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+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Ideas
| | |-+  Professions
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Author Topic: Professions  (Read 4257 times)
Raider
Guest
« on: March 07, 2007, 03:23:09 pm »

I'm pretty sure the topic was discussed many times and the post will be forgotten but here is what i think:

This will greately increase interaction among players and will greately ease discovery of cheaters-ooc users.

remove all or almost all magic stuff(pots, wands etc) from mobs and from shops. And remove brew.

make manuals or quests rewards for alchemists/enchanters that teach them new crafted stuff.
make all those magic stuff available to alchemists and enchanters. stuff like armor shield detect invis learned from trainers. Spells like haste,protection evil/good, sanc, harden - learned from manuals.
Ingridients for strong spells should be found in high lvl areas, in limited rate, perhaps with long timer.
And vials/ unenchanted wands for strong spells should be expensive.

i have no idea in which way you gonna develop blacksmithing, but looking those magic items 'lizard's leather robe of durability'  which gives +1 mana, +1hp (lol, how hard did you think to code such stuff), this gonna be funny.

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Nuitari
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« Reply #1 on: March 11, 2007, 11:40:41 am »


When worn, it
   modifies armor class by -10
   modifies cold-based spell damage by 14%
   modifies air-based spell damage by 9%


Random objects are okay as they are Smiley
It is quite possible to get something very nice.
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Raider
Guest
« Reply #2 on: March 11, 2007, 12:07:01 pm »

I dont deny that, but i believe that you have to think when you code stuff, and objects that give +1 mana is proof that you did not think ^^
like 90% of that stuff is useless, you cant even sell it to vendors.
Same is with professions right now, you coded it useless very long ago and it is still in that state. Not removed, not made useful.
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