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Season 7 Beta in Progress.

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Author Topic: Season 7 Planning  (Read 5388 times)

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Re: Season 7 Planning
« Reply #140 on: January 22, 2019, 04:21:23 am »
Not trying to poke holes, but unless I'm missing something it sounds like rolling Bandits is a no brainer. Are they discord or something?

Team bonus: minor/light healing cast every minute, and clarity song every minute, and you essentially have an additional safe space in the game + extra location bonuses – SoW, pp, etc (all above)

Bandit bonus: run speed, 50% exp, mana regen, hp regen,  decreased mana cost, increased spell duration, +10 all stats, 15 AC, can form guilds, can make a guild camp for buffs, more targets, but can't own cities

bandits should get jack shit in my opinion lol but devn00b set that up and said he plans to reduce it

Offline Ebolachan

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Re: Season 7 Planning
« Reply #141 on: January 22, 2019, 05:14:12 am »
Sounds good to me...this will definitely need balance or else everyone will stack one side.

Offline devn00b

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Re: Season 7 Planning
« Reply #142 on: January 22, 2019, 11:17:21 am »
It's early beta (I'd call it alpha really). I always start high then nerf downward. I have got to start somewhere. What I'm doing is putting the effects that I think are good ALL in 1 buff. This will let me check a few things and decide what to do (All of the abilities of the buff are up for debate OTHER than the XP bonus).

Also, keep in mind Just because everything is a + bonus atm doesn't mean I'll keep it that way. Bandits could end up with a -50AC (since bandits won't have as good as armor as KINGS would) or some shit.

Offline devn00b

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Re: Season 7 Planning
« Reply #143 on: January 22, 2019, 02:05:36 pm »
Just a note to myself, and others.

-- Arena Ball will remain. I might tweak the rewards a bit to include a chance for epic upgrade (v1) tickets, and possibly other stuff.

My thinking behind adding a few really wanted items is 2 fold

1) Points are going to be slightly less valuable due to limited item selection, so points will be plentiful.
2) Players will want those items, other players will want to stop others from getting better items, and will defend. This will add another element to the arena ball and hopefully make it more than just a point farm where 1 player just sits there for hours w/o anyone contesting.

-- Bandit Buff Modified Now Is:
- Run Speed (40%, 5% faster than jboot but slower than sow).
- All Stats +10.
- See Invis.
- XP 50%.
- Spell Duration Increase.


Offline Valhalla

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Re: Season 7 Planning
« Reply #144 on: January 22, 2019, 08:57:45 pm »
What do you see as the downside of being a Bandit?

Offline mansSZ

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Re: Season 7 Planning
« Reply #145 on: January 23, 2019, 05:17:42 am »
One concern I have is that the Cure Disease city bonus will remove Crimson potions

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Re: Season 7 Planning
« Reply #146 on: January 23, 2019, 08:45:09 am »
One concern I have is that the Cure Disease city bonus will remove Crimson potions

Only the team that owns the city gets that perk and it’s only once every 10 seconds

Offline devn00b

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Re: Season 7 Planning
« Reply #147 on: January 23, 2019, 10:41:25 am »
What do you see as the downside of being a Bandit?

No city, no city perks, kos to all, kos to all cities...


Trust me being a bandit is a bitch...

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #148 on: January 23, 2019, 01:42:53 pm »
One concern I have is that the Cure Disease city bonus will remove Crimson potions

Only the team that owns the city gets that perk and it’s only once every 10 seconds

Yea but what if you own that city and you use a crimson potion and the city bonus cures it. Not sure that's a good one to have.

Offline devn00b

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Re: Season 7 Planning
« Reply #149 on: January 23, 2019, 02:22:09 pm »
A solution might be to simply make the resist check on crim pots magic, and re-name them magi pots.

Offline devn00b

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Re: Season 7 Planning
« Reply #150 on: January 23, 2019, 02:41:51 pm »
For those interested in testing the beta bandit buff you will need the updated spell file (it's not on the patcher because I'm changing it too often).

Spell File

Offline devn00b

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Re: Season 7 Planning
« Reply #151 on: January 23, 2019, 03:03:52 pm »
-- Added a beta NPC that sells epic drop pieces for 0 cost. Use this to test the upgrade NPC and make sure the quest is working correctly, and there are no issues.
-- Tier 2 mounts are now level 35 required. Tier 1 remain unchanged.
-- Removed Manastone drop from najena.


-- A new drop in the world (Najina (zone), Runnyeye) 25-50% chance to drop from 2 Named NPCs per zone:


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Re: Season 7 Planning
« Reply #152 on: January 23, 2019, 04:52:53 pm »
A solution might be to simply make the resist check on crim pots magic, and re-name them magi pots.

can also just have the cure disease disabled if they have reckless health on I guess..(done)..

Offline devn00b

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Re: Season 7 Planning
« Reply #153 on: January 23, 2019, 04:58:17 pm »
A solution might be to simply make the resist check on crim pots magic, and re-name them magi pots.

can also just have the cure disease disabled if they have reckless health on I guess..(done)..

Boom done, problem solved. Next...

Offline devn00b

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Re: Season 7 Planning
« Reply #154 on: January 25, 2019, 09:57:29 pm »
-- Increased loot drop rates in Beholder.
-- Added Devnoobs Vaporizer as rare loot to Beholder.

Offline Ebolachan

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Re: Season 7 Planning
« Reply #155 on: January 26, 2019, 06:39:54 am »
Question and possible suggestion: Can we rework the epic quests to be a bit easier and have it throughout the old world? Adds more exposure to PvP and gets people out there in zones that are not really used too much. Maybe add pieces in say MM, EK and maybe a city for example. Make it hard, but not as crazy as live.

Offline devn00b

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Re: Season 7 Planning
« Reply #156 on: January 26, 2019, 01:33:30 pm »
Question and possible suggestion: Can we rework the epic quests to be a bit easier and have it throughout the old world? Adds more exposure to PvP and gets people out there in zones that are not really used too much. Maybe add pieces in say MM, EK and maybe a city for example. Make it hard, but not as crazy as live.

You know, I was working on something like this just yesterday. I looked at the way I had it working and wasn't happy. I mean its great for getting the items on NPCs, testing the drops, and the actual quest. But the flow just wasn't what I wanted.

I want the 1st upgrade to be...difficult but not raid difficult really. So I was gonna add them to a few common zones (SK, OOT, Lake Rathe, Dagnors) for outdoor zones, as a RARE drop from some NPCs. Then a few indoor zones (Runnyeye, Befallen, Mistmoore, Paw) on named mobs rare but still not AS rare as the outdoor zones.

These zones (Mistmoore and OOT are the exceptions) are almost criminally underused.

Also, for live the epics will remain level 50, however, the quest to upgrade will be available at level 30. Turning in the 1 upgrade will give you 100% exp up to level 45, and turning in the 2nd should give you 200% up to level 49. This will make the quest decent to do at lower levels esp if you come across one of the upgrade tokens.

The V2 tokens are also going to get moved round a bit. I plan to have the 4 tokens drop like this:
1 - Inny
1 - Air NPC.
1 - SolB Named.
1 - Paw Named.

The 1st two will be 'difficult' but common while the last 2 will be 'easier' but rare. This means players could get the last 2 in the course of leveling and be half done with the V2 before they are even at raiding level.

Offline devn00b

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Re: Season 7 Planning
« Reply #157 on: January 26, 2019, 02:30:20 pm »
-- Don't look now but devn00b was coding again.
  -- Server now correctly checks that the 1st letter in a characters name is capitalized. Will refuse creation if lowercase name detected.

Offline mansSZ

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Re: Season 7 Planning
« Reply #158 on: January 26, 2019, 10:32:45 pm »
I think we also need some world bosses in outdoor zones, to give people a chance to mount up and ride on

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #159 on: January 26, 2019, 10:55:42 pm »

1 - Inny
1 - Air NPC.
1 - SolB Named.
1 - Paw Named.


I'm in favor of seeing the quest tokens drop off custom NPCs. At least with that you get to create something new, and can put them in whatever zone you want, particularly with PvP in mind.

IMO a zone where training isn't the go-to option is a good zone for something like that. If you can recall that event in S5 where basically nobody went for Inny because of fear of trains, till everyone went to sleep, then a handful of people allied up to kill it. I don't view PoHate to be a good spot for a quest objective because its not that great for PvP. And then PoSky, I still haven't learned that zone...Not sure most Zekkies really know much about it but it would be a good opportunity to learn, however, would still favor that zone not being used for the quest.

Maybe even zones like Misty Thicket, or zones near team home cities, basically low level zones that have a custom NPC that is a quest objective. Could have one token drop pretty much adjacent to each city. Then each team city has one token nearby and may have to clash near another teams city to get the others.

I was also thinking about how one might have fun using their mount.

 


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