Monument ShadowMUD

Newbie

[05-19 15:59][Newbie]Auranna: Or maybe even like 22
[05-19 16:00][Newbie]Kumog: Higher caps would be a pretty fair thing to see, having it based on the class they select.
[05-19 16:00][Newbie]Auranna: No, not class
[05-19 16:00][Newbie]Auranna: Just more variance in choice for humans
[05-19 16:00][Newbie]Icewolfz: i made a todo on it ot look into the creation and seeing about boosting the max cpas if human
[05-19 16:00][Newbie]Auranna: At the start, since your starting chosen stats determine the cap.
[05-19 16:00][Newbie]Kumog: I'll defer to her thoughts on this, since I just went 'oh hey lizard, imma pick that.'
[05-19 16:01][Newbie]Icewolfz: mayube bost the base a little for humans
[05-19 16:01][Newbie]Icewolfz: i have tried a few things to try and make humans stand out compared ot others
[05-19 16:01][Newbie]Icewolfz: i will experiment on the cap/bae stats on dev and see what i get
[05-19 16:01][Newbie]Auranna: I don't want human to be OP
[05-19 16:01][Newbie]Icewolfz: i may boost it caps by 10 or 15 pts for humands maybe
[05-19 16:01][Newbie]Auranna: I just want to be able to specialize.
[05-19 16:01][Newbie]Icewolfz: well higher cap doesnt mean op per say
[05-19 16:01][Newbie]Icewolfz: youd stil lhave to pay the cap pots
[05-19 16:02][Newbie]Icewolfz: and all abilities have a op protection factor
[05-19 16:02][Newbie]Icewolfz: so even if you get like 200 stats an abilit will not get to op
[05-19 16:02][Newbie]Icewolfz: all abilites have a max stat facotr with some randomness
[05-19 16:02][Newbie]Icewolfz: to try and avoid to much op
[05-19 16:02][Newbie]Icewolfz: not perfect but it prevents in sane #s with bonus stats
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