Geosids implemented for 2.10

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Geosids implemented for 2.10

Postby Karl G. » Thu Mar 26, 2009 10:26 am

Success!!!!! Geosids will be functioning in version 2.10 :D

I want to implement the bazaar, and possibly merchants, before then.
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Re: Geosids implemented for 2.10

Postby Joe M. » Thu Mar 26, 2009 10:36 am

Sweet. Economy here we come. Now what exactly will Geosids do?
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Re: Geosids implemented for 2.10

Postby Karl G. » Thu Mar 26, 2009 12:24 pm

3 things right now, many more will be added:

- sacrifice items to get geonite
- Use geonite to portal yourself back to square (I'm removing -recall). Geonite cost is minimal.
- Use geonite to restore 70% of hp/mp instantly. Geonite cost = max hp + max mp. Regen rates will be cut to encourage its use :) Percentage of hp/mp means that potions that restore hp/mp and regen rates still matter...a lot!
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Re: Geosids implemented for 2.10

Postby marzuku » Thu Mar 26, 2009 12:42 pm

Karl G. wrote:3 things right now, many more will be added:

- sacrifice items to get geonite
- Use geonite to portal yourself back to square (I'm removing -recall). Geonite cost is minimal.
- Use geonite to restore 70% of hp/mp instantly. Geonite cost = max hp + max mp. Regen rates will be cut to encourage its use :) Percentage of hp/mp means that potions that restore hp/mp and regen rates still matter...a lot!


What about instead of using one item for many different things, that Geonite is the currency, and with it you can buy items like maxers port scrolls etc.

And Hp steal, knights really need a item with hp steal:S

Check the properties of weapons of Xen to replicate their steals and stats.

All i remember on xen was that there was like
Body
8% base mp
8% base Hp
Hp reg (dunno how much)
mp reg(dunno how much)
Head
Nocte visus

Weapons
8%steal hp
8% steal mp

anyway, you had to go to a prop shrine to get these if you were lucky you would get 7 prop.
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Re: Geosids implemented for 2.10

Postby Karl G. » Thu Mar 26, 2009 8:59 pm

The whole point of geonite is that it's not a currency. It can't be traded for items or moved between characters. Evidyon will have a currency--it's what I'm implementing next.

I hear you about the HP steals.

anyway, you had to go to a prop shrine to get these if you were lucky you would get 7 prop.

I played xen, remember? :) For better or worse, I have all the props, item stats, types and special abilities memorized. No need to keep reminding me :wink:
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Re: Geosids implemented for 2.10

Postby Joe M. » Fri Mar 27, 2009 12:16 am

On a completely different note, it sure is nice to see more people playing. Beta's gonna rock. 8)
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Re: Geosids implemented for 2.10

Postby marzuku » Fri Mar 27, 2009 12:43 am

Joe M. wrote:On a completely different note, it sure is nice to see more people playing. Beta's gonna rock. 8)


Yeah we are getting a quite bunch of regulars atm, and im providing them with gear so they can start off :)

Btw maybe heighten the drop rate at trolls so that some Aurelian/bronze ring/bone ring/minor weapons drop there, grinding mindlessly aint all that motivational :)

Sorry if i keep bashing my thoughts and opinions into you guys, just want the game to be brilliant which it will be undoubtedly :P
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Re: Geosids implemented for 2.10

Postby Joe M. » Fri Mar 27, 2009 12:48 am

Better drop (even if only by a little) at Trolls would be nice--I've been grinding there for a while lvling my new char (enjoying the AGI/INT config much more than I expected--Solomon's just too f***ing slow! And it would take forever to lvl him into a decent AGI) and have found nothing at all worth mentioning. It seems that Monstrosities and Spirits are the only things with decent drop (and even there I haven't found anything--though I haven't been there much, and others tell me the drop is quite good).

Also, again on a different note, I'm pretty sure I got both Multi Ignis and trans (or was it another spell?) at the same lvl, which was rather low (6? 8?). Should M.I. be at a higher lvl? It just struck me as weird.
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Re: Geosids implemented for 2.10

Postby marzuku » Fri Mar 27, 2009 1:55 am

Joe M. wrote:Also, again on a different note, I'm pretty sure I got both Multi Ignis and trans (or was it another spell?) at the same lvl, which was rather low (6? 8?). Should M.I. be at a higher lvl? It just struck me as weird.


i always thought that Ignis multi should come before putesco:S, cause at like 10-12 you can go trolls and thats when u pretty much need it.

What lvl is V.P(vis putesco)?
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Re: Geosids implemented for 2.10

Postby Joe M. » Fri Mar 27, 2009 2:09 am

I'm not sure, but it's higher than 14.
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Re: Geosids implemented for 2.10

Postby marzuku » Fri Mar 27, 2009 3:22 am

Joe M. wrote:I'm not sure, but it's higher than 14.


Should be like 15-18, when i first thought of the idea, it was like this.

"A Sorceror has massive magical power, and is able to cast multiple fireballs and attack multiple targets, but at a higher lvl he is able to concentrate his magical power into one area where the damage is incredibly high even for his standards"

So Vis putesco was my idea of a Sorceror concentrating his magic and casting it into one spot doing massive damage at that area, the normal putesco is just a sorceror blasting out his magical damage all around him.

it's like f.ex if i kicked joe in the face once, it would hurt, but if me and my buddies kicked joe in the face he would probably die.

:P
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Re: Geosids implemented for 2.10

Postby deathstalker » Fri Mar 27, 2009 6:09 am

sounds good but we need a level 2 spell
for all classes like star in xen just something to help
them hunt a lil easier.keep up the good work.
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Re: Geosids implemented for 2.10

Postby deathstalker » Sun Apr 05, 2009 4:29 pm

ok geosids these are really kool.never seen them in a game before.
but here is a suggestion.the prop shrine that xenhas is unique to that
game and sorta of easy for all to use. not a real challenge.
but here is what i was thinking maybe there could be some way
to sacrafice certain items to sorta socket an item you have.
for example maybe you could use a tiger eye and it adds damage to
your weapon or something.i mean we all talk about xen.
and the thing that it had but how about diablo wich was
and awesomw game. maybe we could use some of their ideas.
just some thoughts.
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Re: Geosids implemented for 2.10

Postby deathstalker » Sun Apr 05, 2009 4:31 pm

on my prevoius post about the star spell i meant it for level 20
maybe call it naracistic or something lol
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Re: Geosids implemented for 2.10

Postby Karl G. » Mon Apr 06, 2009 7:26 am

definitely! that is one of the other things geosids will be able to do (you read my mind :P)
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