<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Suggestions Archive]]></title><description><![CDATA[The place for suggestions more than one year old.]]></description><link>https://forum.v2.sentiencemud.net/category/28</link><generator>RSS for Node</generator><lastBuildDate>Wed, 15 Apr 2026 18:08:29 GMT</lastBuildDate><atom:link href="https://forum.v2.sentiencemud.net/category/28.rss" rel="self" type="application/rss+xml"/><pubDate>Mon, 28 Jan 2008 23:22:58 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[New Skill Ideas]]></title><link>https://forum.v2.sentiencemud.net/topic/325/new-skill-ideas</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/325/new-skill-ideas</guid><pubDate>Mon, 28 Jan 2008 23:22:58 GMT</pubDate></item><item><title><![CDATA[New Spell Ideas]]></title><link>https://forum.v2.sentiencemud.net/topic/324/new-spell-ideas</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/324/new-spell-ideas</guid><pubDate>Mon, 28 Jan 2008 22:49:52 GMT</pubDate></item><item><title><![CDATA[4th neutral race]]></title><description><![CDATA[So Minotaurs ( a sentient bovine in humanoid form) are easier to visualize than a race of humanoid form sentient "rockmen"? Or the almost demihuman Titans? An earth/rock based race is not as common but they do exist elsewhere. Every race on sentience was originally thought of somewhere else. Again the magic/fantasy basis of the game would be enough to allow for these "exotic" races. They could be made more "original" by changing the name and some stats but they would still be based on something else. And again, the elemental earth component of this race would give them at least average human intelligence and dex. Would they suffer trying to hit a small (ie dwarf etc) target sure, but no more or at least not much more than a Titan. Your "average" human, elf, vampire, lich or what ever race would not survive in the adventuring world, the player character of any race is Above average hence the stats.
]]></description><link>https://forum.v2.sentiencemud.net/topic/316/4th-neutral-race</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/316/4th-neutral-race</guid><dc:creator><![CDATA[RedRaven]]></dc:creator><pubDate>Sat, 08 Sep 2007 05:17:17 GMT</pubDate></item><item><title><![CDATA[Berserk]]></title><description><![CDATA[I would say Mystic but thats one of the old Remort names.
]]></description><link>https://forum.v2.sentiencemud.net/topic/578/berserk</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/578/berserk</guid><dc:creator><![CDATA[Gza]]></dc:creator><pubDate>Wed, 31 Jan 2007 22:29:00 GMT</pubDate></item><item><title><![CDATA[Remort Only Island :)]]></title><link>https://forum.v2.sentiencemud.net/topic/577/remort-only-island</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/577/remort-only-island</guid><pubDate>Wed, 31 Jan 2007 11:22:03 GMT</pubDate></item><item><title><![CDATA[Some Non-Random Quest Ideas]]></title><description><![CDATA[Ah in case any misunderstanding. The big reward would be like if your level 30 and do all the explore area quests for first class you could get a bonus of qp, practices, and gold for completeing them all. If you are fourth class and do all the quests you would only get the extra reward for completing the fourth class ones. I am sure we would have to find a way for the already remorted 120's to do these since we have a lot of older players.
]]></description><link>https://forum.v2.sentiencemud.net/topic/575/some-non-random-quest-ideas</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/575/some-non-random-quest-ideas</guid><dc:creator><![CDATA[Tone]]></dc:creator><pubDate>Sat, 13 Jan 2007 19:11:23 GMT</pubDate></item><item><title><![CDATA[Chat entry points]]></title><description><![CDATA[why not just go look for the geldoff?
]]></description><link>https://forum.v2.sentiencemud.net/topic/569/chat-entry-points</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/569/chat-entry-points</guid><dc:creator><![CDATA[Anonymous]]></dc:creator><pubDate>Sun, 22 Oct 2006 00:02:24 GMT</pubDate></item><item><title><![CDATA[Colors and Channel Tags]]></title><description><![CDATA[For people who don't like the color scheme, most of them are able to change the default colors for most things within the program they connect to the mud with (zmud, gmud, mushclient, et all). While it seems like it would be a fantastic thing to do, I personally feel other aspects of the game are in need of attention moreso than the colors. I would not say scrap the idea, however, but instead focus on changes that could bring in more players.
]]></description><link>https://forum.v2.sentiencemud.net/topic/568/colors-and-channel-tags</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/568/colors-and-channel-tags</guid><dc:creator><![CDATA[Mythology]]></dc:creator><pubDate>Sun, 15 Oct 2006 20:54:53 GMT</pubDate></item><item><title><![CDATA[Lockers]]></title><description><![CDATA[I agree with Redraven to a limit, but that is all. Personally, I feel that having storage space = to 100 should be sufficient (10k gold a month). That way it isn't possibly abusable. I have no idea how it could be at the moment, but I'm sure others more crafty than I at abusing and cheating altogether would have a better idea.
]]></description><link>https://forum.v2.sentiencemud.net/topic/567/lockers</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/567/lockers</guid><dc:creator><![CDATA[Mythology]]></dc:creator><pubDate>Sun, 15 Oct 2006 20:46:37 GMT</pubDate></item><item><title><![CDATA[Sith Toxins, Too Long!]]></title><description><![CDATA[Toxins appear to be fixed (as far as I can tell) with a recent update. I do suggest starting a list of skills that need adjustment, over in the adjustments -&gt; skills and spells forum.
]]></description><link>https://forum.v2.sentiencemud.net/topic/566/sith-toxins-too-long</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/566/sith-toxins-too-long</guid><dc:creator><![CDATA[Tieryo]]></dc:creator><pubDate>Sat, 07 Oct 2006 01:36:22 GMT</pubDate></item><item><title><![CDATA[Global]]></title><link>https://forum.v2.sentiencemud.net/topic/564/global</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/564/global</guid><pubDate>Thu, 28 Sep 2006 01:22:12 GMT</pubDate></item><item><title><![CDATA[Bash]]></title><description><![CDATA[I know that bash matters on your character size and your target size. As a Hell Baron (Large), I can bash Emtae/Colossus (Gigantic/Colossus/whatever they are) about 1/10 of the time. But, I could land a bash on Sirrus (Medium) almost every single time I try. Bash factors in strength, level, and size for the attacker and target, as well as the skill % of the attacker, if I remember correctly.
]]></description><link>https://forum.v2.sentiencemud.net/topic/559/bash</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/559/bash</guid><dc:creator><![CDATA[Mythology]]></dc:creator><pubDate>Tue, 06 Jun 2006 10:32:50 GMT</pubDate></item><item><title><![CDATA[River of Blood]]></title><description><![CDATA[Not my fault you were the one who mentioned people using triggers :P Back in the day, I remember trying to use them for that purpose and they didn't work at all. So, I decided to spam kill target instead, and that worked just fine. Albeit, I typically forgot to remove weapons until i was able to get them to flee into CPK so I was only able to get a PK, it was still effective.
]]></description><link>https://forum.v2.sentiencemud.net/topic/558/river-of-blood</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/558/river-of-blood</guid><dc:creator><![CDATA[Mythology]]></dc:creator><pubDate>Sun, 21 May 2006 20:38:29 GMT</pubDate></item><item><title><![CDATA[Leveling System]]></title><description><![CDATA[&lt;quote author="Ithilidin"&gt;@Ithilidin:

I suggested to Syn a couple of things for making levelling easier.
The first is reducing the penalty on exp for level difference a bit.
The second is to add on exp on damage that is done, 10-25% of the damage you do, you get as exp. So, if you do 200 damage on a hit, you could gain 20 to 50 exp for hitting them, plus your normal exp for killing.
The third was to increase bonuses for grouping with people. Normal exp for two people, 75% for three people, 60% for four people and 50% for five or more. This will encourage people to kill things much higher than themselves for better rewards rather than always staying in the same area by themselves.
Also, to encourage exploration of areas, random teleporting, wizi mobs could be introduced into the game that will hop between open areas. If a player runs into one of these, exp/coins could be rewarded to them.&lt;/quote&gt;

These all sound like very good ideas, I like the idea of getting exp per hit (or perhaps per skill landed).
Bonuses for group exp sound good too.
As soon as our builders get in some good quests we'll have those give decent amounts of exp, but you can only get them once.
]]></description><link>https://forum.v2.sentiencemud.net/topic/557/leveling-system</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/557/leveling-system</guid><dc:creator><![CDATA[Syn]]></dc:creator><pubDate>Fri, 12 May 2006 01:13:48 GMT</pubDate></item><item><title><![CDATA[Map]]></title><description><![CDATA[Duh. That's why I was stating the differences.
]]></description><link>https://forum.v2.sentiencemud.net/topic/555/map</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/555/map</guid><dc:creator><![CDATA[Mythology]]></dc:creator><pubDate>Sun, 07 May 2006 17:13:03 GMT</pubDate></item><item><title><![CDATA[PMOUNT Info]]></title><description><![CDATA[Ah thanks for the response Ertai, I love it when the imms tell us mere mortals how things work. If any of you would be so kind as telling us some more formulas and such, im sure it appease the anal bastards among us. One I have been wondering about is just how the armor class system works as I have had a hard time testing that with the randomness of damage. Looking forward to the pmount info though , thanks. :)
]]></description><link>https://forum.v2.sentiencemud.net/topic/312/pmount-info</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/312/pmount-info</guid><dc:creator><![CDATA[llauf]]></dc:creator><pubDate>Fri, 23 Sep 2005 01:12:08 GMT</pubDate></item><item><title><![CDATA[Mount revive]]></title><description><![CDATA[I'll make those mountable, but I'd like them killable as well. I'll have to test that out before any changes are final.
eRT
]]></description><link>https://forum.v2.sentiencemud.net/topic/311/mount-revive</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/311/mount-revive</guid><dc:creator><![CDATA[Ertai]]></dc:creator><pubDate>Mon, 19 Sep 2005 01:21:11 GMT</pubDate></item><item><title><![CDATA[Dispelling some affects]]></title><description><![CDATA[What would cause a non-magical blind though? Dirt kick, that's about it.
Flaming weapons is a magical effect on the weapon. A dragon breathing fire, or any other mob for that matter, could be taken as magical or non-magical. Definately fireball and casting blind are magical.
]]></description><link>https://forum.v2.sentiencemud.net/topic/308/dispelling-some-affects</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/308/dispelling-some-affects</guid><dc:creator><![CDATA[Mythology]]></dc:creator><pubDate>Thu, 08 Sep 2005 22:57:43 GMT</pubDate></item><item><title><![CDATA[IDeas for DRagons]]></title><description><![CDATA[Emtae, riding Darkavian, is nearby to the east.
Darkavian, mounted by Emtae, is nearby to the east.
]]></description><link>https://forum.v2.sentiencemud.net/topic/307/ideas-for-dragons</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/307/ideas-for-dragons</guid><dc:creator><![CDATA[Mythology]]></dc:creator><pubDate>Tue, 06 Sep 2005 03:17:41 GMT</pubDate></item><item><title><![CDATA[Classes and Skills]]></title><description><![CDATA[Thanks you two. Very helpful.
]]></description><link>https://forum.v2.sentiencemud.net/topic/306/classes-and-skills</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/306/classes-and-skills</guid><dc:creator><![CDATA[Ardghal]]></dc:creator><pubDate>Fri, 26 Aug 2005 03:33:19 GMT</pubDate></item><item><title><![CDATA[Weapons and armour]]></title><description><![CDATA[Heh… well, I almost had it all right. I was wondering how all the magic roles worked, and how they affected armors and weapons, like the moonstaff, how does shocking grasp affect it.
Emtae
]]></description><link>https://forum.v2.sentiencemud.net/topic/304/weapons-and-armour</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/304/weapons-and-armour</guid><dc:creator><![CDATA[Emtae]]></dc:creator><pubDate>Sat, 20 Aug 2005 19:43:41 GMT</pubDate></item><item><title><![CDATA[Spell suggestions]]></title><description><![CDATA[another message to bump
]]></description><link>https://forum.v2.sentiencemud.net/topic/303/spell-suggestions</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/303/spell-suggestions</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Sat, 20 Aug 2005 18:45:57 GMT</pubDate></item><item><title><![CDATA[Vulnerabilities, resistances and immunities]]></title><description><![CDATA[another
]]></description><link>https://forum.v2.sentiencemud.net/topic/302/vulnerabilities-resistances-and-immunities</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/302/vulnerabilities-resistances-and-immunities</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Sat, 20 Aug 2005 17:17:08 GMT</pubDate></item><item><title><![CDATA[Martial Arts]]></title><description><![CDATA[Personally I believe ninjas need a name change. I dont see how they fit in with the other classes.
]]></description><link>https://forum.v2.sentiencemud.net/topic/300/martial-arts</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/300/martial-arts</guid><dc:creator><![CDATA[llauf]]></dc:creator><pubDate>Sat, 13 Aug 2005 12:01:12 GMT</pubDate></item><item><title><![CDATA[Elf&#x2F;Seraph Race]]></title><description><![CDATA[I'll agree with you there. Elf is such a broad term it's really hard to pin point which type our 'elf' applies to. While a lot of the times elves are portrayed as peaceloving, this isn't a peaceful game lol. I have to agree with your basic recap of elven abilities though, and I'll agree, physical strength isn't one of their better skills, compared to other races.
The lowered accuracy on an augumented arrow shot is another good idea for balancing. Something to take into account anyway. Elements can indeed give the user the abiliy to exploit weaknesses.. where an arrow shot isn't constant damage like a held weapon, there's still the lag between attacks and that. I'm not sure how much trouble it would be to work on balancing this. Perhaps put a limit on what kind of spells/effects can be used with the arrows perhaps.
]]></description><link>https://forum.v2.sentiencemud.net/topic/294/elf-seraph-race</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/topic/294/elf-seraph-race</guid><dc:creator><![CDATA[Elzamine]]></dc:creator><pubDate>Sun, 17 Jul 2005 03:54:27 GMT</pubDate></item></channel></rss>