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This would not be that hard to implement. Several orbs are only useable when you are not in a party. If you apply this coding logic to already-existing spells, you could make soloing much better. It takes 63 heals as a sa san mage to heal 1 million vitality. If you're soloing, your heal should AT LEAST restore 2% of your hp, regardless of path. Warrior, rogue, poet, etc.. Whatever. In the distant past, this would have been overpowered, but in the current game, I say it's acceptable. If it makes other paths too strong, adjust the mana cost, not the HP restoration. Also, for Oh San? I say you implement a new resource bar. Stats have increased too far. It's not feasible to just implement new spells that do more damage. You've waited too long, the top % of players are too buff to throw into old caves with skills that do even more damage than they already are able to. Create a new resource bar. Soul? Oh San+ caves would give soul experience. Create new monsters and cave and areas that house these. Make a separate experience bar for Oh San+. These new caves should require Oh San stats for entry. Stronger Oh San caves should require this new soul stat for entry. 10k soul for new cave 2, etc. It's easier to implement a new resource than it is to try and tailor old caves to the current insane amount of vita/mana. It's been too long, stats have soared too high. Oh San spells should do 'true damage'. They ignore AC. They require soul to cast, but their damage is absolute. They won't be amazing in old caves, but the new Oh San caves would have -99 AC by default. These new Oh San mobs would be immune to non-Oh San AC lowering spells. And in old caves, these true damage, Oh San skills would be just a bonus attack. While it is an extra attack, the tuning could be such that it would prevent Oh Sans from becoming too strong in old caves and leeching people. Since their damage is absolute, no curses would affect the damage they deal. This encourages new content as a separate entity. It removes the problem of checks and balances to prevent abuse. Dark Ages already has a system that is -somewhat- like this. It's just not as strict. I hope this made some sense. This sort of implementation lets you create nearly a -new- game, but running on existing framework whose player base has pretty much outgrown its currently defined use. The new Oh San+ areas could have their own items, npcs, skills, rules, etc. that only apply to those who have the mark and can enter these areas and only be used by those who meet the requirements. This is a crazy dream. But I think it's a feasible one. People want new content. The biggest problem with that is that you have to balance new content with the old vita/mana systems. If you can push this limitation aside, I think it's possible to improve Nexus without ruining the balance. Soul can only be restored with new heals/inspires learned at Oh San+. If you hunt with players who are not Oh San, in old caves, you have to naturally regenerate this resource. Whether you want absolute damage to be affected by AC in old content is completely up to you. The logic is infinitely malleable. This is my fever dream. Take it as you will. | |