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BatMUD Forums > Ideas-wanted > merch weaps/armor continued

 
 
#1
08 Oct 2003 06:55
 
 
upon discussing this idea with some of my fellow mortals (many thanks for
input and some tough questions asked/points made) I have a few refinements
to post:
-bonuses should be limited to a maximum comparable to high-midbie/low
highbie type equipment bonuses (with exp costs to match)
preventing \'breaking the game\' with overpowered items.
-an option of \'random\' in the bonus field _COULD_ (with a LOT of
luck)
yield an item that a highbie would be proud to call his/her own
(no guarantees, much like alchie rings).
-an enchanting mastery type skill could improve the amount of exp put
into the item with a maximum of double exp at 100% skill.
-armor will have to be limited a bit more to prevent min-maxers (IE:
Batmud players in general) from abusing the system. The maximum
amount of exp enchanted into a piece of armor would be directly
preportionate to the number and type of slots that the armor
covers. For example: torso&leg slot would allow the largest return
on exp invested. An o-yoroi covering legs, torso, arms would be
enchantable to the exact same degree as a breastplate, greaves,
and sleeves collectively (IE: 2 big enchantments and 1 small)

Following are some examples of suggested maximums and exp costs.

-max exp sacrificed per item created 1meg exp
-100% enchantment skill makes 1meg exp sac\'d = 2meg invested

 
 
 
Killian
115d, 5h, 19m, 22s old
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35