Donator weapon

Anything wrong with them?
dhafu
Posts: 46

Re: Donator weapon

Post#31 » Fri Dec 04, 2015 5:27 pm

Have you guys thought of instead of just upgrading the gear itself but instead putting a unique aug alot on it. And allow more customized augs? So add the aug slot to the BPs you can pick up a minor quest then when done you get to choose a unique worn effect kind of like the auras. And these could be tied to tiers. Such you can do a quest in dsk1&2 then upgrade again in nadox hoh. Etc.

Vaion
Posts: 3712

Re: Donator weapon

Post#32 » Sat Dec 05, 2015 8:54 am

Denizen wrote:Always felt that in Role Playing games part of the appeal is the involvement in building your character. Certainly adding to and building one's donator weapon (or epic) is part of this.

Some random ideas that have occurred to me:

1. Could individually tailor the graphic of your weapon
2. Could name your weapon .. a thing knight's, warriors, wizards and etc. have done throughout history, Excalibur comes to mind.
3. Tiny incremental increases in an aspect of the weapon could slowly evolve as its legendary fame increasing in vanquishing foes?

At any rate, it seems to me that letting players somehow add to, and develop, :D donator stuff is in the fine tradition of all role playing games. :D



These are actually concepts that I have toyed with a bit over the years. The issue we run into a lot is supporting older clients and newer ones. While it's not always a limitation, it makes the coding process a tiny bit harder.

As far as "ornaments" in weapons go, I have a working construct that essentially allows you to permanently change the graphic of your weapon based upon whatever ornament you right click on. While this is not in game yet because we have been redoing a lot of internal stuff this year, it is pretty much done already.

Renaming items is a kinda fun idea too and would use a similar base code as the ornament. I'll play with the coding when I get a chance and see about adding this in as well.

For the incremental donor items, this is actually what I was thinking of changing to. Something along the lines of this:
viewtopic.php?f=11&t=12958
So every donor would have no limit on stats and would receive boosts based off a number of factors. The list of "factors" I was coming up with is:
1) Defeating Raid Teirs
2) Completing Epic quests
3) Completing Achievements
4) Completing Unique Quests (headhunter, chaotic armor, automaton, etc)
5) Beating specific (hard) encounters (Redfang, Gatekeeper, Mortality, etc)
6) Finding Global loots (was going to do general monster slaying but didn't want to have lvl 70s mass slaying crushbone for credit)

Of course some of these would be retroactive while others wouldn't (global loot).

This is not a 100% for sure thing, just simply where our concept idea is evolving right now. If you guys have more ideas and thoughts let us know. We design the server for you, not for us. Trust me if the server was for me, you all would be Vaion Touched every 18.463 seconds 8-)
Oh the fun you all are going to have in DSK3...
Simon says.. touch the green one! Nooooo BLIQUE NOT THE RED ONE! zomg you just got me "Vaion Touched"!

User avatar
Lillu
Posts: 11301
Contact:

Re: Donator weapon

Post#33 » Sat Dec 05, 2015 10:08 am

And again, no sweat, nothing set in stone. We might just offer upgrades as before when it comes to the supporter items. Gathering ideas here will be great either way because we can also use them to implement new content, items, quests, etc. so keep your ideas coming. :)

User avatar
Denizen
Posts: 882

Re: Donator weapon

Post#34 » Sat Dec 05, 2015 1:50 pm

Trust me if the server was for me, you all would be Vaion Touched every 18.463 seconds 8-)



In the spirit of working with the inhabitants of the Forest, could we change this to every 19.463 seconds? :D
Rafe, 70 sk

User avatar
Nilbus
Posts: 1258

Re: Donator weapon

Post#35 » Sat Dec 05, 2015 2:52 pm

Vaion wrote:
Denizen wrote:Always felt that in Role Playing games part of the appeal is the involvement in building your character. Certainly adding to and building one's donator weapon (or epic) is part of this.

Some random ideas that have occurred to me:

1. Could individually tailor the graphic of your weapon
2. Could name your weapon .. a thing knight's, warriors, wizards and etc. have done throughout history, Excalibur comes to mind.
3. Tiny incremental increases in an aspect of the weapon could slowly evolve as its legendary fame increasing in vanquishing foes?

At any rate, it seems to me that letting players somehow add to, and develop, :D donator stuff is in the fine tradition of all role playing games. :D



These are actually concepts that I have toyed with a bit over the years. The issue we run into a lot is supporting older clients and newer ones. While it's not always a limitation, it makes the coding process a tiny bit harder.

As far as "ornaments" in weapons go, I have a working construct that essentially allows you to permanently change the graphic of your weapon based upon whatever ornament you right click on. While this is not in game yet because we have been redoing a lot of internal stuff this year, it is pretty much done already.

Renaming items is a kinda fun idea too and would use a similar base code as the ornament. I'll play with the coding when I get a chance and see about adding this in as well.

Ooh, Customized appearance and names... Yeah this would be good.

Vaion wrote:For the incremental donor items, this is actually what I was thinking of changing to. Something along the lines of this:
viewtopic.php?f=11&t=12958
So every donor would have no limit on stats and would receive boosts based off a number of factors. The list of "factors" I was coming up with is:
1) Defeating Raid Teirs
2) Completing Epic quests
3) Completing Achievements
4) Completing Unique Quests (headhunter, chaotic armor, automaton, etc)
5) Beating specific (hard) encounters (Redfang, Gatekeeper, Mortality, etc)
6) Finding Global loots (was going to do general monster slaying but didn't want to have lvl 70s mass slaying crushbone for credit)

Of course some of these would be retroactive while others wouldn't (global loot).


So help me if you make me have to go back and kill Gatekeeper :P

Vaion wrote:We design the server for you, not for us. Trust me if the server was for me, you all would be Vaion Touched every 18.463 seconds 8-)


And this is how we ended up with random DTs in Nadox :D
Nodyin-Nilbus-Pockit-Tiah-Rakas- Funeral
Likeatruck-Khaltos-Nilbie-Ziknaf-Prathun-Missus
Elidor
Youme-Yumme-Blazingtide-Sublin-Lissanda-Darmok
Djarik-Ikat-Nerys-Ometi-Tarana-Biln

I know way too much random stuff.

huffdady
Posts: 20

Re: Donator weapon

Post#36 » Tue Dec 08, 2015 10:56 pm

Is there anyway we can get a 3rd option for Knights? The 3rd option being a 2 hander/dps version? We have a couple of AA's which benifit 2 handers, it is a shame we can't use them.
This one time, at SK camp.......

Aamadex The SK !

User avatar
Denizen
Posts: 882

Re: Donator weapon

Post#37 » Wed Dec 09, 2015 12:56 pm

Well knight and dps just don't work together. Yes lousy could be upgraded to crummy but I doubt if I'd ever use it.

Think a nice one that you get from a mob would be good enough. The evolving two hander from HoH is fine enought for me: Drizix, the Lost Flame. Knights are built differently from dps from the bottom up, dps is exchanged with healing, conservative and defensive weapon use, and hate generation etc.

If you really want a two hander donator weapon I, personally, wouldn't have a problem with, for example, Zerker donator weapon being usable by a knight /shrug. An extreme dps weapon in the hands of a knight just wouldn't, however, give the knight anywhere near the dps of a Zerker.

I do admit, however, melee classes are more blurred on THF than elsewhere. I have seen a Zerker make a decent tank at times.
Rafe, 70 sk

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