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Burzuk Implementor
Joined: 20 Jan 2004 Posts: 529
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Posted: Mon Jun 28, 2004 2:43 am Post subject: To-do list for changes. |
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As you know, our coding staff has been working on many things in the background. We're currently in the process of gradually implementing some of them--for example, within a week or so, you'll be seeing some changes regarding how transportation spells work within the game.
I've made note of (or otherwise promised) many instances where changes are forthcoming in various discussions here on this forum. However, with all the stuff going in the background, I'm sure I must be forgetting some things here and there. So to remind me and make sure things don't slip my mind, I'm opening this to-do list for you to add changes you'd like to see.
READ THIS BEFORE POSTING:
This is meant as a reminder to the Imm staff about previously discussed changes, or things that have been generally ignored for a long time with the promise that "it'll be fixed." This is NOT for new change ideas and/or requests--post those in a separate thread. Most of the coding for what I want to change is already done. However, changes affect each other and I want to make sure that I'm not overlooking something I should address and wind up making it worse in the process of modifying other things; therefore, if you have a "pet issue" (or a dozen) that you want to make sure I account for as I chop the code up, post it in this thread. Things that you think are obviously "broken" but are seldom discussed are acceptable to post as well--for example, bodyslam is obviously broken but is so widely acknowledged that it is rarely brought up on the forum, and I'd hate to be "forgetting" to fix something like that in my hoary dotage. In an uncharacterstic move, I will be moderating this thread for spam and useless content, so if you want to start a discussion on something related to an item on this list and you want to be sure that it will be read by those aside from yourself, start a new thread. Otherwise, your comment may be deleted without notice at my discretion. I suggest someone start a meta-thread to discuss this thread if you're leery of this rare flexing of my moderator's muscles.
Anything that I've promised I'd do for AR in any previous thread is fair game for posting here, although providing a link would substantiate your claim. Links to any interesting gameplay discussions that you think may have flown under my radar are fair game, too.
Here's your chance to turn me into your whipping boy. Go for it.
Last edited by Burzuk on Sun Apr 09, 2006 6:34 am; edited 1 time in total |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Posted: Mon Jun 28, 2004 3:44 am Post subject: |
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* religions/tattoos
* a cabal getting the axe |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Posted: Mon Jun 28, 2004 6:51 am Post subject: |
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* race specific skills and "unannounced racial specifications" to flesh out current races
* treants and an unannounced race that fills a stat distribution for 2 classes
* different mode of questing
* quest classes
* my input: i think the illusionist shrink spell is broken because it always hits, yet is an aggressive spell. it doesn't fail like slow does. |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Burzuk Implementor
Joined: 20 Jan 2004 Posts: 529
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Posted: Tue Jun 29, 2004 5:24 am Post subject: |
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Good list so far--keep them coming. |
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Mendek
Joined: 16 Jan 2004 Posts: 472
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Posted: Tue Jun 29, 2004 12:57 pm Post subject: |
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Changes to warriors to make them more competitive at the higher ranks. Dav says they should have something to make their opponent stop healing so fast...
Forms disarming cursed weapons? Dav, again.
Make cursed weapons reflect being cursed.
There was discussion about pets being able to help rank solo.
New drow area.
All those other areas that've been written and not implemented.
Swingings mobs vs. charmie classes.
Multiple deaths from begginingg of the round deaths at the temple. |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Posted: Thu Jul 01, 2004 5:41 am Post subject: |
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not sure about this one, but GreenElephant said Burzuk mentioned:
warrior class tweaking including changes to double grip |
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Burzuk Implementor
Joined: 20 Jan 2004 Posts: 529
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Posted: Thu Jul 01, 2004 8:52 am Post subject: |
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Some of the warrior class tweaks (including an improved double grip) should be making an appearance on the mud well before the some of the other stuff on this thread, actually. There's also a rather larger warrior customization feature scheduled for later release. I don't know which thread I discussed warrior changes in, but since we've been working on them for some time now, I've probably mentioned it somewhere along the line. |
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Addreodyn
Joined: 16 Feb 2004 Posts: 107 Location: Melbourne, Florida
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Posted: Sun Jul 04, 2004 2:19 am Post subject: |
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When newbies recall it gives them directions to their guild starting from Market Square, which may be kinda confusing considering there is no more market square. |
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Bones V2.0
Joined: 17 Jan 2004 Posts: 295 Location: Universal
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Posted: Sun Jul 04, 2004 3:14 am Post subject: |
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*Changes to group XP bonus to assist "unpopular" classes in ranking (i.e. Necros/Psis/Any Illithids etc)
*Adjustment of quests/training times - No matter how long you make it to train a skill, some people are going to do it, putting the rest of us, and especially newbs at a larger disadvantage.
*Making envenom and decoy actually DO something worthwhile.
*Some type of Sub-cabal system to involve newbs in to help with retention. |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Posted: Sun Jul 04, 2004 6:55 am Post subject: |
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hm.. are these last points actual issues that Burzuk brought up or went over? if not, please specify that they issues on your wish-list, not on the IMPs' to-do list. particularly judging from a few recent posts, i'm thinking that sub-cabal idea is one of your personal ones. |
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theobserver Guest
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Posted: Wed Jul 07, 2004 11:38 pm Post subject: |
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*Ninja skill improvements - think you mentioned something similar to a 'LSD dart' was being worked on.
*Invoker weapon change (in keeping with their battle mage status), hellstream being gimped in favour of more diverse combat spells. |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Posted: Tue Jul 13, 2004 4:02 pm Post subject: |
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wow thats alot of changes. so many changes that we might need... a second p-wipe/purge! ;)
here comes the 3rd age. |
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Draor
Joined: 28 Jun 2004 Posts: 21 Location: in your head
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Posted: Wed Aug 04, 2004 4:30 am Post subject: |
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WOW!..a third age |
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invisible smurf
Joined: 17 Apr 2004 Posts: 12 Location: boringtown
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Posted: Sat Dec 04, 2004 2:39 pm Post subject: |
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For bards:
- prof <skill/spell> doesn't work on songs
- there really isn't any way to end duet other than quitting out
- for some reason after you knock out a mob, it stays sleeping...forever...until someone kills it or wakes it up.
i just think the last point is amusing. |
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Burzuk Implementor
Joined: 20 Jan 2004 Posts: 529
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Posted: Mon Dec 20, 2004 12:42 am Post subject: |
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Quote: |
* race specific skills and "unannounced racial specifications" to flesh out current races |
Implemented (favoured weapons and racial legacies).
Quote: |
Changes to warriors to make them more competitive at the higher ranks.
[...]
warrior class tweaking including changes to double grip |
Partially implemented (bow, point blank, favoured weapons), with more to come. Double grip will come in part B of combat module.
Quote: |
*Ninja skill improvements |
Partially implemented (counterbalance), with more to come. |
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Burzuk Implementor
Joined: 20 Jan 2004 Posts: 529
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Posted: Mon Dec 20, 2004 2:48 am Post subject: |
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This thread is to keep track of the changes that I've already said were going in. New ideas or suggestions should be placed within their own thread. If there's anything that I've promised to put in on another thread that isn't already in this thread, you can add it here to keep me honest. |
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Kablamo
Joined: 18 Mar 2004 Posts: 108
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Posted: Wed Jun 15, 2005 1:27 am Post subject: |
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A updated wizlist would really be nice. |
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