Simucon 2008 notes (saved post): Difference between revisions
VANKRASN39 (talk | contribs) (→Minor Mental: move posts to Minor Mental post archive) |
VANKRASN39 (talk | contribs) (→Premium Homes: move to PH saved posts) |
||
Line 1: | Line 1: | ||
==Premium Homes== |
|||
{{saved-post |
|||
| category = Four Winds Hall |
|||
| topic = [[Premium home|Premium Homes]] |
|||
| messagenum = 1684 |
|||
| author = GRANTA |
|||
| date = 8/9/2008 1:30:00 PM |
|||
| subject = Simucon announcements for Premium Homes |
|||
}} |
|||
Rewriting premium homes. New features! Even ones we've wanted. |
|||
Multi room homes. |
|||
Indoor/outdoor homes. |
|||
In house storage. Like a [[locker]], but not as big. "A few items." |
|||
Not as restricted by class of neighborhood. Extra rooms are exponentially more expensive. |
|||
Blueprint building plans. You buy a blueprint instead of buying walls and poof, walls. |
|||
Design facility to make the layout of your home. |
|||
Everyone can design blueprints, not just premium users. |
|||
Property taxes. Prepaying for a short duration. |
|||
If you own a home, you'll have exactly the same home in the new system. Done automatically. |
|||
==[[Monk]]s== |
==[[Monk]]s== |
||
{{saved-post |
{{saved-post |
Revision as of 14:06, 13 April 2017
Monks
Topic: Monk General Discussion
Message #: 235
Author: GRANTA
Date: 8/9/2008 1:11:34 PM
Subject: Monks...
... will be squares. NOT SEMIS.
State of Elanthia 2008
Monks will get ASG enhancement based on their level, and Transformation lore.
Topic: Mentalist Circle
Message #: 150
Author: GS4-ESTILD
Date: 8/9/2008 4:31:32 PM
Subject: Re: Hot off the presses, MINOR MENTAL!
Monks will be the most magical of the Squares and will have access to the Minor Spiritual and Minor Mental circles. Savants will, obviously, also have access to the Minor Mental circle.
GameMaster Estild
Mining/Smelting
Topic: Mining/Smelting
Message #: 473
Author: GRANTA
Date: 8/9/2008 1:53:57 PM
Subject: Mining/Smelting updates from Simucon
Mining and Smelting, single skill.
Can make ingots of metal for forging and hopefully other crafts in the future.
Mines are excavated. You can make your own and dig directionally.
Players can search ores, and intuit ores based on mining skills. Bonus for dwarves.
Teamwork for deeper excavation. Shoring up mines.
Digging too deep has hazards, like critters.
Skill helps chance of finding ore, gems, shoring up mines.
Even rare ores are a possibility.
Good smelters can improve ore quality through normal or mechanical means. Increased skill is a greater quantity of ore, more efficiency.
Can smelt mundane and magical metals.
Exotic metals require even more exotic techniques.
CAN MELT existing items, but at a reduction of overall material. Skill determines how inefficient it is. Some possible restrictions on certain metals (like coraesine, black ora)
Topic: Developer's Corner - Rogues
Message #: 2683
Author: HAILEE
Date: 8/11/2008 5:34:09 PM
Subject: Re: why aren't rogues getting any love?
I believe he also mentioned some rogue only Cmans are on the way.
It was also mentioned that when mining and smelting come out, those metals can be used for making lockpicks.(rarer metals will be released)
Katee
(Yukito makes a rude gesture at Rimalon's back.)
Armor
Topic: Developer's Corner - Rogues
Message #: 2682
Author: SHADOWTHEFT
Date: 8/11/2008 3:04:27 PM
Subject: Re: why aren't rogues getting any love?
For those of you who weren't at SimuCon, there is going to be a change to Armor in the future to where there will be a benefit to over training.
In so far as the change goes, Ildran said that they were looking to focus more on the agility of Rogues, in that over training in armor would allow one to "roll with the punches" more... which equated to damage and crit reduction, if I remember right.
But, before someone starts screaming about how they don't want to spend TPs and over train in armor for these bonuses...
Ildran also said that the armor ranks that you have (read; Train in 30 ranks for brig and stop) will count towards these new mechanics. You will still see these benefits, but at an extremely reduced rate (compared to someone wearing brig with, say... 130 ranks of armor).
Warriors, of course, will have more benefits/options, as Armor is more of a "core skill" for them.
Thus, this potentially falls under the "Rogue love" category.
~Eugenides, The Legend
Pures
Topic: Developer's Corner - Sorcerers
Message #: 5594
Author: GS4-STRATHSPEY
Date: 8/13/2008 12:56:34 PM
Subject: Re: Sorcerer Information from Simucon?
I didn't go to Simucon either, so I don't know if anybody announced anything or what specifically was announced if anything was announced, but here is what is announcable were announcements to be made:
Right now there are two major things in view. First is the Elemental Lore Review, which is between Naos and myself, and will have a significant impact on the 400s list. We've laid out the groundwork for adding/modifying lore bonuses, and work continues on that. I want to make sure sorcerers have a justifiable reason to consider stacking up some e-lores, IF you so choose.
Second is Alchemy Phase 2, which will introduce a few dozen new items for sorcerers to make (actually close to 100 if you count all the distinct products with all their little variations). I count 20 unique recipes that are creatable by sorcerers only. None of these Phase 2 items will be replicating spell effects from existing castable spells. Some will be familiar magical effects, others will help establish the sense of player crafting for which Alchemy was conceived. Still others will be totally new items sure to evoke a few oohs and aahs. Implementing A2 is my project.
I'm also continuing to kick out the glitches in 730 to make sure it's as functional as it was intended to be.
-Strath
Quests and Events
Topic: Current and Upcoming Events
Message #: 4848
Author: GS4-SIRINA
Date: 8/22/2008 7:21:27 AM
Subject: Re: Simucon announcements
Announced at SimuCon:
There are town-based storylines in Icemule, Ta'Vaalor, and Teras Isle beginning in the late fall (post-EG for the most part). We're focusing on storylines in which players can actually influence the outcome to a degree, more than sweeping, world-changing events with a pre-planned, set-in-stone conclusion. The goal is more involving players than putting on a show for players to watch.
We are also planning a late spring/early summer pay event that will be service-oriented, along the lines of the Artisan Faire.
Previously announced, we plan the return of the Winterfest late this year (outside Icemule - it's there for a reason, and not just because it's the "cold" city), and early next year, the Highman Games. Both of these are free events.
~Sirina
"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." ~Galileo Galilei