Download Game! Currently 137 players and visitors. Last logged in:VenturusBylethIberiamsspUndyingrage

BatMUD Forums > General > Re: navs/wanders

 
 
#1
16 Dec 2006 08:22
 
 
How about reducing the levels of both so they are consistent with the old 5
lvl navs. Imho, 8lvls for full navigating ability is too many. Maybe 6 or
7....tho then again i loved the old "tree" guild system where you could join
lotsa lil weird random guilds...

 
Rating:
9
Votes:
15
 
 
Blayke
N e w b i e  H e l p e r
1y, 217d, 10h, 19m, 17s old
Level:
100
 
 
#2
16 Dec 2006 08:38
 
 
Blayke wrote:
How about reducing the levels of both so they are consistent with the old 5
lvl navs. Imho, 8lvls for full navigating ability is too many. Maybe 6 or
7....tho then again i loved the old "tree" guild system where you could join
lotsa lil weird random guilds...
I concur. Maybe make 5th level of nav's have 1st level wanderer spells, and
2nd lvl wanderers have the special explore room requirement. Face it,
navigators spells, the concept of the guild, was designed for 1 continent. Now
we have 5, many many rooms away from each other. It flows well with the
concept that navigators, as they existed on bat, would not be able to FULLY
bounce around the continents, but they should have a vague idea how. Once
you've 'mastered' being a navigator, you should have a taste of
intercontinental travel as well.

 
Rating:
-3
Votes:
5
 
 
Thorfinn
121d, 21h, 46m, 56s old
Level:
65