I'm not particularly keen about nerfing soloing/melee/offexp to such a degree that by lowering the party rates it would also widen the chasm between the current expleaders and the rest of the mud, who'd need to spend more effort to cross the distance the previous players have already gone by offtan...
Bolts, blasts, balls, tornados also would be viable, if they would take long enough time that they can be avoided either by fleeing or by applying various current or future spellbreaker skills or other methods that require players to actually play and keep an eye on things. The idea is to increase ...
I agree that basic melee damage has gotten out of hand and it costs too little ep, especially now that half the mud can cast coven dreams. If epcost was increased, that'd mean the run durations for offuparties would be shorter, and might mean that casters would get into those parties as well since ...
How about adding more caster-oriented eq that directly boosts the caster's damage instead of the traditional +stats? This would help balance out benefits from weapons to melee characters. There already are the "serpent scale" itehms which are supposed to boost mage damage. I had few of th...
new guild options mix the pack quite nicely, for instance I could see party of three: def/healer, caster/healer, caster/psi etc do just as nicely as any off party No matter how topend caster you are. You can not compete with topend offs. Offs improve loads due to the abilities, new weapons and stuf...
DISCLAIMER - I've never done any serious eq in Icesus, so I'm mostly going by Yoz'es description of it. When I just started playing Icesus, I really liked the idea of the mage guild - WOW! They actually had spell components, and you got to cuztomize your own spells, that's something I've never seen...
How could casters be brought in par with offies on exp, or with archers on eq. My suggestion is bring up the damage. A lot Attempting to approach this from both sides, two suggestions: (note had mages in mind when wrote this) One thing I have noticed from the few parties where mages are around, is ...
Allrite, after thinking about this for a long time i've decided to make a long post about few of the most disturbing/annoying problems with current icesus. As players grow rapidly in worth, rest of the mud is staying far behind. Eqmonsters are bound to have 99% resists which leads that killing some ...
Thrikreen takes even more damage than gnomes because of their very weak abdomen and extra leg slots. These can be handled via hive but for it you need 5 extra levels which are not that good of an idea at your current level. I'd suggest staying as a gnome, snakeman or try some medium size race like e...
Mastery subs - a 1-5lvl sub guild with a mastery% joining prerequisite - would imho be a nice addition to any/every guild. They might offer higher skillmaxes, nice statbonuses, more stuff to guild_shadow, cosmetic changes etc. Something concrete for spending time with one guild for a while, possibl...
Another idea here, this is how tanking and party formation used to work in one other mud i tried, and i liked the idea much more than the one we got currently. In this mud, there was only one maintank, who took care of the main monster, the party could consist of several other tanks too, but the mon...
As we've talked about some of these ides of yours before, i like them. Every one of them seems well prepared/thought and necessary. Eqclasses: yes, half of the guilds are useless, or just nonwanted when doing eq. This includes any offs (except templar arhcers, rangerarchers), psionicists (everything...