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Netheril : Age of Magic

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Messages - Vydaera

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16
Crafting Discussion / Re: Crafting Improvement Suggestions Megathread!
« on: October 02, 2019, 05:51:59 am »
I don't know what the different kinds of cider or beer do, because Glass Bottles are impossible to buy, but what if they had useful, long-lasting effects, similar to potions but for like 24 hour (in game) durations?

They are big and bulky in inventory, so you couldn't really carry a lot of them reliably, but if they had a decent duration and maybe even multiple effects combined into one potion, like Stoneskin and Barkskin for example.

It would give use to the currently super useless fruit trees, as different fruit can be made into different kinds of alcohol like brandy or cider.

Lemme know what you think!

17
Crafting Discussion / Crafting Improvement Suggestions Megathread!
« on: September 25, 2019, 05:57:14 am »
Post all your thoughts for crafting in here for now, until we sort out some subthreads for each discipline.

18
General Discussion / Re: THE BEST ESSAY EVER
« on: September 24, 2019, 10:20:34 pm »
If we keep stiffing them on the forums, eventually they are gonna show up in game wearing a trenchcoat and hassle our players. Gods above if they figure out how to use the proclaimers...

19
Netherese Library / Research: Magical Familiars
« on: September 24, 2019, 04:28:11 pm »
Yew arrives at the Library slightly out of breath, but manages to ask the Head Librarian, very politely for any books on the nature of magical Familiars.

20
General Discussion / Re: THE BEST ESSAY EVER
« on: September 24, 2019, 04:19:45 pm »
11/10, would plagarize again.

21
The gear so far that I have found and/or seen, HEAVILY favors casters over every other type of class. Having low-magic equipment in a high magic setting means that casters/gish-type characters will always be more prepared and useful than spell-less peeps.

With some clever design, you can cater to both types of characters. Weapon could have +2 magic and 1d6 fire, or +1 and Keen, so that casters could choose which one they want and use a spell for the other. You could have a +0 weapon with Keen even, for those with Greater Magic Weapon. Have some weapons with a 1/day Keen Edge, or Flame Weapon spell, or GMW, and don't be afraid to boost the caster level to have it be relevant for more than a couple levels. The Monk vendor sells a FANTASTIC selection of stuff, and it all has real utility and value, like fighting undead or constructs. Why can't all gear be designed this well?

Why does every piece of gear have to have a huge drawback? Frog Boots are a great example of this. A case could be made for an item with a bigger-than-average bonus for it's level to have a drawback like that, but you don't need to punish every character just for wearing the only pair of boots that is available to them.

Part of that problem is the lack of variety. If you need content, whip up some guidelines and let players submit their own. I.E., level 3-6 gear can have +1 or equivalent enhancement or +2 to a skill, levels 6-9 gear can have +2 or +4 for skills, etc. You could even incentivize players with gold rewards or something to encourage contributions.

Whether or not you increase the max item level or not, there is a lot of improvements that could be made going forward.

22
General Discussion / Re: Death System Changes -- Please read and respond.
« on: September 19, 2019, 12:44:06 am »
While I voted for the gold option, it is on par with the stat penalties option in my eyes. The only reason it edged out ahead is that it would also raise the economy a bit. Gold is pretty hard to get from what I've seen so far, but I hear it gets better at later levels when you're not relying on selling items to vendors.

Although if gold option is chosen we need a way to keep it safe, like a bank or something.

23
General Discussion / Re: What would you like to see on N:AoM?
« on: September 13, 2019, 03:25:55 pm »
Remoooooooove level caps from quests... if you wanna stop awarding XP to people after a certain point, great! Mechanically sound and makes sense lore-wise, it's not as much of a challenge, why would you learn from it?

But it takes away opportunities for people to play together, and I think that's ultimately a bad thing. If this was a big MMO like WoW, I could see why level caps would be needed, but we are essentially several different friend circles that play D&D together, not masses of slavering internet trolls who need to be controlled by force.

Just my thoughts...

24
General Discussion / Re: What would you like to see on N:AoM?
« on: September 13, 2019, 03:22:12 pm »
A dungeon out in the wilds that has different monsters every/every few resets could be cool. It would be a great place to test out new monsters or could be spiced up by using more than one enemy type, like bandits + trained bears, or skeletons + undead wasps (zomBEES!).

It would also break up the monotony of knowing the quest like the back of your hand and running it every single day.

25
General Discussion / Re: What would you like to see on N:AoM?
« on: September 12, 2019, 06:16:01 pm »
What about unique recipes for crafting as a reward for story arcs involving crafting or other professionals?

FOr example, the Elves of Nualla'n might teach someone who has gained their trust how to make Elven Chain or other finely crafted goods.

26
General Discussion / Re: What would you like to see on N:AoM?
« on: September 12, 2019, 07:13:21 am »
And Seagull feathers... those dirty birds are just Zilta's spies, you know!

27
General Discussion / Re: Theme song.
« on: September 12, 2019, 07:07:26 am »
Vydaera: Every single song by Foreigner... but this one in particular. https://youtu.be/k3SLlqOoYU4

Yew: https://youtu.be/G5KxZ5Lc_YA

Shi Lei: https://youtu.be/qOMQxVtbkik

28
General Discussion / Re: What would you like to see on N:AoM?
« on: September 11, 2019, 03:27:58 pm »
I agree! More ways for people to go out of their way to make Hadrian better in a more permanent sense!

I have been hearing about this Mist since I started, and only recently have become strong enough to brush the outside of the fallen enclave. (With help)

There has got to be some small ways that lower-level players can help- maybe clearing out some of the zombies by the river in the swamp. Maybe there is a way to cleanse the mist in east farms, by the little graveyard? Just little things that would give us a sense of doing something. Like cleaning up the blood/scorchmarks in Hadrian, or fixing that broken sign by the boat. (I realize anyone could pursue these if they wanted, but I don't think anyone knew it was a possibility)


29
General Discussion / Re: What would you like to see on N:AoM?
« on: September 10, 2019, 03:48:18 am »
FARMING QUESTS!

And other cool quests related to the professions. What if there was a quest line to obtain cool versions of profession gear? A watering can, blessed by Jannath, that never runs out (or holds more than 5 uses at a time). A mighty, unbreakable shovel, so that one may Strike the Earth! without fear. A smithing hammer that imparts extra success chance or something.

Crafting/gathering isn't for everyone... but most people do SOME crafting. I think it would be super interesting and my characters would absolutely pursue something like this if it were implemented.

30
General Discussion / Re: What would you like to see on N:AoM?
« on: September 09, 2019, 03:40:11 pm »
Some other thoughts I had after reading others... Magic items that cast spells 1/2/3/day! From a bit of healing, to useful buffs, to attack spells to help out on tough fights/monsters that resist physical damage. Ivy Ring and Pumpkin in a Pot are amazing items... that stop being accessible after a certain level. So that means to be useful, my characters are gonna farm that as much as possible at lower levels just to have a safety net before they are unable to do so anymore. I would rather have a permanent 1/day item that doesn't run out of charges than fill my inventory with differently-shaped wands.

Worried about people  stockpiling them? Put these effects on gear. It takes up a slot to use, its bulky, and I think you can't change equips except for weapons in combat. (Armor for sure, boots/belt/etc not sure yet.)

This would also help diversify the gear selection and have people make choices. Do I want a +2 Nat Armor Amulet, or a +1Will that can cast Shield at 10th level twice per day? Choices, choices.

I got a ring with +5 Poison Saves and a casting of Keen Edge. I thought it was a 1/day thing, but NOPE? The one time I remembered to use it, the ring was destroyed. And I have never seen it since. (In wasp quest)

To help circulate items, and to reduce the need for constantly re-running the same stuff every day, how about an option to select ONE of the unique drops as a reward for quest completion instead of gold? As quests get updated with new loot tables, it would encourage people to go do DIFFERENT quests instead of the same couple over and over.

I love the idea of themed quests, like the Pumpkin goblins... they can be tailored to highlight strengths. For example, monks are great at: getting a lot of attacks, free cleave, bludgeoning damage, stunning fist. So how about a quest that features larger amounts of easy-ish-to-hit Brittle Skeletons that are weak to bludgeoning, with a boss or occasional tough enemy that would be a ripe target to stun? The quest-giver could be a kindly monk that hints at a dangerous foe with a strong attack and a reminder to use the tools at your disposal.

Just more stream of conciousness. Grain of salt an' such.

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