Few Ideas
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Few Ideas
Now while I understand some of this can be done yourself, also remember that when attracting new players presentation is everything. And it's always the little annoying things that add up causing a lot of frustration.
1. Create a line break between the room description and the obvious exit please.
2. I know it's been said that it doesn't fit with the theme but throw some color into the game, not in general descriptions but for things such as, room exits, inventory, looking into your containers, stats, vitals, characters entering and leaving the room, conversations, notifications, newbie line, special attacks, skills/AG's. Could just be me personally but I feel when I log into the game just to see whats going on and I'm not on my computer trying to actually read is near impossible and I have to squint to read the jumbled blur of green.
3. Lower the combat abilities of the Sparkle Orcs just above Green Oaks, we get lots of new players going through here and they are strong enough for RH+. Turn that into a newbie area, make it scaling like Terel Caves were up to GA. And make it so large characters cannot enter either, Ogres running through and collecting the heads would not fix the problem.
4. For the love of god someone update the Krynn races to be on par with the rest of the racial guilds. You have a role playing gold mine with that racial and it just sits there. So much diversity available and most of it isn't even untapped yet, you can create so many sub-races with just that one guild it's incredible. Please someone update, upgrade, make it shine just a bit brighter.
5. Can we get all the AG's to give out the location of where skills are. Im not saying all of them train the same thing, but frankly it is a huge pain in the ass trying to find them all as a newbie as most people either do not know themselves or send you on a wild goose chase of where they "Think" it is. Put it up as a poster or something.
6. More unique description choices. Allow clothing to be kept permanently like jewelry same with additions that do not effect the characters combat/skills in any way. And put more in game, allow people to truly personalize their character. If you exa someone each person should not have half of the same descriptions. Hair styles, eyes, colors, tattoos, piercings, skin tones, armor/weapon/general item customization. I want this green long sword and its abilities however I want it to look like a Epee. For obvious reasons don't allow people to make items that already exist in game. Give that ability to the smiths, would give people a reason to actually stick with them then just for the sharpening. The biggest problem I have with Genesis is it's lack of creativity when it comes to things like this and if your going to be a game that wants to bring in role players then start adding things that role players look for and quit focusing on grinding areas so much.
7. Additionally as part of number six, expand on the crafting skills we have. Smiths are a joke, we have god knows how many herbs and 90% of them are useless and most people only join the Mariners to grab the red runed greaves. Allow smiths to craft their own creations, merge imbuements into items, give them items that people actually want to use, to change the appearance of weapons and armors. Introduce mines and new challenges as the types of ore needed get more and more rare. Jewelry, time to get all those
gems just sitting in the banks out and put them to good use.
If were going to have so many herbs, introduce a potion system that they can use. Create, health potions, mana, fatigue, poisons, skill/power boosts such as haste etc, make it more interesting as the herbalists can digest more effects while a normal player cannot. Also allow them to gather seeds and plant herbs that may be a bit harder to find or not as many of around. Limit it based on ranking and perhaps cross breeding within the same family that can make the contents of a potion more potent and access to herbs that can only be obtained by planting them thus rarer and more powerful potions.
Has no one heard of fishing? This has got to be the first game I have seen where you can manually sail but no fishing that is worth anything. Let people earn some very good coin by fishing! Head out on the sea with a group of people and toss your line in, bring in some swordfish that you have to watch out for otherwise it will stab you on the way into the boat! Bring in some harpoons and go find baby balooga, spear it and make some damn fine coins. Crabbing with crab pots etc. Give people something else to do then kill kill kill for coins. And this isn't even all of what could be done with the seas.
Plenty of wild life out there, wheres the skinning and tailoring? Create special backpacks, pouches, containers that can hold more then those that can be bought at a shop. Scabbards, holsters, clothing etc. Lots that can be done, leather dying, engraving.
The kicker for all these? They all cost money to craft a single thing, whether its the specialized metal thats going to be needed to transform a weapon or the type of glass vial thats made to contain that poison, the harpoons, poles, line, traps that break easily. You want a sink hole here it is, people who are not apart of the certain craft guilds will spend the coin for items and the one they are in will cost material prices for personal use. Not only that but your creating a player driven economy and giving people a reason to choose different craft guilds as each can do something different. I also think a smith, herbalist, fisher, tailor should not be ranked by experience alone. It should be crafting experience, the more you smith, mine, forage, skin, fish, craft the better you get and the better title you can obtain. Higher the title the more access to more powerful or useful items you have to craft. And make these progression levels insanely high, being able to craft powerful items should be something that you must really work for and put time into. And of course there is a much higher fail rate on anything done, a smith could be attempting to reforge that runed falchion and he just ruined it. The poison that was being brewed? Just exploded in your face and now your the one poisoned.
8. If it fits with the theme allow for personalized titles to be implemented through achievements. Much like those who defend the Keep when it is attacked, only make these permanent and changeable as you collect them. Give each guild a different set of titles and goals, each unknown until you complete the goal then it pops up. This way its a fun, random thing and a way to get people out doing more then the normal killing grounds. Maybe there is a bunny slayer after you kill 1000 bunnies, Snowballer which is hitting someone 500 times with snowballs. Obviously they would not be that silly but you get the picture.
If anymore pop into my mind ill post them up here, but there's got to be some kind of fire under everyone's asses here. Losing a lot of players and no new ones coming in. Its the same ole same ole for us older players and more so for the ones older then the decade guys. Give something interesting for old players to return to and new players to expore, enforce role play more, give bonuses do something. If the work load is too much to handle post for some help on sites like Top Mud or Mud Connector, I'm sure you can find able coders there or at least people who might be interested that you could teach in groups.
1. Create a line break between the room description and the obvious exit please.
2. I know it's been said that it doesn't fit with the theme but throw some color into the game, not in general descriptions but for things such as, room exits, inventory, looking into your containers, stats, vitals, characters entering and leaving the room, conversations, notifications, newbie line, special attacks, skills/AG's. Could just be me personally but I feel when I log into the game just to see whats going on and I'm not on my computer trying to actually read is near impossible and I have to squint to read the jumbled blur of green.
3. Lower the combat abilities of the Sparkle Orcs just above Green Oaks, we get lots of new players going through here and they are strong enough for RH+. Turn that into a newbie area, make it scaling like Terel Caves were up to GA. And make it so large characters cannot enter either, Ogres running through and collecting the heads would not fix the problem.
4. For the love of god someone update the Krynn races to be on par with the rest of the racial guilds. You have a role playing gold mine with that racial and it just sits there. So much diversity available and most of it isn't even untapped yet, you can create so many sub-races with just that one guild it's incredible. Please someone update, upgrade, make it shine just a bit brighter.
5. Can we get all the AG's to give out the location of where skills are. Im not saying all of them train the same thing, but frankly it is a huge pain in the ass trying to find them all as a newbie as most people either do not know themselves or send you on a wild goose chase of where they "Think" it is. Put it up as a poster or something.
6. More unique description choices. Allow clothing to be kept permanently like jewelry same with additions that do not effect the characters combat/skills in any way. And put more in game, allow people to truly personalize their character. If you exa someone each person should not have half of the same descriptions. Hair styles, eyes, colors, tattoos, piercings, skin tones, armor/weapon/general item customization. I want this green long sword and its abilities however I want it to look like a Epee. For obvious reasons don't allow people to make items that already exist in game. Give that ability to the smiths, would give people a reason to actually stick with them then just for the sharpening. The biggest problem I have with Genesis is it's lack of creativity when it comes to things like this and if your going to be a game that wants to bring in role players then start adding things that role players look for and quit focusing on grinding areas so much.
7. Additionally as part of number six, expand on the crafting skills we have. Smiths are a joke, we have god knows how many herbs and 90% of them are useless and most people only join the Mariners to grab the red runed greaves. Allow smiths to craft their own creations, merge imbuements into items, give them items that people actually want to use, to change the appearance of weapons and armors. Introduce mines and new challenges as the types of ore needed get more and more rare. Jewelry, time to get all those
gems just sitting in the banks out and put them to good use.
If were going to have so many herbs, introduce a potion system that they can use. Create, health potions, mana, fatigue, poisons, skill/power boosts such as haste etc, make it more interesting as the herbalists can digest more effects while a normal player cannot. Also allow them to gather seeds and plant herbs that may be a bit harder to find or not as many of around. Limit it based on ranking and perhaps cross breeding within the same family that can make the contents of a potion more potent and access to herbs that can only be obtained by planting them thus rarer and more powerful potions.
Has no one heard of fishing? This has got to be the first game I have seen where you can manually sail but no fishing that is worth anything. Let people earn some very good coin by fishing! Head out on the sea with a group of people and toss your line in, bring in some swordfish that you have to watch out for otherwise it will stab you on the way into the boat! Bring in some harpoons and go find baby balooga, spear it and make some damn fine coins. Crabbing with crab pots etc. Give people something else to do then kill kill kill for coins. And this isn't even all of what could be done with the seas.
Plenty of wild life out there, wheres the skinning and tailoring? Create special backpacks, pouches, containers that can hold more then those that can be bought at a shop. Scabbards, holsters, clothing etc. Lots that can be done, leather dying, engraving.
The kicker for all these? They all cost money to craft a single thing, whether its the specialized metal thats going to be needed to transform a weapon or the type of glass vial thats made to contain that poison, the harpoons, poles, line, traps that break easily. You want a sink hole here it is, people who are not apart of the certain craft guilds will spend the coin for items and the one they are in will cost material prices for personal use. Not only that but your creating a player driven economy and giving people a reason to choose different craft guilds as each can do something different. I also think a smith, herbalist, fisher, tailor should not be ranked by experience alone. It should be crafting experience, the more you smith, mine, forage, skin, fish, craft the better you get and the better title you can obtain. Higher the title the more access to more powerful or useful items you have to craft. And make these progression levels insanely high, being able to craft powerful items should be something that you must really work for and put time into. And of course there is a much higher fail rate on anything done, a smith could be attempting to reforge that runed falchion and he just ruined it. The poison that was being brewed? Just exploded in your face and now your the one poisoned.
8. If it fits with the theme allow for personalized titles to be implemented through achievements. Much like those who defend the Keep when it is attacked, only make these permanent and changeable as you collect them. Give each guild a different set of titles and goals, each unknown until you complete the goal then it pops up. This way its a fun, random thing and a way to get people out doing more then the normal killing grounds. Maybe there is a bunny slayer after you kill 1000 bunnies, Snowballer which is hitting someone 500 times with snowballs. Obviously they would not be that silly but you get the picture.
If anymore pop into my mind ill post them up here, but there's got to be some kind of fire under everyone's asses here. Losing a lot of players and no new ones coming in. Its the same ole same ole for us older players and more so for the ones older then the decade guys. Give something interesting for old players to return to and new players to expore, enforce role play more, give bonuses do something. If the work load is too much to handle post for some help on sites like Top Mud or Mud Connector, I'm sure you can find able coders there or at least people who might be interested that you could teach in groups.
Re: Few Ideas
Low on time.. but some interesting ideas. 

If something I wrote sounds confusing ... assume you misunderstood it.
Re: Few Ideas
Hey Greneth.
I suggest you look up this one before you suggest "Snowballer" as a title
http://en.wikipedia.org/wiki/Snowballin ... _practice)
I suggest you look up this one before you suggest "Snowballer" as a title

http://en.wikipedia.org/wiki/Snowballin ... _practice)
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.
If you ask for my opinion here, you will get MY opinion, not that of my character.
Re: Few Ideas
I honestly did not even know they had a name for that, figures.amberlee wrote:Hey Greneth.
I suggest you look up this one before you suggest "Snowballer" as a title![]()
http://en.wikipedia.org/wiki/Snowballin ... _practice)
Re: Few Ideas
Greneth wrote:I honestly did not even know they had a name for that, figures.amberlee wrote:Hey Greneth.
I suggest you look up this one before you suggest "Snowballer" as a title![]()
http://en.wikipedia.org/wiki/Snowballin ... _practice)
Thats what you get for not paying attention to Jay and Silent Bob! :p
Anyway yeah the post was good.
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.
If you ask for my opinion here, you will get MY opinion, not that of my character.
Re: Few Ideas
Not to create new topic I'd like to add 2 suggestions, 1 minor and 1 pretty big:
1. Change autosneak (sneak and hide in general) so that members of your team can see you regardless of relative awareness/hide/sneak skills. Would allow for easier teaming and some interesting possibilities.
2. Bloodsea overhaul:
- make it flow
- ships no longer able to be 'sailed <direction>', they would move on their own, without pause according to their position relative to the wind
- ships would have inertia, bigger ships requiring more space to turn
- you would steer ship by 'turn [hard] to port/starboard' (ships have no reverse and to go forwards you don't need to do anything), 'turn to port' = nw, 'turn hard to port' = w for example. Of course, you'd need to make adjustments relative to your ship position (when sailing from e to w, turn to port would be sw and hard to port s), this would require skill and provide a nice challenge
- ships would travel faster/slower depending on their wind alignment
- if you bring ship into rocks it would sink and everyone would be thrown off board, clutching debris and having to swim to safety manually, draining fatigue really fast, if you drop to extremely exhausted you drown
- to stop in place you would have to throw anchor, of course, the stop wouldn't be immediate either
- current ships in Bloodsea would be either static (on anchor) or sailing a route, you'd have to align your ship to theirs and keep it that way in order to board (if everyone leaves the ship it would stay behind)
Just some food for thought
1. Change autosneak (sneak and hide in general) so that members of your team can see you regardless of relative awareness/hide/sneak skills. Would allow for easier teaming and some interesting possibilities.
2. Bloodsea overhaul:
- make it flow
- ships no longer able to be 'sailed <direction>', they would move on their own, without pause according to their position relative to the wind
- ships would have inertia, bigger ships requiring more space to turn
- you would steer ship by 'turn [hard] to port/starboard' (ships have no reverse and to go forwards you don't need to do anything), 'turn to port' = nw, 'turn hard to port' = w for example. Of course, you'd need to make adjustments relative to your ship position (when sailing from e to w, turn to port would be sw and hard to port s), this would require skill and provide a nice challenge
- ships would travel faster/slower depending on their wind alignment
- if you bring ship into rocks it would sink and everyone would be thrown off board, clutching debris and having to swim to safety manually, draining fatigue really fast, if you drop to extremely exhausted you drown
- to stop in place you would have to throw anchor, of course, the stop wouldn't be immediate either
- current ships in Bloodsea would be either static (on anchor) or sailing a route, you'd have to align your ship to theirs and keep it that way in order to board (if everyone leaves the ship it would stay behind)
Just some food for thought

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