Suggestions: Not really anything to do with ERA
Posted: Fri May 17, 2013 12:20 pm
Wanted to state this is nothing to do with Era... I believe the server truly is very accurate on the era.. before the game went to shit with trammel, and insurance, and insanely item dependent.
I played UO for a long time.. and after UO I went on to play AC on darktide server.. ac stand for asheron's call.. and had to be one of the most enjoyable games for pvp I have ever played.. it really ranked up there with UO... at any rate my suggestion kinda comes from ideas based on functions in that game. Now I ran my own server for a long time back years ago and scripted some of the things I am about to bring up into it..
I have been playing on the server for a few days.. and I have mainly been just wondering around.. I remember back in the day you could run into people while roaming, I have only came across people hiding in there houses macroing.. most of us know this game back and forth.. so lets make it alittle less known? give reason to explore a bit?
world name Boss creatures / Rare creatures.. give them a random spawn time days or weeks between spawning, and give them a large area to spawn in so making it just teleporting in to one spot and checking if they are up..
examples..
lets say a rare White gorilla that has a very high dmg hit that can crack armor easily. just a quick thought up mob..
a Boss Ogre spawns in a camp type area with 2 ogre lords and 4 normal ogres..
------------- world spawns like that would get the people wondering and traveling again.. those times when we would explore to see what we could run into.. find some old ruins with a lich lord inside waiting for us to call a couple friends to try and kill it. I dont believe these effect the "era" but would add to the server. say they drop some unique loot that isn't over powered, yet is usefull or just good as a show off trophy..
Example.. the ogre boss could drop..
*name*'s Might
Hammer pick with humanoid slaying. with +5 tactics...
droppable.. unique items like that should be droppable.
just an example..
collectable quest items...
Example:
say you have to fight earth elemental to get earth elemental hearts.. you have to collect 10 hearts.. you bring the 10 hearts to a special npc that will craft them into a elemental ingot.
then you have to kill blood elemental to get to get 10 vials of elemental blood... that a GM alchemist then has to use to infuse the elemental ingot.. with a chance to fail destroying the ingot.
then you take the infused elemental ingot. and you buy a weapon stamp from a vendor in a nice remote location that is now rarely visited...
you can then take the weapon stamp say your a fencer.. you get a fencing stamp.. then you apply it to the ingot.. according to a skill check you will receive then an stamped infused ingot of quality depending what your skill check result was.. say .. : Poor was a failed, a normal was a pass, then you have a chance to get an exceptional.. Once stamped the Ingot can not be used by another player.
you take that stamped ingot then and give it to a npc black smith that will then give to you a special weapon for completing the quest. lets go with fencing again.. and say your out come was exceptional.. you would get something like
Perfect Paracelsusian Warpick
proprieties: Elemental Bane
Blessed for the creator only..
high duration
would be best to also script in a catch where it has reduced damage vs players.. maybe add in a new option for that in the base weapons that if set to true players receive only half dmg from that weapon.. ? or something of the sort..
Could also be pvp specific items that are not really good in PVE could be a long collectable type quest just like above of course with changes.. bringing back melee pvp... ? and making it so pvp doesn't last forever..
I just thought of this as ideas to help bring out all the macro'ers to actually do something.. explore again..
ok so that is some of my general suggestions.. that I thought up... so love it.. hate it.. but i still would enjoy to see it..
I played UO for a long time.. and after UO I went on to play AC on darktide server.. ac stand for asheron's call.. and had to be one of the most enjoyable games for pvp I have ever played.. it really ranked up there with UO... at any rate my suggestion kinda comes from ideas based on functions in that game. Now I ran my own server for a long time back years ago and scripted some of the things I am about to bring up into it..
I have been playing on the server for a few days.. and I have mainly been just wondering around.. I remember back in the day you could run into people while roaming, I have only came across people hiding in there houses macroing.. most of us know this game back and forth.. so lets make it alittle less known? give reason to explore a bit?
world name Boss creatures / Rare creatures.. give them a random spawn time days or weeks between spawning, and give them a large area to spawn in so making it just teleporting in to one spot and checking if they are up..
examples..
lets say a rare White gorilla that has a very high dmg hit that can crack armor easily. just a quick thought up mob..
a Boss Ogre spawns in a camp type area with 2 ogre lords and 4 normal ogres..
------------- world spawns like that would get the people wondering and traveling again.. those times when we would explore to see what we could run into.. find some old ruins with a lich lord inside waiting for us to call a couple friends to try and kill it. I dont believe these effect the "era" but would add to the server. say they drop some unique loot that isn't over powered, yet is usefull or just good as a show off trophy..
Example.. the ogre boss could drop..
*name*'s Might
Hammer pick with humanoid slaying. with +5 tactics...
droppable.. unique items like that should be droppable.
just an example..
collectable quest items...
Example:
say you have to fight earth elemental to get earth elemental hearts.. you have to collect 10 hearts.. you bring the 10 hearts to a special npc that will craft them into a elemental ingot.
then you have to kill blood elemental to get to get 10 vials of elemental blood... that a GM alchemist then has to use to infuse the elemental ingot.. with a chance to fail destroying the ingot.
then you take the infused elemental ingot. and you buy a weapon stamp from a vendor in a nice remote location that is now rarely visited...
you can then take the weapon stamp say your a fencer.. you get a fencing stamp.. then you apply it to the ingot.. according to a skill check you will receive then an stamped infused ingot of quality depending what your skill check result was.. say .. : Poor was a failed, a normal was a pass, then you have a chance to get an exceptional.. Once stamped the Ingot can not be used by another player.
you take that stamped ingot then and give it to a npc black smith that will then give to you a special weapon for completing the quest. lets go with fencing again.. and say your out come was exceptional.. you would get something like
Perfect Paracelsusian Warpick
proprieties: Elemental Bane
Blessed for the creator only..
high duration
would be best to also script in a catch where it has reduced damage vs players.. maybe add in a new option for that in the base weapons that if set to true players receive only half dmg from that weapon.. ? or something of the sort..
Could also be pvp specific items that are not really good in PVE could be a long collectable type quest just like above of course with changes.. bringing back melee pvp... ? and making it so pvp doesn't last forever..
I just thought of this as ideas to help bring out all the macro'ers to actually do something.. explore again..
ok so that is some of my general suggestions.. that I thought up... so love it.. hate it.. but i still would enjoy to see it..