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Re: [LIST] Minor ideas thread

Posted: Wed Sep 14, 2016 12:07 pm
by tokariew
Little update:
I dig up in archives, and dug probably too deep, but the repo with Guide go as deep as 2003 now :twisted: https://bitbucket.org/Tokariew/tomenet- ... b843975624

And what was earlier i don't know :D even this is little to far in past for me. I started playing in 2007 or 2008

Re: [LIST] Minor ideas thread

Posted: Wed Sep 14, 2016 12:22 pm
by PowerWyrm
tangar wrote:Give 2 and 3 some job

Armourer and weaponer in Bree could work on equipment enhancing (till +10). Of course there are scrolls of enhancement in 5, but its the most crowded shop, so it would be fun to move some players from 5 to 2 and 3.

if its hard to create such service, may be its possible just put there scrolls of equip. enhancement? Its the most popular scrolls for new players
These services already exist in Gondolin. They improve your stuff up to +15 at level 50.

Re: [LIST] Minor ideas thread

Posted: Wed Sep 14, 2016 12:57 pm
by tangar
I know. But it would be fun to have armourer and weaponer in Bree also occupied ;)

Re: [LIST] Minor ideas thread

Posted: Thu Sep 15, 2016 12:20 am
by tangar
Rings balancing

Its sad to see a useless items; items which players totally ignoring cause of their ineffectiveness in compare to other items. I suggest to make some changes there:

1) Maybe rings of damage has to be buffed? Right now damage rings could be +19.. And the best ring of slaying which I found was ~ +15 +15 (I think I saw +17 damage even). It makes rings of damage quite useless. I suggest +25 max buff to damage rings.
2) Rings of accuracy also could be buffed (to +25 or even +30?)
3) Rings of protection is also quite useless in compare to ring of Lordly Protection. I suggest to give prot rings more defence (30?)

All this wouldn't really make big change, but would create an alternative.

Re: [LIST] Minor ideas thread

Posted: Tue Sep 20, 2016 8:36 pm
by tangar
Rebalance amulets with +speed

There are "amulets of speed" and they looks quite useless in compare to "trickery", "mage" or "devotion". I suppose all amulets are capped to +4 speed (at least I didn't see +5 yet).. So maybe "amulets of speed" could be capped to +6 for example (with correct lvl req. for it of course), so they could be used as alternative to popular amulets.

Also I think amulets got very interesting potential with different ego-types... It could be _very rare_ egos like +perception, +disarming, +saving throw... Something not to imba, but interesting.

Re: [LIST] Minor ideas thread

Posted: Tue Sep 20, 2016 9:15 pm
by tokariew
i have on me amulet of speed +5, tulkas sell for everlasting one.

Re: [LIST] Minor ideas thread

Posted: Wed Sep 21, 2016 9:27 pm
by tangar
Minimum chance for digging success

Maybe give at least 0.1% chance to dig magma without spade? My bat is 18 STR and I stuck in IDDC without spade... Its ok, I could regenerate lvl, but its quite logical to have veeery low chance to dig even without tool.. May be even give possibility to dig with weapon? So if you would use weapon at wall, you could dig a bit.

Re: [LIST] Minor ideas thread

Posted: Tue Oct 11, 2016 11:49 pm
by tangar
Minor mana potions

As now we got even more "magic" possibilities to previously brutal melee classes.. Maybe add mana potions which restores less amount of mana, than common ones, but would be much cheaper? Maybe even restores some mana in time (like dot)?

Right now mana pots restore !!! 500 !!! mana.. Its good for endgame, but not till ~35 lvl chars.

I had such idea even 2 years ago when just started to play TomeNET.. It was very strange to me that mana pots so expensive and there is no mana potions for early-mid game.... its one of factors why newbies afraid to play "magic" classes.

Re: [LIST] Minor ideas thread

Posted: Fri Nov 04, 2016 10:18 pm
by tangar
Versatility - warrior with any-weapon

Add warrior-type analogue skill like Sorcery - "Versatility". So warrior could use any weapon in a good way if would learn it. Give it certain advantages and disadvantages - for example, high skill cost like sorcery, but more BpR than with common weapon skill.

Re: [LIST] Minor ideas thread

Posted: Sat Nov 05, 2016 5:21 pm
by tangar
Control teleport

Add possibility to 'control' direction of phase door/teleport via 'Control teleport' ability/items. It could be done with such way: make it 'go' to opposite direction which you went previous turn.

For example, player went to the west and then cast phase door. Phase door would go east.

p.s.
Reposted my ideas from this thread @ tangar's tavern