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Suggestion Low Priority Suggestion: Merchant Skill

Would this be a cool/valuable change to Herocraft?

  • Yes

    Votes: 13 92.9%
  • No

    Votes: 1 7.1%

  • Total voters
    14

Zaihn

Legacy Supporter 5
Joined
Apr 14, 2013
I am suggesting a rework on the "Gift" skill merchants get. This would have a small effect on herocraft but would be a cool change in my opinion.​
Currently: /skill gift​
15 Second Warmup​
Target must be in line of sight​
Target must be within 15 block​
Require lvl 50​
Cooldown: 3 minutes​
Suggested Change: /skill gift​
10 Second Warmup​
Target does not have to be in line of sight​
Target must be in same world.​
Require lvl 65​
Cooldown: 5 minutes​
This is a huge change to the skill, but would make it a cool feature economically for merchants.​
Pros:​
  • Positive Influence on the Economy of HC (Instant Delivery System).​
  • A neat skill to attract more players to the Merchant profession.​
  • Ability to send items to players in need. (Redstone, Runestones, Food, Tools, ect.)​
Cons:​
  • The time required to code the skill​
  • Possible exploits​
I do not feel as if this rework on gift would make a drastic change to the server but it would be an improvement to the "small things" on Herocraft. That being said, I understand there are more pressing items on the agenda for changes to Herocraft.​

Suggestion #2: Change the Warmup, so that it is not 15 seconds.
/skill gift
3 Second Warmup
Target must be in line of sight
Target must be within 15 block
Require lvl 50
Cooldown: 3 minutes
 

Leo2596

Legacy Supporter 7
Joined
Jan 25, 2012
I am suggesting a rework on the "Gift" skill merchants get. This would have a small effect on herocraft but would be a cool change in my opinion.​
Currently: /skill gift​
15 Second Warmup​
Target must be in line of sight​
Target must be within 15 block​
Require lvl 50​
Cooldown: 3 minutes​
Suggested Change: /skill gift​
10 Second Warmup​
Target does not have to be in line of sight​
Target must be in same world.​
Require lvl 65​
Cooldown: 5 minutes​
This is a huge change to the skill, but would make it a cool feature economically for merchants.​
Pros:
  • Positive Influence on the Economy of HC (Instant Delivery System).
  • A neat skill to attract more players to the Merchant profession.
  • Ability to send items to players in need. (Redstone, Runestones, Food, Tools, ect.)
Cons:
  • The time required to code the skill
  • Possible exploits
I do not feel as if this rework on gift would make a drastic change to the server but it would be an improvement to the "small things" on Herocraft. That being said, I understand there are more pressing items on the agenda for changes to Herocraft.​

Suggestion #2: Change the Warmup, so that it is not 15 seconds.
/skill gift
3 Second Warmup
Target must be in line of sight
Target must be within 15 block
Require lvl 50
Cooldown: 3 minutes

LIKE !!!!
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MultiHeartGold

Legacy Supporter 2
Joined
Jun 7, 2012
I believe I made a similiar suggestion back in December, and I still think Gift should be infinite range as long as the other person is in the same world.
+1
 

monkeyfatzer

Legacy Supporter 3
Joined
May 20, 2012
I am suggesting a rework on the "Gift" skill merchants get. This would have a small effect on herocraft but would be a cool change in my opinion.​
Currently: /skill gift​
15 Second Warmup​
Target must be in line of sight​
Target must be within 15 block​
Require lvl 50​
Cooldown: 3 minutes​
Suggested Change: /skill gift​
10 Second Warmup​
Target does not have to be in line of sight​
Target must be in same world.​
Require lvl 65​
Cooldown: 5 minutes​
This is a huge change to the skill, but would make it a cool feature economically for merchants.​
Pros:
  • Positive Influence on the Economy of HC (Instant Delivery System).
  • A neat skill to attract more players to the Merchant profession.
  • Ability to send items to players in need. (Redstone, Runestones, Food, Tools, ect.)
Cons:
  • The time required to code the skill
  • Possible exploits
I do not feel as if this rework on gift would make a drastic change to the server but it would be an improvement to the "small things" on Herocraft. That being said, I understand there are more pressing items on the agenda for changes to Herocraft.​

Suggestion #2: Change the Warmup, so that it is not 15 seconds.
/skill gift
3 Second Warmup
Target must be in line of sight
Target must be within 15 block
Require lvl 50
Cooldown: 3 minutes

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Fjordsen

Legacy Supporter 6
Joined
Oct 30, 2011
It used to be over the entire map in DG I believe, dunno why they nerfed it to be useless like it is now.
 

Zaihn

Legacy Supporter 5
Joined
Apr 14, 2013
It used to be over the entire map in DG I believe, dunno why they nerfed it to be useless like it is now.

I believe there was some type of exploit or undesired activity going along with this skill. The main reason I am posting this suggestion is to see if players would actually support/appreciate a change to gift and if so then show the devs that desire for a rework to gift.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
I don't like this for the same reason people don't like parties going into battle with a wizard staying back at home ready to GTP them when things get hairy.

This will enable them to gift their allies weapons and armor when they die and are sent to the graveyard, which is one of the big reasons why we already can't withdraw from our townbanks.
 

MultiHeartGold

Legacy Supporter 2
Joined
Jun 7, 2012
I don't like this for the same reason people don't like parties going into battle with a wizard staying back at home ready to GTP them when things get hairy.

This will enable them to gift their allies weapons and armor when they die and are sent to the graveyard, which is one of the big reasons why we already can't withdraw from our townbanks.
Good luck gearing up a party of 1-10 people with a 5 min cooldown per item.
If gearing up on a graveyard is so bad, why not complain about LWC chests and shops that are on GYs?
 

Fjordsen

Legacy Supporter 6
Joined
Oct 30, 2011
I don't like this for the same reason people don't like parties going into battle with a wizard staying back at home ready to GTP them when things get hairy.

This will enable them to gift their allies weapons and armor when they die and are sent to the graveyard, which is one of the big reasons why we already can't withdraw from our townbanks.

It can be used for 1 itemtype/itemstack with a 10 min CD. How is this a huge exploit? (Can only send Food, weapon, one armor piece or one type of reagents.)
If gearing up on a graveyard is so bad, why not complain about LWC chests and shops that are on GYs?
He already has, and I kind of agree with him. I mean if there was chestshops selling armor/weapons/reagents/food at a GY it would be fine by me, but LWCs is a 57 slot storage where you can gear up to full with food, armor, weapons and potions.
 

Zaihn

Legacy Supporter 5
Joined
Apr 14, 2013
This will enable them to gift their allies weapons and armor when they die and are sent to the graveyard, which is one of the big reasons why we already can't withdraw from our townbanks.


Can you explain the logic behind this?

Say a warrior died, at most you would be able to send one weapon back to that player. This player would then have no armor, have no pots, have no reagents, and pose no threat by running back into pvp. With a 10 minute cooldown the player could recall, regear completely, and run back to where they died before a second item could be gifted to that same player. A full regear for most pvpers is around 10-15 items; this would take 100-150 minutes to completely regear or around an hour to be somewhat useful.

I don't like this for the same reason people don't like parties going into battle with a wizard staying back at home ready to GTP them when things get hairy.

I do not understand the comparison of group teleporting a full party away from pvp and the gifting of one item to a player.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
Can you explain the logic behind this?

Say a warrior died, at most you would be able to send one weapon back to that player. This player would then have no armor, have no pots, have no reagents, and pose no threat by running back into pvp. With a 10 minute cooldown the player could recall, regear completely, and run back to where they died before a second item could be gifted to that same player. A full regear for most pvpers is around 10-15 items; this would take 100-150 minutes to completely regear or around an hour to be somewhat useful.



I do not understand the comparison of group teleporting a full party away from pvp and the gifting of one item to a player.

You don't understand my comparison because you don't agree with me.

Sure the 10 min cd would prevent them from getting a variety of items (which is the meat of the problem and it isn't an issue here) but they could be gifted a stack of iron blocks. Most of the chest shops and LWC banks surrounding most graveyards will likely have a crafting bench around that they can use to re-gear a whole party in the no-pvp zone. It's just not ideal equipment (all iron all the time, and no pots).

I'm not saying it would be as broken as allowing you to withdraw from the townbank, but it's a step in that direction and could be exploited. I don't support anything that will potentially make graveyards worse than they already are.
 

Zaihn

Legacy Supporter 5
Joined
Apr 14, 2013
You don't understand my comparison because you don't agree with me.

Sure the 10 min cd would prevent them from getting a variety of items (which is the meat of the problem and it isn't an issue here) but they could be gifted a stack of iron blocks. Most of the chest shops and LWC banks surrounding most graveyards will likely have a crafting bench around that they can use to re-gear a whole party in the no-pvp zone. It's just not ideal equipment (all iron all the time, and no pots).

I'm not saying it would be as broken as allowing you to withdraw from the townbank, but it's a step in that direction and could be exploited. I don't support anything that will potentially make graveyards worse than they already are.


Re-gear a whole party with iron armor?
 

uin153

Legacy Supporter 6
Joined
Oct 15, 2011
Location
Laffyette, IN
You don't understand my comparison because you don't agree with me.

Sure the 10 min cd would prevent them from getting a variety of items (which is the meat of the problem and it isn't an issue here) but they could be gifted a stack of iron blocks. Most of the chest shops and LWC banks surrounding most graveyards will likely have a crafting bench around that they can use to re-gear a whole party in the no-pvp zone. It's just not ideal equipment (all iron all the time, and no pots).

I'm not saying it would be as broken as allowing you to withdraw from the townbank, but it's a step in that direction and could be exploited. I don't support anything that will potentially make graveyards worse than they already are.

Sending iron blocks will only gear up 1-2 players, the rest would be left with nothing, seeing how they have no sticks
 

Fjordsen

Legacy Supporter 6
Joined
Oct 30, 2011
You don't understand my comparison because you don't agree with me.

Sure the 10 min cd would prevent them from getting a variety of items (which is the meat of the problem and it isn't an issue here) but they could be gifted a stack of iron blocks. Most of the chest shops and LWC banks surrounding most graveyards will likely have a crafting bench around that they can use to re-gear a whole party in the no-pvp zone. It's just not ideal equipment (all iron all the time, and no pots).

I'm not saying it would be as broken as allowing you to withdraw from the townbank, but it's a step in that direction and could be exploited. I don't support anything that will potentially make graveyards worse than they already are.

Only 2 classes on HC can use full iron and only 5 can use any iron piece.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
Only 2 classes on HC can use full iron and only 5 can use any iron piece.

But they can all use iron weapons.

I see where you all are coming from with how it's not as bad as other suggestions, I still don't like it. I don't think you should be able to teleport items across the map.
 

Fjordsen

Legacy Supporter 6
Joined
Oct 30, 2011
But they can all use iron weapons.

I see where you all are coming from with how it's not as bad as other suggestions, I still don't like it. I don't think you should be able to teleport items across the map.

Iron hoe or a stick, doesn't matter for Wizard, beguiler, mystic, cleric, disciple, bloodmage or necromancers.

As for melee classes, having low tier iron weapons would give them a huge disadvantage in serious PvP.
 

Sirdemonic3

Legacy Supporter 3
Joined
Feb 7, 2012
I don't like this for the same reason people don't like parties going into battle with a wizard staying back at home ready to GTP them when things get hairy.

This will enable them to gift their allies weapons and armor when they die and are sent to the graveyard, which is one of the big reasons why we already can't withdraw from our townbanks.

i dont think anyone does this, if there was any big fight why would the wizard not be there with them?
 

KleenX

Iron
Joined
May 24, 2013
I really like this suggestion. Perhaps an expensive reagent to help the HC economy?
 
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