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Author Topic: Item specific abilities.  (Read 641 times)
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Azmodon
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« on: October 06, 2005, 10:00:30 PM »

     Ok. I read through about the first ten topics here, so if this is a repeat. Sorry, I'm lazy.
     Anyway. Here's the idea.
     Items have specific abilities attached to them. A bit complex in the way of coding, but hey, it's only a suggestion.
     As far as examples. A sword with a particularly holy name might have the ability to heal you to full once per day (Timed 24 hours). A claw with a particularly bloody history might unleash a multi-hit attack once per day. And particularly beefy armor might completely block one attack per day.
     These might go over better if there are more strategic fights added as well, but hey, bosses are another post entirely. They would be fun if implemented in PvP though.
    Anyway, that's the gist of it. Smuzzah or somesuch.
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hoya999
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« Reply #1 on: October 06, 2005, 11:26:54 PM »

what would be the point of the ability only working once a day? especially since some of the abilities you mentioned could be done through either spells or how you built up ur char's stats.
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Arc
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« Reply #2 on: October 06, 2005, 11:41:09 PM »

Yeah, i dont wanna really bash your idea (too badly at least Tongue). But yeah, like Hoya said, why bother having it work only once a day, why not like a certain percentage for it to actually occur like, 3% or something. Most people go through like 1000 fights a day... what good would that once a day ability do?
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Aeric
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« Reply #3 on: October 09, 2005, 12:43:38 PM »

I read the title and liked the idea of abilities, but I was thinking more along the lines of certain items maybe increasing magicks like shadow and so forth. It could get ridiculous though...Actually, scratch that.

Anyway, While it is a good idea to add abilities or something to items, I think it is rather pointless to use it only once a day. Sorry, but I'm going to have to conform on this one.
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Azmodon
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« Reply #4 on: October 10, 2005, 09:37:31 PM »

     Sorry guys, D&D creeping too much into the suggestion, really, the idea is that the items generate effects currently not available to the player in a limited amount. I also commented that it would go over better if fights were more strategic, and that means that one of those thousands is more significant that the others and might actually require a bit of um...strategy. Not to rain on the quest click 'n kill or anything, I've just always been a strategist.
     And yes. I am aware that I used three variations of strategy that as an end result sounds repetitive. I do that because I'm stupid and don't feel like using a thesaurus and I'm actually paranoid enough to comment on it afterwards. So nyeh.
« Last Edit: October 10, 2005, 09:42:53 PM by Azmodon » Logged

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Kain Aerostrough
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« Reply #5 on: October 10, 2005, 11:31:52 PM »

Well, it would probably be better if items had abilities that came from your MP. Take, for example, the Rare Paladin's Blade. I think it should have some sort of healing ability that comes with the weapon, one that draws from your MP. This way, it keeps players limited in their uses, and can also provide some cool additions to rares.

To sum it up, you could add abilities to weapons based on their names. I.E.: Rare Dragon's Tooth could have a fire magic attack or something. I don't know how complicated this would get, but it's a sound idea.
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Tina
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« Reply #6 on: October 12, 2005, 10:04:35 AM »

Az..you aren't stupid. The point of this thread is suggestions, and then watching them get batted back and forth. No suggestion makes you stupid. Just sayin...
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Hrothgar
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« Reply #7 on: October 12, 2005, 03:32:34 PM »

mebe you have to pay the witch like 10mill rings and some non rare to get your lvl 5 enchanted or something Tongue
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Azmodon
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« Reply #8 on: October 12, 2005, 05:05:04 PM »

     If I read that right, I like the idea Hroth. Certain small enchantments, (NOT dam or stat increases, unless they have a strict limit) that could be added to an item by the witch. It'd make the trip down there doubly worth it.
     And Tina, I just have horrible self esteem and such and fall back on insulting myself as a way of compensating for mistakes. It's a weird habit.
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Belmont
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« Reply #9 on: October 13, 2005, 11:00:26 PM »

I think items with specific abilities is a wonderful idea, it would just add more depth and customization that this game so desperately needs and would be a huge upgrade to the current system, I also think generic items would be good, just for the reasing being that everyone isnt carrying rare protector of noslin and weapon name of noslin..Im really tired of seeing it, ages ago it was a privledge to carry a super now its just common as anything
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« Reply #10 on: October 21, 2005, 02:06:08 PM »

o.O I got an idea that kinda fits here... well in this post anyway
Have certain rares with abilities, or enchantments that can cause damage to the monster, or aid the user... Like a 10% to drain HP or MP, or a 10% chance to have the weapon hit with some kind of damaging spell and have it all set to a specific amount based on the level of the rare.
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