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Wyvern Development Here you can discuss anything and everything involving creating your own content for Wyvern. Have a problem with an arch file or a map? Want to show off something you've been working on? If so this is the place for you. |
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#21
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I think this whole spitting of the guilds thing will be better served later with the mage guild split. What death gives to a magic whip is different than what whip skill gives to a magic whip also, so how its effectiveness will totally depend on what you are fighting. Magic Whip is what it is, magic whip lol With it, there isnt a huge need for other whips anyway unless they are highly specialized, elemental or something like that. |
#22
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Sorry, had to comment. |
#23
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Old news, really. I'm still interested in what exactly in particular is planned, beside that there probably will be an elemental split, but that's another topic completely.
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#24
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I would disagree, Magic whip is very expensive if you consider that it takes skill points to make it close to as useful as a diamond weapon, and all the training costs that goes with that. A diamond weapon is much stronger because you don't need to train skill points to make your weapon better. All you have to do is buy it from a smith player. Those skill points in death magic could have been put in strength or find-weakness instead.
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#25
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#26
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#27
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So, are there still plans to keep changing rangers guild or ...?
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#28
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Yes things are still being discussed.
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#29
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#30
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Everything I've placed on this thread has been tested/thought of within the last two weeks. Magic whip included
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#31
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Just a thought why not make the magic whip skill not reliant on the "whips" skill at all. Lower the power of it and make it rely on the 2 element skills.
This would allow the slight segregation your after between the 2 sides and definately make shop bought whips etc a much more used item. Also on a side note I do agree that as a Ranger I would not fancy higher levels with no cloak. Your answer to just wear a heros ammy in place of dpro for training was fine. Except that pretty much every monster with dpro has fear so going near any high level monster will be death. (this could be changed back later on with an expanded player base and better party systems once resist mages etc are common place) but until then perhaps some extra resist items for rangers should be considered. But as I see it alot of changes your making currently are kind of catch 22, players won't test too much or spend too much time making characters to find they will be useless in a month or 2 and you don't have enough regular players to test builds and parties and make the changes a major success all round. |
#32
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Going without a cloak is your other suggestion? Ok that's not going to happen anymore than monks are getting shoes. But stay tuned, great changes are in store for Rangers guild that were player suggested. |
#33
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So about those rangers guild changes that were on their way...
There's this recurring bad tendency to start updating things then drop them off halfway and start a new project... |
#34
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A recurring bad tendency... Exactly what game have you been playing? We almost never go into the specifics of what we are working on. Occasionally we drop a few tidbits about things we'd like to see happen way down the road, but we keep the things we're working on private. More so, not only have we been quiet about what we work on but, for a long period of time, we'd get things done too quickly to be any other way - We'd bring up a subject to each other, talk about it for a day (or so) and then finish it a few days later only to move on to the next subject that one of us wanted to broach. Thus I'm really puzzled by what it is you think we stopped working on at the halfway point when this is one of the rare exceptions where we not only told you about something in advance, but tried to include you in the process. Feel free to enlighten me though.
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#35
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But you apparently are playing a different game and not playing much Wyvern. We are definitely not done as Arilou said. But I'll wait for your answer to Arilou, it should be good. Then I will take my 20 lashes for including you in the process only to take silly remarks like this. |
#36
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I have some suggestions and thoughts on this topic as I have played Turpin (Whipsman) quite a bit.
As far as the Whipsman side of the guild goes i would have to say +5 to strength would be the most balanced change i could think of to that side of the guild. People are saying that its a dead guild, but most people dont even play rangers or even try to Hof them, get gear, and get properly trained skills. It's definitely NOT too underpowered if it is underpowered. This morning i won the Dagore LQ with cacid, vessen and another mage. In my opinion the trick is to actually play and level a ranger, and see that after some of the changes that have gone through over the past few months, have indeed made Whipsman viable. One problem i had/have however, which has been discussed, is whip durability. To be somewhat successful, one almost always has to use vamp blade for LQ's and whatnot. I broke 3 brand new store bought whips during the Dagore LQ while casting vamp blade with 21 death (16 trained). Yes enchanting does increase durability on whips along with damage but then you cannot use vampire blade. So that leaves reg store bought whips with low durability, and plat whip. Just some thoughts to throw out there and chew on. Also as far as fear immunity, skull shield+bravery pot, or hero ammy=fear immunity (90% cap or w/e). |
#37
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#38
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You may have some old ones that do not have the newer durable stats. So the only thing I can suggest in this area is that you purchase some new ones and see if you see an improvement. If you don't then we are back to, "choices".. Magic whip, go through cheaper whips faster with vamp blade, dont use vamp blade etc. |
#39
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Minor change for conjurers.
Currently: +1 in whip at levels 2, 4, 6, 8, 10 +1 in Air magic at levels 1, 3, 5, 7, 9 +1 in Death magic at levels 2, 4, 6, 8, 10 +1 in meditation at levels 2, 4, 6, 8, 10 As you can see, they get a massive boost on even lvls, and a near worthless boost on odd lvls. I know you are not done playing with them, but could you even up the skill distribution to 2 skills every lvl? Whip and Death both increase damage, so they should be on different lvls. Air and Death are both magic skills, so they should be on opposite lvls. This leaves us with: whip & air death & meditation Since whip is more powerful than death, whip should get the even lvl. Suggested: +1 in whip at levels 2, 4, 6, 8, 10 +1 in Air magic at levels 2, 4, 6, 8, 10 +1 in Death magic at levels 1, 3, 5, 7, 9 +1 in meditation at levels 1, 3, 5, 7, 9 |
#40
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Hmm. Well my opinion may not be up to par with most as I haven't been the most active lately, and arn't 100% sure of some things I'm about to say. Trust me if I had more of an idea I'd argue my point to annoyance (most arch wizards can agree with me on this). I never quite found the whipsman side to be equal to most guilds, because in all honesty it is completely underpowered to most if not all guilds as a melee aspect of the game.
Why not to be a whipsman -No Cloak -Only 50% to hp -Negatives in enchant spirit and mind -No fighting bonus aside from weapon -Most Whips suck compared to diamond/elec weapons available in all other close combat guilds. Lets put this in perspective. Every Melee oriented guild has some form of countering for lack of armor or HP. The weapon bonus as discussed is completely fine at 10, and shouldn't be changed. Monks Guild has 0 HP bonus makes up for it with 20 Healing and 20 mind (Mana shield is cake) Also you're unable to wear boots (similer to the cloak on ranger's) makes up for it with 10 dodge Rogue's Guild - I find this under par with most guilds too 30% HP bonus (lower then Ranger's, but allowed all armour slots) Makes up for HP with 10 dodge has no incantation negative making it easier to use healing spells Caveman's Guild 100% HP (TANK) The HP here alone make's this guild an easy to start off guild, because it's hard to die on a giant with 500HP, though I think a small healing bonus might be helpful for this guild seeing as it too has no bonuses other then it's 10 clubs (though the HP can be debated as multiple stat bonuses) Axemen 50% HP (Making it equal to rangers) BUT +5 Blacksmith (some people train 1 to see their weapon's status) +5 Strength +5 Find weakness +5 Healing CAN WEAR ALL ARMOUR Paladin's Guild 70% HP (already better then ranger's Guild) But on top of the HP they also get +5 Strength +10 Life magic (with no incantation negative) Now for The finisher. My opinion on what should be changed given these aspects of the game. HP bonus could be tweaked to being up to 60% bonus (A small thing, but still makes it lower then most. debatable) +5 healing (odds) +10 Dodge (for both whipsman, and conjurer to make up for lack of cloak [see monk]) +5 strength (even) Those bonuses some may think make it overpowered, but comparing it side by side to the axemen's guild even with my inputted bonuses make it slightly worse with the lack of 5 FW (but it has 10% more HP to make up for that). But I may get a typical response of "You haven't played recently you don't know what you're talking about". But it's never a bad time to give input on a topic that the wizards themselves feel needs to be addressed. |
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