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Suggestions Post any suggestions for new Wyvern content here that is too complicated to explain in the idea log or that you want to first get feedback on from other players.

 
 
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Old 09-09-2008, 05:56 PM
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Salkand Salkand is offline
 
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Default Salkand's crazy rant bought and paid for by the annoy the wizards association.

Ok so I am going to take a little bit of time (Haha) and rant about my opinions on things within wyvern. I by no means guarantee that these ideas are good, and in fact I do not care. Do not complain to me about priority of what needs to be done, don't tell me you hate an idea, or that you like an idea, because I do not care. You may comment as you see fit, but the point of this rant is just to talk about wyvern in general. The focus is not on the idea itself but on the why.

Guilds

I would like to see not only more guilds within wyvern, but more variety within the current guilds. The Mages guild is a good example of this. You might be fighting a fire/water mage, maybe a fire/death mage, maybe an air mage, etc.
One way I think this is possible is to break the guilds into separate guilds. What this means is that, for example, instead of having a Mages guild, we would have several guilds such as:

War Magus' Guild-Which would focus on the greater ability to fight with magic, which would focus on the fire/water elements. It would also focus on the ability to use magic whip. So the members of this guild wouldn't be pure fire/water, but a mixture of fire/water/whip skills (Of course something would have to be done to insure a balance between them).

Enchanters Guild-Which would focus on the ability to enchant items. I would also like to see more spells geared towards enchanters. The ability to make scrolls, enchant gems and wands and such, and the ability to enchant other things. Of course this guild would be non-combatant for the most part.

Defenders Guild-Which would focus on the defense of magic, in particular, because there are no actual defensive magics, it would focus on air and life. Both elements that are supportive and hold many helpful spells.

I think you get the picture, it's not a guild for every element, a single guild might specialize in 1-5 elements that help it's function. (This would also be a good method of making clans in wyvern, as opposed to guilds).

The Paladin/Monk/Rouge etc. guilds would also be separated into functions that fit their guilds, although for obvious reasons they wouldn't be separated as much as mages.

Why is it called the Paladin's guild? They are more knight like than Paladin like? Make them the Knights guild and then actually MAKE a paladins guild?


One thing I would like to see are the negative equivalent of classes such as paladins. I suggested this as an idea once, and will repost link here for more classification on this subject. (http://www.wyvernrpg.com/forum/showt...=death+knights)

I would also like to see the equivalent of that idea, only for druids. I do not yet know which guild would fit the opposite of a druid.

I would also like to see more negatives in all the guilds. At the current moment, most people on wyvern think that to be strong you have to join a guild. The only people I can think of that disprove this are Kathy, and sometimes a stubborn player who just doesn't want to be associated with a guild. It is my opinion that being an adventurer should also have advantages over being in a guild.

I also believe that as opposed to more benefits, better balanced guild items would be nice. For example, when the Imperial Crown was still active, and easy to obtain, a wizard's cap was pointless for most mages because the Imperial crown was just better. In fact I eventually moved over to the wizard's cap because even though you didn't get see invis and x-ray, I got 1 extra skill point.


Spells

I have recently talked about spells, and would like to post that link here for anyone interested in my thoughts about that. (http://www.wyvernrpg.com/forum/showt...ghlight=spells)

I would like to pause right now for two things. One to apologize for the craziness of this rant, which must appear to you as nothing but mindless rambling. Another to ask you to take an intermission from reading, out and get something to eat.

Intermission!

Intermission!

Intermission!

Monsters

It is my great opinion that regardless of what level you are, there should be monsters that you can not defeat, at least not alone and without great risk. This means there should be monsters even Betty doesn't like fighting. One such creature I believe needs to be stronger are dragons, and I would like to post another link for that (Ok I couldn't find the link). But the idea is that all of wyverns current dragons be turned into baby dragons, we remove the dracolich and AD. Make new adult dragons which are rare in wyvern, and are the equivalent of a LQ monster. If you defeat them you would have a VERY RARE opportunity of looting their hoard (If you killed them) and finding a rare sword or something. Nothing as strong as a real LQ item but. . .

Ok, well, I can not go on ranting forever. . . and so I have ANOTHER link for you all, that leads to a wonderful PREVIOUS rant of mine. (http://www.wyvernrpg.com/forum/showt...agon#post24703)
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