Joined: Jan 2004 Gender: Male Posts: 127 Location: USA
Ethos changes « Result #3 on Jul 15, 2008, 10:04am »
I've recently changed it so ethos isn't chosen at character creation any longer.
Characters will now pick their ethos based on the deity they worship. Meaning when you first start you'll just have an alignment and will have to decide, based on your deity choice, what ethos you follow. If, in the future, your beliefs change you can devote to a different deity and take on the ethos of that deity.
Recently I have been logging on to EoC, albeit it is infrequently and was wondering how is the activity upon the game? Since my times are infrequent, it is typically a barren place? I miss everyone btw, but ya know real life gets so crazy!
Joined: Dec 2006 Gender: Female Posts: 2 Location: Sydney, Australia
Re: bard and thier songs... « Result #5 on Feb 5, 2008, 11:31pm »
I only just decided to check the forums again, my bad, sorry for the delay for even 1 reply ...
As far as instruments working from inventory ... 'Realistically', as much as you can imagine for a fantasy kinda game ... can YOU play the guitar AND fight off an attacker? *grin* I know it's just a game and anything can be done .. I think the imm team were looking at 'some' more realistic aspects, maybe anyway (I'm not on the imm team so I'm not guaranteeing that's how they are 8-P )
I also play Dark Age of Camelot and their bard EITHER use an instrument OR wield a weapon.
Maybe the lag could get looked at, I've never really noticed any lag when playing my bard and she's always part of a group adding buffs to the group as well.
bard and thier songs... « Result #6 on Sept 23, 2007, 6:24pm »
for some reason the songs take an awful long time to sing. AD&D bards were more.. useful. with hit bonuses to allies and pentalties to enemies while they sang.
current bard's songs typically dont even affect the group, have immense lag and give really short effects a few which will never last through even a short fight.
level- song: effects/instrument required 21- allegro: +dex, +mv increases by level i belive. roughly level +X rounds 23 - percussion: +str +dr at 20+ level rounds 26 - march of greans travels: refreshes for small amount of mv 29 - rhythm of the parried blow: -20 ac. armor or shield basically but 300ish rounds only 31- ballad of tarins defense: +hr (level dependant) 119 rounds. 33 - tuning:detect magic (not sure how long it lasts because elf) 36 - fanfare: weak area attack costs 100 movement. 38 - entrance: charm 41 - lullaby: sleep. 44 - song of perceptions: invis 119 rounds. 80ish movement 46 - tune of the muddled: -hr -dex (according to help file) 50 movement 48 - banshees wail: area damage. 50 movement +20hp 51 - bladesong: weak enchant weapon (2hr/dr at level 62 compared to 6dr sharpen). does not align blade like helpfile says. 200 movement. 56 - tale of nymph's love: +cha 50mv very short duration (17 rounds) 61 - crescendo of the valley: +dr (short duration)
this is where my slist ends at the moment. the remaining songs are: 66 - harmony 68 - unravelling harmony 71 - song of the eagle's hunt 73 - lightfoot melody 76 - music of the spheres 79 - song of steels bane 81 - dragons roar 86 - battledance 89 - song of mana unravelling 91 - fortissimo of blasting 96 - clarifying hymn 100 - disharmonics
the instruments are.. uninspring (i hope there are better versions than the ones in the store) also it forces the bard to single wield if they want to sing various songs. they would be better if instruments functioned in the inventory instead of being held and most of the songs could use less lag/more duration and more powerful effects as they tend to be much shorter/weaker than thier respective spell based counterparts with significantly more lag.
missing help files etc. « Result #7 on Sept 20, 2007, 12:44pm »
Noran tells you 'You will want to travel west into the Academy to begin your training. See 'help map' for a small map of the Academy grounds.'
- help map shows portal city map. not academy map. fix: put in an item in the room (no get/sac flag) and put in a proper map of the academy.
easily skippable academy item with no indication- gauntlets of law/chaos. - if you go south after the warg with glasses/sleeves, you miss out on the item unless you go through the cages again. you need to go north then east/west to get to the mobs with the hand wear. its easy to miss because it is a single directional exit. fix: drop newbies at rooms to the side instead of the arena hallway then remove arena hallway and add to the description that you will be unable to visit the rooms to the side without revisiting the portal of trials.
claneq help file is missing. - refrenced in help clanglorytable (all 3) as well as clanmobupgrades fix: remove the 4 references (ive found so far.. there may be more or it could simply be im not high enough level/something else that prevents me from seeing it)
slist scribe does not display help file for scribe/brew - all slist <skill/spell> have thier respective help file tagged to the slist command (as far as i know) for the sake of consistency slist scribe should be given the information in help brew/scribe.
help scribe only lists information on the background scribe. - there should be at least some sort of way for players to access the skill's helpfiles. fix: put in the skill's information into the background helpfile or have a note at the bottom pointing to brew/scribe helpfile.
bank commands dont need a bank in front... or shouldnt - unless there are skills that also use deposit, withdraw and transfer, there shouldnt be any need to put bank in front. fix: just remove the bank part from the command.
withdraw/deposit all - sometimes you just want to put it all in (most of the time actually..) fix: allow withdraw/deposit all to put in/take out all of all cointypes.
scholars need more spells.. « Result #8 on Sept 20, 2007, 11:34am »
thier offensive spell list ends right at the point where they get spiral blast at 50. past 50.. there are simply no offensive spells... and yet they still get a decent number of adept/master skills for various elements.
being scholars, they should have a wide variety of spells... possibly learning them from other classes.
they definitely need access to the rest of the elemental shields (shock and iceshield) especially since thier elemental balance is heavy energy and similar electric and cold (given by the lower levels of the apprentice/adept/master skills compared to fire/poison and non-existant acid/drain skills)
spells like sonic resonance/etheral fist/black lightning/quantum spike are energy and at least some should be considered (especially black lightning which looks close to electricty). likewise, iceshard, fits the cold.
also they know the benefits of being able to help people - transfuse mana should be in thier slist somewhere.
also given thier scholarly nature, scribe should be maxed at 100% also they should be able to scribe at a slightly higher level than they cast: it totally fits thier nature in terms of role and would be a class defining skill by being able to scribe at a higher level than thier actual level.
Joined: Jan 2004 Gender: Male Posts: 127 Location: USA
Re: Affected By « Result #9 on Jul 20, 2007, 6:46pm »
If you're affected by aqua breath, yes that should stop you from drowning. There may have been other reasons why you died though that I'm not aware of. The ring of Water Walking is a level 85+ object.
Where were you when you died? Are you sure that you were wearing the ring? Were there any mobs in the room that could have killed you other than the possibility of drowning?
Seeing as there haven't been any other complaints about aqua_breath not working, and it does work, I'd have to rule that out as a possibility. There may have been some other reason for your deaths.
Affected By « Result #10 on Jul 4, 2007, 12:12am »
If aqua_breath shows up in Affected_by list, shouldn't that keep you from drowning? Losing 20M xp is critical for newbies like me. Ring of Water Walking is worthless...