild that gives good armor and an increase to axes? You can let you imagination run with this oen and still be in line for what is broken and not while increasing diversity and not everyone piling into the same bracket of gear and play.

Fix jewel crafting.
I'd so much love to improve my gems and make them better. Maybe even incorporating gemming gear for effect.

Add more depth to races.
I hate seeing people play humans and halflings for everything. 99% of all pallys are human/halflings. axemans dwarves/human. maybe when you join a guild pay money to have your racials changed to more of a guild acceptable ones? Or make racials more of powers instead of skills.

More high level areas and less penalty for death.
If your not dumb getting to 25 is easy. 26_27 is manageable if you have time on your hands. The hard part is end game. even with spirit travel AVing for hours and having one death that erases all of that sucks. theres already the massive time consuming effort to level through millions of xp but when one death takes 800k away it makes you have to decide whether to not care and do the fun areas of LQ's or sit back and slowly train. making hard areas to train is fine. it makes them fun trying to beat them cause if you do the loot/xp is worth it, but no one wants to do the risk of skull cave when one death will set them back awhile, and it really hurts if you have a job or school and can only play a little.

More non-training fun things to do.
stamp/doll collections, crafting, mining, puzzels, soko, casino, all fun things to do. I love collecting dolls for a statue, or doing puzzels for items, or figuring out soko. Maybe make a few more things like that for the people that don't feel like grinding.

Better quest items.
everyone hate a stupid quest item, which sad to say are all of them cept 2 :/ add better quest items weather there for training/fun. also maybe more mini quests or daily quests for staple items like scrolls/potions/regents. example the minith healer tells you to go get 5 clovers and 5 mandrake roots to beat the quest to get 5 healing potions that cant be sold or given.

Hope you like my ideas, add some input or improve them
P.s sorry for the spelling, i've never been know for it
__________________
Blah Being Death mage, stonies and plat dinked me :/

Rabitz - human pally lv. 21 BANNED
golgren - fire giant cavie lv. 18 BANNED
erebus - lion axeman lv. 25 BANNED
subere - dwarf axeman lv. 18
tyranos - fire giant pally lv. 27
happyrabitz - halfling ranger lv 28 RETIRED
Ulin - human mage lv 25
habrab - human rogue lv 23
  #2  
Old 12-25-2011, 01:04 AM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default

I like the whole blessing idea. Especially with the way death ray works now. As for my opinions on the leveling issue, level 25 is the highest level. Any levels after that are just rewards for playing the game. 99% of players are not supposed to reach level 30 if my understandings are correct.

I would like to see a main quest line incorporated into the game. Nothing like an ordinary quest line, more like something very important that some sort of figurehead of power has asked you to do. For example: You're walking around New Verdan and some of the NPC's mention that Lady Blackrose is looking for a powerful warrior to retrieve a stone from the wyverns dragon cave in the surrounding forests. Upon completion of this quest line you discover that the stone is actually an ancient artifact in which the ruler of Minath plans to use as an instrument to resurrect a massive dragon deity. A nifty way to incorporate some of the other quests into this one is to say that you will need cooperation from all of the guild leaders in order to gain entrance to the final quest area. This would be simple to do, just throw in another quest item from all of the guild quests that can be traded in for a "key" or a magical orb of some sort. Once the player reaches the top of the castle a massive wyvern is resurrected and set free to terrorize the world. After the first player completes the quest a new live quest can be added.

Of course the names and events would be different, but if I can come up with that in two minutes I'm sure the higher wizards or aspiring wizards can come up with something much better.

Another idea is live quests that offer rewards for everyone who deals more than a certain percentage of damage to the boss. For example, a portal is added to the live quest area and the only way to gain entrance is to have dealt at least 10% damage to the boss. That way the person who deals the most damage still gets the awesome LQ drop, and a normal artifact/rare item. Then all of the players who aided the victor also get a small reward for their efforts and risks, rather than risk dieing to a power house of a boss for nothing. The only LQ's that I like to participate in when I know I will not be winning are the Archus LQ's where my reward is running around DB'ing all of the easier monsters. So when Gore shows up to kill us all, instead of just Glacio winning by dealing a 30% damage, the other 3-5 players who dealt 10-20% as well get a small token of appreciation as well.

More 20-27 areas would be a nice addition as well.
However, most of the active wizards we have now are busy fixing some of the other kinks and bugs in the game's balance issues and playability.

Some more LQ bosses and prizes would be nice.

Some more level 25+ quests would be nice.

Macabre Olympiad needs some unmentioned tweaks.

In my opinion, we need two things to help Wyvern become more populated and interesting to play.

1- The game to come back up where Rhialto has more interest and time to put in it.

2- One or two more wizards who can work on creating and debugging their game content while our arch-wizards are busy fixing the major bugs and balance issues.
  #3  
Old 12-25-2011, 01:08 PM
Kama's Avatar
Kama Kama is offline
 

Join Date: Feb 2010
Kama has just set foot in the Tutorial Tower
Default

Nice thread. I only had time to skim, but seems like some good ideas.

A couple things: I don't think most players are even meant to reach the Hall of Fame, honestly. I'd say 80-90% probably don't, at least not until they've played for a long time. After your first, it's easy enough - but that initial learning curve is what makes it so difficult for newer players.

I like the idea of better quest items. Seems like that would require more quests, which I'm sure is something that was being worked on along with everything else. In general, I'd love to see more variety in items - DSMs and Plat seem to be the 'Gold Standard' for the most part, it'd be nice to see more variety in gear and especially in guild-only items.

Risk/reward ratio taken into consideration, all great ideas.
__________________
"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
  #4  
Old 12-26-2011, 10:12 AM
Salkand's Avatar
Salkand Salkand is offline
 
Join Date: Apr 2007
Location: The dark marshes of the southern swamps
Salkand has just set foot in the Tutorial Tower
Send a message via AIM to Salkand
Default

If quest gave out items described as above, each quest would need to be vastly more difficult than is the current standard. As it is, anyone can beat any quest if they just dedicate some time to it. Usually how to solve/beat it will come to you eventually, and sometimes even by luck. I'm not saying that this is a bad thing, I'm just setting it out there that what we currently consider quest difficulty, is insufficient when compared to this idea.

Blessing, as you described it appears to be a poor fix in an unbalanced aspect of wyvern. If death Ray has become so powerful, or death protection too hard to obtain, as the case may or may not be, then the fix should be done to that, assuming it requires a fix. You are always meant to be afraid of dying. I might suggest that at this moment, dying to a death ray is too easily common, as a lot of monsters have it, but I would still refuse to abdicate this attempted balancing. If something is wrong, fix what is wrong, <metaphor>don't put a drip pan with a hole in it, under your leaky sink </metaphor>.

Would love better race depth. Although I'll leave specifics to those better qualified on it. Although I would like to add that within most major cities, the dialogue is lacking. We have quest that give such history and depth to them, but the cities are just for look (Basically). I would like to see some real side stories added to wyvern. Not for a practical purpose other than the atmosphere of the game.

I agree with less death penalty, only because of how daunting it is when you hit a rash of deaths. But I feel that the idea would make leveling too easy at the higher levels.

Agree with the idea for higher level areas. I never considered the game ending at lv 25, but by that time you can really only RD. I personally would like to see less RDs, and more high level areas, and possible group areas as part of that.
__________________
“You put the Devil on the other side, and I will come to fight.” - Royce Gracie
  #5  
Old 12-26-2011, 11:56 AM
Crier's Avatar
Crier Crier is offline
 

Join Date: Jan 2008
Location: I live in a nice and soft padded room.
Crier has just set foot in the Tutorial Tower
Send a message via AIM to Crier
Default

Quote:
Originally Posted by Salkand View Post

Blessing, as you described it appears to be a poor fix in an unbalanced aspect of wyvern. If death Ray has become so powerful, or death protection too hard to obtain, as the case may or may not be, then the fix should be done to that, assuming it requires a fix. You are always meant to be afraid of dying. I might suggest that at this moment, dying to a death ray is too easily common, as a lot of monsters have it, but I would still refuse to abdicate this attempted balancing. If something is wrong, fix what is wrong, <metaphor>don't put a drip pan with a hole in it, under your leaky sink </metaphor>.
.
With full plat armor, and d-pro ammy, you still die to deathray, pretty much 100% of the time. You might live once, but then when the same reaper casts it a second time you will die.
__________________
"Big Brother in the form of an increasingly powerful government and in an increasingly powerful private sector will pile the records high with reasons why privacy should give way to national security, to law and order [...] and the like." - Justice William O. Douglas

"Any society that would give up a little liberty to gain a little security would deserve neither and lose both." -Benjamin Franklin
  #6  
Old 12-26-2011, 12:43 PM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Crier View Post
With full plat armor, and d-pro ammy, you still die to deathray, pretty much 100% of the time. You might live once, but then when the same reaper casts it a second time you will die.
I agree. Spending all the time and money to get armor that will not completely protect you against death is discouraging. Being the highest level with the best armor and still being able to be killed from max hp in just one attack isn't exciting. Which is why I will never go down first in a random dungeon and will always stand very far away from anything that has D-ray.
  #7  
Old 12-26-2011, 01:40 PM
Kama's Avatar
Kama Kama is offline
 

Join Date: Feb 2010
Kama has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Rarkvar View Post
I agree. Spending all the time and money to get armor that will not completely protect you against death is discouraging. Being the highest level with the best armor and still being able to be killed from max hp in just one attack isn't exciting. Which is why I will never go down first in a random dungeon and will always stand very far away from anything that has D-ray.
I have to disagree. I don't think the ratio is quite 50/50, or 100% of the time. I've stood through enough consecutive death rays with no death protection (which is pure luck, admittedly), as well as with D-Pro with no plat; it might make me cringe, but it doesn't kill me every time, or even every other time.

On the other hand, when I have a particularly unlucky streak - it'll be two or three plus times in a row.

I'm a monk, and yet it's not uncommon for me to go down first in an RD. Then again, I did earn the name 'Rambo Kama' that very way...
__________________
"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
  #8  
Old 12-26-2011, 03:20 PM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Kama View Post
I have to disagree. I don't think the ratio is quite 50/50, or 100% of the time. I've stood through enough consecutive death rays with no death protection (which is pure luck, admittedly), as well as with D-Pro with no plat; it might make me cringe, but it doesn't kill me every time, or even every other time.

On the other hand, when I have a particularly unlucky streak - it'll be two or three plus times in a row.

I'm a monk, and yet it's not uncommon for me to go down first in an RD. Then again, I did earn the name 'Rambo Kama' that very way...
It's not bad with a Dpro amulet on or one or two pieces of platinum armor, but if you have to get an amulet and spend a few million gold to have the highest resistance to it and still be able to die from a ray of death, that is a bit unfair. Most enemies that have death ray are pretty balanced out except for reapers. Reapers take a while to kill (at least as a mage) and can still kill their opponent in one hit of a spell that can hit more than once. Maybe if reapers resistances were lowered or their hp/ac was lowered a bit they would be a more fair opponent. I just feel like either the spell/chances of success for death ray needs to be looked into, or reapers do.
  #9  
Old 12-26-2011, 03:27 PM
Valkon's Avatar
Valkon Valkon is offline
Wizard
 

Join Date: Feb 2008
Valkon has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Rarkvar View Post
It's not bad with a Dpro amulet on or one or two pieces of platinum armor, but if you have to get an amulet and spend a few million gold to have the highest resistance to it and still be able to die from a ray of death, that is a bit unfair. Most enemies that have death ray are pretty balanced out except for reapers. Reapers take a while to kill (at least as a mage) and can still kill their opponent in one hit of a spell that can hit more than once. Maybe if reapers resistances were lowered or their hp/ac was lowered a bit they would be a more fair opponent. I just feel like either the spell/chances of success for death ray needs to be looked into, or reapers do.
A mage is supposed to stand far away from enemies, at a large distance it's quite easy to dodge death ray.
  #10  
Old 12-26-2011, 04:16 PM
Irlazy's Avatar
Irlazy Irlazy is offline
Player Mod
 

Join Date: Dec 2008
Location: Texas
Irlazy has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Kama View Post
I have to disagree. I don't think the ratio is quite 50/50, or 100% of the time. I've stood through enough consecutive death rays with no death protection (which is pure luck, admittedly), as well as with D-Pro with no plat; it might make me cringe, but it doesn't kill me every time, or even every other time.

On the other hand, when I have a particularly unlucky streak - it'll be two or three plus times in a row.

I'm a monk, and yet it's not uncommon for me to go down first in an RD. Then again, I did earn the name 'Rambo Kama' that very way...
Honestly all this post does is affirm rarkvars claims anyway. If you with no dpro can survive multiple D-ray hits and someone in full plat and a dpro ammy can die in a single D-ray hit then it seems that buying full plat is not worth it and you are better off running around naked. In that sense I completely agree that a tweak needs to be made. Also I hate wearing my plat and dpro ammy and dying... But I guess that is why I sit in MAH all day when the game is up. HOWEVER!! I do believe that there should be a small chance (smaller then what we currently have) of dying to D-ray no matter what our dpro total is.
  #11  
Old 12-26-2011, 04:55 PM
Arilou's Avatar
Arilou Arilou is offline
Forum Admin
 
Join Date: Apr 2007
Arilou has disabled reputation
Default

Platinum armor was never meant to take away the risk of death ray. The idea behind the spell has always been that it could result in instant death. The purpose of platinum armor is only to decrease that chance by a bit. If that decreased chance is not significant enough for you to think its worth buying the armor... then don't.

Instead I'd suggest people put this notion of being able to tank reapers out of their heads. Obviously, if you try to melee a monster with death ray, it's going to be impossible for you totally dodge that spell. Hence the idea you guys have that you should be able to protect against it with armor. This is further bolstered by this absurd idea that you should be able to create a tank that can thrash its way through the game, killing everything in sight. And, hey, why not? When that works, it's the fastest way to get xp. Ah, but wait... we didn't want you to mindlessly soak up experience, we wanted you to have to actually fight for it.

As a result, death ray engages people by making them have to dodge it. To further make things interesting, we have this little concept where not all monsters can be easily defeated by all classes of player. So, since meleers can't properly dodge the spell, (not that it's not fun to see if you guys running around in circles around a death ray capable monster) maybe they should stop trying to fight a monster that is obviously geared toward mages and archers. What they should do is find someone to group with and hang back while their little friends work at clearing them from a distance or, if they were to insist on traveling through reaper populated dungeons alone, maybe they should avoid them.

I know this idea of not being able to kill everything may be a bit off putting to the tank mentality, but we have things like rods that summon monsters which you can use to distract a reaper while you run around it, making sure you're far enough away to dodge a stray death ray if need be. Basically, if you can't handle something, learn to master the very simple concept of skipping it and moving on to the next challenge.

Btw...

1) If you really, really insist on meleeing a reaper and don't want to die to death ray the first time you're hit by it, there's something that will save you a 100% of the time. I'll give you a hint - they're amulets and work for one time only to negate any and all deaths (if you don't want to spend "a few million gold" on platinum maybe stockpiling some of these will be more practical).

2) We had a bit of a problem with the death ray code for awhile there that was causing players to die far too much to it with 90% resistance to death. I forget the time-frame offhand, but make sure you're thinking of how death ray worked before the game went down and not from that time.

3) The fact that the biggest concern over death ray comes from people who have leveled their characters past previous level caps, just goes to show that it was a mistake to raise the cap. Achieving is important in any game, but people can't be so protective over experience that no longer serves any purpose but to maintain their high score rank. Especially not in a game like Wyvern - 25 was supposed to be a difficult to obtain end game, with 26-30 being bonus play. This need to get to 30+ (or even high 20s) complicates things because the game was not built around the idea that people would regularly do this.

I'm not going to get into all the ways we intended to handle this, but I will say that a big thing for me was always to strive for encouraging people to make new accounts so that they could experience the game in new and different ways, rather than getting stuck grinding away. I've mentioned some of that in my blog way back when - We already encourage you to make new characters to experience new races and guilds, but we could have also considered things like hidden races (only accessible once you level an account to a certain point) and good/evil aspects of the game (in the form of new plotlines, quests, and areas of the game that open up to you based on the type of character you choose to play).

People say they want more super high level content, but what does that really mean? If we create more challenging areas, people would be turned off because the risk of losing their precious experience would go up. Some people might truly like more challenges, but a lot of people who get to the really high levels did so because they stopped playing the game and started treating it like a job where they had to tediously work for every bit of it. So what they really want is more easy areas that allow them to get experience faster and we're just not going to do that.

MMORPGs really struggle with this issue. A good number of them purposely design the game so that people get into these situations where they're too afraid to die to do anything fun anymore (it's a byproduct of trying to put addictability over gameplay) and to keep them around they tend to have to give in and create high experience areas. Of course, if you do that the truly high level players will complain that it's now easier for them to be unseated and it's just a whole big mess.

In my mind, Wyvern's solution to that needed to be to say forget these high level accounts... let's treat this more like a solo game and work to improve re-playability. There's a lot to do in a game like Wyvern and you might enjoy it well past level 25, but at some point you should realize that you've seen most of what you can on your current character and want to see what you can get out of a different one. But years of little development combined with previously established unbalances by random wizards (and whatnot) made moving toward such a direction rather difficult.
  #12  
Old 12-26-2011, 10:33 PM
Kama's Avatar
Kama Kama is offline
 

Join Date: Feb 2010
Kama has just set foot in the Tutorial Tower
Default

I'd just like to emphasize my agreement with what Arilou just said.

That.
__________________
"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
  #13  
Old 12-27-2011, 04:27 AM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default (1/2) My comments are in bold.

My comments are in bold.
Quote:
Originally Posted by Arilou View Post
Platinum armor was never meant to take away the risk of death ray. The idea behind the spell has always been that it could result in instant death. The purpose of platinum armor is only to decrease that chance by a bit. If that decreased chance is not significant enough for you to think its worth buying the armor... then don't.


*Armor and Class Specific Armor*
Good point in terms of where it is relevant with the death ray spell. Personally I believe that the reason platinum armor is so popular is because it is a +10 agility, non bungle piece of armor. Which is why every mage has platinum and why the description of the platinum armor includes that it is favorited by mages. The additional resistance to death is nice, but then again you lose points in spirit travel. So being geared in platinum armor to "reduce" the chances of death is nice, but since it isn't a guaranteed immunity any longer, does it still deserve to negate spirit travel? Platinum armor is nice for a standard armor set for the highest level of players, but I would like to see some class specific max level gear that offers individual benefits for its appropriate class. Example: Those in the caveman's guild who have reached the highest rank in the guild can now buy or obtain through quest a pair of powerful gauntlets which increase vital skills that cavemen need, such as strength or blunt weaponry.

Note: I'm not suggesting an immediate/crucial change to platinum armor, just throwing out that since death isn't able to be completely resist to then maybe the penalties for the armor should be tweaked. At the same time the lore behind the armor to my understandings and from what Arilou has stated about death in general above still works perfectly with the armor in the current state of the game. In no way is the armor broken or in need of change, after all it says so in the description; "you begin to wonder how long you can cheat death." So keep in mind that platinum armor is not broken and the above statement about it is an idea on tweaking the negatives received or maybe add a slight increase in the amount of AC each piece provides.


Instead I'd suggest people put this notion of being able to tank reapers out of their heads. Obviously, if you try to melee a monster with death ray, it's going to be impossible for you totally dodge that spell. Hence the idea you guys have that you should be able to protect against it with armor. This is further bolstered by this absurd idea that you should be able to create a tank that can thrash its way through the game, killing everything in sight. And, hey, why not? When that works, it's the fastest way to get xp. Ah, but wait... we didn't want you to mindlessly soak up experience, we wanted you to have to actually fight for it.


*Tanks, Groups, and Dungeons*
I agree. Having a player that can handle every adversity in the game by themselves is over powered, and that class is in need of a good nerf. My favorite aspect about Wyvern is the multi-player option. I would like to see changes that promote group playing more. Such as some hard dungeons where most monsters are a bit tougher to fight, but at the same time give more exp. Arilou, for example, has created a very nifty graveyard in Fae Wyston for those of you who did not bother exploring during the anniversary update and after. I would like to see more dungeons such as this in the game. This is a dungeon capable of suiting low level players and high level players. A good amount of exp awaits the person/group who completes it, but there are quite a few physical and metal complications to overcome before the player/players can reach the 'good stuff'. It sure does beat the ziggurat, where any player from level 10-17 should know about and complete at least one complete run everytime the log into the game. I do not think this dungeon is very exciting. Sure there are a few secrets, but it's barely more than a "zoo". It could use some more challenging monsters instead of the marilith at the top, and a few puzzles.


As a result, death ray engages people by making them have to dodge it. To further make things interesting, we have this little concept where not all monsters can be easily defeated by all classes of player. So, since meleers can't properly dodge the spell, (not that it's not fun to see if you guys running around in circles around a death ray capable monster) maybe they should stop trying to fight a monster that is obviously geared toward mages and archers. What they should do is find someone to group with and hang back while their little friends work at clearing them from a distance or, if they were to insist on traveling through reaper populated dungeons alone, maybe they should avoid them.


*Reaper Nerf*
Reapers are hands down annoying. Melee characters cannot fight them because of the constant fear of instant death, and mages will waste far too many reagents fighting one. Which I understand that mages might have to take longer to kill one because they aren't at risk of dieing like a melee character. This has nothing to do with mages being weaker than melee characters, it's a simple comparison. Mages can dish out some damage from a safe distance, which is why we are so fragile, correct? Melee characters have to get close and take more spell damage and recoil, so they get more AC and HP, correct? Well reapers have the ability to kill any player of any race, class, and level with one spell. If reaper fights did not last nearly as long then they would be more tolerable. I'm not saying cut their health in half, and make them beatable very quickly, just simply decrease their resistances, and maybe a 10-15% hp reduction. If the reaper dies quicker, it cannot shoot nearly as many death rays. So statistically speaking if death ray has a 20% chance of success on a player, that means that player will be able to take four out of five death rays. Well if the reaper is only alive to shoot three rays then that player is more likely to live throughout the fight, but still risk the chances of death.


I know this idea of not being able to kill everything may be a bit off putting to the tank mentality, but we have things like rods that summon monsters which you can use to distract a reaper while you run around it, making sure you're far enough away to dodge a stray death ray if need be. Basically, if you can't handle something, learn to master the very simple concept of skipping it and moving on to the next challenge.

Very good point. I'm going to keep that in mind when/if the game comes back up


Last edited by Rarkvar : 12-27-2011 at 04:29 AM.
  #14  
Old 12-27-2011, 04:28 AM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default (2/2)

Quote:
Originally Posted by Arilou View Post

Btw...

1) If you really, really insist on meleeing a reaper and don't want to die to death ray the first time you're hit by it, there's something that will save you a 100% of the time. I'll give you a hint - they're amulets and work for one time only to negate any and all deaths (if you don't want to spend "a few million gold" on platinum maybe stockpiling some of these will be more practical).

Another great point. Being cursed may discourage this idea, but at the same time you can equip cursed armor. So the player will have to run around without an amulet on.

2) We had a bit of a problem with the death ray code for awhile there that was causing players to die far too much to it with 90% resistance to death. I forget the time-frame offhand, but make sure you're thinking of how death ray worked before the game went down and not from that time.



3) The fact that the biggest concern over death ray comes from people who have leveled their characters past previous level caps, just goes to show that it was a mistake to raise the cap. Achieving is important in any game, but people can't be so protective over experience that no longer serves any purpose but to maintain their high score rank. Especially not in a game like Wyvern - 25 was supposed to be a difficult to obtain end game, with 26-30 being bonus play. This need to get to 30+ (or even high 20s) complicates things because the game was not built around the idea that people would regularly do this.

Level 25 is an achievement for an avid new player who spends about 3-6 months with wyvern, but let's face it, the wyverneers who have been playing for a while strive for more. We want more game content, stronger monsters to fight, and more deadly caves and dungeons to explore and grind. I would personally like to reach level 28 or 29. Level 30 would take far too long.

I'm not going to get into all the ways we intended to handle this, but I will say that a big thing for me was always to strive for encouraging people to make new accounts so that they could experience the game in new and different ways, rather than getting stuck grinding away. I've mentioned some of that in my blog way back when - We already encourage you to make new characters to experience new races and guilds, but we could have also considered things like hidden races (only accessible once you level an account to a certain point) and good/evil aspects of the game (in the form of new plotlines, quests, and areas of the game that open up to you based on the type of character you choose to play).

Making a new character is a good idea, but anyone who has played the game and reached level twenty five once can usually make a new character and reach level 20 in a week or two. Depending on how much time they put in.

People say they want more super high level content, but what does that really mean? If we create more challenging areas, people would be turned off because the risk of losing their precious experience would go up. Some people might truly like more challenges, but a lot of people who get to the really high levels did so because they stopped playing the game and started treating it like a job where they had to tediously work for every bit of it. So what they really want is more easy areas that allow them to get experience faster and we're just not going to do that.

I would like to see more high level content for group play. Some areas should force group play, maybe incorporate puzzles where it requires one person to stand on a button while the other player goes through the gate that was just released to pull a lever activating both the gate he came from (so he can be free) and the gate to the next zone. An area like this that doesn't allow teleportation and summoning will certainly serve as a "group check" to any high level area. Another easy way to make group areas is to add some monsters that melee character cannot kill. Diamond golems are the worst for mages, but I cannot recall any monsters that melee characters cannot kill. Any meelee character can solo any dungeon because of this. Maybe if there was a high level dungeon which included diamond golems (mages cant kill) and some sort of new golem, like a phased golem (idk something that is completely resistant to all types of melee damage) and put five of each in one room where all of the enemies must be killed in order to leave. Now a melee character cannot solo this new dungeon because they need a mage, same for a mage solo'ing. Sure we have summons, acid dart, and magic whip, but I don't think any mage will spend hours killing around 20+ diamond golems... Perhaps invent another new enemy completely resistant to all forms of magic and acid.

MMORPGs really struggle with this issue. A good number of them purposely design the game so that people get into these situations where they're too afraid to die to do anything fun anymore (it's a byproduct of trying to put addictability over gameplay) and to keep them around they tend to have to give in and create high experience areas. Of course, if you do that the truly high level players will complain that it's now easier for them to be unseated and it's just a whole big mess.

I believe Wyvern may be able to benefit from a "patch", for those of you who play World of Warcraft. Once I reach level 27 or 28, and get all of the skill points I can, my next goal is to get the best gear I can, and from there I want to win as many LQ's as possible and be amongst the best mage's. That's where I find my inspiration to grind AV and RD's. If every six months to a year something unique and interesting happened, that would be awesome and probably satisfy some people's hunger for more. As far as a "patch" goes I think it would be sort of neat to see some wizards collaborate on an area or series of areas and release them once they're finished. Nothing like level 25-30 areas, but maybe some 15-25 area's with in depth story-lines and maybe a few more interesting quests. One of my favorite aspects about the game is the exploration. I love exploring places I haven't been, but the problem is that every time a new area is created, everyone else is intrigued, and there isn't room for 5-10 HoF's in one area... There wouldn't be too many areas to explore and train in if our player base was around 70 players online again.

*"Daily Quest" System*
Another idea I thought might be interesting to incorporate in Wyvern (that I sort of "borrowed" from WoW {I dealt with my addiction in my own way, don't judge}) is a daily quest system. Daily quests are quests that can only be completed once a day, in wyvern my idea is that some stronger areas that only spawn once per boot has a boss or a loot room that drops a special item. This item only spawns once per boot, and can be used to trade for powerful items. Take the health and mana shards for example, except this would be an item that anyone can get at least once per boot. So if it was added to AV, players who complete AV once per boot (if that was how often it spawned) get an item that they can trade in for a reward for completing AV so many times.


In my mind, Wyvern's solution to that needed to be to say forget these high level accounts... let's treat this more like a solo game and work to improve re-playability. There's a lot to do in a game like Wyvern and you might enjoy it well past level 25, but at some point you should realize that you've seen most of what you can on your current character and want to see what you can get out of a different one. But years of little development combined with previously established unbalances by random wizards (and whatnot) made moving toward such a direction rather difficult.

I agree. Re-playability is nice in a game, but playing new character in the same areas over and over again gets a bit old. Some new areas for all level players would be nice. Maybe even some new towns with a lot of depth in the community there. What I like about wyvern though is that there is always something to do. I didn't hit level 25 and stop gaining exp. I can still level up if I continue to play. There are randomly generated LQ's which make things interesting. The small playerbase is nice because everyone knows everybody. There is still better armor that I can get, and the wizards like to find ways to keep things, interesting... Whether I'm telling Orcus to shut up, or being summoned by Binyamin to pick up some litter in Minath. There's always something to do, and there's always that risk of death. I'm not able to blindly run through the game killing and gaining exp, but I'm strong enough to defeat some of the hardest monsters and players.
My comments are in bold, and I added a nifty title where every idea is. If it doesn't have a title to it, it's just me rambling on. I'm a bit tired (it's 4am...) so please excuse any repetition or out of the ordinary remarks.

Oh yeah, "The text that you have entered is too long (15684 characters). Please shorten it to 10000 characters long."
So this will be two posts.
  #15  
Old 12-27-2011, 07:04 AM
Valkon's Avatar
Valkon Valkon is offline
Wizard
 

Join Date: Feb 2008
Valkon has just set foot in the Tutorial Tower
Default

The largest problem is that there aren't many active wizards and creating areas takes a huge amount of time (unless you have hay fever and sneeze a lot).

Daily quests are called mini quests in wyvern, and they tend to get boring very fast, turning the game into a daytime job, like Arilou stated.

Technically the game ends at level 25, I'd rather see extended races or the ability to be reborn with different special skills.
  #16  
Old 12-27-2011, 09:00 AM
Arilou's Avatar
Arilou Arilou is offline
Forum Admin
 
Join Date: Apr 2007
Arilou has disabled reputation
Default

Quote:
Originally Posted by Rarkvar View Post
My comments are in bold.
You know, you can quote individual paragraphs. It's easier to read than you bolding text within a huge quote and it takes the same amount of time to accomplish. Just remove the beginning and end quote tags. Then highlight the text you want to quote and click that little word bubble up top (if you look on the far right you will see the symbols # <> followed by the blue paper icon with php written in the middle - the quote button is directly left of this).

Quote:
but since it isn't a guaranteed immunity any longer, does it still deserve to negate spirit travel?
You repeat this later on in response too, but platinum armor never existed to create "guaranteed immunity" so I'm not sure why the stats should change as they were to created for how the armor works now.

Quote:
Example: Those in the caveman's guild who have reached the highest rank in the guild can now buy or obtain through quest a pair of powerful gauntlets which increase vital skills that cavemen need, such as strength or blunt weaponry.
Yes, you probably would've seen more guild specific things at some point. I told players, at one point, that if I ever did Engulfed in Darkness (follow up to the Shrouded in Darkness) the plan was to reward them by allowing them to beef up their rogue armor a bit. As we got back to focusing on new content, you probably would've seen stuff like that as wizards created more quests/dungeons/lqs and strove to think up new rewards for them that were unique.

Quote:
It sure does beat the ziggurat, where any player from level 10-17 should know about and complete at least one complete run everytime the log into the game. I do not think this dungeon is very exciting. Sure there are a few secrets, but it's barely more than a "zoo". It could use some more challenging monsters instead of the marilith at the top, and a few puzzles.
The Ziggurat has been on the list to see an Alaria Gauntlet type update. And yes, we needed more dungeons. People seeking to be new wizards needed to start getting into the habit of making them as part of their submission (we had a hard time getting people to do this) and we needed to get out of the balance/bug fix era so we could refocus on things like that. But once we got into new content, refocusing the game more toward dungeon play was high on our list.

Quote:
*Reaper Nerf*
Reapers are hands down annoying. Melee characters cannot fight them because of the constant fear of instant death, and mages will waste far too many reagents fighting one. Which I understand that mages might have to take longer to kill one because they aren't at risk of dieing like a melee character.
Here's the thing - In static dungeons, we maybe have one or a handful of reapers as part of a mini-boss or high level challenge and you can not only avoid them with little effort but you could choose not to do that dungeon at all. In random dungeons they become part of the fabric of higher levels... but random dungeons need work. As things were, if you really couldn't handle the more reaper (and whatnot) heavy levels and needed to discontinue advancing because of that (no matter what class you are) that was good. It stops you from using random dungeons as an endless xp farm, which is what they had been for quite some time.

But that is a short term solution. Long term, we needed to completely have random dungeons redone so that it better handled advancement and we needed more high level monsters to fill out the selection of challenges people ran into (as well as a better way to handle boss monster appearances). With more monsters (offering challenges to different classes) the chances for a reaper to throw death ray out would be the same, but the chances of running into a reaper in the first place would be lower. Of course, since we don't know what types of monsters would help fill out the high level list until someone makes them, there's no telling how many of them will also end up casting death ray.

Quote:
Very good point. I'm going to keep that in mind when/if the game comes back up
There are so many options for handling this. Summon monster is just one people tend to overlook because the AI had been broken for so long, causing monsters to ignore your summon and go right for you. But part of the original purpose of these things was to act as a distraction and they've been back as that since shortly after the updates started. Other options include taking a chance with teleport and making use of earth blocks as you run along. There's even a spell that you can use to trap monsters in earth blocks which should give you enough time to get away. You have to be on the same screen as the monster to cast it, but it would be useful if you could learn to pull off using it rapidly.

Quote:
Another great point. Being cursed may discourage this idea, but at the same time you can equip cursed armor. So the player will have to run around without an amulet on.
Just make sure you always equip the amulet before battle and if you need to replace one mid-dungeon, make sure to always keep extra in your bag (where they can't be cursed) and set up an alias to pull one out and rapidly equip it. Also, keep in mind that one amulet is broken - One is supposed to respawn you on the spot and the other is supposed to take you to the nearest chapel. When that is working you can safely heal up, uncurse, equip whatever you need to and then head back/use up your recall spot/get summoned by someone in your group.

Quote:
Making a new character is a good idea, but anyone who has played the game and reached level twenty five once can usually make a new character and reach level 20 in a week or two. Depending on how much time they put in.
Yes, hence the part about improving re-playability. You wouldn't just get guilds/races to play with, you would also get new content. For example, you might find that certain guilds have their own quest series/accessible dungeons. Now are you really going to join every guild on one character and re-train your skills every time to experience everything a guild has to offer? No, you'd have to make a new character. Another example - Good vs evil. More everything for each alignment and more penalties for transitioning between the two. A "good" good vs evil system, should branch the game out into two directions. If you choose to be good, you get to experience one aspect of the game and if you choose evil you get to experience the other. Thus creating a sense of two games, neither of which you can experience by just playing the same character.

Also, let's be real. You guys have experienced (or you think you have experienced) most of the game because you've been playing for years. But say you came into the game with a pre-established set of incentives to, for example, turn your character into a new race based on a selection of bonus ones that could only be accessed at certain levels. You'd be likely to jump ship before you had experienced large parts of the game. Sure, you'd, of course, have your favorite areas and you may stubbornly insist on playing through them all the time, but you can choose to challenge yourself by training your new character in another part of the game.

Quote:
I believe Wyvern may be able to benefit from a "patch", for those of you who play World of Warcraft. Once I reach level 27 or 28, and get all of the skill points I can, my next goal is to get the best gear I can, and from there I want to win as many LQ's as possible and be amongst the best mage's. That's where I find my inspiration to grind AV and RD's. If every six months to a year something unique and interesting happened, that would be awesome and probably satisfy some people's hunger for more.
With an active wizard base and no need to focus most of our attention on balance/bug fixes, Wyvern has the capacity to provide consistent updates [of that type] throughout the year.

Quote:
or being summoned by Binyamin to pick up some litter in Minath.
You're including being caught breaking the rules as something fun that there is to do? *glares*
  #17  
Old 12-27-2011, 05:39 PM
Dracco's Avatar
Dracco Dracco is offline
Player Mod
 
Join Date: Aug 2008
Location: Oregon
Dracco has just set foot in the Tutorial Tower
Default

I really like the idea of "unlocking" another race once you reach a certain point.

As for the blessings idea, it sounds decent but seems like a band-aid fix.

I'll throw in my experiences as a higher leveled player. On this account I have been in 4 different guilds to experience more/different kinds of gameplay, which was stupid since I should have made different accounts and start from scratch to experience it as a different race as well. From level 25 to 28 I was a paladin doing nothing but random dungeons and going to Blackrose Mage Arena for some PvP fighting. I enjoyed both of those aspects of the game very much. Then I reguilded to a Mage. Random dungeons became vastly easier and I never died once from 28-30. I eventually got bored of Random Dungeons and only did PvP and the (at the time) rare LQ. Then one day we had a gauntlet LQ. I ended up killing/winning 4 out of the 7 "bosses" even when there were a couple of giant axeman running about (there is a video of it on a popular video hosting site if you want to watch it for nostalgia). After that, playing this account was just not fun anymore and I retrained as an armorsmith. And then after that, I made 2 new accounts. A dwarf, that I made a rogue, and another human mage. As I started going through the game again I realized how many areas I missed when I used to be a low level and all the amazing new content that had been added! To sum it up: if you go through the game slower, don't worry about dieing or leveling up fast, and just explore (such a scary word...) then there is quite a bit of replayability to Wyvern and the high level content seems to be fine as it is. If Wyvern comes back up I highly suggest making a new account and just take it slow and maybe talk some friends into making a new account and grouping with you.

As for commenting on the reapers... they sound good how they are. If anything, just add 1 or 2 "diamond golem" like monsters to the RD roster and maybe something with 75% smash resistance (I hated xipe totecs as a paladin). That should encourage grouping in RD a bit more and make it less of exp farming. Make them fat monsters too so they are difficult to just run around them. (the previous statements are probably just shoddy ideas that I put little thought into)

These are just my observations from RDing like a mad man. (also assuming RD difficulty was for level 20-25)

I will be awaiting the continuance of Shrouded in Darkness!
  #18  
Old 12-27-2011, 08:59 PM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default (1/2)

Quote:
Originally Posted by Valkon View Post
The largest problem is that there aren't many active wizards and creating areas takes a huge amount of time (unless you have hay fever and sneeze a lot).

Daily quests are called mini quests in wyvern, and they tend to get boring very fast, turning the game into a daytime job, like Arilou stated.

Technically the game ends at level 25, I'd rather see extended races or the ability to be reborn with different special skills.
Yeah I've messed around with the map editor quite a bit and making any maps with an in depth background does take a while. Especially if someone creates custom artwork. That takes some time, and then there's the whole play testing and debugging issue that wizards must complete before their areas are released.

The mini quests in wyvern are cool, but there aren't many of them. In my opinion I think there should be more mini quests than there are actual quests. That is just my idea though, if that were the case we would need at least five more content wizards working around the clock to create more content.

I personally believe the game ends at 28, seeing as how the xp jump from 28 to 29 is unbearable, but I get your point. Instead of unlocking hidden abilities in races once you reach level 25, perhaps a more hardcore class/race is unlocked. Such a race or class once selected already has stats that determine what the player will be. Let's say you reach level 25 and finish the game as a mage, you are now eligible to start a new character who will start with +2 to all of the magical arts (arts instead of elements, this allows for more variety rather than being forced to one type of mage). So if you play the game through as a normal all around mage and start over, with the eight more skill points you can create a specialized mage. An alternative to this would be providing three or four (depending on race) more skill points for every HoF on your account.


RESPONSE TO ARILOU:

Quote:
You know, you can quote individual paragraphs. It's easier to read than you bolding text within a huge quote and it takes the same amount of time to accomplish. Just remove the beginning and end quote tags. Then highlight the text you want to quote and click that little word bubble up top (if you look on the far right you will see the symbols # <> followed by the blue paper icon with php written in the middle - the quote button is directly left of this).
Sorry, on another forum I frequently visit this is the general way we go about responding to a lot of text. Your way isn't any more complicated :P

Quote:
You repeat this later on in response too, but platinum armor never existed to create "guaranteed immunity" so I'm not sure why the stats should change as they were to created for how the armor works now.
True, but what about the players who don't want the death protection but still want all of the other benefits? Agility and Armor +10 items are a good substitute.

What if skills such as blacksmithing and tanning were obtained through guild level ups? Add two more mini guilds, one for blacksmithing, and one for tanning. For every guild level the player gets +2 points in either blacksmithing or tanning, depending on the guild that they have chosen. However, level ups in these guilds will require the player to create a certain amount of items. Lets say making mithril swords gives the player +10 guild exp. If the player needs 5,000 guild exp then it will take them quite some time and money to level up. So instead they craft diamond swords, which give 450 guild exp. With a system like this the player is able to gain their blacksmithing and tanning skills from the minor guild they are in, rather than spending their skill points on them and possibly crippling their ability to play. Some new armor sets can be added this way that are only obtainable by either tanners or blacksmiths, which would help the smiths pay off their time and money that they put into the skill.

What other armor sets are there aside from platinum? I cannot think of any that has a unique piece for every armor slot.

If more armor sets were added, perhaps add a bonus for wearing every piece in an entire set. So for wearing all platinum armor, the player gets +25 hp. But this benefit is only obtained if the player is wearing every single piece of platinum armor (excluding weapons).

Quote:
Yes, you probably would've seen more guild specific things at some point. I told players, at one point, that if I ever did Engulfed in Darkness (follow up to the Shrouded in Darkness) the plan was to reward them by allowing them to beef up their rogue armor a bit. As we got back to focusing on new content, you probably would've seen stuff like that as wizards created more quests/dungeons/lqs and strove to think up new rewards for them that were unique.
Yes, we went into an age of fixes and debugs, which was lovely, but I would like to experience an era of additional content. Mini quests would be a nice addition, but to add more depth to guilds, I believe each guild should have a nice quest line. Not more than one quest, but perhaps a more difficult guild quest that offers a nice guild reward upon completion. For example, the player completes Shrouded in Darkness, the Rogue's guild quest. Upon completing this you are eligible to enter the rogue's guild. Now once you enter the Rogue's guild you learn that the guild leader has a more important quest, Engulfed in Darkness, which would provide the reward of "beefing up their rogue armor".

Regardless of if more advanced guild quests became guild only, I would still like to see a continuation of Shrouded in Darkness. That was a fantastic quest

Quote:
The Ziggurat has been on the list to see an Alaria Gauntlet type update. And yes, we needed more dungeons. People seeking to be new wizards needed to start getting into the habit of making them as part of their submission (we had a hard time getting people to do this) and we needed to get out of the balance/bug fix era so we could refocus on things like that. But that once we got into new content, refocusing the game more toward dungeon play was high on our list.
The Ziggurat was a nice dungeon the first few times I completed it, but it really is a zoo lol. A nice fix idea for this would be to add the entrance at the top of the Ziggurat rather than the bottom, and have the player descend into the crypt in search for "the pirate kings" lost treasure. Which would be of course guarded by some pretty intense creatures (not too intense, it is a level 6-14 area imo). I don't see why the Maralith is at the end to be honest. I can take down all of the liches as a level 10 lion rak, but I won't be able to defeat that Maralith for some time. So by the time I can kill the maralith, I would much rather explore some other areas that will be more beneficial. It's a lovely dungeon, but I would love to see the day when it is redone. I'm actually looking forward to it lol.

I would like to see some nice dungeons added where the boss room actually has some moving around room, rather than send in Riordan to tank the boss while I blast it with spells from the entrance >_> I would like to see some of the structures in Macabre be turned into some nice jungle temples. Something dark and mysterious with an adventurous feeling to it. I want to feel like Indiana Jones when I'm running through those places lol.

All in good time.
Quote:
Here's the thing - In static dungeons, we maybe have one or a handful of reapers as part of a mini-boss or high level challenge and you can not only avoid them with little effort but you could choose not to do that dungeon at all. In random dungeons they become part of the fabric of higher levels... but random dungeons need work. As things were, if you really couldn't handle the more reaper (and whatnot) heavy levels and needed to discontinue advancing because of that (no matter what class you are) that was good. It stops you from using random dungeons as an endless xp farm, which is what they had been for quite some time.
[Spoiler] for anyone who hasn't finished Arilou's graveyard and doesn't want to know the end.

I like your nifty graveyard room with the witch and the reapers (perhaps it would be better if you removed the cave walls from the center of the room and left it sort of open, fireball is far too deadly in there). I would much rather go fight those reapers as is than to fight one reaper in a random dungeon. I like the moving around room, rather than being trapped in a long hallway where im one space away from instant death...
[/spoiler]

Last edited by Rarkvar : 12-27-2011 at 09:02 PM.
  #19  
Old 12-27-2011, 09:00 PM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default (2/2)

Reapers are nice monsters, I love the idea of them, I just don't like how long it takes to kill one due to the risk of instant death. They are fine in actual dungeons, but I dislike them in RD's. One or two per floor is okay, but 3-5 per floor in an RD is too risky. Personally I find RD's harder now with all of the extra monsters. You won't see me solo an RD for a very long time. Well, you won't even see me play again for quite some time lol, but when you do!

Quote:
But that is a short term solution. Long term, we needed to completely have random dungeons redone so that it better handled advancement and we needed more high level monsters to fill out the selection of challenges people ran into (as well as a better way to handle boss monster appearances). With more monsters (offering challenges to different classes) the chances for a reaper to throw death ray out would be the same, but the chances of running into a reaper in the first place would be lower. Of course, since we don't know what types of monsters would help fill out the high level list until someone makes them, there's no telling how many of them will also end up casting death ray.
In my opinion, if the random dungeon code was changed so that they were larger, and that the stair room was a safe haven, then I think that would be a nice fix to this issue. Make the hallways at least four spaces wide rather than two, and for some RD's have a boss room where the "boss" has an RD specific inventory for a key whose unlocks a door to a tiny loot room (or perhaps all the monsters in the room must be killed in order to advance into the loot room). Requiring all of the monsters to be killed in order to continue might be a good idea for RD's now. Players would have to spend more time clearing each floor of the dungeon, so they wouldn't be able to get quite as far, and probably wouldn't like to take care of that many reapers. I'm not saying do this for every dungeon, but if there were some difficulty specific dungeons where there were only about 10-30 floors that had a nice reward at the end that would suit as more of a dungeon. In the ****ie tower in NV have an RD where the difficulty doesn't exceed level 5 and the boss at the end can randomly generate as a floating eye, serpent, ogre mage, or a lead golem. So instead of every RD being the generic "the farther you go the harder it gets" type of dungeon, there can be variety. The player can choose to continue infinitely, or group with some friends and go tackle a boss in search for perhaps an artifact reward.

Quote:
There are so many options for handling this. Summon monster is just one people tend to overlook because the AI had been broken for so long, causing monsters to ignore your summon and go right for you. But part of the original purpose of these things was to act as a distraction and they've been back as that since shortly after the updates started. Other options include taking a chance with teleport and making use of earth blocks as you run along. There's even a spell that you can use to trap monsters in earth blocks which should give you enough time to get away. You have to be on the same screen as the monster to cast it, but it would be useful if you could learn to pull off using it rapidly.
Fortress is a nice spell, and we can only create like four earth walls now right? I suppose Imprison might be useful for a monster such as a reaper. But that would be a pretty large obstacle to maneuver around. An alias to cast imprison on reaper would be helpful.

Quote:
Just make sure you always equip the amulet before battle and if you need to replace one mid-dungeon, make sure to always keep extra in your bag (where they can't be cursed) and set up an alias to pull one out and rapidly equip it. Also, keep in mind that one amulet is broken - One is supposed to respawn you on the spot and the other is supposed to take you to the nearest chapel. When that is working you can safely heal up, uncurse, equip whatever you need to and then head back/use up your recall spot/get summoned by someone in your group.
Phoenix amulet correct? That sends you to the chapel when you "die" but you lose no experience upon death right? If so I'm going to make Riordan buy plenty of these and just keep summoning him back to me upon death That's also another very good suggestion with dealing with pesky reapers.

Quote:
Yes, hence the part about improving re-playability. You wouldn't just get guilds/races to play with, you would also get new content. For example, you might find that certain guilds have their own quest series/accessible dungeons. Now are you really going to join every guild on one character and re-train your skills every time to experience everything a guild has to offer? No, you'd have to make a new character. Another example - Good vs evil. More everything for each alignment and more penalties for transitioning between the two. A "good" good vs evil system, should branch the game out into two directions. If you choose to be good, you get to experience one aspect of the game and if you choose evil you get to experience the other. Thus creating a sense of two games, neither of which you can experience by just playing the same character.
I like the good vs evil idea. This will be difficult if it relies on monster killing. It is harder to be evil than it is to be good in most cases.

I also like the idea of more guild depth. If there was more to do in a guild via guild quests, guild dungeons, more guild specific armor it will probably discourage reguilding. I wouldn't be too quick to give up a lot of benefits from one guild to join another. I don't know how Exile did it after having all of those daggers... I would never have done that lol.

Quote:
Also, let's be real. You guys have experienced (or you think you have experienced) most of the game because you've been playing for years. But say you came into the game with a pre-established set of intensives to, for example, turn your character into a new race based on a selection of bonus ones that could only be accessed at certain levels. You'd be likely to jump ship while you had experienced large parts of the game. You'd, of course, have your favorite areas and you may stubbornly insist on playing through them all the time, but you can choose to challenge yourself by training your new character in another part of the game.
Well, after a few years of playing I have been to just about everywhere I can think of. To be fair though, I have learned of a few new areas due to Riordan and Belray creating new characters and finding areas like Darcie's Retreat (I think that's one >_>). In my opinion though, I think we need more areas for all players at some point. If our playerbase doubled there would be a lot of camping for areas, and MAH would need some renovations. I think the high playerbase back in the day is what inspired so many people to abuse RD's. It would be nice to know that no matter how many times I remade characters, there were always new, interesting areas that I haven't already explored. But is that realistic? It certainly isn't for someone who has been playing the game for five years lol. If I could play wyvern for five years and play several different characters and still have unexplored areas to consider adventuring to, then Wyvern is hands down the best game of all time, period.

Quote:
With an active wizard base and no need to focus most of our attention on balance/bug fixes, Wyvern has the capacity to provide consist updates [of that type] throughout the year.
Which would be extremely nice to see. To know that I can log into wyvern and always have something new to do, and know that even more content is being worked on is nice. Look at WoW for example. I have leveled characters in every area, I've done every major quest lines in all of the areas. Now that I'm the highest level and killed the last boss, it isn't fun to do anymore. It isn't even fun to make a new character because no matter what type of character I make I know that I will be doing the same thing that I have already done before. That's what is good about wyvern. Things are kept interesting. That is also why in my first post (I believe it was my first post) I said that I think the best thing that can be done for wyvern when it comes back is to have some new wizards that are capable of making balanced, challenging, and Arilou level game content. I say Arilou level because your areas are amongst the best as far as how interesting and creative they are (Binyamin would be second, and Teshuvah has some of the nicest looking areas ;p). If we have 25 players online, I would like to know that we also have about 4 or 5 active wizards to. That seems like a good ratio.

Quote:
You're including being caught breaking the rules as something fun that t here is to do? *glares*
Well let's be fair, littering every now and then isn't something I think a wizard would find banish worthy. Maybe for excessive continuation of this offense, otherwise perhaps a silence or reboot ban would work. I just thought it was interesting that I was summoned to right my wrong, rather than to be punished and then find out what I did wrong. Instead of that example, how about the time Binyamin teleported to the main map and myself and a few other mages shot fire at him? That was a nifty experience. The only time I recall seeing you in game is in MMA on the anniversary, but I suppose that's a good thing I also have that on video in both the arena and the Minath chapel >_> My stupid computer won't let me export the file so I can upload it and show everyone how mage's complete MMA... Oh well [/off topicness]
  #20  
Old 12-27-2011, 11:26 PM
Kama's Avatar
Kama Kama is offline
 

Join Date: Feb 2010
Kama has just set foot in the Tutorial Tower
Default

On the subject of Reapers, my only real qualm with them is when they appear on the down in an RD, and death ray you instantly upon going down.

No chance to avoid them, no chance to fight back, just.. dead. I've had quite a few RD sessions end this way.
__________________
"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
 


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
general question Ellavyn Wyvern Help 3 09-02-2008 11:54 AM
My General Ideas fikolmij Suggestions 5 01-02-2008 08:06 PM
General Guidelines for different races Narhalles Wyvern Help 6 01-07-2007 12:58 PM
wyvern in general kingfry General 2 05-14-2006 10:13 PM
General Help On the Map Editor. Kingrahl Misc 19 01-09-2006 11:44 PM

Wyvern Forums
All times are GMT -4. The time now is 06:35 AM.

Forum: Contact Us - Archive - Top

Powered by vBulletin® Version 3.6.9
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.