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  #1  
Old 04-28-2009, 01:35 PM
Fenrir Fenrir is offline
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Question Your thoughts...

Since my request for players to start a thread about what they like/dislike/want to change/etc about Nodeka has not be granted I decided I will try to get the ball rolling myself.

With the current implementations of Nodeka what would you like to see changed the most?

Areas, skills, classes, races, quests, or anything else you can think of.

Please post what you would like to see changed and give a good explanation as to why. Thanks
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  #2  
Old 04-28-2009, 05:32 PM
Tomb Tomb is offline
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Default more of the same

He11o a11 :P

I think Nodeka is alright the way it is - I would like to see a larger pbase though! I think the trials and the race changes are really nice additions in the past few months. Praise to the staff for that. But as for things within the staff's immediate power, how do these sound:

1) A gambling/banking system - betting on trials or cits. Why? Fun-safe-addicting gambling! I'd like to see a debt system with this gamble setup too. And a loan system. The more you bet and take on debt, and meet obligations etc that should increase your limits to bet and suffer penalty. I think to restrict abuse, the best thing to do is require a minimum of 100k rank to take out loans etc - but not limit small players from betting etc :P

2) As for cits, my bias opinion is to not let people's group in battle cits :P If they want to group, go to a class with pets!! Nothing personal against anyone who groups or groups against me :P Flanking certainly accounts for my little tiny tiny small amount of OPness, as well as others! :P

3) I'd like to see my followers sustain 110% of the time!! JKN!! calm down

3) I'd like to see some more quests, that are similar to the trials, but A LOT harder and time-intensive [none of this 7 days kill 3000 mobs in a zone with only 125 mobs per 90 min repop <drop kicks that>]. More time, would give us another thing to keep us occupied on the side at our leisure! :P

4) How 'bout roaming pets - every class gets a random set of pets with various abilities. Why? To spy on people - and account for our own, if ya know what I mean!? The pets will have no power, just a little spy that can do limited things - as in, tell you when a zone repops, or track down NPCs only etc.

5) More crafting!! I'm sure Whim is already working hard on it :P Just sending him some love here <3 Thanks far the hard work!

Ps feel free to comment and hate on this post! Don't be afraid to share your opinions no matter how silly you think it sounds. Let the spoken voice something something - ran out of metaphorical fanciness.
Pss 11:11, 22, etc etc 'and things of this nature'
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  #3  
Old 04-28-2009, 06:07 PM
Tomb Tomb is offline
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Default more

Just some more ideas to tickle the thoughts of the staff:

6) Handicap Cit matches :P

7) Moral v Immoral Clit matches that either affects the trial score, or is independent of it :P

8) Gambling on 6 and 7! maybe a gambling pool to add on to the given 4 :P that is non-trainable with xp and plats, but rather grows on gambling activity.

9) More global events [ like the trial ] :P

10) A race ability or class that has an increased salvage drop rate ability :P but massive racial or other penalties ^^

11) Free jewel fragment for trial winners!?
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  #4  
Old 04-29-2009, 05:55 PM
Tomb Tomb is offline
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Default yet more :P

12) Social trinkets: like flippable coins - or many sided dice [not just six] :P or maybe put races on the faces :P

13) When Karmova gives the eviscerator quest, how 'bout some free eyes for the badies for like 10 minutes!?!

---
Here's some details on the morality cit:

Morality Tag Team Citadel

At least 4 participants necessary.
Immoral v Moral Citadel Match [True Impartial gets the option of joining either team - or random placement].

Create an area for only 4 to enter at a time; as well as a waiting area. Two per team.
If someone from team moral dies, queue into the area the next player on team moral [if there is one]. Same for team immoral.
Allow the true impartial the option of being randomly queued to either team. Or committed to one side.
The side that runs out of teammates, loses.
Each person that enters this citadel pays a fee of 1000 platinum.
The citadel will double the total platinum entered [moral+immoral entry fees]- and split that total amongst the winners.
Create a weekly or monthly counter that tallies the wins of the respective morality team.
Award a bonus affect to the winning morality.

Any thoughts on this idea, I'd love to hear 'em!
Peace :P

Last edited by Tomb; 04-29-2009 at 06:00 PM. Reason: :)
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  #5  
Old 05-10-2009, 03:17 PM
Fenulia Fenulia is offline
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Default

Quote:
Originally Posted by Tomb View Post
7) Moral v Immoral Clit matches that either affects the trial score, or is independent of it :P
I'll get down with that.

In all seriousness, and resurrecting a by-now 5 year old whine: Get rid of the blatant bias against the skill Stun. Otherwise, let Hakanai Shouten break through Stun Immunity(Immunity% minus Perfection%, remainder=% chance to get stunned). Having to deal with Impairment Immunity is bad enough. Stun Immunity is specifically targetted at Monks and Ninjas, and only Monks can get around it(Temple Touch instead). All other impairments(If memory serves) don't get affected.
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  #6  
Old 05-10-2009, 05:21 PM
Tomb Tomb is offline
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Default news

Quote: "(5-10-09, 11:22am) XXX tells you, 'mortal affairs should go into the updates! :P heh'"

How 'bout a little journal of news of Nodekian happenings - or anything related [like an exposition on ethics]. [Player written of course - I'm sure the staff has enough on their hands dealing with the mortals :P] Just about a few lines of weekly happenings with your clan or other player activity causing a buzz or anything that interests you - and that would interest others to read.

Here, I'll start [this one turns into fiction in a hurry]

This week in Nodeka: mad hatters and haters continue to torment the staff with random text clippings. The messages are made up of pics that are organized with screen text - in color; as well as, naked ascii text depicting anatomical male/female organs (not all human, including some plant life)! Now with the content of the threats, we are able to penetrate the mind of the suspected author. Though she will remain an Un-named One, the sociopath extraordinaire conveys visions of dreams in a Nodekian time-stream which our present history is barreling towards. Warning the beloved Nijlo of a threat on par with Agent Smith in the Matrix trilogy. An exact quote from the linguistic assassin goes: "The machine elves [picture of a flower giving the finger goes here] sparkle sparkle unicorns [picture of left big toe with a capital N on it] Chaaaaaaaaaarlie [picture of a half-eaten sphinx goes here] make me < demiking > now, to save Nodeka from the coming threat..." The staff is presently seeking an exorcist, as well as psychiatric assistance [for themselves] - also, some shamans - to track down the madwomen. If you have any useful information, please email the staff at temporal.lunatics@rocketmail.com <gets in text-jet> Blastoff!! Reporter Tomb signing out from the beyond!

All in jest :P

Oh right the point, some kinda Nodekian news letter [outside of updates] that are player written. Thanks for listening and reading, if your attention still lives!
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  #7  
Old 05-17-2009, 03:29 PM
berengei berengei is offline
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Default Weapons and Botchecks

I think that an interesting skill and one that may restore some balance to the game would be the ability to “break” a weapon. The weapon breakage could only occur in combat. The weapon need not be permanently broken. In fact I think that an alternate skill would be “repair” weapon.



Skill: BREAK WEAPON – Automatic with prevent

At 100% it might have a 2-4% break weapon rate with a 30 minute prevent

At 605% it might have a 10-15% break weapon rate with a 10 minute prevent



When role for breaking a weapon is successful, a second role for the amount- unsable vs damaged. A damaged weapon would have negative affects applied to it (like reverse infuscated marbling the weapon). This affect would be permanent until another action was made against the weapon.



Possible way of repairing the weapon:

Using a marble (would compare to base weapon stats like normal).

New skill: REPAIR WEAPON



Skill: REPAIR WEAPON- long prevent (1 hour)

At 100% - restores weapon to base stats

At 605% - functions like marble with a lower SU rate when repair the weapon (may be to op in your opinion, in which class just don’t make the skill scalable).



Classes:

Break Weapon: Barbs- with their overwhelming power, particular during rage/vehemence/etc (strength/will would affect the skill)



Monks- catches your *insert name of weapon* in his/her hands and snaps it in half/damages your weapon (dex/agi/speed would affect the skill)



Nojohr: using his intmate knowledge of weapons, identifies the weakness in your weapon and attacks it.

Obviously monks have no weapons to break.



Repair Weapon: Nojohr



Hunter



BOTCHECKS



I think that it would be cool if when you get a botcheck either with the first or second notification if a mob with random name appeared (no appearance message) and attacked you. There would be some response required to stop the attack or win. Perhaps passing the botcheck or even better have to pledge allegiance to “largest mob in the zone”. The botcheck mob should/could emote what your are supposed to do to end the attack. The attacks would start off fairly wimpy, but would increase dramatically in each round (similar to the way that monstrous fury increases with time) so that if you did not either kill it quickly or “give the exit answer” it would eventually rk you.



I think that this would be a stronger bot deterent and increase then need to have at least one storm crystal to keep your “op equipment”. I think that rd’ing should be a bigger risk/part of the game. If nothing else it would help to equalize big players and smaller players if people started losing equipment. It would also refocus people on running loaders that currently exist in the game as well as crafted
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  #8  
Old 04-29-2009, 11:24 PM
Iron Iron is offline
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Thumbs up

Quote:
Originally Posted by Tomb View Post

2) As for cits, my bias opinion is to not let people's group in battle cits :P If they want to group, go to a class with pets!! Nothing personal against anyone who groups or groups against me :P Flanking certainly accounts for my little tiny tiny small amount of OPness, as well as others! :P
Completely agree with this one. The follow command should be disabled for players in battle cits.
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  #9  
Old 04-30-2009, 12:11 AM
Iron Iron is offline
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Join Date: Jan 2008
Posts: 47
Default Damage Shields

I think damage shields need to be put on the normal damage scale. Currently NR/AC/Resistances play no part in the damage calculation. I cannot say anything about vulnerabilities or immunities as I don't play a class/race with those, but I would guess that they don't factor in either.

IMO these are highly unbalanced. Mainly there is the big division between those with evasion and those without. Those with evasion generally don't even seem to notice the shields (and ironically are mostly the same classes that have the most ways to naturally avoid shield... spells). For classes that do not have any damage component other than melee (a.k.a everything you do is subject to shields) the shields are a big "F*&# you" sign. Against very large mobs with shields, those classes are just screwed. Raise your hand if you have killed the Proginator in DS solo and didn't have evasion or offensive spells... how much health does it require? Taking 20k damage while assisting someone else who was tanking the Proginator tells me that it requires a boatload of health (ironically, that 20k was more than the person tanking took because they had evasion).

From what I remember of the early days of Nodeka (feel free to correct me if I am wrong), the shields were implement this way because the discrepancies in melee damage between fighters and casters was significant, pools were quite small, and PvP was full damage. Casters couldn't get enough spells off to be able to keep up with melee damage in the very few rounds the fight lasted (thus the >100% change was originally implemented also).

A lot has changed since then. PvP is 1/2 damage. Equipment was changed/reduced (not to mention SU and Crafted) so the discrepancies between fighter and caster melee is much smaller (if any in some cases), and people can get off 5+ spells in a single round in some cases (compared to 1/round in the old days).

So much about the combat system has changed over the years. The damage balance switched from melee to spells years ago. Yet this aspect, which originally was needed for balance, has stayed exactly the same and causes imbalance in the opposite direction.

There is no reason to keep the shields out of the normal combat system. From a purely logical perspective it doesn't make sense anyway. With resistances/NR you can take a fireball as if it were a candle flame, but hit a flame shield at sword's distance and you're burnt to a crisp??? A thoe with resist all takes the same damage from a flame shield as an Arctic Colossus with fire vulnerability???

Not asking to get rid of them entirely, just asking to have the normal damage calculations applied (AC/NR/Resistances/Vulnerabilities).
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  #10  
Old 04-30-2009, 08:54 AM
thraka thraka is offline
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Default

good point Iron. I rely entirely on melee and shields, for lack of better words, rape me. I have trouble killing statues

Ill work on ideas for Nodeka later Fenrir, thanks for asking us for input.
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