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Messages - Shiyar

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1
Wish list /
« on: November 25, 2003, 09:17:26 pm »
Yeah.  As to the summon spell, it could summon either more monsters or just one monster that\'s more powerful.

But it really does seem to balance itself out.  I hope the crew checks up on this idea.

2
Wish list /
« on: November 25, 2003, 09:15:51 pm »
Amphistaff?  As in, Yuuzhan Vhong?  :P

Copyright infringement aside, intelligent weapons would probably be a royal pain to program.  But with this being open source, who knows.   For now I\'ll settle for normal weapons and normal things to use them on.

3
Wish list /
« on: November 25, 2003, 05:20:43 am »
I like it...and then when you hit higher levels you can ubercharge a beginning spell.  The increased mana cost won\'t mean as much because you\'ll have more MP...and therefor the spell will still be useful.

Sounds like a great way to keep things interesting.  You could also have it look different, maybe a flare attack would look like fire rain at full charge...and that way your level 1, 2, 3, whatever fire spells are all just really one spell.

Sounds good, sounds good.

4
Wish list /
« on: November 25, 2003, 05:18:29 am »
So \'smithing\' would require some sort of metal base maybe, and a bit of magic/animal training.  

Then you end up with a sword that never shuts up and runs away when you don\'t use it frequently...um, pass.

5
Guilds Forum /
« on: November 25, 2003, 02:41:48 am »
Thanks :D
That\'s my future character in all his bad-ass glory.

I might be up to drawing other stuff if people ask...my biggest problem tends to be coming up with ideas.  Does this make me a guild artist?

6
Wish list /
« on: November 23, 2003, 08:10:53 am »
Anyone here played Morrowind?

It\'s single player, but it uses a skill based system to advance; if you fight with a sword, your sword skill goes up; if you run a lot, your acrobatics skill goes up, and so on.

You have to level 10 skills to go up one level, then you assign points for strength, agility, willpower, intelligence, personality, and whatnot.

The twist is this: you only get three points to assign.  But if you levelled a lot of skills that have strength as a primary attribute (i.e. fighting), then you get a multiplier to strength.  So you can put 1 point into, say, intelligence, where you don\'t have a multiplier, and go up by 1, or you can put it into your strength catagory with a 3 multiplier, and gain 3 pts of strength.

It lets you raise whatever skill you want, but it encourages realistic character growth.

The problem with that system is you end up trying to perfect EVERYTHING.

But just another possibility to consider.

7
Wish list /
« on: November 02, 2003, 07:28:05 am »
It would have to be more like equipment colors or a tabard that you wear over your other gear.  Otherwise a fighter might be stuck wearing a uniform better-suited to a mage.  
Or you just might find some armor that\'s better than the uniform that was issued to you.  Maybe a clan crest?  You could have it on the shoulders or breastplate or cape or whatever.

8
Wish list /
« on: September 25, 2003, 06:02:45 pm »
The only problem with having the items trade hands during contests--if I won one of them, I sure wouldnt\' want to give it up.

As to players having a few of these and quitting, perhaps you\'d lose them if the account remained idle for a certain amount of time.

But overall, the biggest problem would be the tilt in game balance.  There\'s just no way to make these powerful enough to be worth it and still not unbalance the game.

9
Wish list /
« on: September 14, 2003, 11:40:58 pm »
Alternately, you could have some sort of circular slider for aiming.  You\'d have a red dot in the center (your target) and a blue dot representing your aim that would move around the target within a fixed radius; if you were highly skilled, your aiming dot would stay much closer to the target and move at a steadier rate.  

The higher your skill, the less distance the dot would have in which to move around.  The higher your health percent, the more steadily it would move (so if you\'re almost dead, it\'s speed would change so unpredictably that you\'d need a lot of luck to hit something).

So you click to attack, then click when you think the dot is close enough to the center for a hit.  It would still be turn based, but it would really take skill into consideration.

Think that\'s a good compromise between the two?

10
Wish list /
« on: September 01, 2003, 05:14:17 am »
OK, I read the first page but I wasn\'t about to read the next three.  Too lazy.  :D

Anyway, here\'s my idea for a city, since everyone knows by now that I\'m a Klyros fanatic :)

Name: Greyhaven Aerie

Population: Almost exclusively Klyros

Services: Klyros Smithy, Bowyer, Healers, Guides, Inns, Taverns

Level: Midworld

Greyhaven Aerie is essentially a single massive tower rising into the sky.  Built from stone, it\'s surfaces are smoothely carved and quite polished.  Its lower levels harbor accomodations for land-dwelling races, including inns and most of the shops.

The upper levels are accessable only to the Klyros and to those who have the reputation or coin to find other means of reaching them.  It is here that one can find the most specialized stores, especially those dealing in highly-prized Klryos light armors.

The summit of the Aerie is home to the city council, a gathering of the wisest amongst the Klyros, and the official governing body of the settlement.

Because of the city\'s construction, it serves as an excellent defensive bastion.  Countless arrow slits are carved into the sides, and in many places the higher levels have been staggered to create wide walkways for seige artillery.  Assaulting the tower is nearly impossible; it rises several hundred feet into the sky, making seige towers nearly useless.  The stone walls are twenty feet thick towards the base, which makes direct attacks worthless.  All in all, the only way to take the city would be from within...

This would be a good capital for the Klyros if it were made right...lemme know what you think. B)

11
General Discussion /
« on: August 31, 2003, 10:11:33 pm »
Morrowind...yeah, that was a good levelling system.  You didn\'t have to worry about choosing skills, since what you used most automatically got to be the best.

 But yeah, the crowd is gonna change.  I personally am more into the really serious RP aspect--so don\'t expect to see me OOC once things get completed.  I\'m the sort of player you either won\'t be able to stand, or will wish there were more of.

I just hope most of the current crowd stays.  They\'re good people.

12
Wish list /
« on: August 31, 2003, 07:25:22 pm »
I don\'t know, if it\'s possible to destroy housing that isn\'t within a city, you won\'t have anyone willing to risk starting a new settlement.  I\'m not going to waste a month\'s worth of gold to build a house that I know has a good chance of getting looted and destroyed!

This goes back to my argument that while shops, inns, and NPC structures should be fair game for break-ins and destruction, PC housing should not be subject to such things.  It just leaves open too many options for griefers.  There should be NO WAY of getting into a player\'s house without being on an approved list.  Period.

Of course, you would still have con artists who could try talking their way in... ;)

13
Guilds Forum /
« on: August 31, 2003, 12:52:28 am »
Hmmm....my current character is Shiyar, a male Enkidukai.  But I plan to be a male Klyros as soon as they\'re implemented (and change my name, too).

Would you have need for a dual-weilding medium-armored scout who can fly, breathe underwater, and generally get anywhere?  I mean, a Klyros would be the PERFECT guy for recon... and I also plan to invest skills in hiding and picking locks.  If you want a good infiltrator, I\'m your man.  Or dragon.  Or rather, I will be, once they implement the race ;)

14
Wish list /
« on: August 31, 2003, 12:41:40 am »
It probably wouldn\'t be too hard to just pick a plot of clear land big enough (and of appropriate terrain) for your house.  If you want a more expensive and thus larger house, you need more terrain.  The advantage of underground dwellings would be that you\'d only need enough surface space for an entrance.

And while I\'m at it, home locks shouldn\'t be pickable.  Thieves should be able to go almost anywhere, but PC homes should have no means of entry.  Even if a Klyros thief were to fly to the top of another Klyros PC\'s tower, there should be some hatch leading downstairs, and that should open only for the person who owns the home.

If you want to grant access to someone, there should be an /invite command similar to a guild--you\'re guildmaster, and you can add or boot people from your guest list as you please.  :)

15
Wish list /
« on: August 30, 2003, 04:23:53 pm »
Actually, I was thinking about it, and to build a player house all you would really need to do would be to pick one of the premade models used for generating cities.  Say you\'re in a Klyros city; every building their could be one of perhaps a dozen prefab models, and to make PC housing out of it, all you\'d need to do would be to choose which type of generic structure you wanted for YOUR house.  That would save the team from having to make additional 3D meshes and textures just for use in player housing.:D

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