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Message ID: 13837
Date: Thu Jan 27 16:29:17 GMT 2000
Author: Papa Legba
Subject: Re: My overcrowding solutuion


Simple solution to this, given a day to think about it I could come up
with 5 better ways (and thus have a variety of ways for different
dungeons).

Every named mob in the dungeon drops a lore, no drop widget (make it
approprtiate to the dungeon). The boss has a lor, no drop container, in
which you put the widgets, hit combine, get the reward. A really clever
programmer could even make diminishing returns for not including all the
widgets. I essentially did this in many of the Gold Box Construction
Set adventures I wrote (remember those?). Usually it was done a little
more cleverly than that, but you get the idea.

With some clever programming, the EQ engine could easily give the game
we want it to be, just takes some time. Also I want to volunteer my
time to them to write the bard song creation for EQ2. I think JKim
mentioned it, but I envision a sheet of music paper where you combine
notes, accents, rests, tempos, etc... The end result is the song you are
singing. You learn more as you go up levels, plus the ability to
combine various techniques into a single song. How great would that
be? It would not be that hard to write, plus a song book (which lets
you name and save your songs could all be done and saved client side,
making it easy on the server).

I dont say this to criticize EQ's bards. They have done for bards what
Baldur's Gate did for thieves. (made them unique and useful). I just
think their base system could be so much more. How much fun would it be
to make your "Overture of Wizard Wariness" by combining some elemental
resitance with a quick targeted stun effect? (I think accented notes
would give the stun effect personally)


"Reece, Tom - 25IDL G4" wrote:
>
> From: "Reece, Tom - 25IDL G4" <g4mntofcr@...>
>
> A true dungeon crawl in EQ would only work if at the end of the dungeon
> there was some type of reward that provided enough incentive to not camp.
> This could be a major EXP gain from killing the boss mob or a treasure chest
> that contained several items in it. The level of the mobs throughout the
> dungeon would have to be close enough that the party got EXP for mobs both
> at the beginning and at the end. There would also have to be a mechanism to
> prevent a party from camping the boss mob over and over again. Lot more
> other factors but these are the key ones. Most likely in the "to hard to
> do" category for EQ. Maybe not for EQ2.
>