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Messages - Suehad

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In-Game Roleplay Events / Re: Book Readings
« on: September 18, 2008, 12:54:44 am »
Sure, maybe in a month or two, but yes, Gesel would be willing to read

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Wish list / Re: Crafting Skills
« on: September 01, 2008, 04:27:17 pm »
I strongly agree with this idea, but I think that the build 'skill' should be a build 'faction instead.  This would greatly improve gameplay.  You might build anything, but every time you make a furnace, you could get +15 in build faction.  Another way would be to have a construction tab(like stats, factions, jobs, skills) and then have skills like Masonry, gem cutting, carpentry, sculpting, painting, etc.  This would provide about the same affect.

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Wish list / Re: Weapon enchantment system?
« on: September 01, 2008, 03:53:30 am »
Joemama, a small-scale weapon enchantment system already exists(but you can't make weapons that are enchanted) Example: There are many different types of weapon, one is a standard weapon, either crafted or looted.  There are others like such-and-such encrusted weapon, a pterosaur's weapon, a rat's weapon, a clacker's weapon, a bones weapon, and many others are only lootable, (such-and-such stands for whatever gem encrusts the item, and weapon is a generic term in this example for axe, dagger, knife, sabre, etc.)  These all except for the standard weapons give you more of one stat, or increase damage.  I expect that the devs will allow(with high enough weapon/armor making/magic level) for players to 'enchant' or 'encrust' weapons that they make.   ???  Yes, Joemama, I know this sounds unfair, but there are limitations, even if everyone could make one of these, you still need very high stats to use these weapons, (over 130 will to use a bones dagger{which gives +40 str})  And about fire blasting weapons, why not just use your magic stat?  You might have to have 130 charisma to wield that.  Also, as a wielder of some high level weapons, I think that this enchantment system is fair, because 1. you make yourself get the skills to wield the weapon, or 2. You get the skills to smith these, and you get the skills to kill the ulbernaut, tefusang etc.  enough that you get some rare part that you can smith with.  And, if Trasok smiths with tefu parts, why can't we?  ???

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Wish list / Re: On Villages(Just Thoughts)
« on: August 24, 2008, 09:47:14 pm »
Another part of my idea was to have designated regions that would support these styles, so, you might be able to have a guild region, in effect, and your region.
It might be somewhat like the tutorial but he says, "where would you like to go?" and you would say "Guild" or "My Region", and that region would be special for each guild/char

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Wish list / On Villages(Just Thoughts)
« on: August 24, 2008, 06:40:49 pm »
It would be nice for there to be 'Village Areas' that guild alliances, friends, and your guild could share.  Characters would be able to make their own items Having a 'Construction' skill tab, with 'Masonry' 'Woodworking', etc. skills would also be nice for this idea, and make the RP of self sufficiency nice. Depending on their skills, the characters could dig stone, shape it, and then give it to the 'master crafters' to make stone houses, wells, etc. These areas would be different from cities, because you could build buildings.  But, this would bring up having to select styles of buildings, such as Roman architecture, Greek, Anglo-Saxon, and Mongolian.

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