right need to be quick, dentist soon
rework divinity, never did like the + vs that div, - vs that one
why not give them a beginning bonus
fire = +to damage
earth = + to armour
lightning = + to stamina regen
ice = + to mana regen
night = + to dodge
or some such
aight, time to be possibly mutilated, take care folks
divinity reworking
divinity reworking
Last edited by daedroth on Mon Jun 06, 2016 7:11 am, edited 1 time in total.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: divinity reworking
blessing weapons/armour
should work as normal, less/more damage based on armour/weapon
but the only bless you can get is for your own divinity or definetly not your oppossing divinty?
eh... this one is more icky
maybe just a flat + to damage for weapon, or + to protection to armour, like enchant (slight for every div apart from enemy div)
should work as normal, less/more damage based on armour/weapon
but the only bless you can get is for your own divinity or definetly not your oppossing divinty?
eh... this one is more icky
maybe just a flat + to damage for weapon, or + to protection to armour, like enchant (slight for every div apart from enemy div)
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: divinity reworking
daedroth wrote:blessing weapons/armour
should work as normal, less/more damage based on armour/weapon
but the only bless you can get is for your own divinity or definetly not your oppossing divinty?
eh... this one is more icky
maybe just a flat + to damage for weapon, or + to protection to armour, like enchant (slight for every div apart from enemy div)
I actually like that idea. I mean if you serve, say, Vaendac then you shouldn't be able to bless your armor with something from the opposing God's temple. But I think that would be somewhat difficult to manage simply because a lot of gear isn't soulbound to start with, which means it might go on any div character. But I guess to mitigate that, and encourage soulbinding things (and thus encouraging those rare bosses getting farmed long after people would have one or two items dropped from them), you could set it so that armor (at least) couldn't be blessed until/unless it's tied (soulbound) to a character.
Or, a player would be able to bless armor with only the div of their God, granting them more protection from that particular element, and the div of the opposing God, granting them a small amount of protection from that God's servants.
It might mean a small overhaul to the way armor drops in game, with some of it being already marked with a div of some sort, but I think a simple script of some sort might work. Like having the game check the player's div so that armor of the same div is dropped (say you're farming, we'll use guard plates as an example even though typically they don't come with a div at all) and it drops but just before it does, a small script checks to see the div of the player and then it drops with that element's protection...or just the opposite element's protection (since that does make a lot of sense).
Weapons are a bit trickier since they sometimes come pre-blessed with, say, night. But it wouldn't be too bad if a character got a bonus of some sort to attack for having their weapon blessed with their God's div (i.e short sword would get a small bonus to attack, or add that element into the attack: Elf uses her short sword and as she attacks a sheen of fire covers the blade, strengthening the attack for xx points of damage.).
It would bring the element of the Gods more strongly into play, which would add depth to the current div system.

Re: divinity reworking
See, I like the idea of divinity playing a role in how your character performs outside of the standard ROK-like bonus, but the problem becomes you're effectively making some divinities favor some classes. You'd never see a magic user following anyone but Orasic, for example, because even a small regen bonus would make them have to burn fewer mana pots to be dangerous. If it can be worked out to make that less the case, then it's a very good idea.
Heave ho, thieves and beggars, never shall we die...
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Mahariel | 25 Brigand
Starlyte | 20 Cleric
Starstryke | 25 Stalker
Re: divinity reworking
Satsujin wrote:See, I like the idea of divinity playing a role in how your character performs outside of the standard ROK-like bonus, but the problem becomes you're effectively making some divinities favor some classes. You'd never see a magic user following anyone but Orasic, for example, because even a small regen bonus would make them have to burn fewer mana pots to be dangerous. If it can be worked out to make that less the case, then it's a very good idea.
I fully agree.
The mechanic of the divinity can give bonuses, but they need to be similar. If you give one div a strength bonus and another a magic bonus, you are pretty much setting up for fail and specific classes only using specific divinities. Right now I am still working on the bonuses to each stat, so that it's not always 'GNOME FOR SORCS ONLY', like ROK was. Other things to take into account (MR, HP, AC, etc) the more we adjust things.
I think the last race I want to add (at least for awhile) will be some sort of magic user that has a base AC of some sort, to mix it up.
Re: divinity reworking
Well they were just rough ideas, I was not saying that is what they should be. The mana regen one was actually my least liked one... but was only thing I could think of at the time... And I see how they could be bracketed into certain classes.
Let me see though...
Fire : Would could have been a + to all kinds of damage (look on it as anger powered? IE fiery anger), however what about thieves?
Earth: Could be an AC and magic resistance, basically they take less damage, or they could have a health boost (hit points per level, although this might be better going to the ice, since I am struggling to think of things for ice that is not covered somewhere else).
Lightning: stamina regen would work for all classes, quicker attacks.
Night: Hmmm... more problematic... is there a dodge vs magic? or is it just resistance? I know melee you have Ac to reduce damage and AGL to dodge altogether, does magic have a similar mechanic? If so then dodge could work on both. If not dodge for melee, magic res for magic.
Ice (water): Hit point bonus, maybe even HP and MP? Maybe too much to have both, since HP bonus already benefits all classes. Only other thing I can think of is faster mana/health regen and maybe faster poison detoxification.
As for items coming pre blessed. An option in a temple to De-sanctify an item could fix this, maybe even one bless would replace another. The soulbound thing would be easy enough; "You cannot wear/wield this as it has been blessed by a God that you do not worship" or some such, off course the idea just above this one would need to be implemented.
An idea I am neutral to; the removal of soulbinding via the temple.
I personally prefer the soulbinding the way it is currently, because it means you need to keep getting items for new alts.
Let me see though...
Fire : Would could have been a + to all kinds of damage (look on it as anger powered? IE fiery anger), however what about thieves?
Earth: Could be an AC and magic resistance, basically they take less damage, or they could have a health boost (hit points per level, although this might be better going to the ice, since I am struggling to think of things for ice that is not covered somewhere else).
Lightning: stamina regen would work for all classes, quicker attacks.
Night: Hmmm... more problematic... is there a dodge vs magic? or is it just resistance? I know melee you have Ac to reduce damage and AGL to dodge altogether, does magic have a similar mechanic? If so then dodge could work on both. If not dodge for melee, magic res for magic.
Ice (water): Hit point bonus, maybe even HP and MP? Maybe too much to have both, since HP bonus already benefits all classes. Only other thing I can think of is faster mana/health regen and maybe faster poison detoxification.
As for items coming pre blessed. An option in a temple to De-sanctify an item could fix this, maybe even one bless would replace another. The soulbound thing would be easy enough; "You cannot wear/wield this as it has been blessed by a God that you do not worship" or some such, off course the idea just above this one would need to be implemented.
An idea I am neutral to; the removal of soulbinding via the temple.
I personally prefer the soulbinding the way it is currently, because it means you need to keep getting items for new alts.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: divinity reworking
I like the current system. It isn't too complex and still has a big part in the game. While I understand having variety between them, I feel that it should only be cosmetic.
Re: divinity reworking
The thing about divinity is that the entire game and monsters are based around the rock, paper scissor system. If you change div, what do you do with all the monsters that have div? That could essentially break the game and require tons of reworking tedious tasks.
Re: divinity reworking
@Futch possibly, but you could apply the same benefits to the mobs that the player gets, or... remove divfrom all but special mobs.... which i dont think will go down well, could even keep the pvm mechanics the same. Either way though, I doubt this idea will get done :p
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: divinity reworking
What if you had to level your divinity by donating gold to your temple? Each time you level it you gain a point that you can apply to a certain bonus? Perhaps all divinities have all the same bonus' you listed but you choose which one you want a point in?
Make it a simple 5 level thing
10,000g - Lvl1
50,000g - Lvl2
100,000 - Lvl3
250,000 - Lvl4
500,000 - Lvl5
You recieve 1 point per level. You can choose to dump them all into one bonus or put 1pt in each bonus and spread it out or you could make it so which ever bonus you put your first point into is the bonus you're stuck with and if you want to change it, it would cost 750k and the 5pts would be refunded to be redistributed where you see fit
Make it a simple 5 level thing
10,000g - Lvl1
50,000g - Lvl2
100,000 - Lvl3
250,000 - Lvl4
500,000 - Lvl5
You recieve 1 point per level. You can choose to dump them all into one bonus or put 1pt in each bonus and spread it out or you could make it so which ever bonus you put your first point into is the bonus you're stuck with and if you want to change it, it would cost 750k and the 5pts would be refunded to be redistributed where you see fit
Who is online
Users browsing this forum: No registered users and 274 guests