Identification of Magic Items
Kaeldur — Thu, 11/05/2009 - 14:49
I had another idea... The mobs could drop "Unidentified" items, which you would take to an NPC who would "identify" the item for you (or even some classes could have an identification skill). It would be much easier to build drop lists like that and still have an extra "luck" factor for the players. The "identification" process could be, in reality, a random generation of the item, which would take the unidentified item and give the newly generated one with whatever magic attributes. That way we would have more control over which sort of enhancements come out and at what rate.
Feats
Kaeldur — Fri, 10/09/2009 - 21:36
I've been having some thoughts on feats... Maybe I'll think of a way of allowing any character to take feats that they have the pre-requisits for, so it'll be more like D&D... And the per-level skills the characters gain would be special class abilities and skill (as in D&D skills)... But this is just a thought :P
Items - Part 2
Kaeldur — Tue, 09/29/2009 - 19:31
Well... I'm pending to the side of creating a bunch of different items with some stats. We can create prefix status and suffix status. For example:
Prefix - Flaming (+ fire damage)
Item - Bastard Sword
Suffix - Alacrity (+ attack speed)
Comments
Kaeldur — Fri, 09/25/2009 - 13:12
Oh. I only now realized that comments for anonymous visitors was disabled. Fixed that, now anyone can comment, but I will moderate anonymous comments (you can create an account and post unmoderated comments).
Items
Kaeldur — Fri, 09/25/2009 - 11:53
I have been giving it some thought...
How it is in D&D: You have "treasure" loots, which we can compare to Lineage's drops. In D&D you find an item which can or not be magical. If it is magical there are a series of procedures to determine what properties you find. It can be simply enhanced (+1, +2, +3) or it can have some awesome properties imbued (besides being enhanced). In Lineage all drops are normal and you can enhance them later with SA, Augments, Enchantment and Elemental Enhancement. While it is cool to be able to fiddle with your item and see what comes out, I find it particularly more exciting when they already come with properties from the drop and being able to only make minor changes. It increases trades (cause each player will have an ideal item and most probably someone else will obtain it from a drop instead of him: thank you Murphy).
I'm alive
Kaeldur — Fri, 09/25/2009 - 11:47
If anyone has been wondering: I'm still alive and check the site every day.
The project isn't dead... I just find myself without time due to being in my last semester of college. I'm studying some advanced programming topics involving physics simulation for games and stuff... So be patient, this will come out some day =)
Technical Issues
Kaeldur — Thu, 09/24/2009 - 14:30
Our host had some technical updating (I believe), therefore the site was down for a few hours. But now it's back up and running normally :)
Familiars
Kaeldur — Wed, 09/23/2009 - 19:58
Ah. Another ponderation... How should we go about familiars?
My thoughts on the subject: on reaching the job that has a familiar allow the player to choose amongst the options he has for familiars and not allow any changes later on. The familiar would be a summon (as are the normal Lineage summons) who would be able to buff (if possible) only the owner. This buff would be equivalent to the bonuses granted by familiars. It would be even nicer if this buff would automatically apply when summoned and dispel when the summon is dismissed (or killed).
Favored Enemy
Kaeldur — Mon, 09/21/2009 - 17:23
I've been thinking on how should the favored enemy be enabled... Normal skill to pick up at the trainer NPC or should there be a special NPC with specific rules?
Example:
Specific NPC where the ranger goes to improve his existing level of favored enemy skill or acquire a new enemy. There is a nice wide list of types:
- Undead
- Magical Creatures
- Beasts
- Animals
- Plants
- Humanoids
- Demons
- Dragons
- Giants
- Insects
- Fairies
Humans x Other Races
Kaeldur — Thu, 09/17/2009 - 22:45
In D&D humans usually don't have any special racial traits, except for the fact that they're more versatile... So how should we represent this in an L2 D&D Mod?
My idea is the following: the humans spend 10% less SP to learn their skills.
Elves, for example, will have a natural resist sleep and enchantment skill... Considering, of course, that the server will run with no "auto-learn" and reasonable SP rates.

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