Roja Report post Posted November 20, 2005 I thought we should take this in a new thread since it's another issue... Shouja sumed it up nicely: Okay, so working from previous ideas: You could have a simple Amulet of Protection that would give you 1 minute of monster immunity against all monsters, sold for 50gc by a Gypsy NPC on Isla Prima. This is targeted at newbies. Crafters cannot make them. 1 minute should be enough to avoid most monsters when exploring. Probably a good idea to make this one non-droppable too, just so that newbies don't get too pissed at spending their first 50gc on buying protection, only to die and lose it by accident. Non-stackable too, which would probably make it less attractive to higher-levels who need the extra inventory space. Higher up, we have Goblin Charms, Gargoyle Charms, and various other monster charms which can also be bought from the Gypsy for higher prices, or can be crafted. These give you a time of protection equivalent to your charm level. So, a person with 15 charm who uses the Goblin Charm would stay protected for 15 minutes from all forms of goblins. If you want an hour of uninterrupted titanium harvesting from PL to WSC, buy 4 Skeleton Charms, 4 Goblin Charms and 4 Gargoyle Charms and use one of each every fifteen minutes. (ie. effects of different charms are stackable... you can charm more than one type of monster at a time). Going further on, you could have Cursed Charms, which would give you only a probability chance of protection against all monsters, but also use your charm in another way. For example, if you use a Cursed Charm, there's only a 70% chance it will work to protect you against all monsters, BUT if you do get attacked, your charm level is added to the damage points that you do to the monster. So a person with 15 charm level and a Cursed Charm may not be able to avoid combat, but he still stands a good chance of winning it (+15 damage to each successful hit on the monster). Those could be useful for people looking for a fight in maps with different monsters. ~Shouja~ Only thing I disagree with is that crafters SHOULD be able to make them! This is a big market item! Of course NPC's can sell them too, and can sell ones for newbies pretty cheaply. The amulets should be droppable-remember newbies level 1-7 I think, don't loose items when they die. Remember guys these are just ideas, not necessarily going to be implemented, that's why i'm posting for your ideas/suggestions/opinions first! Share this post Link to post Share on other sites
sparhawk Report post Posted November 20, 2005 (edited) I think it is a good idea. It could be a springboard for magic artifacts. It would be good for rping and storylines. I think it makes more sense than the cape. More people would wear items and they could be seen, also good for rping. Hmmm it should be worth more than the mm cape though, in my opinion. Edit: Due to new information Edited November 20, 2005 by sparhawk Share this post Link to post Share on other sites
Roja Report post Posted November 20, 2005 You will be able to see Amulets in the near future. Share this post Link to post Share on other sites
scarr Report post Posted November 20, 2005 good idea, what will happen to the MM capes now, they just disapare out my storage or can i trade the for amulets by you? ;P Share this post Link to post Share on other sites
Entropy Report post Posted November 20, 2005 Hard to implement, can be abused by wearing it on and off. Share this post Link to post Share on other sites
bofred Report post Posted November 20, 2005 sounds like, ill have to log-out my client when i am at fluffer, each time someone rings at the door or the ice_cream_car approcahing my neigborhood, etc. :/ so charms make exploring a little bit more skillful, which is nice. But for veterans its a big disadvantage, as they dont explore anymore anyways and my see-above-argument Share this post Link to post Share on other sites
ttlanhil Report post Posted November 20, 2005 (edited) my vote is no. the case with MM may not be ideal, but I don't think this would be better I see 4 main groups who use MM: fighters wanting to only fight some of the stuff in an area. gargs in VC, trolls in SKF, whatever personally, I think MM is the wrong answer entirely here (either from cape, perk, amulet, or charm). ith the more maps gettign added and the opportunity for more spawns, we should be able to have fighters going to appropriate maps. overall on this point: neutral explorers. don't want to have to fight off whatever they see when out enjoying the countryside (so this also includes the casual sight-seer) being able to dodge monsters as you run through the countryside(okay, I can dream) is handy. having to regularly use a magic item, know exactly how long the ones you have will last, being ready to duck into a building if you have to go AFK, and making sure you always have enough charms to get back to safety? exploring can be fun, which the usual leveling isn't. further to the problem, you can't use charms to set critters since the hole point of exploring is going to ne places. overall to this point: cape/perk is preference harvesters wanting to get stuff from dangerous places the best solution here is if the harvesters were to hire the fighters as escorts (and if so, having a way so that hired guards, as long as close enough, will automatically be attacked by the monster instead of the harvester could be good). failing that, harvesting is generally not highly profitable. it is required though. I've gotten to the stage where I don't need an MM cape to go mining, anything under fem orc won't attack me, and I can box trolls in armour easily. but a harvester shouldn't have to be able to defend themselves. overall: charms to monsters might work out, or they might not. this may decrease the amount of higher level materials getting harvested, which may or may not be a bad thing. I'll give it a slight preference to the cape/perk (since I like to read the forums while harvesting) contestants. if there's an event/contest on, sometimes you have to go into a tough area, or at least it's easier to go through(this can apply to the casual person going from south DP to NC and back as well, for example) again as with the exploring point, you generally can't have the right charms handy, and if it takes 10 minutes in the map that's 10 stacks occupied. should the people in the contest be slow answering you may end up needing a lot more. contests are already biased toards those with higher stats and knowledge of EL, this would make them worse as well. overall: preference to perk/cape ed: spaced it out a bit Edited November 20, 2005 by ttlanhil Share this post Link to post Share on other sites
dns_server Report post Posted November 20, 2005 with the item cooldown implemented shouldn't that be used to see how much time the amulet has? Share this post Link to post Share on other sites
midevilconevi17 Report post Posted November 21, 2005 (edited) Ya very good idea thats all i got to say P.s. u guys shud REALY put a storage bot on prima notices entropy was in the building and kisses the floor lol Edited November 21, 2005 by midevilconevi17 Share this post Link to post Share on other sites
Acelon Report post Posted November 21, 2005 I like this idea but I also say keep the cape and get rid of the perk And midevil, there will never be a storage on IP. Share this post Link to post Share on other sites
Thorgard Report post Posted November 21, 2005 I like the idea.But if you are going to eliminate the capes/perks totally and replace with the amulets there should definately be some trade/compensation for the capes and thosethe perk should get their pickpoints restored to re-use.That aside I think its a great idea and can lead to other accessory implementation in future. Share this post Link to post Share on other sites
Tanyia Report post Posted November 21, 2005 If this were to happen, then I think the booksellers in GP, for example, should be relocated . I like the idea...but...maybe the cape should be kept. Perhaps as more of a money sink, MM could be NPC sold only? Share this post Link to post Share on other sites
bkc56 Report post Posted November 21, 2005 I think the idea is worth exploring more, but as it stands I voted no. Why? Basically because it's to complicated. I still remember what it was like as a new player, and the first few times I died while trying to do something off IP. While the MM perk may not be perfect, it allowed me to ignore all the monsters and get on with playing the game (working on skills). A complicated system of amulets for different monster types, all of which cost money, would have been to much to deal with while trying to learn all the other things in the game. Share this post Link to post Share on other sites
Dark_Nightmare Report post Posted November 21, 2005 I vote no, because you'd have to carry alot when exploring and it would only work for a while. Why not just have a all-lasting perk and/or cloak? Share this post Link to post Share on other sites
Shouja Report post Posted November 21, 2005 Hard to implement, can be abused by wearing it on and off. Sorry, just to clarify. Amulets and Charms are both one-use items that disappear after use (just like Rings). You could think of them as Rings of Disengagement for Monsters, except that it's preventive, rather than reactionary (ie. used before combat, not during). And yeah, I thought the whole different charms for different monsters to be a bit too complicated myself, but Roja and the devs seemed to want to go with that idea. My preference would still be just a simple Amulet with gradient of immunity time depending on charm level. ~Shouja~ Share this post Link to post Share on other sites
Aislinn Report post Posted November 21, 2005 Can't vote for either, the way the choices are worded. I would keep mm cape and lose the perk but change how the mm cape works. Share this post Link to post Share on other sites
Hadodej Report post Posted November 21, 2005 short effect for usage, non stackable, yes, makes sense... but 15 mins protection? no! makes no sence at all... how about summoned creatures? Share this post Link to post Share on other sites
Derin Report post Posted November 21, 2005 Can't vote for either, the way the choices are worded. I would keep mm cape and lose the perk but change how the mm cape works. I second that. Share this post Link to post Share on other sites
Dark_Nightmare Report post Posted November 21, 2005 C'mon, keep the caps and perks the way they are Besides, the people who spent the money a pickpoints would be mighty pissed if it didn't work the way they wanted. Share this post Link to post Share on other sites
Ignoble Report post Posted November 21, 2005 Sounds complicated compared with MM cloak/perk, BUT MM needs modifying from it's present implementation. Share this post Link to post Share on other sites
Arnieman Report post Posted November 21, 2005 Can't vote for either, the way the choices are worded. I would keep mm cape and lose the perk but change how the mm cape works. I'm of similar agreement here - while the perk has been a bit of controversy, it seems to me that there's plenty of use to it that keeps getting ignored. Personally, I didn't take the perk on my main char - never felt I needed it, more a waste of pps to me. I found a good use for it after I started running into places like Naralik Catacombs, and got the cape. My main use for the perk is to go into dangerous regions, explore, and write - if both the perk and cape are taken out, I'd really appreciate some way of being able to explore safely for an unlimited time BEFORE I get to the point I can take chimmies easily. Share this post Link to post Share on other sites
NitageR Report post Posted November 21, 2005 What with mm cloaks in players storages? *puff* or ... ? Share this post Link to post Share on other sites
Kedan Report post Posted November 21, 2005 i like the idea, aparty from having a charm for every monster will get very annoying, if it could just be one for all monsters, but have a weak one (least 1 min) med one (last 1 min for every charm) and a strong one (2 mins for ever charm) it would be so much easyer and if you give people with the perk there pp's and gold back then it would solve all problems but people with the mm cape, or many of them, so you would have to give them something instead, like maybe 4kgc for each cape or a certain amount of the new amulets Share this post Link to post Share on other sites
Baron_Samedi Report post Posted November 21, 2005 Why not just a aimple,easy to make ,stackable Potion of Avoidance.New people go for weapons and armor first then figure out medallions.A whole bunch of new amulets makes it even harder for them to decide what they need to acquire.If they need to go get a book in a dangerous place,a few Potions of Avoidance should see them through.Maybe make them from black roses and earth essence. Share this post Link to post Share on other sites
Mr.Mind Report post Posted November 22, 2005 What about the people who took the MM perk? Share this post Link to post Share on other sites