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Treasure Hunters of Britannia |
Ideas and Improvements for Treasure Hunting |
- Fix Cartography gain above 98.5. The only way to gain currently is to decode maps...that's not right. It's hard and tedious enough to GM, at least make it possible to do by drawing maps.
- Make SOME way to tell the level of a Treasure Map before it's decoded or dug up.
- High-level cartographers use the Cartography skill on the map.
- This means clicking the blue dot next to the skill (or a macro) and targeting the map, NOT double-clicking on the map. Double-clicking on the map is decoding, but using the skill on it currently does nothing.
- Use the Item Identification skill on the map.
- Attach a label to the map.
- Label could say what monster the map is from, or could say the actual level of the map.
- Name the maps differently. (ancient, etc.)
- Magellan: I prefer Cartography...map levels are based on the complexity of their drawing, not any enchantments placed on the map. Cartography is knowledge of maps, Item ID deciphers enchantments. Thus, Cartography would tell you how difficult a map is. I think around 80 skill is a good level for this, because by then you would have seen many maps and be able to determine the difficulty of a map. However, I feel that a monster label would be a good compromise.
- Make Remove Trap more balanced. Our former Baja Shardmaster, The Ferret, is a GM Remover, yet fails consistently untrapping level twos. A GM Lockpicker can pick a level three with one hand tied behind their back...somehow this seems a little off.
- Lockpicks weigh too much...even more than the ingots they're made from. Does that seem a little odd to anyone else?
- Make Detect Hidden and Remove Trap useful. The difficulty with this is to make them useful without nerfing the hybrid 'hunters. One possibility:
- If the trap on a treasure chest is Detected and Removed with the respective skills, a secret compartment or false bottom flag is activated in the code.
- When the chest is unlocked and empty, and if the secret compartment flag is activated, the treasure hunter can use Detect Hidden to find the compartment. This will give you a message like "You find a false bottom to this chest!"
- If the chest is not empty, the code would be the same as someone trying to drydock a boat with items in the hold or on the deck -- it wouldn't work.
- Make the traps protecting the secret compartment similar to tinker traps, in that they reset unless the Remove Trap skill is used on them. This will produce a message like "You remove the trap and open the secret compartment!" and the items located in the compartment will be shown in the chest.
- Another possibility would be that the compartment is locked by a puzzle, instead of guarded by a trap. This is an excellent place for a Khaldun-style puzzle lock.
- The items in the secret compartment would be gold, gems, and magic jewelry, clothing, and the like...nothing bigger than, say, a broadsword.
- Magellan: Actually, now that I think about it, wouldn't the typical spawn for a Khaldun puzzle chest fit perfectly as secret compartment loot? Just a thought, but it seems to match what we need here.
- For each level chest, you'd need a certain Detect Hidden to find the compartment, and a certain Remove Trap to open it.
- Make blank maps stackable!!
- Make Atlases:
- Similar to runebooks?
- Craftable or buyable?
- Some way to store decoded/completed treasure maps, or other maps we draw ourselves or buy.
- Add Treasure Hunting and Cartography to the Lost Lands (T2A).
- Be able to pick up or destroy an empty treasure chest, so we don't have to call a GM to move it. Would also make a nice souvenir, like fishers have -- "a treasure chest" or something like that.
- Better quality loot in higher level treasure maps. Risk vs. reward...too much good stuff in Level 1s, barely any in Level 5s.
- Let us stay hidden while using Remove Trap.
- Stop high intelligence revealing stealthers. It should be detect hidden only. High intelligence reveals even in Trammel, where revealing other players should be impossible.
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