Author Topic: curses  (Read 3307 times)

RayvenD

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Re: curses
« Reply #15 on: September 06, 2006, 08:40:22 pm »
not in the slightest. i didnt mean that the curses would be like spells, i meant that they would be like quests. you talk to an npc who curses you, you lose some abilities (for example you cannot hold a sword) you find the cure and the curse is removed. is that clearer?
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dying_inside

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Re: curses
« Reply #16 on: September 06, 2006, 09:50:58 pm »
Hmmm, I dunno the idea of talking to an NPC  and getting cursed seems a little bland to me.  No offence or anything, I just think it might add somthing if you got cursed whilst in combat or somthing, then you have to fight for survival and escape whilst working to track down a cure.

Bear in mind that i am in no way discmissing the idea of  being cursed  by a person in a quest. it could even be  just one part of a quest, but I think that the idea of talking to several NPC's randomly and then they curse you is a little  uneventful as a starting point in some respects.

RayvenD

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Re: curses
« Reply #17 on: September 06, 2006, 09:54:56 pm »
it wasn't as simple as 'hello harnquist' 'aha you've been cursed!' i was thinking of it in a story sense, ie you have been sent on a quest to find something for a mean old woman, when u give it to her it is not right for her spell so she curses you to live your days with the pox until you find something to fix the curse. if it was a bad idea then sorry, just people don't seem/want to understand.
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Farren Kutter

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Re: curses
« Reply #18 on: September 06, 2006, 09:56:32 pm »
I think it would be better if you could get the curse from strong monsters and really strong mage players, and would have to seek a cure from NPCs and do a quest to get it.




Siteri Kidachi

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Re: curses
« Reply #19 on: September 07, 2006, 03:22:46 am »
Of course, you should also be able to fight the NPC that cursed you afterwards if you want.

morgondor

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Re: curses
« Reply #20 on: September 11, 2006, 08:35:27 pm »
eheh :p i know something... why not let players curse other players too  ;D
i mean you could insert a 'wiccan' law just this once  :)

Ever mind the Rule of Three, Three times what thou gives return to thee. This lesson well, thou must learn. Thou only gets what thou dost earn.


means: don't do things that you don't deserve to do or you will regret ( in game this could mean the caster could suffer too if the victim didn't deserve it. I don't know if it is possible to check that with AI or something but  if AI wouldn't work you could do it based upon the stats or skills of the caster and it could backfire instead)

other possible curses :
the snail curse  :P you suddenly move as slow as a snail ^^
or region curse ( a strong spell with a big backfire if it doesn't succeed which will curse a town or city)
e.g. pestilence clouds ( makes the inhabitants or people who pass by have a disease that cuts their stats and let's them get worse and worse until healed by lifting the curse, this could happen in a temple )
or a transformation curse (as stated before i know :) but i have another idea, toads ^^ easy victims for passing merchant carts :p or food for little stray dragons ^^
 
« Last Edit: September 11, 2006, 09:06:01 pm by morgondor »

Jauffre Martin

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Re: curses
« Reply #21 on: September 12, 2006, 11:33:11 pm »
I think a kewl idea on the topic of curses would be disease. Monsters bite you, you go 'urgh' and fall ill, to be healed by potion (if you're rich) or quest (if you squeak when you walk). Also, think magic-oriented disease curses (like pestilence).
Another idea on the subject is to poision a weapon. Could be like curses or disease, or it could just be stat-affecting.
 :)
Jauffre

morgondor

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Re: curses
« Reply #22 on: September 13, 2006, 01:54:03 pm »
of course it's pretty powerfull  :-\
maybe too powerfull...
maybe to powerfull to put in glyphs...
i think it should be a rare scroll then because being cursed all day isn't really fun... especially if a gm is amusing himself  by cursing the lot  ;D
but little curses would be glyphs... also : keep in mind: decreasing stats temporary are curses too :) such as e.g. the weakling curse :p
or the sloth curse
and of course there can be a  little fun in it :p like special traits
such as e.g. a melt curse : 1) a spell makes your character like wax
2) uses a fire spell and he player melts to a pile of sludge :p

another idea is a decurse npc: helps you removing curses by a little fee :p

Krann Omins

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Re: curses
« Reply #23 on: September 13, 2006, 03:39:25 pm »
lemme see if i can make an example of the sorts of stuff that seems promising from what i'm seeing suggested:

Billy: hello hagable
Hagable Lechter: what do you want? I'm busy!
Billy: Hagable give me a quest
Hagable Lechter: don't even ASK me about quests
Billy: Hagable about quests
You Got A Curse.
Hagable Lechter:
I warned you, nolthrir not to ask such things
Now you will see what this misdeed brings

(Rhymes & stuff including hints for who to cure you like
"no doctor or shaman will cleanse you of this pox
your body its own prison, that only faith unlocks"
suggesting perhaps a cure relating to the temple... religious, faith... any event: hints...)

and the curse would be something like

Not healing naturally (or possibly at all)
Being unable to equip
Being transmogrified (i'm guessing into something immobile would be the most likely direction for this... i know i seen someone turned into a stuck rogue temporarily)
Being unable to get npcs to talk to you or being restricted in travels... (i think you'd still need to be able to talk to ones in the quest... unless (as i assumed for immobile) it could be cured by an item, thus making you seek the help of other player characters... restricted in travel, same idea but less likely until world were expanded, seeing as there is so little you can reach if banned from hydlaa [you can go where you are, where road leads or dr] which could work if the cure was in dr)

my opinon: Player curses? nah. roleplay em if you want em, but i don't see it being implemented if its anything like the above suggested curses-- maybe if it were just something like reduce charisma till they cure it,

RayvenD

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Re: curses
« Reply #24 on: September 13, 2006, 08:34:02 pm »
finally somebody got the exact same idea as i did. thanks for explaining it in a much clearer way kran.
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grenkar

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Re: curses
« Reply #25 on: September 15, 2006, 12:20:29 am »
I think a kewl idea on the topic of curses would be disease. Monsters bite you, you go 'urgh' and fall ill, to be healed by potion (if you're rich) or quest (if you squeak when you walk). Also, think magic-oriented disease curses (like pestilence).
Another idea on the subject is to poision a weapon. Could be like curses or disease, or it could just be stat-affecting.
 :)
Jauffre

Disease! Great! and I like the sound effects.

Rethius

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Re: curses
« Reply #26 on: September 15, 2006, 06:23:49 pm »
mmm how about stat reduction? a curse that lowers your attack strength half way.. not real strength because then you'ed drop your stuff and thats just annoying ;P

But imagin just having your stats in battle cut so you do less damage, it wont be an out of control curse that will get on everyone's nervs, but it will be something that you would like to be cured as soon as possible less you like doing the same damage that clackers do....

Krann Omins

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Re: curses
« Reply #27 on: September 15, 2006, 08:32:16 pm »
a curse for selling a quest item maybe?--you have been sneaky, for the next ten [yliakkum] days [you spend ingame] you will be sneaking all day long

Ithorius

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Re: curses
« Reply #28 on: September 15, 2006, 08:38:25 pm »
lemme see if i can make an example of the sorts of stuff that seems promising from what i'm seeing suggested:

Billy: hello hagable
Hagable Lechter: what do you want? I'm busy!
Billy: Hagable give me a quest
Hagable Lechter: don't even ASK me about quests
Billy: Hagable about quests
You Got A Curse.
Hagable Lechter:
I warned you, nolthrir not to ask such things
Now you will see what this misdeed brings

(Rhymes & stuff including hints for who to cure you like
"no doctor or shaman will cleanse you of this pox
your body its own prison, that only faith unlocks"
suggesting perhaps a cure relating to the temple... religious, faith... any event: hints...)

and the curse would be something like

Not healing naturally (or possibly at all)
Being unable to equip
Being transmogrified (i'm guessing into something immobile would be the most likely direction for this... i know i seen someone turned into a stuck rogue temporarily)
Being unable to get npcs to talk to you or being restricted in travels... (i think you'd still need to be able to talk to ones in the quest... unless (as i assumed for immobile) it could be cured by an item, thus making you seek the help of other player characters... restricted in travel, same idea but less likely until world were expanded, seeing as there is so little you can reach if banned from hydlaa [you can go where you are, where road leads or dr] which could work if the cure was in dr)

my opinon: Player curses? nah. roleplay em if you want em, but i don't see it being implemented if its anything like the above suggested curses-- maybe if it were just something like reduce charisma till they cure it,

hmmm, I agree with this most, I mean, game curses will get annoying and old, no matter the magnitude, solution: rp it...

Nerule

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Re: curses
« Reply #29 on: September 25, 2006, 02:47:33 am »
I can see it now...:

Demon: *appears in purple smoke*
Enki: Hi!
Demon: Don't speak to me in that mannor, mortal!
Enki: Sorry, um, your frightfulness?
Demon: How dare you!
[font color="red"]Demon: The thin curtain between death and life;
Something that can be broken through scare and fright.
A spell apon you to show flesh and bone;
Unless a god is on your side you will be alone.
[/font]

Basicly an undead spell that makes you appear undead, which is just an ilussion. It hints that you have to go to a temple and pray. Though there should also be some NPCs that give out clues, something to give some use to all those useless NPCs you got there.
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