most of these shouldn't call for new sprites
please don't clutter the thread with *good ideas dude* or a wittier way of saying that
September 1:
Generic - Portal spell: edit it to 1 spell per ingame day/night (if you do it more than once it'd say "The spell is still recharging!"), warps you to an unsaved map (so in effect takes you back to your spawn), and vehicles can't enter portals
this helps because it saves players from deaths if they venture too far into a dead path (namely in the earlier forests on mainland) and is a means of transportation that probably doesn't beat the purpose of the hovercraft
- well I have no idea how you're gonna do faction wars but here's some of those ideas:
each faction town has an added farm, treasury, stronghold, and whatever else is needed to store just about any stuff
an npc is in the stronghold & treasury & in the building outside the farm, all who accept supplies for war (crystals, logs, armor, weapons, food, whatever else people use to kill other people) & they all give statistics in their bio pertaining to what each faction has
anyway, when a faction "attacks" another faction by whatever means, they lose some stuff...and each day they lose food...and when they hit 0 on something, something bad happens
just throwing this out and seeing what you have in mind for factions
Balance - people without the ferry password should be excluded from the death penalty, new players might get frustrated about this
August 28:
Generic --- faster fade-in when moving to another map
--- during the darker phases of the day, screen is tinted with a blueish shade, stronger as it gets darker
http://img.photobucket.com/albums/v2...berniadark.png --- invisible map object that deals 1 damage every second to players that are on it
August 17:
Generic --- maps with no ambient lighting: change all royal flame and wall torch sprites to unlit ones
http://img.photobucket.com/albums/v2...unlittorch.png http://img.photobucket.com/albums/v2...unlitflame.png --- on the equipment screen, display the total attack and defense of your equipped items above your player picture
http://img.photobucket.com/albums/v2.../atkanddef.png --- NPC message system - in their bio, the button 'Talk' would appear in their bio like the 'Buy' & 'Sell' ones - a text window, like that of signs, would appear, along with what they have to say that pertains to the town/what's going on/a tip - automatically talk to npc's if you press ctrl next to them - could also apply to over-the-counter npc's
http://img.photobucket.com/albums/v289/sbf/talk.png NOTE: This is something to also consider for the tutorial, replacing the signs with npcs in the appropriate clothing and the text on the sign in their 'Talk' command.
--- skills listed under the Skill menu that are maxed (excluding faction limits) turn red; blue if at 100
http://img.photobucket.com/albums/v289/sbf/max.png --- display green hunger meter above HP & MP; for a more realistic and subtle way of checking hunger, right-clicking your character can make them say how they're feeling
http://img.photobucket.com/albums/v289/sbf/full.png IE: I'm stuffed! (full)
I'm not very hungry. (almost full)
I could use a snack. (halfway to getting the hungry message)
I'm hungry. (after getting the first hunger message)
I really need some food. (after getting the extremely hungry message)
I'm starving! (the point where you start losing HP & MP)
--- Morph spell giving bonuses to stats depending on what monster you transformed into, more powerful transformations are added as you level up in that skill
for example:
Level 1+:
slime - minus 3 attack and defense, x2 hp regenerating rate
Level 20+:
Imp - minus one attack, +2 defense, slighty faster movement
Level 40+:
Orc - +2 attack, +2 defense, cannot use magic
Level 60+:
mega slime - x2 hp regenerating rate, slighty sluggish movement
Level 80+:
lizard warrior - +3 attack, +2 defense
Level 90+:
death - +6 magic damage, halts regeneration of HP & MP
--- drop gold according to your level when killed by another player in PVP, for example a level 40 person drops 40 gold if it's 1 gold per level; gold dropped is out of your own pocket; this adds a small reward for pking and a purpose for banks
--- an idea for future mapping and the current monsters we have:
Boss monsters, spawn once each day/each morning & night (twice a day in this case), have to go through a dungeon or out-of-the-way forest path or cave to their lair, with the boss being:
~very strong,
~3 accompaning minions (orcs, lizard warriors, etc.),
~uses magic and physically boosting spells,
~good monster ai that really lets the boss chases the players for a prolonged period
~high hp & def, for an estimate of the average boss, 300 HP and 10 more def than cyclops?
~fire demon, captain orc, lizard warrior, and gryphon are examples that have good themes that go along with them (fire demon can use fire spells, captain orc can have 3 orcs alongside him and he himself has very high attack, lizard captain can have 3 accompanying lizard warriors & strong defense & attack, gryphon can move fast and use wind wave); your faction can send you on a quest to slay these beasts, otherwise it can be a regular monster encounter that's simply in a far away area and is unique because they only spawn 1-2 times a day
http://img.photobucket.com/albums/v289/sbf/boss.png Bosses should be strong enough to easily kill 1 man parties, so players will need to plan trips with others to bosses. As for the purpose of bosses, they should give fair exp to everyone on the screen (add a level platform to prevent weaker players from leeching) and good loot, not necessarily gold but rare item drops that will have players coming back again and again for.
NOTE: to prevent players just farming outside the boss area and coming back when they spawn again, boss room should be a 1-way route, in which there's only one exit through the backdoor or whatever
--- non-guild members can still enter a guild hall through the arena and jack everything, so might need to fix that
--- some more donator perks:
add a backdoor to some of the shops in bufar (protected by a donator platform), with an npc inside that buys things for more, sells things for less, one or the other (or even both)
Balance --- vile murderers can attack in safe areas with no npcs (excluding officers)
--- lose 1-5 randomly in a combat skill, rather than hp and mp, when dying vile (Slash, Thrust, Heavy Arms, Fencing, Parry, Blocking, to name the more general ones)
--- put all received IMs in the away message box while in PVP
--- keep players from opening and picking up other player's wind cabinets
--- faster mp regeneration in CTF
--- 30 crystals per respawn in CTF
--- increase the loot from monsters...it's frustrating to kill 50ish cyclops without a level in anything and less than a 40 gold profit...you can find ~8 squids, with time to cook them on a campfire, in the time it takes for a cyclops to die and spawn, so that's 96 gold in comparison to 0 gold most of the time, and seeing how the stronger mega slimes give roughly the same as cyclops (besides the occasional short sword), you're wasting your time mostly...
--- radar spell could show the hp and mp of all players on the screen currently, above their heads
http://img.photobucket.com/albums/v289/sbf/radar.png
Skills Well, first off, I think all skills should be at least on par with fishing, money-making terms, seeing how fishing is the easiest one to do and level...
Farming - chance of leveling this when using the watering can in addition to tilling land; tilled land without any planted seeds turns untilled the next day/phase of the day
Prices: double how much you can sell crops for
Mining - add a npc (mage robes, mage hat, hard hammer, name is 'Furrick') outside of the Bufar mines that can magically respawn all the rocks for ~10 white crystals
Prices: Have the Bufar armory guy buy everything the guy in Alon does (stuff made from metals, that is)
Alchemy - the potions made should have their own 'cooldown' from food; ~ a 2 minute break between? If you try to drink a potion before then, your character should say: username says "the taste of that *color* potion is still in my mouth!"
Prices: I can't recall how potent the potions are for healing, but if the above is implement, it might be necessary to increase the price of vials in the case that potions will be too effective and cheap (but increase the sellback price by the same amount)
Tailoring: sellback prices should be at least 3-6 for each item, since you can also raise plenty of other skills while killing cows, this is one skill that shouldn't make the same as fishing