Page 1 of 1
Game Mechanics: Items
Posted:
Thu Dec 21, 2006 10:22 pm
by Vitriol
While old xenimus only had a few tiers of items, I think we can improve this by making Lots of tiers of items with a great deal of variety. This way people dont have to use that old fire mace for 6 levels in a row before they can realistically upgrade.
Also , this is a big one.
NO MORE LEVEL CAPS!
With the exception of a few legendary, very rare, items, no items should have level caps. If that idiot wants to put a mystic bow on his level 3 thief, let him. We can point and laugh when he is PKed for it. (and since we wont have magic bags or the like, this is possible)
Posted:
Thu Dec 21, 2006 10:25 pm
by thadiusofx3
I like the idea of magic bags when they first first first came out.
They were called hidden bag of holding, and when you died it dropped on the ground, and you would have to return to the spot where you died to pick it up(along with all of your stuff in it), and no one else could see it.
Posted:
Thu Dec 21, 2006 10:26 pm
by Vitriol
The magic bag makes the game too secure. are we not trying to capture the original feel of xenimus? When you die you should drop everything. (this will be offset by a more liberal drop)
Posted:
Thu Dec 21, 2006 10:30 pm
by thadiusofx3
Hidden bags of holding could only hold like 5 items or something like that, though.
Posted:
Thu Dec 21, 2006 10:42 pm
by Vitriol
maybe if its completely random.
on that note: LSAs should exist. But they should be more expensive. They should never fail. (that sucks)
Posted:
Thu Dec 21, 2006 10:47 pm
by thadiusofx3
Oooo good idea, magic bag will save X random items from your equipment.
Posted:
Fri Dec 22, 2006 6:34 pm
by Serenity
I think weapons such as the fire genre and lightning, should have a constant particale effect to make it look as if it was on fire or electically charged, and for Ice wepons have a condensation trial type thing. just some seggestions
Posted:
Sat Dec 23, 2006 8:36 pm
by Joe M.
right on, serenity. Yay particles.
Posted:
Wed May 23, 2007 11:37 am
by a_link_to_the_past
I think a wider selection of weapons would be a good thing, things like maybe "Fire Axe, Dragon Axe, Dragon Halberd"
I do realize that this project is into creating the old school feel but I just like throwing ideas out there to see what people have to say
How about this, the weapons have an amount of weight, and depending on this weight and a combination of str and agil, would have an effect on how fast the weapon could be swung. You could have weapons that did minor damage but could be swung quickly, weapons that were slower but did greater damage, and then a weapon in the middle that did average damage with an average swing pace (for those who like balance)
Posted:
Wed May 23, 2007 1:45 pm
by Karl G.
We're definitely going to have more items than Xen...I've got the plans complete for an item script that allows anyone to make up items for us to put into the game
Posted:
Wed May 23, 2007 6:26 pm
by a_link_to_the_past
Well if its anything programming related or of that nature, I am completely useless...
Posted:
Thu May 24, 2007 8:27 am
by Karl G.
Luckily, scripts are so much different from programming, once you get the hang of them they're mostly just like filling out a form. For example, the first two lines of an item script might go like:
ITEM_NAME = "item display name"
ITEM_TYPE = sword, shield, twohanded, helmet, ring, amulet, armor, ... etc
...
so:
ITEM_NAME = "sword of the dead"
ITEM_TYPE = sword
...
Posted:
Thu May 24, 2007 1:03 pm
by a_link_to_the_past
Interesting..
Posted:
Mon May 28, 2007 2:49 pm
by JSunJShineR
mmm jeff likes
Posted:
Thu Jun 21, 2007 7:57 pm
by shadowni
Karl G. wrote:We're definitely going to have more items than Xen...I've got the plans complete for an item script that allows anyone to make up items for us to put into the game
I love you, in a completely heterosexual way. XD
If I practice 3-d modeling, I could probably make some sweet gear.