June 5, 20177 yr 44 minutes ago, Palathadric said: Your mentioning the marketplace reminded me of this. Could Pretzel get a response from Fabian on it? Thanks for the work. I might be interested in said Cloak. How much do you ask for it?
June 8, 20177 yr 7 hours ago, Lord Duvors said: Throlar, having listened to the monk's words, shot a quizzical glance at Annie, as if trying to frame her in his mind as a tyrannical dictator. "Um... I'm enacting a new law which states that people who purposefully ruin books are to be flogged and quartered in the public square. Please, um, follow the rules that I, Empress Annienal Anavir, Dragoness of the North, set into motion, because, um... bad things will happen otherwise. Thank you, and, um, have a wonderful day. Oh, and, um, thank god for me."
June 8, 20177 yr 3 minutes ago, Endgame said: Would anyone be interested in a very Dark Souls-esque quest in the future? So, everyone dies over and over again? Sounds fun But yeah, very cool idea!
June 8, 20177 yr 1 hour ago, Alfadas said: So, everyone dies over and over again? Sounds fun But yeah, very cool idea! Not if you git gud! Nah, more in aesthetic/tone/characters than the batt;es just being "die, die again." I may or may not be doing my seventh runthrough of DSII at the moment...
June 8, 20177 yr Just now, Endgame said: Not if you git gud! Nah, more in aesthetic/tone/characters than the batt;es just being "die, die again." I may or may not be doing my seventh runthrough of DSII at the moment... Yeah, git gud. Wow, the 7th? I would be up for that! DS does have some very cool aesthetics, and the dark tone to everything should make for an interesting quest.
June 10, 20177 yr Wasn't Sandy going to put a magic shop in the marketplace? Is their still a chance of that still happening? (I know more work.)
June 10, 20177 yr 44 minutes ago, samurai-turtle said: Wasn't Sandy going to put a magic shop in the marketplace? Is their still a chance of that still happening? (I know more work.) It's not currently in the works. What role would a magic shop fill outside of what is currently offered?
June 10, 20177 yr 1 hour ago, Waterbrick Down said: It's not currently in the works. What role would a magic shop fill outside of what is currently offered? Well I guess gems of one. From what I remember the talk started around quest #130 (page 29). The players where trying to talk NPC into moving his shop into Eubric. Edit - If you check the last page of that quest (#130) the merchant was heading to Eubric. Edited June 10, 20177 yr by samurai-turtle Add a comment
June 10, 20177 yr 5 hours ago, samurai-turtle said: Well I guess gems of one. From what I remember the talk started around quest #130 (page 29). The players where trying to talk NPC into moving his shop into Eubric. Edit - If you check the last page of that quest (#130) the merchant was heading to Eubric. While I would like to be able to purchase gems isn't it a question of balancing the classes? Seems like magic-using classes would be boosted by access to gems in a shop (even if the pricing is high)?
June 10, 20177 yr 7 hours ago, MysticModulus said: While I would like to be able to purchase gems isn't it a question of balancing the classes? Seems like magic-using classes would be boosted by access to gems in a shop (even if the pricing is high)? You do realize that you can buy a "Zirconia Gem" for 900 Gold in the "Sungold Alliance" shop. I really don't see it much different than that. I guess the only problem is if you are not in the "Sungold Alliance". But, all you would have to do is fine someone to buy it for you. Plus the merchant (in #130) was selling Scrolls too, along with Cloaks and Wands. Maybe not sell his wands but the other stuff would not hurt to sell. I am just going to put everything that the merchant was selling in quest #130 on page 29 right here. "Oh? Yes, please browse my wares while I talk, if you don't mind." Discovered a new subquest! In Memory of My Mother Assignment: “After my dear mother perished, I could not bear the sorrow so I tried to bring her back. However, the spell went awry so she returned as a frightful Lang Suir and fled into the night. I can’t bear to end her myself, so I need your help. Try looking for her in the city during the small hours.” ~Nemeshtar the Necromancer Reward: 25% discount on all items sold at Nemeshtar’s Necropolis Nemeshtar's Necropolis Last Wish Powder (Turns the targeted enemy into an undead that will join a necromancer’s army automatically after being defeated; if there is no necromancer present, the enemy will be fully revived as an undead type and will have to be fought again, but it won’t drop anything; cannot be used on demon, holy, ethereal or mechanical enemies.) Costs 100 gold. Shroud of Fiery Death (Makes all undead raised while wearing the shroud deal fire-elemental damage instead of darkness-elemental; suitable to necromancers only; backwear.) Costs 150 gold. Shroud of Cold Death (Makes all undead raised while wearing the shroud deal ice-elemental damage instead of darkness-elemental; suitable to necromancers only; backwear.) Costs 150 gold. Shroud of Electric Death (Makes all undead raised while wearing the shroud deal lightning-elemental damage instead of darkness-elemental; suitable to necromancers only; backwear.) Costs 150 gold. Lullaby Wand (WP:6; causes asleep-effect.) Costs 90 gold. Lovelorn Wand (WP:6; causes enamored-effect.) Costs 90 gold. Scaridy Wand (WP:6; causes afraid-effect.) Costs 90 gold. Wand of Wrath (WP:6; causes enraged-effect.) Costs 90 gold. Aquamarine (Enables water-elemental spells.) Costs 100 gold. Emerald (Enables wood-elemental spells.) Costs 100 gold. Garnet (Enables earth-elemental spells.) Costs 100 gold. Opal (Enables ice-elemental spells.) Costs 100 gold. Ruby (Enables fire-elemental spells.) Costs 100 gold Sapphire (Enables wind-elemental spells.) Costs 100 gold. Topaz (Enables lightning-elemental spells.) Costs 100 gold. Diamond (Enables light-elemental spells.) Costs 100 gold. Amethyst (Enables darkness-elemental spells.) Costs 100 gold. Scroll of Sleep (Enables casting the sleep-effect to the target, forcing it to miss its turn for three rounds or until woken up by an attack. Each casting has a 1/2 chance of success and costs 1 ether) Costs 100 gold. Scroll of Blindness (Enables casting the blinded-effect to the target, making it unable to use a physical attack for the next three rounds. Each casting has a ½ chance of success and costs 1 ether.) Costs 100 gold. Scroll of Sealing (Enables casting the sealed-effect to the target, making it unable to use a special skill for the next three rounds. Each casting has a 1/2 chance of success and costs 1 ether. ) Costs 100 gold. Scroll of Confusion (Enables casting the confused-effect to the target for the next three rounds, during which it has a 50/50 chance of targeting an ally instead of its opponents. Each casting has a 1/2 chance of success and costs 1 ether.) Costs 100 gold. Scroll of Frailty (Enables casting the fragile-effect to the target, causing it to take double damage for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether.) Costs 100 gold. Scroll of Weakening (Enables casting the weakened-effect to the target, halving its level for the next three rounds. Each casting has a 50/50 chance of success and costs 1 ether.) Costs 100 gold. Deluxe Skeleton Decoy (Can be used to absorb enemy Free Hits for up to 100 points of damage before it breaks.) Costs 100 gold and 4 bones. Demonic Ditty (Minstrel’s Battle Song; Causes darkness-elemental damage equal to the minstrel’s level to all enemies instantly. Costs 2 ether per damaged enemy.) Costs 500 gold. Oath of Annihilation (Vindicator’s Oath; whenever the targeted enemy damages an ally, the Vindicator has 1/6 chance to kill the enemy instantly, unless it is immune to sudden death.) Costs 1000 gold. Onyx Lamp of Summoning (Summons a corrupt genie called Efreet that deals 666 darkness-elemental damage to 1-6 random combatants other than the summoner at the cost of 6 ether per hit.) Costs 666 gold. Mystril (Adds 10 spellpower when merged into a weapon at a smithy; can only be merged once per weapon, and never into shields; the weapon gets the “Mystic”-prefix.) Costs 1000 gold. Edited June 10, 20177 yr by samurai-turtle Add a comment
June 10, 20177 yr 11 hours ago, MysticModulus said: While I would like to be able to purchase gems isn't it a question of balancing the classes? Seems like magic-using classes would be boosted by access to gems in a shop (even if the pricing is high)? Actually I'm not as worried about Mage's gaining access to gems as I am about non-mages being able to purchase Gems and Scrolls and boosting up their defenses. It's difficult enough for QM's to balance everything already, an endless supply of magic items would not help that problem.
June 10, 20177 yr 1 minute ago, Waterbrick Down said: Actually I'm not as worried about Mage's gaining access to gems as I am about non-mages being able to purchase Gems and Scrolls and boosting up their defenses. It's difficult enough for QM's to balance everything already, an endless supply of magic items would not help that problem. Maybe make a rule about imbuing artefacts with only one scroll or gem?
June 10, 20177 yr 1 hour ago, UsernameMDM said: Maybe make a rule about imbuing artefacts with only one scroll or gem? I don't think I like that.
June 10, 20177 yr Just now, Asphalt said: I don't think I like that. Yeah, it's not the best idea. Ideally, I think, we should have started with a 'slot' system: a weapon only has 1 slot, this type of artefact has X amount of slots, etc.
June 11, 20177 yr The trick is it's difficult to enact any new rules such as slots without either heavily editing nearly a hundred artifacts or starting everything with a clean slate. Hence the easiest strategy is to simply limit the amount of potential for it to occur. There are two schools of magic item enjoyment, some people value magic items that they find vs. other people who value magic items that they have customized.
June 11, 20177 yr Yep, I agree about that. I wonder if players would be agreeable to a Heroica 2.0 after we wrap up the Eubric story arc. Of course I think there should be some type of 'reward' for legacy players.
June 11, 20177 yr 15 hours ago, Waterbrick Down said: The trick is it's difficult to enact any new rules such as slots without either heavily editing nearly a hundred artifacts or starting everything with a clean slate. Hence the easiest strategy is to simply limit the amount of potential for it to occur. There are two schools of magic item enjoyment, some people value magic items that they find vs. other people who value magic items that they have customized. OK this is kind of a rough idea. And I am guessing we might have to start a new thread for this. What if we put a level cap on the amount of items the merchant sells, like the artifact slots. That should keep things balance and besides the lower you level is the less gold you are going to have in general. Plus, I was kinda thinking you could sell back a gem or scroll to get a new one (or if you want to call it a trade). I would imagine buying would be like... The Demon Germ at level 21 buys a topaz, opal & aquamarine for 300 Gold Now "The Demon Germ" has to wait to level-up get any more items at the shop. Or "The Demon Germ" can sell back a gem or scroll for half price to buy to buy a new item. Cheaters will be ban from my store (and the game)! Like I said it is a rough idea. And I an sure some improvement can take place.
June 11, 20177 yr We already have a level system for artefacts. And that would nerf Rogues even more.
June 12, 20177 yr 7 hours ago, UsernameMDM said: We already have a level system for artefacts. And that would nerf Rogues even more. I am not sure how it would Nerf Rogues (they can only steal gold any ways). All this system would do is limit the amount you can buy in the shop (for time played). Their is no stopping you from finding gems or scrolls in a quest. On 6/10/2017 at 9:01 PM, UsernameMDM said: Of course I think there should be some type of 'reward' for legacy players. That type of comment makes me wonder what you have in mind.
June 12, 20177 yr 7 hours ago, samurai-turtle said: I am not sure how it would Nerf Rogues (they can only steal gold any ways). What would the rogues spend money on, two healing potions? The whole purpose of the rogue is money, and you wish to nerf the only consistent way of spending it.
June 12, 20177 yr 10 hours ago, samurai-turtle said: That type of comment makes me wonder what you have in mind. Something nice, but not game breaking. Maybe a stat bonus, or start out with extra gold. Just a little nod to 1.0 players. 2 hours ago, Rider Raider said: What would the rogues spend money on, two healing potions? The whole purpose of the rogue is money, and you wish to nerf the only consistent way of spending it. Exactly.
June 12, 20177 yr 7 hours ago, Rider Raider said: What would the rogues spend money on, two healing potions? The whole purpose of the rogue is money, and you wish to nerf the only consistent way of spending it. As for the rogue (and someone who stared out as one). I did not steal that much Gold. Besides every one starts out with 10 Gold. Your only options is to get a Bedroll or some Potions (I guess you could get a few different things). And frankly having extra Potions is not a bad idea. 4 hours ago, UsernameMDM said: Exactly. I don't think you guys are getting it. It would be for one shop alone. Hence the suggestion of starting a new thread so it would be easier to keep track of who is buying what and how much. My idea is like a store limiting a collectible item, so everyone can get some items. I am not sure how it would go story wise. I am starting to regret bring up the "Magic Shop". I felt like their is not a lot of the magic stuff being dropped. And I get the feeling I was not the only one who felt that way.
June 12, 20177 yr 5 minutes ago, samurai-turtle said: As for the rogue (and someone who stared out as one). I did not steal that much Gold. Besides every one starts out with 10 Gold. Your only options is to get a Bedroll or some Potions (I guess you could get a few different things). And frankly having extra Potions is not a bad idea. I don't think you guys are getting it. It would be for one shop alone. Hence the suggestion of starting a new thread so it would be easier to keep track of who is buying what and how much. My idea is like a store limiting a collectible item, so everyone can get some items. I am not sure how it would go story wise. I am starting to regret bring up the "Magic Shop". I felt like their is not a lot of the magic stuff being dropped. And I get the feeling I was not the only one who felt that way. I'm just worried that there will be an inflation in magical artifacts and gems etc.
June 12, 20177 yr 9 minutes ago, samurai-turtle said: As for the rogue (and someone who stared out as one). I did not steal that much Gold. Besides every one starts out with 10 Gold. Your only options is to get a Bedroll or some Potions (I guess you could get a few different things). And frankly having extra Potions is not a bad idea. Of course it would be no problem for lower levels, but how the hell would someone like Hoke or Monk Pretzel get along with a limited amount of purchases? IMHO we should make the gems highly priced instead of limiting them.
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