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Suggestions If you have any ideas on how we could improve Hibernia such as new quests and new features post them here so the admins can review them.

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suggestions sorted from the crappy ones, with pics
Old 08-17-2006   #1 (permalink)
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Default suggestions sorted from the crappy ones, with pics

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

Last edited by Flyer; 09-01-2006 at 10:41 PM..
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Old 08-18-2006   #2 (permalink)
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Boss NPC's are really good since we have like those captain orcs and other higher forms of monsters. Kinda like that idea I had with the ghost in my quest suggestion. These would also be perfect for quests and such...Boss ideas...You can sprite lots of boss monsters because you can just recolor them and add more detail and such like a crown or something. Maybe someone can recolor some monsters to make them elemental or something...Like a Fire slime shoots fireballs and stuff...And is like...red.

Tailoring prices suggestion is a bit high because....When you make stuff it really adds up...1 gold isn't that much....But maybe they can go up so at least you get profit.


Drop rates.....I can never stress this enough. DROP RATES SUCK! It'd be cool if occasionally you get an armor drop or something....or even a gold drop...Mega slimes have a drop rate of 1/1000 for gold...

Morph idea is really great because it doesn't make you like uber strong, They all have flaws...Except the mega slime.


Is there any way that NPC's on one map limit can be increased?
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Old 08-18-2006   #3 (permalink)
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king can do lots of stuff, i'm pretty sure he can increase the monster limit too for like mass wars of destruction

tailoring, i forgot how easy leathers are to get, half the range to 3-6

edit: made changes imp and mega slime transformation and added images to go along with the suggestions

Last edited by Flyer; 08-18-2006 at 02:52 AM..
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Old 08-18-2006   #4 (permalink)
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Quote:
Originally Posted by Flyer
--- 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
Meh, I'm not really a big fan of the idea. THe only use for it, I see, is to find out if you are stuffed because then you know that potions/food won't take effect.


Quote:
Originally Posted by Flyer
--- on the equipment screen, display the total attack and defense of your equipped items above your player picture
Excellent idea. Its very annoying to guess what weapons and armour are better just by fighting. But, also include Magic Defence to that.


Quote:
Originally Posted by Flyer
--- 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
Another good idea, this way you can have a shopkeeper give you quests, like the one in Malphoria, he has lost his shipment, return a certain item from the ship wreck and get a free Long Sword.


Quote:
Originally Posted by Flyer
--- maps with no ambient lighting: change all royal flame and wall torch sprites to unlit ones
I don't know about this idea. Some of the torches (Guardian Flame) looks really off when it doesn't have its flame. But the other torches aren't too bad without the flame.


Quote:
Originally Posted by Flyer
--- skills listed under the Skill menu that are maxed (excluding faction limits) turn red; blue if at 100
I don't see how this is really needed. You can obviously tell which one is 100 and below simply by noticing its a 3 diget number with 2 zeros, makes it easy for the eye to see when surrounded by 1 or 2 diget numbers.


Quote:
Originally Posted by Flyer
---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
Fantastic idea. Not much to say about that. Would like to see this.


Quote:
Originally Posted by Flyer
--- 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
Another good idea that I would like to see.


Quote:
Originally Posted by Flyer
--- an idea for future mapping and the current monsters we have:
(boss idea)
The BIGGEST problem with this are timezones. Your morning is my afternoon, your afternoon is my night, your night is my morning... Lets say the spawn was: 9:00 and 21:00 (your time) I WILL not be making the 9 at night, for rather obvious reasons and the morning would be 15:00 for me. The idea with bosses is a great idea and we do need to limit their spawn if they'd come, but its unfair for the international players because the server is in America.

Quote:
Originally Posted by Flyer
--- vile murderers can attack in safe areas with no npcs (excluding officers)
By attack do you mean actually PK? That /could/ be added... but then its pretty stupid because someone like Mr.T will just go in Bufar and attack someone and they can do nothing about because they are in a safe zone (making them unable to attack).

Quote:
Originally Posted by Flyer
--- 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)
I think the losing HP is fair, but ONLY if there is a way to get it back, and King is (hopefully, still) working on a way to get it back, he took my ring sprite and said he was going to use it.

Quote:
Originally Posted by Flyer
--- put all received IMs in the away message box while in PVP
Hmm, don't know what to say about this one. Perhaps you can make it so that the messages don't pop-out and take 'dominence' (err, don't know the real term, but focuses on the IM window and leaves the client in the background') over the game... because its also annoying when you are right about to BC something and someone PM's you and you accedently type in what you were BC'ing (or talking on the map or guild talk). If the PM's weren't to take 'dominence' over the actuall client, then it would solve the PVP problem aswell.

Quote:
Originally Posted by Flyer
--- keep players from opening and picking up other player's wind cabinets
Rather good idea. Not much to say about it.


Quote:
Originally Posted by Flyer
--- faster mp regeneration in CTF
Not a big fan of this, perhaps full MP restoration when you die.


Quote:
Originally Posted by Flyer
--- 30 crystals per respawn in CTF
Sure... why not..? Don't see any harm into doing it, really, and mages need their crystals. But, King, please fix the bug that everytime you drop the flag you regain ALL of your crystals + potions back, its very easy to abuse, and makes the fight last longer. Also, after carrying the flag for 30 sec. the wearer should start losing HP and MP... again, to make the game go by quicker and add more strategy.


Quote:
Originally Posted by Flyer
--- 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...
Another good idea. Not much to say about this either.


Quote:
Originally Posted by Flyer
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
King and I were talking about this not too long ago. I asked him if he could make it so the farm would reset itself once ever hibernian days, and he said he would have to rewrite how the whole game works. Though, he suggested that we add an item: a rake. With the rake you can untill tilled land. Along with the rake, a diffrent style of leveling. You get 33 levels for watering, 33 levels for hoeing, 33 levels for raking (or course, one HAS to be 34... but, you know.) So that way you have to actually do all the tasks to fully complete farming.



Sigh, well. I tried to comment on most that I thought were a good idea, bad idea, or a similar idea (that may be in production). The others I haven't commented to, I have no comment to. Its not like we need them, I don't really care if we have them, it won't really change the gameplay too much.

EDIT: Oh, yes. Leathers are rather abundent, the range should be shot down to 1-4, and 2-5 when you master. Also, if it isn't already required, you must level on the item you JUST earned, as in.... you can't keep making leather boots and level when you are at level 89. You have to tailor the most recently aquired item.

Last edited by Manu; 08-18-2006 at 08:22 AM..
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Old 08-18-2006   #5 (permalink)
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Nice ideas flyer

I really like the one about boss monsters
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Old 08-18-2006   #6 (permalink)
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I really have been redoing how npcs worked.
Drops are redone next version, donaters will have a cabinet that they can place their donater items in that wont ever be droped.But other then that all items can be droped.Also theres a random chance that instead of a item, a max of 2000 gold can be droped.But if your vile then all your gold could be droped.
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Old 08-18-2006   #7 (permalink)
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finally putting (back) that drawback to dying puts a lot of functions of the games to use, such as eating food to remedy starvation, pking of course (now you can get something out of it), healing is more valuable, as is banking, and no more abusing the spawns easily (in any way that you can, ie easy teleporting)

this also ups the difficulty of the game by a lot, so I hope you're considering some of the things under balances

as for "spawning 1-2 times a day", that goes for in-game days
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Old 08-18-2006   #8 (permalink)
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Eh, would equipped items be dropped? Or is that another loophole?
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Old 08-19-2006   #9 (permalink)
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Quote:
Originally Posted by Manu
The BIGGEST problem with this are timezones. Your morning is my afternoon, your afternoon is my night, your night is my morning... Lets say the spawn was: 9:00 and 21:00 (your time) I WILL not be making the 9 at night, for rather obvious reasons and the morning would be 15:00 for me. The idea with bosses is a great idea and we do need to limit their spawn if they'd come, but its unfair for the international players because the server is in America.

I think he means in game time.....Like the days...
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Old 08-28-2006   #10 (permalink)
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added 2 more

the second seems feasible and reasonable, what about it?

edit: plus another one that's been suggested before, but has many uses in the way I suggested it

Last edited by Flyer; 08-28-2006 at 09:43 PM..
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