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    Renatus
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    Default Some of our discussed idea's

    Sekh's finally managed to get away from people dragging him to BBQ's, so we've went over most of my previous idea's. Here's a list of what we have so far;

    Note. Some of these require the coder to hard code them to the files, so some things you won't see ingame for a month or more. Oh, this is a long list.

    Quote Originally Posted by Renatus View Post

    I'll compare what I can to Extreme, as I know most people have played it enough to see the basics that I have, we'll obviously use different pets etc.

    Events

    Random exp event (server made); For an hour once a day (either randomly have this happen between 6pm and 10pm - Peak hours, or have it at a set time), once every 3 minutes the exp buffer changes from between x1.1 exp and x3 exp, we'll need to put some kind of cap in place so that the total can only mean a certain amount of bonus exp for the hour. There will also be a 'super bonus exp' somewhere within the hour, which will give a HUGE amount of exp for ONE minute, I'm thinking either 8x or 10x exp, 8 is probably better.

    WhichOne (GM made); (need to rename it, unless my friend doesn't mind); A GM spawns 3 mobs, generally something that doesn't hurt works best, sheep for example. 2 of them are normal mobs that you can easily one shot, 1 of them is an uber stat mob that will one shot any normal player. If people die, they're out, if they kill one of the mobs, they go to the back of the line of players and continue - The mobs are then killed by the GM and 3 fresh ones are spawned for the next player. Depending on the number of players, you can give prizes to 1st, 2nd and 3rd people to make it through. Nothing too substantial of course, I used to give them an option of; Chunk of gold, 8/5/3 (for 1st/2nd/3rd) "Presents" (random item from a box), OR I would open present after present until I got something of value (1st place only - This would be anything that isn't a shop item, basically).

    Free For All (server made); At some random time between 6pm and 9pm a global shout will go out that a battle will commence in an hour, then again 30 minutes later, then 15 minutes after that, then 5 after that until it opens (so say it went out at 6pm, it'd then go out at 6.30, 6.45, 6.50, 6.55 and 7.00), we had something similar for MedRate, so I assume the script for it is still around. Just don't give people loads of pots/Melons upon entering, make them go in prepared. GP reward for winner.

    Game Changes

    Body Drops; 20% chance of dropping whilst yellow, 15% whilst white, 10% whilst red - One item. Can NOT drop weapon, ever, through death-by-PK. An npc will allow you to buy a half-drop-chance buff for 30/60 minutes for GamePoints.

    Pet Recalls; For an additional 10 or 20% (or for GamePoints - Prefer that) cost of the pet, people will be able to gain a command, the same as Tao's have with resummoning their pets, that will teleport the pet to them, regardless whether it's engaged in battle or not. Basically make it work exactly as Tao ones do, even if that means currently in battle = Summoned on to the target it's fighting.

    Slow and Poison; Halve their potency and duration, to players, pets and mobs, considering we'll have stats relatively close to HR's in a year's time, it's ideal to do it early on. This means Slow won't absolutely rape EVERYONE and EVERY boss that it lands on and Poison won't be able to solo kill a boss in a pretty damn short time. Also, putting a cap on both would be excellent, 10 seconds for Slow on players, 20 seconds for Slow on mobs/pets. A minute for Poison's duration, leave the damage uncapped.

    Additional Spells/Skills

    Pet Heals; Lack of pet healing is a BIG issue, so let's give players the ability to do it. Wizards could have a castable circle of sacrifice, that sits on the floor like a FlameWall, but heals the Wizard and their pets for the damage that it deals to any player/mob that goes through this circle - It would do half the damage of FlameWall (possible names; Circle of Sacrifice ~ Vampiric Circle ~ Syphon Circle). Warriors could have a spell that takes their health and gives it to their pet (possible names; Sacrifice Life ~ Forfeit Life). Tao's could also get a new spell to give them something that wouldn't go a miss - Kind of like MassHeal, but it sits on the floor as a bubble, 1x1 square at level 0/1/2, 2x2 at level 3, any friendly targets (if you're on an attack mode that would heal them) that pass through, or stand in, this bubble, are healed for 10% of their health over 10 seconds, constantly, this would need to be a top end RB spell I think (possible names; Bubble of Life, Rejuvenating Bubble, Restorative Bubble).

    Ingame Items/Pets etc

    Super Pets; Keep them insanely rare, BossPetOrb (the pet would have 75% of the stats [maybe 50%?] of the real boss - EM, Devil, Lords and OK excluded from this list) would have a 100% drop rate from EM and Devil, would have a 1% drop rate from the top end bosses, ie ZT. Strong pets will be in place at a heavy GG cost (or insane GP), but we won't have things any more powerful than Extreme's Super ZG - They'll cost £20+ in GG. We can also have pets similar to Frost Tigers, but for £5 a time. All pets will have unlimited summon use (ie type @pet) for the 5-day-week that you've used them, to allow people to log out overnight without requiring leaving their pc on... Also means we don't need to constantly replace pets if there's server errors/issues.
    Quote Originally Posted by Renatus View Post
    PK Idea's;

    Town Changes; Weaken archers, make them immune to normal player's damage (insane ac/amc), but allowing red players to hit them - This means that it's impossible for people to grief others in to hitting archers, but red players are able to gang up and kill the archers.

    Safe/Unsafe Caves; Caves that you can only enter whilst red, an npc would be required to tele people in, this would be a PKers cave, so fighting is encouraged. Caves that you can only enter whilst white/yellow, again an npc would be required for this, personally I'd rather make these safe zones and make it clear that we'll come down very hard on people who steal drops. The downside being that people can steal mobs from people, then the player who's been stolen from can't do a thing - This issue needs a work-around. Maybe make them fight zones (so you can pk without going brown - Means people complain they can't hunt without being attacked though).

    PK Points; Ideally we'll have them drop off quicker (so if you don't want to be red, you can get a few kills then you'll be back to normal relatively fast), or we'll just reduce the pk points gained per kill, but having pk points awarded for killing a red person will be rather necessary, otherwise everyone will run out of redness constantly waiting for a white/yellow person to appear. It'd be cool to have a counter to track your PK points, same as the GG/GP one. We could also make scrolls to increase OR decrease your PK points by 1 person's worth of PK points, bought by GP/GG. A full wipe of points for the cost of 10 scrolls.
    Quote Originally Posted by Renatus View Post
    Donations

    1 donation per drop: When a MirSword drops, ONE MirSword is up for purchase via donations (GG). When the second MirSword drops, another MirSword will be up for purchase via donations (GG). This means "Server first X" will be from drops and not from someone with more money than the time/luck it takes to get it dropped. It also means people won't zoom ahead like crazy upon hitting level 40 and being able to use their overpowered armour + weapon. I'd like Mir/Heaven/Hell Items to be semi-common and to keep Devil/MirRev Items rare (don't allow a swap of Mir/Heaven/Hell Items to make MirRev Items or Devil Items), this means that people get a nice easy start for their new chars or for friends who start later on.
    Please make any comments you have on a new thread, I'll try to continue updating this one with new idea's that Sekh and I have agreed upon.

    Edit: Updated for Ren - Chopped out the PK Items/Tokens idea, as it's near impossible to implement without leaving huge gaps for exploits.
    Last edited by Provectus; 04-07-09 at 10:58 PM.


 

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