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  #9  
Old 07-28-2011, 12:40 PM
Melandril
Sarnak
 
Join Date: Jun 2003
Posts: 75
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yeah, I figured the custom spells would have to go on the armor for that very reason

Although, as I'm just learning what can be done, I'm still stuck at the spell creation stage. As a test, I've been trying to create a level 2 cleric spell that summons either the BLpet85 or BLpet70 (since I didn't see BLpet85 in the npc_types table); however, so far my attempts have been unfruitful Most of my attempts leave the spell unusable (the scrolls lists it as CLR 255); though, I bet with a few more tries I'll get it.

However, now I can see why custom servers don't have millions of custom spells or for that matter, why class balancing via spell creation doesn't appear more popular.

Curious, on many servers, the gear is aimed at letting players reach 100k+ hp. would a server be fun if the gear drops were only incremental improvements (10hp or +1 stat at a time) or should the improvements be reserved for lvl-cap with vast improvements and staggering tiers?

the reason i ask is that as a player, I'm not dedicated enough to be one of the server elites. I play and seek that sense of accomplishment from incremental progression. I like getting a piece of gear that's just slightly better than the one I had before; and I think a crafting system would go a long way toward that style.
Clear a dungeon, acquire two drops that combine with my current BP to add +10hp. Or clear a series of dungeons to acquire the components to aug that BP to add heroic stats and procs. Make the pieces no-drop and the drop-mobs spawn on a decent cycle for the non-elite pieces.

though, before i can get to that, I've to master the spell and effects creation process =/
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