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Suggestions
Creation of New Settlements.

I know for some time, there were a lot of settlements popping up. And some in my opinion are inactive, and warrant no RP. I feel now in character it is sort of impossible to start a settlement without grinding the 1 million coins or whatever it is. My opinion on a solution is that if someone wishes to make an area or guild become a settlement. They should have to settle down in the area with a few houses first, and then RP. If they draw in good RP, and provide substance with their territory and goals than eventually, they could be approved or looked at by staff to become a proper settlement.
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I'm not sure if this has been said before (it probably has), but I feel like there should be more incentives for DMing. Some form of reward for actually running the stuff. I've never DMed and I don't know anybody that does, so I'm not sure if there's one in place, but to make it simple it could be maybe a coin amount that scales with length or anything similar to that.

I dunno, I feel like it'll make people feel it's more "worth it". You know? It might also solve the current big backlog of events.
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I could be wrong about this but all DM and event related issues almost seems to be at the approval part of the events and not the event being picked up.

I could be very wrong about this but all events I've been apart of have gone through approval hell. Never to be accepted and it just not happening cause of IC change or something else.
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The same way grapple forces you use a unarmed spell to break the snare.

-Be able to break iron body duration sooner by using a unarmed spell.

Would be the control the player needs to keep the ivun until the end or end sooner to avoid a easy punish.

Remember Iron body is gcd so you would still need wait 2 seconds to do that, i dont care if it make better than other ivuns, i thought trees was supposed to differ, shadow allow you walk, magma have a aoe, sand send projeptiles, fogs are cc imun, unarmed  let you take a free hyper cc combo, what a joke, sometimes even when you hit the timing right.
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/farming command that lets you see how many crops you have picked, how many crops were high quality. or just add it to /activity. im tryna reach high rankings on the farming leaderboard

- idea courtesy of quarter
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(12-10-2022, 03:50 PM)Garryy Wrote: /farming command that lets you see how many crops you have picked, how many crops were high quality. or just add it to /activity. im tryna reach high rankings on the farming leaderboard

- idea courtesy of quarter

that's a great idea, also force crop thieves to go thru a break-in style prompt everytime they try to harvest something they didn't plant (it will be funny)
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add stolen crops to the stats too for nefarious bragging rights
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Vriska Wrote: yeah having an MCU loki icon is pretty cringe huh
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Please fix these buttons from overlapping the colours, it gets hard to adjust clothes, hair, etc.  (I have a normal resolution)
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Currently, when a house has about only 3 days of rent or less, it gives a warning to the owner upon logging in.

However, that same warning isn't shown to any of the helpers. If possible, I believe having the warning message be sent to the house helpers will help out bigger IC groups in tracking over their rent to pay up.

Most houses/rooms with helpers are used as public storages for the group of people using the place, so having only one person get the warning can prove painful. No one wants to think 'the rest are handling the rent', only to be proven wrong when the place goes out of rent and immediately bought out by others who want to take what they can from the place -  Yes, I count myself as one of those people who lie in wait for people's rents to reach 0 days  Blush
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I would like to suggest either lowering the level of a few mobs, or adding one or two low leveled ones. This is for two reasons. The tutorial, and completely new players. (And is totally not related due to the fact that I had to pick up a new player off of the ground, after they got attacked and downed by a Swuriarme)

Now, I understand there are reasons for the level increases. Making farming mobs harder, since they now give AP, so you can't just afk grind them like the beginning of the wipe. And, I do have some solutions for dealing with this in part.

The first, is just making a new spawn of mobs in groups of one or two. Ideally boars, since they're simple. Level 2 and all that, stick them next to spawns. With such a low quantity of boars for example, it'll make farming them not worth it, and not efficient. But, getting the tutorial done will be easier than needing to fight level 20 enemies and having absolutely idea what you are doing.

The second, would be adjusting old spawns. Which could work, but it could also lead back to easy AP farming. And or material farming. As you can probably guess, I like the first more.

TDLR; Making the completely new player experience slightly easier.
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