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Philospher's Stone

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  • Kikaro
    started a topic Philospher's Stone

    Philospher's Stone

    Here's an idea:

    Have an area accessable to everyone in the gameworld with a strange runed rock. If you place an item or armor on it, it will enchant it with a random magical property for the cost of 100 karma. Potency and magic type would be random to avoid abuse. That way if you found an item you REALLY liked i.e. a mummy with wrappings or a small ankh, you could place the item on the stone and it would give it some random magical property.

    Perhaps also, you could bring items to the stone to "recharge" them. So you can repair your wrecked crystal collar of command or whathaveyou.

  • Vorico
    replied
    Well, you could just have it show up randomly in the world at a set location. It would then require claiming by touching it while no non-hidden enemies are in the room.

    On that note, I'd love to see more random things show up in the world that promote PvP.

    It would be nice to have random human teleportation beacons that show up and mark invasions. While monsters are in the room (or nearby rooms?), the beacons would flood out high level (2x current monster level?) well-trained monsters that have 10x-20x the chance of magic items, the WT loot, and maybe even other items. There might even be more unique humans to spawn only in this. The beacon would give off 10-20 or so waves with thematic buildup (like thrones) and then disappear. Each wave could be harder than the last and more rewarding. These beacons could be cooperative affairs or could be contested, making the combat more challenging and unique.

    Leave a comment:


  • Usuichii
    replied
    Yes. I'd rather seen this turned into something PVP based.

    Have this 'stone' be something the clans and WMs can fight for, like the rune. When it appears, it can be acquired (with effort) and moved into a lair. While in the lair, a builder can use it to enchant gear, or something similar. Some kind of constant bonus would be important. Maybe it deposits favors into the lair pool, or gives a karma-over-time effect to monsters.

    WMs who acquire it can drop it at a location (it becomes immobile) and enjoy a similar effect, but need to protect it.

    It would be visible at all times like the rune, but wouldn't vanish inside lairs.

    Leave a comment:


  • Vorico
    replied
    I still like this idea. Any different opinions?

    Leave a comment:


  • Vorico
    replied
    I would rather not have my own suggestion, where it's based on kills.

    However, I get tired of neat stuff being argued down based on an imbalance in the game that's been evident for all time. Should we not have favorable structures, because of miners? They're obviously a problem.

    Leave a comment:


  • The Burninator
    replied
    Originally posted by Usuichii View Post
    That's a bad thing.

    GR has a bad in-game economy because of reasons like this, and deciding that "since it's already like this, it's okay to make it worse" is very, very bad.
    Yeah well, I think you smell like old cabbage!

    But seriously, with the amount of magic armor already in game, how would you suggest the problem be fixed? I won't say that devouring a magic armor every time isn't OP, but much of the time, normal gorgets work just as good, as do hydra/dragon scale shields. You wouldn't do away with OP devour just by cutting back on magic armor.

    I agree with Vorico (...) in that no one is going to waste 50 favors for a magic item to devour. If Visper were able to and went out to hunt, he would find more than just the one magic armor a day he'd be able to afford through his mining and passive favor. In fact, I think this would be a great idea for the shamans, leaders and builders who don't hunt so they can get their own magic armor too. So it is with that thought that I disagree with Vorico (that's better) in making anything based on kills.

    Leave a comment:


  • Usuichii
    replied
    Originally posted by Vorico View Post
    What's a maxed miner get per day at the start of their maxing? If you're so worried about that, make it so that it costs more and you get a discount for kills done. 5x the cost, up to 80% discount for kills done that day. You could do it in other ways too.
    And hurt leaders and shamans? It's not always that simple.

    Leave a comment:


  • Lucentius
    replied
    Originally posted by Vorico View Post
    Nobody is going to spend 50 favors for an item to devour.
    Visper earns ~50 favours per day from having his grunts mine, maybe a little of that being passive leader tick too. All he has to spend his favours on is lair structures. Almost every clan already has maxed structures where they count, anyway.

    Leave a comment:


  • Vorico
    replied
    Nobody is going to spend 50 favors for an item to devour.

    What's a maxed miner get per day at the start of their maxing? If you're so worried about that, make it so that it costs more and you get a discount for kills done. 5x the cost, up to 80% discount for kills done that day. You could do it in other ways too.

    Leave a comment:


  • Usuichii
    replied
    Originally posted by The Burninator View Post
    I think this reason is moot, because anyone who's played for just a month will have access to things to devour, magic armor included too.
    That's a bad thing.

    GR has a bad in-game economy because of reasons like this, and deciding that "since it's already like this, it's okay to make it worse" is very, very bad.

    50 favors for a RANDOM magical enchantment of level 1000 is a significant investment.
    Not if you're maxed or near maxed. A miner could essentially (and literally) mine enchanted items all day, easily. See above for why that is bad.

    Leave a comment:


  • Vorico
    replied
    Originally posted by Smarmy View Post
    mreh. How about you get one random item per month? No points. Just... a gift from Grendel. Enchantments will vary. Donating Karma at the sight allows you to repair enchanted armor to a degree based on how much you donate. Sounds better to me.
    I'm not sure how a pointless handout really ties in with this suggestion at all, or how it'd be better.

    Any idea where you have a reason to play and earn cool things is better than "hey, have some cool things". Well, maybe not just any idea.

    Leave a comment:


  • Vorico
    replied
    Whoever said 100 karma is just being silly.

    Make it require a minimum level of 100. 50 karma for a level 100 item. 500 karma for a level 1000 item.

    50 favors for a RANDOM magical enchantment of level 1000 is a significant investment. 5 favors for a RANDOM magical enchantment of level 100 isn't, but the item will suck anyway. Make it so you can only do it once a day.

    Hell, you have a 40% chance of winning a random item of your level in an arena that occurs 16 times a day if you're alone. You have a chance of getting an item HIGHER than your level, if someone shows up and you win.

    It's also worth noting that "of your level" isn't that good, even at max. Good enchantments come from several people joining an arena.

    If done this way, it couldn't really be abused. It'd just be another cool thing to do when you're maxed, or when you've got 70k karma to burn through (read: Vorico).

    Leave a comment:


  • The Burninator
    replied
    Originally posted by Usuichii View Post
    Of course, devour would need to be fixed first. 100 karma for enchanted items that boost your defense regardless of rarity/quality would be pretty broken.
    I think this reason is moot, because anyone who's played for just a month will have access to things to devour, magic armor included too. They aren't exactly hard to find: you can either find a pile getting dusty in your lair, or someone will just give you some to eat as vet players tend to do. When I go out hunting, I pretty much need a clear inventory because by the time I'm done I'll have to go and drop off all the magic armor I find, and that's only in a 3-hour time frame.

    Vet players won't need to go and "abuse" this system simply because chances are they or someone they know will have magic armor just laying around to devour if they need it. I do think the cost needs to be more than 100 karma though.

    Leave a comment:


  • Smarmy
    replied
    mreh. How about you get one random item per month? No points. Just... a gift from Grendel. Enchantments will vary. Donating Karma at the sight allows you to repair enchanted armor to a degree based on how much you donate. Sounds better to me.

    Leave a comment:


  • Usuichii
    replied
    Originally posted by Rythgen View Post
    So you'd prefer it didn't scale with levels?
    Something like that. They could spend a few hundred karma for some very common enchantments (slippery, warm, etc). Or they could just spend an adjustable/higher amount for better stuff. Maybe that price could scale more and more with levels, but basically more than just one payment option.

    Of course, devour would need to be fixed first. 100 karma for enchanted items that boost your defense regardless of rarity/quality would be pretty broken.

    Leave a comment:

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