tag:blogger.com,1999:blog-2813928506348618137.post8995428504850718155..comments2024-01-15T14:00:53.480-05:00Comments on Arilou's Mad Ramblings: The Future of Content in WyvernArilouhttp://www.blogger.com/profile/03405377950377443234noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2813928506348618137.post-83820945017966815182007-12-24T16:36:00.000-05:002007-12-24T16:36:00.000-05:00Wyvern has desensitized many players to the danger...Wyvern has desensitized many players to the dangers of dragons in many RPG worlds. They shouldn't just be one-hit kill wonders. Dragons deserve the chance you described in the blog post; strength and life.<BR/><BR/>Now, when I fight a Demon Lord or Arch Dracolich, my melee hits always land on the opponent. I think higher end monsters need high levels of dodge, so that melee characters can't just walk through any area spam healing, you know?<BR/><BR/>After reading this one blog post, Arilou, I thought up of a system to balance out the dodge mechanics, and give mages a chance in PKing. Think about this:<BR/><BR/>Skill "Dodge" gives chance to avoid all melee damage.<BR/>Resist "Melee" always reduces certain amount of damage from each attack that hits you. It gets less and less effective with more dodge, since less hits you in the first place.<BR/>Resist "Magic" should grant chance to avoid all magic damage.<BR/>Skill "[Elemental] Attunement" should always reduce certain amount of damage from each time any sort of magic hits you.<BR/><BR/>To me, it only makes sense that there should be a way to avoid and/or reduce both magic and physical attacks. Higher skills levels in magics and weapon skills would both increase damage and accuracy.<BR/><BR/>Say you are fighting a frost wyvern, and it has been granted the qualities you suggested in your blog. I can fire off 5 level 20 Fire Magic Fireballs and hit about 2/7 times, but each one will do significant damage, say about 7-8% of the Wyvern's HP. This makes sense RP style because Wyverns are highly magical creatures, so their "Attunement" is high, while being based Frost beings, they are weak to fire attacks.<BR/><BR/>Not only would this cause more people to train elements like air and death for use against specific monsters, but it would also add some sort of randomization to each killing. That Frost Wyvern may not die after 50 Fireballs, or it might die after 5. As a player, randomization always scared the beep out of me, because when something takes too long, chances are I'm going to die.<BR/><BR/>That's my idea, with a little elaboration. Mages should also be able to destroy melee characters in PvP a little easier too. If someone has 90% resist fire, it means that when a level 25 Fireball does hit that player, it'll hit for some 150 damage, rather than 5 or 10.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2813928506348618137.post-34291411622818633132007-12-22T20:51:00.000-05:002007-12-22T20:51:00.000-05:00Actually, I forgot to talk about your group dungeo...Actually, I forgot to talk about your group dungeon idea.<BR/><BR/>As long as the players in the party have their own area, I think it would be a great idea. Might give more use to healers (other then Paladins, hopefully) and call for more diverse population in the game if there is a big demand for certain classes. (40% paladin, 40% Caveman, 20% Other atm)<BR/><BR/>And it is the perfect oppurtunity for some really epic battles.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2813928506348618137.post-70044532310434627622007-12-22T15:31:00.000-05:002007-12-22T15:31:00.000-05:00Agreed about the alignment deal. Lords of Evil sho...Agreed about the alignment deal. Lords of Evil shouldn't be allowed in just any city. But on the other hand, all the high leveled monsters, nay, most monsters are evil.<BR/><BR/>We need more good monsters to kill and an evil city for evil people.<BR/><BR/>IMO a necromatic floating citadel place. Skeleton NPCs etc.Anonymousnoreply@blogger.com