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#263 - 12/03/07 01:23 PM
Re: Ritual Casting
[Re: Charon]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Unless there's more involved in "ritual" whatever than just standing in the same room togther, I'm not a big fan of the idea. Of course, I'm not a big fan of more of the same, but innovation, so that might be coloring my thoughts on the matter slightly.
It would be nice if there were reasons to congregate and interact beyond the economic and resource sharing that usually binds groups together though. What would be the point of ritual casting as a whole though? Is it just more powerful spells and skills, or is there something that requires more than one person to complete it? I could personally get behind areas or quests that used ritual <casting/skilling(heh)/whatever> to accomplish some lofty or difficult goal (rolling a huge boulder out of the way might be too much for any one person to do, but two people might be able to... or just have rediculous stat requirements for such a task so that it's unlikely less than two people could accomplish it) but in the general everyday sense I think it wouldn't be very special at all.
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#268 - 12/03/07 01:40 PM
Re: Ritual Casting
[Re: Charon]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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That sort of thing could probably be accomplished easier by prompt or combat settings that updated you on the status of party members in the room with you, I'd think. "Slowing down combat" or whatnot is great for reaction time, but apart from being pretty crappy in terms of fun (Great, now I have to wait for 5 seconds between swinging so I'll be here for 30 minutes) it's also not terrifically effective for keeping you up-to-date on your party's status.
Similiarly though, typing "party list" every round is useless. An updating status box though would be ideal if it could list a number of things going on at once in short hand. For instance, - Relative Health (same status indicators we currently use in party list),
- Negative Status Effects (P for poison, B for Bleeding, KO for uncon, etc),
- Relative Damage Being Sustained Per Round (colors on names would probably be fine here. White for no damage being sustained, bold cyan for little, cyan for some, green, magenta, blue, and red for massive damage per round),
- Damage inflicting (Again colors might be useful here. The party should probably be graded amongst itself though, rather than the damage level being inflicted being shown)
among others I'm sure I haven't thought of.
I don't know how parties are concepted, but this group-combat option could be concepted as simple observable phenomena (Look, Drey's turning green. He must be poisoned.), calling out to one another (Luna yells, "It keeps retreating from my attacks, but is paying no attention to Sabu's!"), or magical means.
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#275 - 12/03/07 06:37 PM
Re: Ritual Casting
[Re: Charon]
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carmy
member
  
Registered: 10/14/07
Posts: 164
Loc: South Korea
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I agree, I think the party prompt thing is a sexy idea. I never found healing people as a cleric all that hard mind you, but that's probably because I was just spamming heal at everyone and never running out of MP. Frankly, I used to Dheal people from my treasury while they were in Dregan's heh.
Anyway, got lost there... The party prompt would be sexy, and being able to customize it is really key I think. I could see the party prompt being a really ugly mess of spam, the ability to streamline it in some way that suits everyone would be necessary, especially for big parties.
Actually, I think there should be a distinction made between party and combat grouping. Because, I've been in parties of 10-15 people, and I wouldn't want information about 15 people on my screen if I'm fighting with 3 of them. Maybe we should be able to select the players we want to see, or perhaps form a different grouping than a party...
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#310 - 12/04/07 11:28 AM
Re: Ritual Casting
[Re: Shadowraith]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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