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Old 25th August 2008, 20:34   #1 (permalink)
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Lightbulb Earning item power and staying worthy

My title isnt very good, couldnt find the words to express my thoughts.

Was doing some reasearch through the forum to find info about items, if u can break them, also read interesting stuff about items being cursed and stuff like that, so I thought about something. If it has already been spoken, I'm sorry (I did search )

Was thinking of items u need to earn, through specifis steps (wich isnt quite new concept). But was also thinking of specifis requirements to maintain the power or even the item itself to a certain level... lets take a small example to express better what I have in mind... might not fit in the game and all but its just to understand

Lets say u put ur hands on a special dagger like a "vampiric dagger" that grows in power the more u take lifes with it... so it can lead to different situations...

1. The person having it is affected, becomes obessesed with killing people to unleash the maximum power of the dagger... (like it could affect moral, and point like intel or something)

2. The dagger becomes too strong and start being less controlable for the user (self damage, unwanted effect)

3. The dagger judges that is owner is not worthy enough (he doesnt "feed" her enough to gain power) so it might turn against his owner, or just drop from it to try to find a more worthy owner

4. ???

That way, items with high powers, comes with constant work/training to deserve them for good or for bad >=D and to be able to keep it...

Its not a complete idea, but it might gives very great ideas to some ppl...

also if it was discussed elsewhere, please point me where... I guess I'm just bad with the search thing : ( heheh
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Old 26th August 2008, 05:36   #2 (permalink)
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i think it would be cool to see some weapons that have some sort of special powers. nothing too powerful. rather, they would be about as powerful as a normal weapon, but in special cases, like the one you described hereshk, they could reach their full potential, which would be on par with the best weapons in the game.

if you've ever played oblivion, there's a sword called the duskfang/dawnfang. when it's nighttime it becomes duskfang, but when the sun comes up it becomes dawnfang. here's what it does:
Quote:
Dawnfang/Duskfang keeps track of creatures killed, displaying the text "Dawnfang/Duskfang has extinguished X lives." (X being the number of creatures or NPCs killed, much like Mehrunes Razor.) Once the quota of "twelve lives extinguished" has been met and the sword's bloodthirst is satisfied, the next incarnation will be Superior, adding the effect of Absorb Health if it is Dawnfang Superior, and Absorb Magicka if it is Duskfang Superior. Failure to nourish the blade fully reverts it to the normal version with the next incarnation.
so, if you kill enough people with it, when it next transforms, it will have a special leech ability. the same thing could be done so that a weapon needs x number of kills, and then the following day it will do more physical damage, do additional fire damage, etc.

i've also mentioned that i wish there were some sort of ancient weapons. these ancient weapons would be unique (ie: only one of each per server, and there'd only be maybe 5 unique ancient weapons). these weapons would be overpowered so that one person who posesses this item could potentially defeat a small group of enemies...

i know what you're thinking, but here's the thing. in MO, all items can be looted, which means that if you kill the person with this ancient item, it will be yours. therefore, anyone who posesses it will face a greater risk of being killed, since people will likely be after him constantly to obtain this power. also, keep in mind, that although it's overpowered, there'd only be like 5 of them for 10,000 people on the server (or however many max ppl are on the server), so chances are you wouldn't run into one of these people unless you actively were seeking them out.

when i've mentioned this, people say "i'd just throw it in my bank," but something like you mentioned could be implemented, like, you have to kill x number of people per day, otherwise it would leave that owner and find a new one. this it would prevent people from just banking it (if they did, it would just leave their bank) and force the owner to use it (if you wanted to keep it), thus revealing the owner of the item, increasing his risk of having it (since now everyone knows he's got it and will probably come after him).

so yea, i like some of your ideas, although i'm sure there would be problems in a system like this that would have to be worked out. but i think it would make for some interesting 5v1, etc. pvp.
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Old 26th August 2008, 06:02   #3 (permalink)
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o wow... i actually really like that idea... gives me a LOTR feel if u know what i mean
and i mean it would actually make sense balance wise bc if it is very very very very rare, and it can "leave" or be stolen from you, your more likely to be attacked by multiple foes and therefore, need a lil more power to defend yourself. People like this would become the heroes and the rest of us would just become cannonfodder
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Old 26th August 2008, 12:43   #4 (permalink)
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Quote:
Originally Posted by Lachrymose View Post
when i've mentioned this, people say "i'd just throw it in my bank," but something like you mentioned could be implemented, like, you have to kill x number of people per day, otherwise it would leave that owner and find a new one. this it would prevent people from just banking it (if they did, it would just leave their bank) and force the owner to use it (if you wanted to keep it), thus revealing the owner of the item, increasing his risk of having it (since now everyone knows he's got it and will probably come after him).
I was also thinking about possibilities that a group who defeats the person with that rare weapon, would be able to "seal" the weapon with some magic, or try hiding it away from people, or if they are powerfull enough, maybe they could destroy it, before it takes over their minds. Yeah, a bit like the ring in lotr hehe.

I know it can get complex and thus, becoming to hard to implement and balance in a game. But u know, just enough to animate the pvp field. Like guild making alliance to destroy a guild who owns a powerfull tool. A small group spying a guy to try to ambush him because he has some sick powers...
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Old 27th August 2008, 05:05   #5 (permalink)
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I really like the idea Hereshk. Not much to add to it really. Items with their own innate triggerable abilities would add quite a dynamic to gameplay. I could imagine someone running around with a rusty dagger, everyone lookin at them like they're crazy, but once it's had enough blood it transforms for a time into this ebony blade with blood dripping off of it that does damage on par with the top weapons in the game. It could possibly have other effects, but yea, I like the idea.
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Old 27th August 2008, 05:22   #6 (permalink)
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I think it's mostly the same we discussed on the "magical, cursed and enchanted items" discussions.
It's just another idea to throw in the pot there, specially chargeable items that may also be uncharged by whatever means there are.

I'd also like to see special really unique items, that only grant you something that doesn't make you stronger but just different.

But seriously I know you only want that because you want a big Bihänder with chargeable berserker rage powers.
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Old 27th August 2008, 05:47   #7 (permalink)
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bloodlusting blades that need more blood the more they eat and will if left to hunger will feed upon the owner some random time left on it's corpse to be looted, a beast-master flute training animals in seconds requiring to be used more and more or it will eventual unleash all the animals on the master, an item of healing requiring sacrificial lambs which if left unattended too will at once make all those the healers has healed into diseased until they kill him...

as far as "rare abilities" go, these sort of items can provide a very interesting balance if done right.

necromancer, this has more to do with the "so make it rare" conversation or the gunpowder/dragons/flying-mounts/etc... sort of repeating conversation. essentially this is not very different in gameplay from being able to ride and train a dragon which could turn on you at every moment, except with items instead of animals.
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