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[quote] On 16-10-2008 13:10, Armand wrote: With the new version of the game on the way, and prompted by some players I've had discussions with, I'm posting a few ideas which I think would improve the game. [b]1. Touchstone.[/b] The way the TS works currently is that it has a % chance to kill you each time you use it, with that % decreasing as your level goes up. This creates a situation where the game can randomly kill you for no good reason, completely unrelated to your skill or any mistakes you might make. However it is important that the game provides a mechanism for punishing those who are careless and lose magic. I propose that at level 7 and above, a persona's first attempt at the touchstone is guaranteed. Subsequent attempts would have have a lower chance of working than currently, thus providing some extra risk for players who lose magic. With this proposal, the TS would kill players for a reason (being careless) rather than for no reason. [b]2. The dragon[/b] My view on this is similar to the touchstone. I'm all for mistakes leading to possible death, but I dislike situations where you die or lose points randomly. Currently, the dragon has a chance to attack you instantly when you enter its room, meaning that no matter how good or fast you are, you will end up fleeing sometimes. Of course fleeing to the dragon has a random chance to kill you. So again, the game is killing players for no reason. However, the dragon is meant to be a difficult and risky challenge. A solution therefore needs to make it theoretically possible (if you're good enough) to survive the dragon every time, whilst increasing the difficulty (because it would be too easy if the death element was removed whilst keeping everything else the same). I haven't perfected my solution to this but a couple of ideas I had were: (i) Significantly increase the dragon's speed and have a minimum half-second delay before it can attack (similar to many other mobiles). (ii) Set the dragon breath damage range to something like 99 - 119. This gives the possibility of fleeing at full stam to guarantee survival (at the cost of a 4x flee loss) as well as the possibility of attempting to flee at some stam value close to maximum (saving flee points, but risking death). Also if you get hawumph'd for 119 this adds the risk of collapsing unconscious at 1 stam, for which countermeasures will have to be considered. I don't think either of these are particularly ideal so if anyone has a better idea I'd be keen to hear it. [b]3. Undead blocks[/b] Currently, in normal circumstances, if you walk into a room with a zombie or a skeleton, you will have a hard time leaving the room. Sometimes it will take several dozen attempts before you can succesfully leave. I believe the original reason for this feature was to stop people using long and complex macro strings to navigate the game. However the current situation I think is unproportionally detrimental to skilled players. Put two competing players in a set of equal skill. If one player ends up in a room full of zombies whilst gathering kit, this can significantly swing the advantage to the opponent, unrelated to the skill of either. Further, a player who has good map knowledge and is fast will suffer more than a player who can't nagivate very well anyway. And if nothing else, undead blocking is unneccesarily annoying, for no real reason. The solution I think is simple. Increase the odds of getting past a zombie or skeleton to a much higher value (e.g. 1 in 3, regardless of how many of that type of mobile are in the room). The original anti-macro objective will still be achieved. Some of you will have realised that this will negatively affect another aspect of the game. I propose modifying that aspect so that it is more universal but also less guaranteed. (if you know what I'm talking about, hopefully that will make sense to you). Thats it for now. I might post other ideas later. [/quote]
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