Author Topic: Relics..  (Read 1745 times)

MeSako

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Relics..
« on: September 25, 2003, 09:18:31 am »
Every singel thing that U has more then 100 copies, so it is in every RPG..
Why not have som sorts of relics that there is only one of.. Somthing hard-to-find-magic-thing that boosts some stats, weapon or armor..

Just a thought..

Nikech

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« Reply #1 on: September 25, 2003, 11:31:49 am »
Unique items would be great, only one of the kind in the whole world of PlaneShift. They would be hard to find and usually powerfull, they could also have some special effects.

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kronon

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« Reply #2 on: September 25, 2003, 12:18:49 pm »
Wouldn\'t this \"tip the balance\" verrrrry much?

Xalthar

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« Reply #3 on: September 25, 2003, 04:31:52 pm »
I think that they should be unique only in the way that the only way to get them would be to complete a specifik quest.. (granted, there would be more than one, but it is better than having only one of each, since that would give a very great advantage to the wielder) and that would be unfair...

Axsyrus

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« Reply #4 on: September 25, 2003, 04:50:41 pm »
maybe there could be a few items to give as prices for certain contest, this way the item switches to another person everytime there\'s a contest and we still would have unique items.

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Xordan

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« Reply #5 on: September 25, 2003, 05:26:18 pm »
Just have rarer items than others. E.g. There are 100 of 1 type of item, and 10000 of another.

Xalthar

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« Reply #6 on: September 25, 2003, 05:36:59 pm »
I still think it\'s stupid to have a limited amount of unique items... If the player that has the item stops playing all of a sudden (for some unknown reason) then the item is lost...!

Shiyar

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« Reply #7 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.

- \"If you have the gold, we have the steel

Nikech

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« Reply #8 on: September 25, 2003, 07:47:35 pm »
Quote
Originally posted by Shiyar
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.


Special strengths and weaknesses? Some items could be great for some situations but a piece of crap in others. Unique items have their problems, but they would be cool.

Loremaster in the Arcane Order

\"That was when I realized that the light I\'d seen at the end of the tunnel was actually the headlight of an onrushing locomotive. \" -George R. R. Martin

Waylander

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« Reply #9 on: September 26, 2003, 04:28:52 am »
Cool thought.  I think that there should be unique guild items instead of personal.  Only good char would get the personal ones and the good chars are already good.  That was badly written but I think you get my meaning.
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<Jeraphon>you so khrazy

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LoreWeaver

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« Reply #10 on: September 26, 2003, 04:29:03 am »
It really wouldn\'t be difficult to have all items be unique.  All that it would entail would be having a variety of different enchantments, like spells, that could be pulled from a list.  Each item would get one or more of these enchantments, each with a different rank.  Obviously, those with more enchantments and higher rank would have more value and be more difficult to acquire.

The longer the list of basic enchantments, the wider the variety of \"unique\" items there would be.  Computers are wonderful devices for generating endless numbers of such things.  All it takes is for someone to come up with an algorithm to do the work.

Grakrim

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« Reply #11 on: September 26, 2003, 06:58:20 pm »
How about this: Relics are more than just simple items.  They\'re sentient beings, each with their own agenda.  So if you gain a Relic, you must dedicate your life to that Relic or risk losing it.  

For example: Deep in a dungeon you find a Relic sword, it explains to you how it was once a powerful necromancer that was bound into a sword by the residents of a village.  You must go and have its revenge by killing all the NPC villagers of that town; after which the sword may appoint another, more difficult task, stay with you a bit longer, or decide to leave and magically disappear.

Relics would be powerful; very powerful.  But holding a Relic also means a great deal of responsibility, due to the tasks that item appoints to you.  Relic bearers would be some of the most (in)famous PCs, at the cost of their social life.  Naturally, there would only be one of each Relic in the game, but they would change hands very often.
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Xordan

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« Reply #12 on: September 26, 2003, 07:50:46 pm »
lol, I like that. Maybe the relic grants u extra of a attribute after each quest. Say +1 str or summin.

sashok

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« Reply #13 on: September 26, 2003, 07:54:53 pm »
All the ideas sound good, Grakhim, I\'ll try to advance your idea

Basically Relics should be rare items, but not too rare.  They could be found through advanced quests or given from user to user as a items that\'s been passed down generation to generation.

Ok, when someones find a relic, there is a story behind it.  Relics should be driven by different beliefs.  Some are evil, some are good, some are neutral.  Every relic like I said should have a story which will explain the responsibilities of the player if he wants to own the relic.  
The relics give different responsibilities, some require players to be saviors of the good, some require to sacrifise an animal, some may require to do a single quest, but with given time limit.  Depending on a relic and it\'s political view, players will be required to work hard to keep the relics.

Here are some examples of relics, don\'t mind names:

Relic of Wisdom
-story behind it, some mage dropped it here, but never returned because he was killed.  He left this strong item under a spell, after time this item became known as a relic of wisdom.  To own this relic, one must unlock the spells.

-This particular relic can\'t be picked up at first and must be unlocked.  I don\'t have any ideas how :)


another example.  

Relic of Passage

-this relic was given from gereration to generation in the family of famous mercenary who travelled a lot, but the chain was interrupted when the last of the mercs lost this relic in gambling.  But because it\'s new owner didn\'t do the reqirements, the relic was transported here, to it\'s rightful location(wherever that is).

-You are allowed to pick up the relic. It would give you great speed bonus and agility for example. But you would have to become a merc in practice and do merc missions once a month for a example.  


SO this how I see it

Arzosah

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« Reply #14 on: September 26, 2003, 08:26:16 pm »
Quote
Originally posted by sashok20

Relic of Wisdom
-story behind it, some mage dropped it here, but never returned because he was killed.  He left this strong item under a spell, after time this item became known as a relic of wisdom.  To own this relic, one must unlock the spells.

-This particular relic can\'t be picked up at first and must be unlocked.  I don\'t have any ideas how :)

Hmm... But a relic like this should perhaps be hidden by a harder quest. (Or be in a location unknown to those who don\'t do a hard and long quest.)
So first, you\'d have to talk to NPC\'s, do a long quest, and then, an NPC could say some gossip...
Gossip he normally wouldn\'t say: \"Hey, did I already tell you about the Klengi Mountain? Legends say there\'s a special relic there! I don\'t know much about it... But I think a wizard, living in ??? city knows more. Maybe you should visit him!\"

The wizard would tell you more (like about the mage that died, and perhaps that the creatures who live nearby have transformed, due to the relic), and you would eventually get to the mountain. There, there would be (of course!!) tough monsters. They wouldn\'t have to be particularly strong, but sneaky, and have magic: they have been affected, because they spent all their lives in the presence of this relic.
You beat the monsters, take the relic, and leave asap, to avoid more monsters ;)
Then, in a safe location, you break the code (perhaps a riddle, that cryptically tells you to get some ingredients to put on the relic).