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 03-08-2011, 01:07 PM
Rarkvar Rarkvar is offline
Player Mod
 

Join Date: Apr 2009
Rarkvar has just set foot in the Tutorial Tower
Default Gem Weapons, power staves, and ear rings. Oh my!

Well as we all know, gem weapons and favored by those that use melee weapons. That's cool and all, but what do mages have? We get free spellbooks, some nifty armor, and staves that give us +2 to a specific element.

Suggestion: Gem weapons give +5 to their common element.
Explanation: A ruby sword will give +5 fire magic, at the cost of three spirit travel.

Where did I get +5 to the element from?
Think about it. A staff of fire gives +2 fire, and holds no restrictions to the player, so after +2, each point up until +5 will take one spirit travel away.


Each gem weapon will give an element.
Ruby - Fire
Sapphire - Water
Emerald - Air
Amethyst - Earth



Power Staves: Same thing as gem weapons, except for mages.
Each staff of power will give +4 to the specified element at the cost of -1 from the opposing element, and -1 from spirit travel.

Staves:
Fire Staff of Power - +4 fire magic, -1 water magic, -1 spirit travel
Water Staff of Power - +4 water magic, -1 fire magic, -1 spirit travel
Earth Staff of Power - +4 earth magic, -1 air magic, -1 spirit travel
Air Staff of Power - +4 air magic, -1 earth magic, -1 spirit travel

Alterations: Change the -1 spirit travel to -2 spirit travel/ take away the -elements for the opposing element and give -2/-3 spirit travel.

Or...

Staff of the Ultimate Magi
+2 to all elements
+1 to all arts
+25 spell points
-5 spirit travel/-3 spirit travel and -15 hp

Each staff would cost the same as the gem weapons do, and the SotUM would mirror the JoB's price.



Ear Rings, oh my!
New armor that can be equipped to the ear, granted the players ears aren't covered by a helmet (such as the platinum helmet). Full head helmets and ear rings couldn't be worn at the same time.

Purposes for ear rings?
They are a luxury to the player. Meaning, they don't necessarily benefit you directly, but they can make some situations easier to deal with.

Some ideas
Basic ear ring: gives the wearer +1 AC, can be enchanted to provide a higher amount of AC
Ear Ring of Theft Protection: Reduces the chances of monsters being able to steal from you. (like 35%, not 100%)
Ear Ring of the Still Foot: Provides immunity or resistance to Sirens Song.
Ear Ring of the Animals: Gives the wearer +2 zoology.
Ear Ring of Fasting: Allows the wearer to lose food points at a slower rate.
Ear Ring of Slow Poison: Slows down the rate in which poison affects the wearer.
Ear Ring of Resist Curse: Provides 20% resistance to being cursed.

None of these are powerful enough to cost more than 70k, which I believe is a fair price for all of them except for the basic ear ring, which could cost an easy 5k. At the very least one of these could cost 25k.

Ideas?
  #2  
Old 03-08-2011, 01:48 PM
kiez's Avatar
kiez kiez is offline
 

Join Date: Sep 2010
Location: Paradise
kiez has just set foot in the Tutorial Tower
Default

I can't speak much about your Magical Bonus proposal as I VERY heavily prefer meleers, although something inside me just sense that it is going to be given the stamp of "Revise or Absolutely Not" quickly.

However, I do have a thought or two on your Ear Ring proposal.

I will start with a criticism and end with a praise.

The problem I see is that adding more and more armor simply eliminates the need to make choices. Who needs to worry about Free Action Amulets when you can have Free Action earrings that will suffice? Now you can have a hero's, falcon, or strange amulet! Whatever you want! (I know this is an extreme example, but it illustrates my point) I feel like one of the reasons you can't wear more than one ring per hand, even though it is physically possible, is because the current system keeps you from being well protected from everything, which basically eliminates risk in the game.

However, I do have some thoughts that I like. Why not after all add a little more skill to something? It would be nice to have an extra piece of armor that does something completely non-battle related. What if, for 75000, it gave you +1 Merchant? Or instead gave you +1 Blacksmith? Instead of reducing risk in battle, the jewelry would provide bonuses in other ways that don't simply make it easier to survive. I certainly think it is a bit of a chore to have to re-armor even just gloves in order to forge better. What is the point of forcing you to remove your armor at that point? Nobody in their right mind would be forging in the midst of a battle when it mattered what armor they were wearing, and if they do this, they deserve all the pity they can garnish, and should be given the luxury of not having to switch armor. It could even be something you won from an LQ, mini-quest, or even receive from a wizard as an EXTREME token of thanks.
__________________
I don't Hall of Fame. I Have Fun.
  #3  
Old 03-08-2011, 01:49 PM
Teshuvah's Avatar
Teshuvah Teshuvah is offline
Wizardess
 

Join Date: Apr 2007
Teshuvah has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Rarkvar View Post
Ear Rings, oh my!
New armor that can be equipped to the ear, granted the players ears aren't covered by a helmet (such as the platinum helmet). Full head helmets and ear rings couldn't be worn at the same time.

Purposes for ear rings?
They are a luxury to the player. Meaning, they don't necessarily benefit you directly, but they can make some situations easier to deal with.

Some ideas
Basic ear ring: gives the wearer +1 AC, can be enchanted to provide a higher amount of AC
Ear Ring of Theft Protection: Reduces the chances of monsters being able to steal from you. (like 35%, not 100%)
Ear Ring of the Still Foot: Provides immunity or resistance to Sirens Song.
Ear Ring of the Animals: Gives the wearer +2 zoology.
Ear Ring of Fasting: Allows the wearer to lose food points at a slower rate.
Ear Ring of Slow Poison: Slows down the rate in which poison affects the wearer.
Ear Ring of Resist Curse: Provides 20% resistance to being cursed.

None of these are powerful enough to cost more than 70k, which I believe is a fair price for all of them except for the basic ear ring, which could cost an easy 5k. At the very least one of these could cost 25k.

Ideas?
There is no 'ear' slot, so earrings have always taken the helmet slot.
I dont think anyone will be "for" adding 2 more slots for damage for earrings that would be extremely fragile and destroyed quickly with armor damage.

Earrings in general have been discussed and the idea thrown away for various reasons most of which include they make absolutely no sense as armor. They are decoration.
So for now, they would take a helmet slot.
So keep that in mind while you banter the ideas.

There are, nor will there be any more gem weapons of any type added to Thergerim, that story line has been worked as far as it is possible and it's not going to be stretched any further. Mages dont need 'more elements' they already have many, many , many items that they can use now to take their elements over their level. This may change when they get negatives when the mage guild splits are , if ever, done.

So any staves or other elemental ideas will need an entire new story/area/ideas and should not ever include 'like gem weapons but' in the idea. It needs something original.
  #4  
Old 03-08-2011, 02:12 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 kiez View Post
I can't speak much about your Magical Bonus proposal as I VERY heavily prefer meleers, although something inside me just sense that it is going to be given the stamp of "Revise or Absolutely Not" quickly.

However, I do have a thought or two on your Ear Ring proposal.

I will start with a criticism and end with a praise.

The problem I see is that adding more and more armor simply eliminates the need to make choices. Who needs to worry about Free Action Amulets when you can have Free Action earrings that will suffice? Now you can have a hero's, falcon, or strange amulet! Whatever you want! (I know this is an extreme example, but it illustrates my point) I feel like one of the reasons you can't wear more than one ring per hand, even though it is physically possible, is because the current system keeps you from being well protected from everything, which basically eliminates risk in the game.

However, I do have some thoughts that I like. Why not after all add a little more skill to something? It would be nice to have an extra piece of armor that does something completely non-battle related. What if, for 75000, it gave you +1 Merchant? Or instead gave you +1 Blacksmith? Instead of reducing risk in battle, the jewelry would provide bonuses in other ways that don't simply make it easier to survive. I certainly think it is a bit of a chore to have to re-armor even just gloves in order to forge better. What is the point of forcing you to remove your armor at that point? Nobody in their right mind would be forging in the midst of a battle when it mattered what armor they were wearing, and if they do this, they deserve all the pity they can garnish, and should be given the luxury of not having to switch armor. It could even be something you won from an LQ, mini-quest, or even receive from a wizard as an EXTREME token of thanks.
None of them would provide free action like you mentioned. My idea is that they do not directly impact a battle. The only ones that would impact the outcome of a fight are the possible enchanted ones, and the the siren song resistant.

The idea of it is to only be able to wear one (should have mentioned if I didn't), that way you couldn't be resisted from curse and keep monsters from stealing from you at the same time.

As far as actual rings are concerned, from my understandings we can only wear two due to only having two ring fingers. So yes, it is technically possible to wear 10, but the idea is that you only gain benefits from them if they're on your ring fingers, which means only two will work.

As far as gem weapons, I assumed as much.
You're right, I suppose two rings of fire magic and an amulet of fire magic equipped with a staff of fire could be decent.

However, I see the ear ring as being more for magical purposes, rather than armor. Seeing as how if all I had equipped was an ear ring, it would probably be destroyed in one direct blow, and provide no AC whatsoever.

Just my thoughts at least.
  #5  
Old 03-08-2011, 02:56 PM
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

I like your staff of the Ultimate Magi Idea, given that I said that, it's probably unbalanced and vastly over powered.

Given that Tesh said nothing like those would be added unless something original was added, I think your idea would require that "something original" I'm not into posting ideas so I myself won't offer help in that regards.

That being said, for your other staffs, they also seem OP. I myself don't put stock into negative spirit travel. Which means either mages are OP and don't share the risk of death of a meleer, meaning your negative spirit travel isn't enough, or I need to train more and have lost focus on how easy it is to die.

I for one would still like to see some mage only spells and specialization of the guild. But as tesh just said, "if, ever, done." So I hold no hope for it.

My only suggestion is to explain why you chose the numbers you did maybe, or to give thought on that original idea (Although I also hold no hope that you'll garner the wizard's approval on anything, but I wish you luck nonetheless).
__________________
“You put the Devil on the other side, and I will come to fight.” - Royce Gracie
  #6  
Old 03-08-2011, 02:59 PM
Teshuvah's Avatar
Teshuvah Teshuvah is offline
Wizardess
 

Join Date: Apr 2007
Teshuvah has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Rarkvar View Post
As far as gem weapons, I assumed as much.
You're right, I suppose two rings of fire magic and an amulet of fire magic equipped with a staff of fire could be decent.

However, I see the ear ring as being more for magical purposes, rather than armor. Seeing as how if all I had equipped was an ear ring, it would probably be destroyed in one direct blow, and provide no AC whatsoever.

Just my thoughts at least.
Anything worn is considered armor, nothing has 'just magical purposes' anywhere in the game that I can think of off the top of my head. (while it may appear so to the player a look at the arch file or base item tells you the whole story)
Everything has HP/max hp and/or AC because its armor and can be damaged.
While currently rings and amulets cant be damaged that will change as things are brought up to date and they too have HP etc for damage and are armor.
And remember, you want more slots thats more damage a player will take if they *dont* have something worn in that slot. That is how slots work.

And since earrings can only be worn in a helmet slot that would make that armor that has or gives magical properties, which is what all the others do. And we should just have helmets that give more to the player, magical bonuses and AC , and these already exist. I really don't ever see earrings becoming anything more than toys that players wear instead of a helmet. Or we will end up with nose rings and lip rings and on into infinite stupidity.

As far as rings and staff, there are also wiz caps, casino items, wiz robes, samhoc crowns, amulets.... and a plethora of Quest Prizes that give magical bonuses, so yeah there are a lot of possibilities.

And again, any/all of these would need an area and story to be put into the game like any other speciality items.
  #7  
Old 03-08-2011, 03:03 PM
Teshuvah's Avatar
Teshuvah Teshuvah is offline
Wizardess
 

Join Date: Apr 2007
Teshuvah has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Salkand View Post
I like your staff of the Ultimate Magi Idea, given that I said that, it's probably unbalanced and vastly over powered.

Given that Tesh said nothing like those would be added unless something original was added, I think your idea would require that "something original" I'm not into posting ideas so I myself won't offer help in that regards.

That being said, for your other staffs, they also seem OP. I myself don't put stock into negative spirit travel. Which means either mages are OP and don't share the risk of death of a meleer, meaning your negative spirit travel isn't enough, or I need to train more and have lost focus on how easy it is to die.

I for one would still like to see some mage only spells and specialization of the guild. But as tesh just said, "if, ever, done." So I hold no hope for it.

My only suggestion is to explain why you chose the numbers you did maybe, or to give thought on that original idea (Although I also hold no hope that you'll garner the wizard's approval on anything, but I wish you luck nonetheless).
I see it this way, because mage guild has no negs to staves when the mage guild is split and gets negatives then staves with differing bonuses will have a place.
  #8  
Old 03-08-2011, 03:12 PM
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

Quote:
Originally Posted by Teshuvah View Post
I see it this way, because mage guild has no negs to staves when the mage guild is split and gets negatives then staves with differing bonuses will have a place.
See, I never saw elemental negatives as a real hinderance (And please forgive me if my assumption on elemental negatives and bonuses is wrong. I am not currently in the loop on what you wizards are thinking for specialization).

I see it as this. most mages won't become water or fire, due to the negatives in the opposite element. A lot will become life mages, get their free life element and just live with negative death. Which as far as I know wouldn't be a real hinderance to most mages. Some might become air mages, and live with bad petrification resist, and some might be earth (For whatever reason) and live with bad shock, and a few other helpful spells).

Some might become spirit and live with bad free action, or get an amulet or ring or whatever, and some might become mind and live with no mana shield, or resist magic.

So to me, except for a few hinderances I think most mages would just simply become life mages, have that free life and no real bad side effects. Of course, this is all assuming that is what you wizard's are planing, and when I really think about it, I don't think it is. Whatever you are planing, I am sure it'll work out.
__________________
“You put the Devil on the other side, and I will come to fight.” - Royce Gracie
  #9  
Old 03-08-2011, 03:52 PM
Rarkvar Rarkvar is offline
Player Mod
 

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

I dont think theyre planning anything, Salkand. More like throwing around ideas to see what would work the best. I would probably go into water spec if that were the case. It depends on the numbers, if they scare me, im going life, if I can manage or train/equip around it, im going water lol.
  #10  
Old 03-09-2011, 02:11 AM
goonyton goonyton is offline
 

Join Date: Feb 2009
goonyton has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Teshuvah View Post
I see it this way, because mage guild has no negs to staves when the mage guild is split and gets negatives then staves with differing bonuses will have a place.
How about lightening up the staves we have? 5lbs when they where bigger made sense. If I remember the news right they were recently made smaller and now do less damage, so maybe they can be made closer to 2-2.5 pounds each.
  #11  
Old 03-09-2011, 08:06 AM
Teshuvah's Avatar
Teshuvah Teshuvah is offline
Wizardess
 

Join Date: Apr 2007
Teshuvah has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by goonyton View Post
How about lightening up the staves we have? 5lbs when they where bigger made sense. If I remember the news right they were recently made smaller and now do less damage, so maybe they can be made closer to 2-2.5 pounds each.
Their weight was reduced by half already when they were made 1 handed instead of two. So great idea! We already did it. lol
The small amt of damage they have always done hasnt changed.
  #12  
Old 03-09-2011, 10:10 AM
Steovanni's Avatar
Steovanni Steovanni is offline
 
Join Date: Apr 2007
Steovanni has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Salkand View Post
See, I never saw elemental negatives as a real hinderance (And please forgive me if my assumption on elemental negatives and bonuses is wrong. I am not currently in the loop on what you wizards are thinking for specialization).

I see it as this. most mages won't become water or fire, due to the negatives in the opposite element. A lot will become life mages, get their free life element and just live with negative death. Which as far as I know wouldn't be a real hinderance to most mages. Some might become air mages, and live with bad petrification resist, and some might be earth (For whatever reason) and live with bad shock, and a few other helpful spells).

Some might become spirit and live with bad free action, or get an amulet or ring or whatever, and some might become mind and live with no mana shield, or resist magic.

So to me, except for a few hinderances I think most mages would just simply become life mages, have that free life and no real bad side effects. Of course, this is all assuming that is what you wizard's are planing, and when I really think about it, I don't think it is. Whatever you are planing, I am sure it'll work out.
Being a life mage wouldn't solve all your problems.
1. Just assuming if it's +10 and -10 opposing, you will have -10 death magic. This will most likely weaken your dragon breath considerably. (If I am not mistaken, death SHOULD help with dragon breath damage but I have not confirmed it myself).
2. As elements above your level now work, you would have lost a potential 10 points to say your fire magic which means you will still technically be at a loss of power. 35 fire compared to 25 fire is a pretty big difference.

So in this case, you would have a bad side effect anyway. Go for fire? Lose power in water. Go for life? Lose death and the potential for fire to surpass your level. I guess if you really want power, you are going to have to make some sacrifices otherwise it would be pretty unbalanced.

Of course, as the split hasn't happened yet (if ever), I could be completely wrong about how it will turn out. But based on my assumption, this is what I think.
  #13  
Old 03-10-2011, 01:01 AM
goonyton goonyton is offline
 

Join Date: Feb 2009
goonyton has just set foot in the Tutorial Tower
Default

Quote:
Originally Posted by Teshuvah View Post
Their weight was reduced by half already when they were made 1 handed instead of two. So great idea! We already did it. lol
The small amt of damage they have always done hasnt changed.
They used to weigh 10 lbs? I knew they were heavy and I could not pack many of them. Recently I was looking at them again and still having problems with their weight vs gain but it did not look like such a big problem. Your answer explains why.
  #14  
Old 03-10-2011, 07:24 PM
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

To use a staff in battle, one would be forced to wield in with 2 hands anyway, regardless of it's weight. Just saying.
__________________
“You put the Devil on the other side, and I will come to fight.” - Royce Gracie
  #15  
Old 03-10-2011, 09:47 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 Salkand View Post
To use a staff in battle, one would be forced to wield in with 2 hands anyway, regardless of it's weight. Just saying.
I wasn't aware staffs in-game were two-handed.

If that's not what you meant, then you're only half right - a stave can be wielded with one hand, but it's often more efficient with two.

Just thought I'd point that out.
__________________
"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
  #16  
Old 03-11-2011, 01:37 PM
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

I can wield and shot a sniper rifle with 1 hand as well, but I doubt it'll still be as effective as it was intended to be.
__________________
“You put the Devil on the other side, and I will come to fight.” - Royce Gracie
 


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
Example of Power Hungry Wizards Doing Whatever They Want Arilou Miscellaneous 1 02-26-2016 01:02 PM
You are in "Nobles' Power Core". Trayr Bug Report 5 11-08-2010 06:08 PM
How to squeeze more power out of your archer. Dorion caun Morgul General 11 01-30-2006 04:54 PM
Mage Rings Sygma Features and Ideas 4 01-17-2006 06:41 PM
Make some new rings! Dorion caun Morgul Features and Ideas 12 08-08-2005 10:44 AM

Wyvern Forums
All times are GMT -4. The time now is 06:53 AM.

Forum: Contact Us - Archive - Top

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