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 Post subject: Musings
PostPosted: Wed Jan 31, 2007 10:04 pm 
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Joined: Sun Jan 22, 2006 6:51 am
Posts: 32
Location: New England
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Hello,

I like reading other people's lists of ideas, so I thought I'd just share a few kicking around in my mind.

Non-corporeal mobs
This is an old fashion concept. There are many spirits, apparitions, and ethereal mobs out there, yet what about physical damage to them only deliverable by weapons tagged as magical (blue glow)?

Weapon sharpeners
There are blacksmiths to fix your eq, how about weaponsmiths to sharpen bladed weapons? Cost could be based on the appraise value.

Sorcery shops
Pay a mob to cast a certain spell on you. Only certain spells available, mob class based, and spells may vary from mob to mob, and in different areas. Far away enchanters might offer stronger and more useful spells than places easy to get to. Spells could be listed in shop item format. Costs might be in gold, or in exchange for special collected items found around the world.

Consistently falling off a flying mount on average every 35-40 rooms despite having all animal related skills mastered and being high level
What's up with that?

-Levune


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 Post subject: Ha, I fall off too
PostPosted: Sat Feb 03, 2007 3:49 pm 
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Greater Lord

Joined: Wed Oct 19, 2005 2:28 am
Posts: 224
Location: Tennessee
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So much for having riding mount mastered and a mount tamed for successes. I fall off too from time to time.

I like the idea of magical weapons doing damage, how am I gonna smack down a ghost, that's nothing more than mist/magic/whatever with a big staff? That could add whole new interest into the game. I guess builders could just make the mob resis to tons of things, and allow spells to do more damage than hits. Hrm, I have a builder that I'm very very slowly making zones with, maybe I'll play around with that a bit on one of my mobs and see how it turns out.
I agree with the shops to buy spells, sharpening, etc. I really like the spells aspect. The money can go back into the game. Maybe cost 5,000 gold coins for a sanc, or maybe have the cost based on level, say 50 coins per level, that way a level 100 has to pay 5k for the sanc. Kyo would be shelling out near 10k, but I guarantee he'd find it profitable since he's tanking so many big things into the night with no cleric on.
Could even do teleports somehow. Pay a good deal for a mage to make a teleport for you to a specified mob. Even if he can't actually make a teleport to that mob, he'll try it before he does it. Exa: you want to teleport to a mob in a noteleport room, too bad, he takes money, tries, and nothing pops up. So people have to have the knowledge of who can and cannot be teleported too. Make the teleports last a shorter period of time than usual, long enough for everyone needing to, to step on through. Hrm, possibly have a mage able to make teleports to pre decided locations... Rocksport fountain, Guard isle, Crossroads, there's a few people frequent.
That's all I've got for this reply.
Gydin

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Gydin Valen, free heals, sancs, and spells since 2001.


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