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We have amnesias, which refund down to the opener.
We have Rebirth Potions, which completely remove all spells.
Now let's complete the trifecta and add in Reset Potions, which lets you choose one "attunement" and refunds all spells of that attunement type, but not the attunement itself. (I.E. choosing Fire refunds all Fire, Magma, Plasma, Explosion spells, but you keep 'Fire Attunement'.)
This makes it so that people who want out of a singular tree aren't desperately trying to app, but don't have to waste an RB potion slot in order to just leave a tree that doesn't mesh well w/ them or that they hate.
Cap it off at 2 or 3 like RB potions and fund it.
this definitely isn't self motivated
if anyone asks i got banned for sending /messages to people
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09-05-2022, 02:37 PM
(This post was last modified: 09-05-2022, 02:37 PM by Loopty Loo.)
Equalize housing prices across the board. At least for the "normal" ones in the 3(2 now lol) main faction settlements. Aphros housing costs 6x as much as Vdalion because ????
Not to mention they have an extra 20 or so housing units in their complexes as well because also ????
For reference. Vdalion price:
Aphros price:
Cock your ears up, rabbits.
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(09-05-2022, 02:37 PM)Loopty Loo Wrote: ...
Why Some Americans Are Leaving California for Texas
(will look into it)
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Helper. On. Chicken. Coops. Please. And. Thank. You.
Mama didn't spend 25k on chicken coops to get absolutely no eggs.
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Currently, there can be many times where you walk in a dungeon only to find that most of the valuable/rare ores you want were already taken.
I am aware of the arguments against having the ores respawn each time someone enters a dungeon, so I propose an alternative:
Before entering a dungeon, you'll get a message telling you how long ago it has been since it was last cleared.
That way, it'll give people who seek to enter a dungeon only when the chances for rare ores are high a way to know when they ought to enter it. All, without causing a potential overflow of rare ores in the market and ruin the economy around them.
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Put a leaderboard next to Death with game-wide statistics for things like mobs killed, permanent injuries acquired, potions drank, number of times capped... goofy stuff like that which would be interesting and funny to see.
It'd spice up the Deathbox and give people more incentive to head there rather than just rebirthing upon a kill RP being made. It'd also make it so that people who can't catch a break and can't stop rolling 1s have something to show for it.
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So maybe if a hive character is collared they should lose access to their global communication ability? Something about disruption to their circuitry? It's in a bit of a weird spot right now where a captured character can just transmit everything happening to them like a sports commentator.
Seems a bit imbalanced not going to lie, but I'm sure I'll be downvoted for saying it.
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(09-05-2022, 05:56 PM)Detective100 Wrote: Currently, there can be many times where you walk in a dungeon only to find that most of the valuable/rare ores you want were already taken.
I am aware of the arguments against having the ores respawn each time someone enters a dungeon, so I propose an alternative:
Before entering a dungeon, you'll get a message telling you how long ago it has been since it was last cleared.
That way, it'll give people who seek to enter a dungeon only when the chances for rare ores are high a way to know when they ought to enter it. All, without causing a potential overflow of rare ores in the market and ruin the economy around them.
Why not just make it so instead of telling you how long ago it was cleared, it tells you the number of ore nodes inside and whether that's full or not?
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(09-05-2022, 11:16 PM)Enginseer-42 Wrote: (09-05-2022, 05:56 PM)Detective100 Wrote: Currently, there can be many times where you walk in a dungeon only to find that most of the valuable/rare ores you want were already taken.
I am aware of the arguments against having the ores respawn each time someone enters a dungeon, so I propose an alternative:
Before entering a dungeon, you'll get a message telling you how long ago it has been since it was last cleared.
That way, it'll give people who seek to enter a dungeon only when the chances for rare ores are high a way to know when they ought to enter it. All, without causing a potential overflow of rare ores in the market and ruin the economy around them.
Why not just make it so instead of telling you how long ago it was cleared, it tells you the number of ore nodes inside and whether that's full or not?
I know this may be a hot take, but I find knowing how long ago someone came by more immersive (Yeah yeah I know immersion etc.)
Because you could perhaps see tracks or notice that the keyhole has been used recently with fresh markings on the dust or something, and flavor it like
"From the nearby tracks, you estimate that the latest visit was at least [X time here] ago." Or something, you know?
I know for some people this doesn't matter much but to me it does, and I feel like this solve the ore issue anyway because why would someone go in a dungeon and *not* get the ore and clear it?
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(09-06-2022, 12:30 AM)Kayla Wrote: (09-05-2022, 11:16 PM)Enginseer-42 Wrote: (09-05-2022, 05:56 PM)Detective100 Wrote: Currently, there can be many times where you walk in a dungeon only to find that most of the valuable/rare ores you want were already taken.
I am aware of the arguments against having the ores respawn each time someone enters a dungeon, so I propose an alternative:
Before entering a dungeon, you'll get a message telling you how long ago it has been since it was last cleared.
That way, it'll give people who seek to enter a dungeon only when the chances for rare ores are high a way to know when they ought to enter it. All, without causing a potential overflow of rare ores in the market and ruin the economy around them.
Why not just make it so instead of telling you how long ago it was cleared, it tells you the number of ore nodes inside and whether that's full or not?
I know this may be a hot take, but I find knowing how long ago someone came by more immersive (Yeah yeah I know immersion etc.)
Because you could perhaps see tracks or notice that the keyhole has been used recently with fresh markings on the dust or something, and flavor it like
"From the nearby tracks, you estimate that the latest visit was at least [X time here] ago." Or something, you know?
I know for some people this doesn't matter much but to me it does, and I feel like this solve the ore issue anyway because why would someone go in a dungeon and *not* get the ore and clear it?
To be honest the idea that coming back later should mean there will be more ore is already so weird that IMO the question of verisimilitude is a side concern at best. I understand it's reasoning from a game perspective.
Though I suppose another possibility would be a cooldown on opening a given dungeon until it's 'done' restocking. The magic door just rejects your key and tells you when to come back.
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