Xolotl

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Everything posted by Xolotl

  1. Xolotl

    A View Of The Community On Nemesis 3

    Make character development and progression more fun & engaging, especially PvM. That way people won't be bored shitless while they're building up their characters when not many players are on. Mindless hack&slash grinding is never good and doesn't help in recovering the player base or building up new ones, some critical improvement to consider there. Add farms, most MMORPGs are doing it now in some form or another, we already have the sprites for crops, why not add a little farmville/farmscape/harvestmoon. Make the game more strategy and tactics oriented. Go back to slow&steady leveling system, but work something out so that lower levels aren't always in constant threat of higher levels that 1HKO them. With that you know gamers kind of look for that quick reward or satisfaction feeling, so other things to work on besides character level could be added for that daily sense of reward, skills, guild perks, pets/summons, soil/plot, all can have their own exp system that is faster paced than character level. And a plethora of other additions to add to this outdated game that is otherwise fated to never have more than 300 active players on at any given time. All in all I stand with everyone else that thinks this server isn't ready for a reset, even if the population is below whats needed to make the standard events functional.
  2. Ok so I've played a couple games that had some features I noticed could be implemented in HB. I thought the way they worked is something that HB desperately needs. These ones I got from this game called Wartune, in guild battles both sides always get some kind of reward for participating, winners get twice the amount. This is a no brainer for HB where something besides the possibility to gain EKs should bring players to the battle field. In this other game, should the battle drag on for more than 30 minutes, the winners rewards would get decreased by 15-25% and the losers rewards will increase by 15-25%, this works out because it further encourages the disadvantaged party to put up a fight and prolong the battle. Another feature from the same game is a simple event where players simply start at opposite sides of a map, and gather resources in the center where most battles will occur. Once a player has gathered the resource they enter a "transport mode" that slows movement speed by 50%(I think 25% is suitable for HB), then they must transport the resources to an NPC back at the starting point. Every time resources are turned in, points are awarded, and the first side to reach 5k will win, if neither side has reached that amount after 30 minutes then the side with the most points will win. Another addition that would go especially well with this game are features from Kingdom Rush. It's like the minigame from FF7 in Fort Condor! In HB we already have a handful of turrets and other crusade/heldinian constructions & NPCs that could work in a similar function. An important detail from these games is that an offensive party must navigate narrow and restrictive passageways to a destination that the other party must defend.
  3. Xolotl

    Custom Music Folder

    I noticed the new autoupdater doesn't allow for a custom music folder. anything you can do about this?
  4. Xolotl

    Custom Music Folder

    Is there a way we can share personal media on here? I just downloaded full soundtracks for Icewind Dale 1 & 2, by composers Inon Zur and Jeremy Soule, known for their work in other RPG games like The Elder Scrolls. Some examples: Tracklist: 0:00 - Skeleton of a Town (Icewind Dale II) 1:21 - Call of Magic (Morrowind) 3:17 - Opening Theme (Guild Wars) 4:53 - Under the Dark Span (GW: Eye of the North) 6:19 - Reign of the Septims (Oblivion) 8:09 - Easthaven in Peace (Icewind Dale) Composers: Jeremy Soule (02-06), Inon Zur (01) I especially like this one by Inon Zur - Sherincal of the Chimera (gets epic at 3:27) Maybe we can have some of the songs suggested in this thread cue on Crusades and Sieges? Say for when Crusade starts you have a new song cue, then when you move into middleland or enemy town you get another song that's different from the usual middleland/town music.
  5. Xolotl

    Custom Music Folder

    some people still enjoy the music lol :) and we plan on different and new music also xD Church/Temple music please! Really, it would be nice to have different music for most of the maps instead of shared music like Tower of Hell has it's own tune instead of using dungeon.wav(or was it MainTm?)
  6. Xolotl

    Custom Music Folder

    I used this for my middleland: A good few of FFXII's sounds go well with HB
  7. Xolotl

    Custom Music Folder

    After a decade of the same music, who wouldn't turn music off or customize it? So why even have a MUSIC folder now if customization isn't an option?
  8. Xolotl

    New Update Hbkor...just Reference!

    I think it would go through PFM but not AMP. Also it seems gimped as is, 1second is a very very short amount of time add to that you don't have a gauranteed stun. It's only saving grace would be magic damage that is comparable to other high level spells, but we have no details for that.
  9. Xolotl

    Good Pvm Builds

    angel+20 = +20 def and +10% hitting prob right? md100% = +20% hitting prob right? errr.... im abit lost MD 100% = +20 hitting prob DEX angel+20 = +20 hitting prob and +20 DF I thought every point of Dex adds 1HitProb and 2DR?
  10. Xolotl

    Strength Bonus

    thats for swing speed not damage. 200str with flam will do more damage than 130str with flam.
  11. Xolotl

    Hi. All 1 Suggestion. Like Hbkor

    Ok, those sprites look horrible. One thing I like about helbreath is that it's not over-the-top. I don't like playing with something that looks like all the power rangers had to morph together to create. *censored* that! I think HB does need new monster sprites or replace some old ones. Although many are awesome certain ones look like shit and always made me wonder 'wtf is this!?' like Ogre, Orc, Rudolph, Tigerworm and Hellclaw to name a few.
  12. Xolotl

    Protection From Magic

    Good question because I've heard that PFM adds some MR as well. The only evidence I've read that supports this came from a discussion about the number of hits a direct 'Blizzard' will range between when targeted against PFM and un-PFM'ed characters. Could someone confirm this?
  13. Xolotl

    Hi. All 1 Suggestion. Like Hbkor

    5% chance to cut through AMP is useless in a less populated server. No one will be spamming their spells and wasting mana just for that 1/20 chance. Most of the damage taken from this effect will be more like unintentional damage where a AMP'ed player gets his protection cut through and damaged because he was standing near enough to another un-AMP'ed player whom the AOE spell was truly intended for. I can see how this can rack up a worthy amount of damage in a highly populated server but here in hbnem its mostly small skirmishes. Also I still think HBnem would do great with premium accounts would include that increased total in skill levels.
  14. Xolotl

    Strength Bonus

    there was a good discussion about this on hbportal forums. turns out every point of str u have makes a difference. it adds either .2% or .3% to damage bonus, i forgot which one exactly but i'd bet on the .3%. EDIT: so heres the formula from Richter of hbportal. STR * .003 = BonusFactor Round( BonusFactor * BaseDice, 0) = StrBonus
  15. Xolotl

    Manu Weapon

    Damage is 11~33. Average roll is 22. Nevermind. Now I'm confused 'cause in that other manu thread White explains that the average of 3D9+2 is 15.5 and here he says it's 17. Well I think 17 would be correct but I didn't even graduate 9th grade, so... actually his other formula makes more sense to me. Ok, I'm VERY confused now.
  16. Xolotl

    Manu Weapon

    Does a manufactured weapon get higher hitprob with criticals? From hbportal; When the weapon's completion % is above 100%, it adds a bonus to hitting probability on criticals of completion % - 100.
  17. Xolotl

    Pits In "safe" Hunting Areas

    hm, i agree that hunting pits could be more controlled or maybe set so that the spawns depend on the amount of players within the area. it'd be interesting to have mountains the territory of mountain giants with maybe few ettins as their captains. have unicorns in "meadow" like areas and similar changes with the other mobs. I remember trying to do a twinwar/twinmage hunt and it was seriously harder than hunting demons in D4, and somehow D4 hunts are harder than gargoyle hunting in ToH? somethings amiss here! it's not the boss monsters that really make things difficult, its more the endless wave of random mobs that come along while you're trying to kill that 1 boss that makes everything a real b*tch!
  18. Xolotl

    Pure Warrior Skills

    This stuff is more than likely too different for Helbreath but I wanna throw it out there anyway. Because I've noticed how just about every warr is a ZerkWarr build, just 8 INT points away from being a battlemage. So here are some suggestions. Make Crit recharge time equal to the magic skill's percentage. So if you're Magic 46% it will take 46 seconds to recover a critical charge. Minimum recharge time is 15 seconds. Ability "Rage" (I got this idea from DnD's barbarian class, not sure how you would apply this to Helbreaths non-class character creations, perhaps just make it so the ability can be only be used if magic skill is at 0%)-Anyway. For a duration of 75 seconds, cannot be affected by "control" or "manipulation" spells such as; Sleep, Mass Illusion Movement, Mass Illusion, Illusion, Hold, & Paralyze. Footspeed Increases by 15%. Upon activation of "Rage" ability, 5 critical charges are instantly added and can exceed the limit of 18crits. +20 Strength, +30 Vitality, and +30 HitProb added during Rage. +20 Damage added to all physical attacks, this +20 damage is added after all damage calculations and ignores physical absorbtion PvP & PvM. Additionally, you cannot be flown or stunned while raging. While Raging you cannot "walk" or recover stamina points. All attack actions made and damage sustained drains the rage users stamina at a considerable rate, stamina depletion rate while running increases by 300%. If user reaches 0 stamina points during Rage, points will be taken from the user's health instead. While raging you are unable to tell how much damage you are taking, or how much damage you have taken. So you get no reads on damage done to you, and the health bar becomes inactive. When Rage ends all critical charges are depleted and the user becomes fatigued for 60 seconds, for the first 15 seconds of fatigue you are unable to perform any attack actions, for the remaining 45 seconds, any attack actions performed and damage sustained will continue to deplete stamina, however at this point there is no additional penalty to health if stamina reaches 0. After fatigue ends, the cooldown timer for Rage begins, cooldown is 300 seconds(5minutes). There are some additional conditions to activating Rage if under a "control" or "manipulation" effect. If you are under the effect of Mass Illusion Movement, there is a 10% chance Rage will fail and backfire, depleting all critical charges. If you are under the effect of Hold or Paralyze, there is a 25% chance Rage will fail and backfire causing a 30% depletion to current stamina points and a 40% reduction to max stamina points that last 60 seconds. If you are under the effect of Sleep, there is a 50% chance Rage will fail and backfire causing all attribute stats to be cut in half for 60 seconds. Activating Rage during any of the other 'control' & 'manipulation' effects has a 5% chance of failure. If Rage succeeds under the above conditions, the spell's effect is broken/canceled. Cooldown timer begins immediately after a failed Rage. Rage breaks the effects of Power Green Potion & Super Power Green Potion. These potions have no affect during Rage. Additional changes that might be needed are no INT requirements for recall scrolls(do they have an int req?) or some kind of additional gold paid teleport services. -Weapon Skills- Hammer's Weapon Skill: Earth Shatter (got this idea from the spell 'Tremor' since no one uses it) Using this skill causes a 3x3 -1 "Tremor" area effect of physical damage infront the user(txt image below). The damage hits twice with a guaranteed stun for each round, and a damage range of anywhere from 20-48 for each round. This attack uses up 2 critical charges and reduces weapon durability for 4% of it's max total for every use. User: M Earth Shatter's Area Effect: O OMO OOO OOO (Doesn't affect the user) (The Max cap HitProb of 80% still applies) ------------------------------------------------------------ For LongSword I was thinking somewhere along the lines of a crit bonus with more range, damage, and multiple target effect(like direction bow) that only becomes available after chaining together it's full CADs, In other words a combo finisher. I'd like severe weapon durability reduction for all skills like this. I want to think up some more stuff for the other weapons but I gotta wash the stank off me, I'll come back to this later. EDIT: Removed +80% MR Bonus while raging, added stunproof & flyproof in it's place.
  19. Xolotl

    Make Guards Stronger

    circumventing fair safezone practices is just as bad as pulling in my opinion. shouldn't the offenders be punished?
  20. Xolotl

    Ancient Barbarian Hammer +1

    There's such a thing as stat'ed BBH?
  21. Xolotl

    Pure Warrior Skills

    At first I was thinking it shouldn't, but only because I felt that this move shouldn't replace normal crits. I'm not good with math, though, If you can think of a damage formula that doesn't make this OP, don't hesitate to share it.
  22. Xolotl

    New Spells.

    Curse: makes a random selection to items equipped on your person, makes that item cursed. The item drains your mana and the mana of allies around you at an alarming rate & prevents health regeneration to yourself. The effect last for 240 seconds. The item can be removed to stop the effects, but the curse will remain until the timer runs out.
  23. Xolotl

    New Spells.

    How 'bout, a spell that you cast on yourself or another target, and it makes the 'Text' for any spell you cast not visible to enemy players, or it makes it so that the target cannot see the text for all spells(friends or foes) being cast. So there is still a precast animation, you just can't tell if it's BLIZZARD or INVISIBILITY.
  24. Xolotl

    New Spells.

    Is it possible to have a different casting time for any individual spell? I'd like this for some really potent/powerful spells like the Area Effect Healing JunoNH suggested, It wouldn't be so bad if it had like three times the casting time as great heal.
  25. Xolotl

    Suggest Your Quest Ideas !

    Sub Quests/multiple goals quests? A quest that rewards you for killing monsters in the dungeons, but more completion of the quest requires you to kill monsters or say collect & return monster loot that can only be found deeper in the dungeon. You can collect rewards for completing some mission objectives for D1 or TOH1 but greater rewards(rather than just more rewards) are given for better completion. Maybe special rewards for a mission thats extremely difficult to get 100% goals.