Ideas thread 2019

"eventually EUO will get to the point its (sic) unplayable" - Dudle

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Keighn
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Re: Ideas thread 2019

Post by Keighn » Sat Nov 30, 2019 11:57 pm

Another 5th weekend month. Annoying. I say since they are sooooooooooooo rare that just do the XP bonus and more Bosses bonus for both servers. to make 5th weekend.

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Re: Ideas thread 2019

Post by Keighn » Thu Dec 12, 2019 2:02 am

For the life of me I've pondered why mobs get ranged aep and aep for mages is touch. I'd use this spell a hell of a lot more if it was ranged. Maybe make two version. Paralytic Touch, Paralyzing Gaze.
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Re: Ideas thread 2019

Post by Balmung » Sat Dec 14, 2019 9:34 am

Balmung's late night EUO fanfiction Idea:

monk is split into 3 paths

Path of Balance:
exactly how monks are now

Path of Sanctity:
0
-reset aspect
1

-clarity
(bestows truesight)

2
-aspect of the Ogre
(x2 defense, or some hardcoded def buff. DEF scales poorly into late game so this could be great for newbies/new alts but not fantastic past fighting minos or golems)
-heal

3
-cleanse

4
-aspect of the troll
(regen, stacks with gear & troll racial regen)
-teleport

5
-stoneform

6
-aspect of the turtle
-levitate

7
-destiny bond
(caster targets a friendly/party member. as long as that target is within a 5x5 range of the caster, any damage dealt to the target gets redirected to the caster.)

8
-aspect of the Golem
(big beefy MR buff, like, 1k or something cool. hell yeah)
-astral travel

9
-phase shift

10
-aspect of the xxx (cant think of a name, was phoenix but doesn't fit thematically?)
(reflects damage damage, similar to a glass armor piece or two)
-Art of Substitution
(a buff casted on oneself for an autores. Bigass cooldown like 10-15mins)

The path of sanctity keeps much of the versatility found in the monk class and gains some sweet tank/support aspects.


Path of War:
0
-reset aspect

1
-ritual of war
(turns any staff weapon, glaive, or scimitar into a war monk specific weapon. much like with necros or priests. This allows war monks to use weapons other than UA without multi-classing.)

2
-aspect of the hydra
-hone rage
(sets rage at 30%)

3
-sense

4
-aspect of drake
-hone skill
(grants 10 seconds of increased crit rate)

5
-HADOUKEN
(a ranged physical attack that deals x1.5 damage or x2 damage ignoring DEF. x3 casting cooldown)

6
-aspect of the yeti
-water walking
(lets you walk on water/deepwater)

7
-sieze

8
-aspect of the snake
-heightened senses
(scroll of galvanizing effect)

9
mirror images

10
-aspect of asura
(max hp is halved, if using UA, each attack procs an additional hit dealing 1/2 of the original damage
-strike of the setting sun
(kills the caster, deals damage equal to caster's HP x 5, does not grant EXP for kills, does not work in PVP)

Path of war gives up versatility for more combat spells/aspects

A player may spec into both paths of war and sanctity, at the cost of class cap. each path is treated as its own class in terms of class cap so a player who wants to GM both paths uses all 200% class cap. this also grants the player with the title, something along the lines of "Enlightened Monk" "The Enlightened"

This has been my fanfiction, thank you for reading.
please reply with erotic fan art, PLEASE

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Keighn
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Re: Ideas thread 2019

Post by Keighn » Wed Dec 25, 2019 11:16 am

Ears idea for armoury (though I'd love an in game book with name & picture).

So basically that. Armoury shows picture of the mob you killed when you click or hover over it in armoury.

In game journal that has a mob/ears page.

The more you kill this mob (if you can) it shows a picture, name, x,y coordinates and map it was on. If it was like any metroidvania it'd show abilities, stats, etc. I'm thinking I might just have to write up an ear guide with pictures.

ooooh, I smell a spreadsheet.
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Re: Ideas thread 2019

Post by SanJorge » Wed Dec 25, 2019 9:13 pm

a Idea for single class , hardcore grind, skill focus :

1 st you need 100% of a class , then the tricky part : you need 80% of all quests done for the 1st stage.

If you got this go to Lord Byron and ask about adventuring , he asks you to slay the Bloodqueen to receive adventurer gold status.

Adventurer gold:
-allows you to train a weapon or spell over 100% to 130% , this will cost class-skills.
-specials with 120%+ skill do have more effect : fighter, ,monk and rogue special : have a higher chance to trigger enchant , even for bloodbolt (+ tint) or hexblade version.
-offensive spells with 120%+ skill can trigger staff or hexblade or blessed mace enchant.
-defensive spells with 120%+ skill can refresh active buffs.

2nd you need 130% class skill and 98% quests done, then go to Lord Byron again he will ask you to find and kill a 2x2 heroic balron to receive adventurer platinum status.

Adventurer platinum:

- allows you to train a weapon or spell over 130% to 150%.
-at 150% sorcery you are allowed to cast rank 10 spell : missile battery = 8 magic missiles attack all targets on screen , if there is only 1 , all attack one.
-at 150% magery you are allowed to cast rank 10 spell : summon shadow = summons a shadow dragon boosted by int.
-at 150% piety you are allowed to cast rank 10 spell : Halo = you receive a halo and cant die for 60 seconds.
-at 150% any rogue skill you can use backstabb with a ranged weapon
-at 150% necromancy you are allowed to cast rank 10 spell : death reaper = any target on screen has to roll against death.
-at 150% polymorph you are allowed to cast rank 10 spell : blood wyvern = you can polymorph into blood wyvern .
-at 150% any fighter skill you can use the sacrificial charge : use half of your HP into the charge damage.
-at 150% any monk skill offensive aspects will always do the spray version of their element (VF --> IFH) .

example title:
Grandmaster swordsman gold or Grandmaster sorcerer platinum

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Re: Ideas thread 2019

Post by Keighn » Thu Dec 26, 2019 7:35 pm

I was watching an anthology of Mortal Kombat vids and it occurred to me i havent replaced that sound effect with "Get over here!" Doesn't soul transfer use same spell sound? Yeah, i wish i could customize each and every spell sound or even have multiple sounds.

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Re: Ideas thread 2019

Post by Balmung » Wed Jan 15, 2020 4:11 pm

maybe add pet avatar wands and ways to chance house containers and bankers' appearance into the AC shop.
take my fun bucks, egg

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Re: Ideas thread 2019

Post by eggmceye » Wed Jan 15, 2020 4:41 pm

Keighn wrote:
Thu Dec 26, 2019 7:35 pm
I was watching an anthology of Mortal Kombat vids and it occurred to me i havent replaced that sound effect with "Get over here!" Doesn't soul transfer use same spell sound? Yeah, i wish i could customize each and every spell sound or even have multiple sounds.

Image
you can do that already, tho it would get wiped by a patch, so keep backups
examine spells.txt in excel (it's tab delim) - there is a col called "wav" (col R) - you can't edit it but you can use it to get the wav filename of a spell. Then you use your own wav, using that name. Eg thorn whip wav is called sp_whip.wav - so just replace that

in the case where the is no spell wav filename specified, it is worked out using this formula
sp_spellshortname.wav
where spellshortname is in col B (the 2nd col)

eg
kal xen: shortname is kx (the 2nd col, col B)
thus spell wav filename is
sp_kx.wav

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Re: Ideas thread 2019

Post by Keighn » Thu Jan 16, 2020 12:28 am

Ah, no wonder when I rename the other summons they only sound like _kx. A lot of spells use the same sound assets I guess even if its a different spell.
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Re: Ideas thread 2019

Post by eggmceye » Thu Jan 16, 2020 6:54 am

Yeh, so you might have trouble using say diff sounds for the different summons, since you can’t edit spells.txt

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Re: Ideas thread 2019

Post by Keighn » Mon Jan 20, 2020 7:47 pm

Not a huge deal. I need to work on my ACS version of euo. And ACS has so few sounds. It has so few gfx as well but I'll try to skin a different pic for each mob (might be some color var but lordy such gfx are pretty simply (they weren't so simple copying though esp appleII).

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Re: Ideas thread 2019

Post by syfr » Thu Jan 30, 2020 1:56 pm

so here's a few things while i have the brain for it,

Druid/necromancer,
While the abduction spell is a greatly amusing as a gimmic and necromancer rain of bones as well.. has anyone considered giving the druid or necromancer a spore plague type ability? they both work with the proliferation of life and death so...

Necromancer/Druid - Plague/Spores 8th cir - damages the target at 25% the rate of the mages spell "kill" (XC) bypassing magic resistance, and applies a damage over time for the same amount of damage per second for 3 seconds (doing 100% xc damage in total) casting it again refreshes the duration and increases damage dealt per damage tick (if it was doing 20 then it would do 25, 30, 35 etc) casting it on a target again or a target with this infection dieing, will make it spread to 3 nearby enemies within 4 tiles (infecting an infected again, will increase damage dealt as if casting on them again).

for necromancer... make them become undead minions when they die? would make sense to me at least
for druid... heal 10% of damage dealt by this ability to yourself and nearby allies.

TL/DR: 1/4 kill(xc) damage on hit and for 3 ticks after stacking 25% more damage per attack, this affect will spread to nearby enemies on recast and/or enemy death.


----------
Also why don't Undead pets (bone charm necromancy/taming) become stronger when the necromancer does? i find that a bit backwards.
Last edited by syfr on Sun Feb 02, 2020 6:39 am, edited 1 time in total.

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Re: Ideas thread 2019

Post by syfr » Fri Jan 31, 2020 10:48 am

Re-Wrote this to make more sense

-Pet Trainer / (Druid sub - inverse of polymorphism )
.pets gain stats based on player level/stats/class%/taming%
-per player level pet cast time is reduced ((castdelay*(0.999^Playerlvl))*C*S)
-per player str/dex/int the pet gains stats

|armor*(1+ (C*S*(str+dex)/2000)
|hp*(1+ (C*S*(str+(dex+int)/2)/1000)
|MR*(1+ (C*S*(Int/1000))
|int*(1+ (C*S*(Int/2000)
|melee*(1+ (C*S*(dex+str)/1000)
|AS*(1+ (C*S*(str/1000))

C - pet trainer/100
S - taming/100

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Re: Ideas thread 2019

Post by Keighn » Fri Feb 07, 2020 10:48 pm

I have a suggestion. :P

Ideas thread 2020

And not just a renaming of this one.

Besides that...

NG skill raise
Human 500
Non-human 400

PD fix for remort non-humans 200% (reg can have 200% via shrines so it'd be cool).

And if anyone says that makes humans so pointless then beef up their skill learning speed. People love getting skills faster on any server. But then I suppose they'd say it makes humans less on reg.. ok. Make them get skills faster too (not like they don't get a starting % of 150% possibility anyways).

I still haven't tested max hp and mr on all servers for say a dwarf necromancer in bone gear of str +36 or mithril MR+5. I'm curuious how close the servers are to each other. From just my alts on Heph, NG seems the weakest but he's not exactly a dwarf yet nor pumped up with uber gear so that's something to work on. ALL HEPHS MUST BE CREATED EQUAL, but racial loss of skill % discourages me. I'll eventually get to it no matter what. Its just figuring the right classes. Of thse PD will take a hit but even 175% will work.
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Re: Ideas thread 2019

Post by Balmung » Sat Feb 08, 2020 5:16 am

Keighn wrote:
Fri Feb 07, 2020 10:48 pm
PD fix for remort non-humans 200% (reg can have 200% via shrines so it'd be cool).
eggmceye wrote:
Sun Nov 17, 2019 10:51 am
the remort system on pd kinda stinks anyway
Is removing remort entirely out of the question? Probably messes with existing characters, eh?

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Re: Ideas thread 2019

Post by Keighn » Tue Feb 11, 2020 5:34 am

Yeah it would wreck a lot of alts that remorted. And the whole fact they allotted their stats already they would lose like 300+points if it was just dropped. And the class % loss would suck ass.

Its a similar thing I've thought pets suffered from as well (though alpha pets might not suffer as much). Issues are pets that have a lot of forms as they really lose out on some hp.

One could argue that the shrine of versatility sucks the crap out of alts on reg and its true. You really have to take a dip to be a full 200% esp on NON-humans. Its pretty worth it way later though not necessary I guess.

One day I'll have the same gear on all 3 servers for heph so I can compare hp, mr, and damage.
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Re: Ideas thread 2019

Post by eggmceye » Wed Feb 12, 2020 8:06 am

it depends on how dropping remort is done ... but probably some chars somewhere would have to change and that wouldn't make anyone happy unless they, the characters, got better

it's not something I have any actual energy or enthusiasm for, it's just a thought bubble

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Re: Ideas thread 2019

Post by syfr » Wed Feb 12, 2020 3:53 pm

As for dropping remort itself, im not sure that is needed. if remort was dropped, it would allow for the possibility of a different system though.

Remort has always been interesting but its not something most the players ive known have really relied on.

On a different note, whats the status on pets anyway? I still think the taming system could use some tweaking, especially in regard to end game play. I know you all know what i mean when i say, "pets past level 250 dont do much" on all servers, pets become nothing more than some cc and maybe a heal spam once you pass dragons in combat. even at dragons you have to put in a lot of work to make the pet effective against them. while it stands to reason to make certain pets stronger than others, it seems weird that a creature enhanced beyond others of their race have a hard time fighting them.

Anyone against giving pets a rank up system or a something? (+5% to all stats per rank up, 10% more exp required to level up per rank, ranks up on command at level 100 resetting to level 1 +1 rank) goblins/rats/dragons/nightmares all have different exp req to level up, its fair in its own way. beast trainer idea and others ive put out are still around. the classes do pretty well (though every game has room for tweaking) and the systems in the game work well. For me at least my biggest reason for not playing as consistently as i used to is just feeling like the weak points in the game get forgotten about in development of new races, classes, crafting, and maps. so why not focus on the parts of the game that havent been touched in a few years?

Pets

Remort/stat gain system

advancement system. (theres a reason i never tried super seriously to hit 1000 on pd ;) nothing to do once you max everything out.)

Still love this game, can think of a few developers that could learn a lot from EUO's simple complexity.

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Re: Ideas thread 2019

Post by Keighn » Sat Feb 15, 2020 3:17 am

Well, than can be said for any server.

Max out Level /Stats
Max out skills
Max out gear
Buy awesome house for hoarding
Max out pets
Max out coins
Get XXXX amount of all items possible (that'll take forever)

You'll hit burnout.

A few games with ultimate repeat remorts:

Level too xxx remort back to lvl 1 increased skill cap
Rinse & repeat. But lordy...
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