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Old 08-21-2004, 05:15 PM   #21
TheCrimsomBlade
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Join Date: August 25, 2001
Location: Winchester ,Virginia , United States
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How about a quest to find Halasters secret room with his undermountain model and him in it. Like in the book.

You could have a quest to find the book "Escape from undermountain" protected by a host of traps and monsters of all types and don't let anyone know that they are looking for the book make us think we are looking for something else like the treasure of Undermountain.
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Old 08-21-2004, 06:38 PM   #22
T-D-C
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Thats a great idea.

I know it takes more scripts but I would like to see some more quests. Especially between level 4 and level 8.
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Old 08-22-2004, 06:59 AM   #23
StigTC
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I'd give support to any idea involving more missions for the low level characters. They really have a harder time leveling up than the level 30+ characters do.
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Old 08-22-2004, 12:39 PM   #24
Andy O' Necropolois
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Join Date: July 31, 2004
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I like the forge ideas as u would tend to set ur particular char up in a slightly diff way if u could forge the "good" equipment up to better or best that fits that particular char --i find myself multi-classing just to be able to use so and so item to make my char better, rather than taking all the levels i can in in the primary class
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Old 08-22-2004, 08:56 PM   #25
T-D-C
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Yeah I was particluar to adding a forge. I would like to add a few immunities to some items I have. It would have to be VERY expensive to make otherwise we end up with way to many super powerful items (there are enough of these in undermountain already [img]tongue.gif[/img] )
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Old 08-24-2004, 03:00 PM   #26
vergannen
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Join Date: November 11, 2003
Location: scotland
Age: 51
Posts: 18
hi all,

thought I'd add my 2p(uk). I think that the idea of some sort of penalty for death is a very good one, even if only implemented on some (probably the lower) levels. Even if it's just that you respawn back in the Inn, it would add a certain sense of trepidation about going to some of the more dangerous parts of EfU, which is (IMHO) missing at the moment.

A balance to that is that I think that if penalties for death are implemented, some of the areas in the lower levels may need toned down a bit as there are some areas where I can't see people getting past without dying at least once.

Other things...

I like that there are more secret areas about now and especially that there are some books etc which give clues about where they are...

One thing I'd like is if some of the mid-levels (9 in particular) got revisited and got a bit more content. I remember when 9 came online for the first time (when was that...?) and thinking how cool it was, so adding some more stuff (maybe up on the NE corner, which is pretty barren at the mo.) would be cool.

thats all I can think of for the moment, I'll post if I think of anything else.

cheers
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Old 08-24-2004, 08:44 PM   #27
Teri-sha Illistyn
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Join Date: January 25, 2004
Location: San Diego
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Im with Vergannen on that... the store on level 8 could use some reworking. Is there even a way to get to the chest behind the shopkeeper???

Level 10 is awsome.. and that Teri-sha Elf... she just rocks!!!! [img]smile.gif[/img]

Level 7 is pretty cool by itself, but it seems that the Xanather members stationed every couple of feet would get bored with their post. I like the re-worked area with the wizards ( damm they are a pain in the arse ) and the jail area... but the long hallway with 2 thugs every few feet should be updated.

Level 6.... nuff said

Level 5 has had a few changes done to it creature wise... An occoasional changes passagway would add some mystery back into it.

There, thats my 2 gp
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Old 08-24-2004, 11:04 PM   #28
TheCrimsomBlade
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Ziroc you mentioned last year around Chistmas that you wanted to put in an area with portals that sent you to random places!
How about around level 6 or 7 start placing secret doors that would take you one way to level 4 or jump you to level 11 and then on each level after 6 or 7 start placing closets with a portal inside and instead of it saying level 15 short cut put something like " Danger or Maybe not. useing this portal could be your end if your not a wizard or warrior of high standing and great power then again it could lead home the choice is yours.
Or maybe put a warning on a Door saying, "Enter at your own risk. High level PC's only" Then place three of these portal in the room just beyond that door and once your in that room the only way out is by useing one of the portals. Then place a sign in the room that says;
"Here lie three Portals one takes you home and one sends you to a room of treasure and the third sends you to?, Well it sends you, the choice is yours Ha Ha Ha Ha Ha" signed Halaster.
That simple little addition would make for some fun for the higher level characters. It even sounds like something Halaster would do especally if none of them sent you home or to a room of treasure. They just all send you farther down into the Mountain. Each time you return to that room trying to find the treasure portal and instead are sent to a lower level. It would work at least three times on everyone.
I'm having fun just thinking about it. I think this may be my best Idea!
You could place a portal room in a number of different lower levels.

[ 08-24-2004, 11:18 PM: Message edited by: TheCrimsomBlade ]
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Old 08-24-2004, 11:32 PM   #29
T-D-C
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That random portal thing woudl be hard to script. It would mean that Z would have to change the location for each portal every few days/weeks. Unless he has some type of auto changing script thingmajig.

EDIT: An Idea I had would be to have more alignment changing quests. I havn't seen any quests that would change your alignment one way or another.

That way we would have more consequences for our actions.

[ 08-25-2004, 03:53 AM: Message edited by: T-D-C ]
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Old 08-25-2004, 06:38 AM   #30
Legolas
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Join Date: March 31, 2001
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Stick something like this to a portal's OnUsed script (untested, but should work in theory):

int nWaypoint = Random(11);
object oWaypoint = GetWaypointByTag("DST_teleporter"+IntToString(nWaypoint));
AssignCommand(GetLastUsedBy(),JumpToLocation(GetLo cation(oWaypoint)));


Then place down waypoints with tags DST_teleporter0 to DST_teleporter10.

That gives you 11 destination waypoints, and as many portals as you like moving you between the waypoints at random. If you want more or fewer waypoints, there's no limit to the number, just change the 11 in the Random(11);.
You could have one portal jump you to another, but unless you then build in a delay or limit players can just portalhop until they get to the one of their choice, so you're better off keeping waypoints and portals a distance apart.
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