Simucon 2008 notes (saved post)

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Monks

Mining/Smelting

Category: Artisan Skills
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)

Category: Rogues
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

Pures

Category: Sorcerers
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

Category: Quests, Sagas, 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

See Also