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Post by lubenqwebjartskular on Jan 4, 2015 4:38:38 GMT
Well,you're pretty close. you might get 10-15 points for your tree hut. hopefully... I'm also starting to work on my next plot, which is the river/hill/Mills near Aroughs that Roran used to break in with the barge. I'm still trying to get a realistic waterwheel. As you can probably tell I like to build things from what I saw in my mind's eye as I read the series. thats too big to build in one plot.you could only really get in the gates.
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Post by MCAlagaesia on Jan 4, 2015 4:38:51 GMT
Alright... To allow players a slight chance of damaging a shade before they are obliterated, we'll make it so they only take control of nearby mobs if the player angers the shade. Great,and if a player somehow manages to kill the shade the mods go back to normal. also a shade should only ba able to be killed with a critical hit (when your're falling) to kill it, to mimic the whole "stab shade through heart" thing. Nice idea :-) Perhaps you should have to deal a certain amount of damage in one blow to kill it. That means that you probably won't want to face a shade with wooden or stone weapons unless you have some heavy enchantments on said weapons.
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Post by lubenqwebjartskular on Jan 4, 2015 4:41:05 GMT
Yep, that's what I was getting at! It wasn't as if everywhere the shade went it controlled people. That would be too obvious. Shades are smarter than that. Not even a shade would announce "HELLO, RIDERS. I'M RIGHT HERE" by taking over an army of creatures. On a similar note, instead of angering the shade maybe if someone "catches" the shade or finds it (seeing it, finding it with its mind etc.) that would initiate all-out attack. How will we simulate a shade attacking both physically and mentally? That's usually the most difficult thing when fighting a shade, because it attacks your mind while trying to put a sword through you... Maybe we could just make it so the shade's opponent is slowed slightly to simulate having to concentrate so hard. Sporadic fits of slowness III and weakness III that last for 3 seconds until you run away or kill the shade? Maybe you could teleport players from a mind arena back and forth randomly to simulate holding the shade off. if you lose health in the mid battle its stays for real combat. ad if you dont like my idea, use nausea instead of slowness.
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Post by MCAlagaesia on Jan 4, 2015 4:43:30 GMT
Great,and if a player somehow manages to kill the shade the mods go back to normal. also a shade should only ba able to be killed with a critical hit (when your're falling) to kill it, to mimic the whole "stab shade through heart" thing. Critical hit? OK here is an idea: we somehow define a special and difficult way to attack a shade that simulates stabbing through the heart. Then, even if you kill a shade by normal means, it just respawns a little ways away and a short time after, and continues doing what it was doing before. However, if you kill a shade with a critical hit, it doesn't respawn. To control shade populations, admins would spawn new shades when and where they see fit. There would be no auto-repopulation because respawning occurs most of the time since a shade isn't really killed. The idea is that as a player you can actually kill shades and prevent them from returning until a new one comes along. And only if you actually kill a shade for good do you get the title "Shadeslayer." We could still use the automatic spawning system, the new shade just wouldn't spawn if the old one hadn't died "properly". The Shadeslayer title is a good idea though :-)
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Post by ThatRedhead on Jan 4, 2015 6:58:14 GMT
Critical hit? OK here is an idea: we somehow define a special and difficult way to attack a shade that simulates stabbing through the heart. Then, even if you kill a shade by normal means, it just respawns a little ways away and a short time after, and continues doing what it was doing before. However, if you kill a shade with a critical hit, it doesn't respawn. To control shade populations, admins would spawn new shades when and where they see fit. There would be no auto-repopulation because respawning occurs most of the time since a shade isn't really killed. The idea is that as a player you can actually kill shades and prevent them from returning until a new one comes along. And only if you actually kill a shade for good do you get the title "Shadeslayer." This would be good, but a critical hit would work as the death blow as i said. also instead of a rank on the server you get titles, like baron of highkeep and shadeslayer. You can kill a shade without destroying it, remember how Murtagh shot the Shade and it was killed but reformed soon after because it wasn't destroyed? The critical hit would not just kill the shade, it would destroy it forever Also, titles would be essentially for looks, the overall rank could actually be used like in Rider selection.
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Post by ThatRedhead on Jan 4, 2015 6:59:12 GMT
Yep, that's what I was getting at! It wasn't as if everywhere the shade went it controlled people. That would be too obvious. Shades are smarter than that. Not even a shade would announce "HELLO, RIDERS. I'M RIGHT HERE" by taking over an army of creatures. On a similar note, instead of angering the shade maybe if someone "catches" the shade or finds it (seeing it, finding it with its mind etc.) that would initiate all-out attack. How will we simulate a shade attacking both physically and mentally? That's usually the most difficult thing when fighting a shade, because it attacks your mind while trying to put a sword through you... Maybe we could just make it so the shade's opponent is slowed slightly to simulate having to concentrate so hard. Sporadic fits of slowness III and weakness III that last for 3 seconds until you run away or kill the shade? Perfect! Cool! Shade attack on both fronts!
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Post by ThatRedhead on Jan 4, 2015 7:00:58 GMT
hopefully... I'm also starting to work on my next plot, which is the river/hill/Mills near Aroughs that Roran used to break in with the barge. I'm still trying to get a realistic waterwheel. As you can probably tell I like to build things from what I saw in my mind's eye as I read the series. thats too big to build in one plot.you could only really get in the gates. It's just the Mills, I'm not including all the way to the gate.
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Post by ThatRedhead on Jan 4, 2015 7:02:37 GMT
Critical hit? OK here is an idea: we somehow define a special and difficult way to attack a shade that simulates stabbing through the heart. Then, even if you kill a shade by normal means, it just respawns a little ways away and a short time after, and continues doing what it was doing before. However, if you kill a shade with a critical hit, it doesn't respawn. To control shade populations, admins would spawn new shades when and where they see fit. There would be no auto-repopulation because respawning occurs most of the time since a shade isn't really killed. The idea is that as a player you can actually kill shades and prevent them from returning until a new one comes along. And only if you actually kill a shade for good do you get the title "Shadeslayer." We could still use the automatic spawning system, the new shade just wouldn't spawn if the old one hadn't died "properly". The Shadeslayer title is a good idea though :-) But a longer delay would be nice between shade destroying and new shade spawning because players that hunt out shades need a break every once in a while!
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Post by lubenqwebjartskular on Jan 4, 2015 7:11:06 GMT
We could still use the automatic spawning system, the new shade just wouldn't spawn if the old one hadn't died "properly". The Shadeslayer title is a good idea though :-) But a longer delay would be nice between shade destroying and new shade spawning because players that hunt out shades need a break every once in a while! yes, i think that shades should be an admin event rather than just something players can spend their life hunting.
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Post by lubenqwebjartskular on Jan 4, 2015 7:11:49 GMT
thats too big to build in one plot.you could only really get in the gates. It's just the Mills, I'm not including all the way to the gate. oh, but still, there is like 500 meters (blocks) between each mill, so yheah.
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Post by lubenqwebjartskular on Jan 4, 2015 7:12:16 GMT
Sporadic fits of slowness III and weakness III that last for 3 seconds until you run away or kill the shade? Perfect! Cool! Shade attack on both fronts! we need to add nausea to the list.
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Post by ThatRedhead on Jan 4, 2015 7:25:18 GMT
It's just the Mills, I'm not including all the way to the gate. oh, but still, there is like 500 meters (blocks) between each mill, so yheah. Was that specified? I thought they were pretty close... But regardless I doubt that there was 500 meters between each. That's just an unreasonable distance.
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Post by lubenqwebjartskular on Jan 4, 2015 7:26:29 GMT
oh, but still, there is like 500 meters (blocks) between each mill, so yheah. Was that specified? I thought they were pretty close... But regardless I doubt that there was 500 meters between each. That's just an unreasonable distance. ok maybe 100 meters...
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Post by ThatRedhead on Jan 4, 2015 7:26:33 GMT
But a longer delay would be nice between shade destroying and new shade spawning because players that hunt out shades need a break every once in a while! yes, i think that shades should be an admin event rather than just something players can spend their life hunting. I agree, shades are too powerful.
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Post by ThatRedhead on Jan 4, 2015 7:27:43 GMT
Was that specified? I thought they were pretty close... But regardless I doubt that there was 500 meters between each. That's just an unreasonable distance. ok maybe 100 meters... Still kinda excessive, but more reasonable.
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