Dambielzzz
TNT
- Joined
- Nov 3, 2012
These features would be relatively easy to implement and I think would add some cool things to the server
More Odd Weapons
a lot of classes have interesting weapons like the fish blazerod, disk, noteblock, and sheers. There should be more added to the non conventional classes to add some a bit more roleplay and integration of the market with profession restrictions, meaning these new weapons would be craft/sell restricted to certain professions to diversify the economy. These weapons could have a set damage above diamond and below gold tools/weapons. Some classes wont be mentions because they already have odd weapons or their lore suggests they use axes or swords (or shovels).
The goal of this cnage is to make the rare weapon drops truly special by reworking the weapon enchant system. Give warrior/rogue classes access to superior weapons and all classes low level enchants. Also want to remove shitty "rare weapon drops" that only have sharpness one or tow.
I have not seen many runesmiths and I have thought of a way to increase their presence. Make them more profitable. Runesmiths are not widely employed because they have to compete with wizards/beguilers(?) and warp for quick transportation. Also, though runes are very handy, they can only be created and recharged by runesmiths, meaning a perishable rune requires constant maintenance or recreation by a runesmith to be used constantly. Give the runesmith the ability to craft/ create a regent that can be used by anyone to recharge a runestone by one or two charges.
NOTE: this new ability would not interfere with wizard/beguiler(?) role of group transportation as it can only transport one person. The goal is to make Runesmiths more profitable and needed.
More Odd Weapons
a lot of classes have interesting weapons like the fish blazerod, disk, noteblock, and sheers. There should be more added to the non conventional classes to add some a bit more roleplay and integration of the market with profession restrictions, meaning these new weapons would be craft/sell restricted to certain professions to diversify the economy. These weapons could have a set damage above diamond and below gold tools/weapons. Some classes wont be mentions because they already have odd weapons or their lore suggests they use axes or swords (or shovels).
- Runeblade- Blazepowder- sell and restricted to runesmith and craft restricted to alchemist
- Necromancer- fermented spider eye - craft restricted to alchemist
- Beguiler- Clock- craft restricted to engineer
- Druid- Rabbit's foot- obtainable only by farmer
- Bloodmage- glass bottle - craft restricted to alchemist
- Bloodmage- redstone torch (on)- craft restricted to engineer
The goal of this cnage is to make the rare weapon drops truly special by reworking the weapon enchant system. Give warrior/rogue classes access to superior weapons and all classes low level enchants. Also want to remove shitty "rare weapon drops" that only have sharpness one or tow.
- Make all weapons/weapon items enchant able
- restrict sharpness 4 to swords and sharpness 3 to axes
- let enchanters enchant all other weapons to have sharpness one or two
- change rare weapon drops to have minimum sharpness 5+
- give rare weapon drops a special characteristic, ie: fire aspect/looting and restrict these enchants to rare weapon drops
- (maybe) make the "plain old stick" \/a spear for the dragoon and add enchants
I have not seen many runesmiths and I have thought of a way to increase their presence. Make them more profitable. Runesmiths are not widely employed because they have to compete with wizards/beguilers(?) and warp for quick transportation. Also, though runes are very handy, they can only be created and recharged by runesmiths, meaning a perishable rune requires constant maintenance or recreation by a runesmith to be used constantly. Give the runesmith the ability to craft/ create a regent that can be used by anyone to recharge a runestone by one or two charges.
- Give all profession classes the ability to recharge runestones using one REGENT X, on a long cooldown.
- Restrict the crafting/summoning of REGENT X to runesmiths on a medium cooldown
- REGENT X must cost semi valuable materials to summon, ie: a diamond
- Restrict sale of REGENT X to runesmiths
- REGENT X must be cheaper than herogates (15s + possible warp/walk to spawn) and ports from wizards in trade (10-25s)
- One time sale of rune
- mutiple sales of REGENT X which makes the runesmith a vital, yet passive party in the recharging of runestones. The runesmith does not personally have to be present for the recharging for runstones but is still necessary through REGENT X, therefore making the exchange of services more convenient and available.
- Use of REGENT X undercuts price of herogate and wizards for personal use
- players use runestones to take them to specific locations, making the exchange more convenient and therefore more valuable to the consumer
- REGENT X is not free to make but still turns about 100-200% profit with markups from the vender, therefore cost to make must remain under 3 to be competitive
- boost demand in diamond market
NOTE: this new ability would not interfere with wizard/beguiler(?) role of group transportation as it can only transport one person. The goal is to make Runesmiths more profitable and needed.