Ideas Thread 2018

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CinisterD
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Re: Ideas Thread 2017 / 2018

Post by CinisterD »

-Set bonuses for full artifact gear sets (full Nightstalker set, Shardcrystal set, etc.)

-Make MR cleave drop mobs MR to 0, not just a fraction (even at 500, MR cleave is mostly useless for heroic maps) - Seriously, mages need this one egg. Please.

-More enchants to craft on weapons

-Increase drop rate of Addy Fishing Rods and WoTs

-Minor Increase to loot quality from treasure maps
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LaughingCoyote
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Re: Ideas Thread 2017 / 2018

Post by LaughingCoyote »

CinisterD wrote: -Increase drop rate of Addy Fishing Rods and WoTs
Do addy fishing rods even drop when you have dragonscale boots equipped? I haven't had a drop since I started playing again.
Hecate wrote: I feel even more evil than ever, milking cows before killing them.
eggmceye wrote:pretty cool having vigour put in the manual after 14 years X-D
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Re: Ideas Thread 2017 / 2018

Post by Onyxt »

LaughingCoyote wrote:
CinisterD wrote: -Increase drop rate of Addy Fishing Rods and WoTs
Do addy fishing rods even drop when you have dragonscale boots equipped? I haven't had a drop since I started playing again.
They still drop. The mechanic use to be one pair of boots per character, but he lifted that restriction years ago.
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Heikki
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Re: Ideas Thread 2017 / 2018

Post by Heikki »

Trade cararavan quests. Doable once per day.
1) Caravan master NPC gives quest to escort caravan between towns. (Example Nordhaven --> Cammerata)
2) Player accepts escort
3) Caravan appears as friendly NPC that follows player (Works as summons)
4) Every step in world map there is chance that "Evil assault" minimap appears with monsters (Scaled my player lvl and maybe max 3-5 assault per escort?)
5) After fights player reaches destination town and goes to talk with other caravan master. (Caravan disappear)
6) Reward is given.

Daily quest that gives players more stuff to do again in game :)
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Azalynn
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Re: Ideas Thread 2017 / 2018

Post by Azalynn »

Lets revist a taming/pet revamp! What are the ways we can make pets viable for your entire playthrough on a character? I think it would be really cool to finally get 100 enchanting, put together your shiny new crystal golem, and it actually be useful and not get oneshot. I think we should explore that aspect, it would make it alot more interactive as a whole, for every class! Even then, it would be super cool to have a mino shaman actually be a decent healer and summons that arent terrible and be able to survive a hit or two. Having dragons being the only viable pet for a few levels is cool but i think we can expand on it and improve the system as a whole! :smile:
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Re: Ideas Thread 2017 / 2018

Post by Keighn »

Yes they drop even while wearing Ds boots. Can't say i ever fished up tinted DS boots.
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Re: Ideas Thread 2017 / 2018

Post by Mackey »

Make the full ragebar from khaki potions last until used. Still only lasts for 10 seconds
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Re: Ideas Thread 2017 / 2018

Post by Zilverlight »

Azalynn wrote:Lets revist a taming/pet revamp! What are the ways we can make pets viable for your entire playthrough on a character? I think it would be really cool to finally get 100 enchanting, put together your shiny new crystal golem, and it actually be useful and not get oneshot. I think we should explore that aspect, it would make it alot more interactive as a whole, for every class! Even then, it would be super cool to have a mino shaman actually be a decent healer and summons that arent terrible and be able to survive a hit or two. Having dragons being the only viable pet for a few levels is cool but i think we can expand on it and improve the system as a whole! :smile:
eggmceye wrote: new rules for newly tamed and evolving pets
A general problem with pets is that at 100 taming the only pet worth getting is usually a black or red dragon due to all others' low stats. So, now that necromancers can tame undead, and can tame undead dragons, I needed to beef those undead dragons, and indeed all pets up.

When you tame a pet, or when a pet evolves:
* pet stats are scaled to roughly dragon stats, multiplied by your % in taming
* base stats for a new pet with 100% taming:
-- HP 725
-- INT 750
-- MR 375
-- AS 38
-- AC 40
-- Dmg 5d7
-- speed 500ms
* the pet's new stats will be the greater of their normal stat or the above stat * skill% in taming. Eg if your taming skill is 50% then the pet's HP will be the greater of its normal HP or 725 * 0.5
* this instant pet stat respec does not ever apply to non-undead dragons, tho I'm willing to change this if someone puts up a good argument for it

Testing this on alpha. It's probably a good change - but I am a bit wary.

This statbonus does not get applied retroactively. If you want a new king rat pet you will have to go and tame another.
Egg made the change on Alpha already. You should check it out and give some feedback. I think it's a little OP but it's nice to have other pets viable for once. My pet cow was one shotting trolls. It's quite humorous to try all the different pets out and watch them wreck shop!

I'd say some pets that aren't spellcasters by nature could maybe learn pet "abilities" instead of spells, similar to fighters and rogues vs mages.
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Re: Ideas Thread 2017 / 2018

Post by Xyst88 »

Heya everyone Ruez here, hope this post finds you all having a great day!

As some of you know I recently had surgery and its given me an abundance of free time to play and think. So lets bring up game content and quests!

We can place a flashy filler sentence here but what do you think about creating new maps based off the planes of existence? Fire, Earth, Air, Water, the like. While in the fire plane, you take constant damage much like vampires take damage from the sun to some scaling degree, fire resist items encouraged, or food buffs. Earth mobs would be tanky, and expect to take burst damage. Getting yourself surrounded here is death. Air, expect more crowd control abilities being used on you. Water would be interesting. Potions of water breathing will be required or expect to drown. Without the potion, expect enemies to 1 shot you. Adventuring here you can expect to have to finish one, to continue to the next, then the next, then the next. Eventually maybe a stone can be recovered to allow you to travel to one you prefer or enjoy more. People do not typically go out of their way to make a vampire and enjoy sitting in the sun the entire time. There should be a farmable material that makes being in these painful places a rather pleasant experience.

A wild magic zone. A random, go kill everything you possibly can and burn time and watch as your much needed desperate Mani or Yellow potion backfire into a confusion spell, or a kill spell upon yourself. Expect everything magical of yours to simply stop functioning. That +9 vampy halberd of yours is now a staff. Nothing has to make sense here. Let your 4 year old create the maps and make your friends suffer. Or create a dynamic quest chain to restore balance.

So what can we bring to our veterans or high level players. Class specializations! For characters that are level 300 or above you can expect a new class ability. With this, a single class of yours of at least 75%+ can expect a quest chain leading into a new ability. For clarification If you were a human with 200% cap as a 100% Fighter, 75% Mage, 25% Priest. You would be allowed to choose a specialization for your Fighter or your mage.

Ideas for your new specialization. The choice will be a commitment. Some of these ideas are from things brought up in this post, and from conversations in game.

Mages - Wild Magic - A AoE of the same size of HoB that cycles randomly through Confusion, blind, poison, bleed, sleep, etc. Lasts 3 seconds, 10 second cooldown
Mana Storm - A AoE of the same size of HoB that rains down arcane energy to those in its field. Lasts 3 seconds, 10 second cooldown. OR AoE, drains enemies of their mana and does damage based on what is drained. Upon hitting 0 mana, enemies are slowed.

Fighters - Bulwark - Your typical hey I love being in a party, let me be your designated awesome tank. Damage resistance increased upon the number of enemies taunted, or a scaling increase of damage reduction based off of time in combat.
- "Name" - Shout and increase you and your party's damage by x%. Duration and damage increases by number of people in your party. Because server population varies, solo players can expect a scaling percent for soloing maybe?

Rogues - "Name" - Support smoke grenade that provides an AoE invisibility. Requires 100 rage to be used. Upon exiting the rogues invisibility each member does an additional 15% more damage on their first strike. The theory is that as you see that this mob is about to be finished up, save your rage till the end, use your grenade on the team and run off to the next group.
- Assassinate - Form of poison on the rogues weapon. Coat the rogues weapon lasting 30 min. Upon hitting an enemy there is a 5% chance the poison will take hold. New debuff status will mark the enemy, next attack on said enemy takes 20% increased damage. (Does not work with back stab damage)

Necromancer - "Name" - Uses the casters health AND mana to rapidly damage an enemy. The ability recast rate should be very quick and each cast could hit the enemy 3 times. With this ability being able to be cast fast expect high burst damage but also allows for the necro to kill themselves. (Now mind you, it should burn through the necro's death ward)
Bring Out Your Dead - The players choice of Caster or Melee mob of any sort with a dead tint to it. Regardless of what is brought forth all casters or all melee will have the same stat type. Want that Succubus to run around with you as your caster sweet.. Want that undead chicken running around with you as your damage dealer go ahead. This special summon should not take away from party experience. Upon summoning the creature goes berserk and will attack anything in its presence for 5 seconds. The necro will be top of the agro meter.
****** The theory with the necro is that they are the ones that bring upon the dead. Reward the commitment of a high level necro with it not stealing exp from the player or their party. When it comes to the damaging ability when I think of Necro I really think of HoB as their only damaging ability. This allows for something to throw into the mix, with very high damage potential but with a cost.

Priest - Radiant Light - AoE heal that also cures any debuff. The heal has no cooldown, can start to become mana heavy, and does not heal anyone other than the priest to full. The AoE can be in a + pattern so that the Priest has to be the one worried about positioning to get the most out of healing. Promotes a more engaging form of healing where the priest has to run around after all of their hurty friends.
- Burst of Light - Just like its healing counterpart upon casting enemies within the + platform take holy damage that acts as a burning effect as well. Can slowly drain mana of the priest so that it can be toggled on or off. If this is something that is possible to keep on or off, the damage over time does not need to effect.
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Heikki
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Re: Ideas Thread 2017 / 2018

Post by Heikki »

Fighters have "own" heavy bone armours.. also mages "own" bone clothes. As bone is one of best material now... maybe also add "bone leather" for rogues. (I know rogue can use clothes but leather will give full benefits for em)..
How to get it:
Maybe undeath flesh golem that drops it :P?
Or maybe just refined with crating?
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PD Soturi R.I.P , Taikuri, Rosvo

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TheOneGuy
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Re: Ideas Thread 2017 / 2018

Post by TheOneGuy »

More item materials that matter!
Bone increased up. What if we added tints that gave crit chance, dodge, or damage reduction?
all i want is a test server for maped then ill be happy ...
Azalynn
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Re: Ideas Thread 2017 / 2018

Post by Azalynn »

Zilverlight wrote:
Azalynn wrote:Lets revist a taming/pet revamp! What are the ways we can make pets viable for your entire playthrough on a character? I think it would be really cool to finally get 100 enchanting, put together your shiny new crystal golem, and it actually be useful and not get oneshot. I think we should explore that aspect, it would make it alot more interactive as a whole, for every class! Even then, it would be super cool to have a mino shaman actually be a decent healer and summons that arent terrible and be able to survive a hit or two. Having dragons being the only viable pet for a few levels is cool but i think we can expand on it and improve the system as a whole! :smile:
eggmceye wrote: new rules for newly tamed and evolving pets
A general problem with pets is that at 100 taming the only pet worth getting is usually a black or red dragon due to all others' low stats. So, now that necromancers can tame undead, and can tame undead dragons, I needed to beef those undead dragons, and indeed all pets up.

When you tame a pet, or when a pet evolves:
* pet stats are scaled to roughly dragon stats, multiplied by your % in taming
* base stats for a new pet with 100% taming:
-- HP 725
-- INT 750
-- MR 375
-- AS 38
-- AC 40
-- Dmg 5d7
-- speed 500ms
* the pet's new stats will be the greater of their normal stat or the above stat * skill% in taming. Eg if your taming skill is 50% then the pet's HP will be the greater of its normal HP or 725 * 0.5
* this instant pet stat respec does not ever apply to non-undead dragons, tho I'm willing to change this if someone puts up a good argument for it

Testing this on alpha. It's probably a good change - but I am a bit wary.

This statbonus does not get applied retroactively. If you want a new king rat pet you will have to go and tame another.
Egg made the change on Alpha already. You should check it out and give some feedback. I think it's a little OP but it's nice to have other pets viable for once. My pet cow was one shotting trolls. It's quite humorous to try all the different pets out and watch them wreck shop!

I'd say some pets that aren't spellcasters by nature could maybe learn pet "abilities" instead of spells, similar to fighters and rogues vs mages.
I didnt see this post until just now, super excited to check it out!
Regular
Thrall

PD
Thrall
Azalynn
Zyth
Tyrande
Azmodan
Elias
Az
Ass - LOTL
Zyth - LOTL
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Re: Ideas Thread 2017 / 2018

Post by Azalynn »

Zilverlight wrote:
Azalynn wrote:Lets revist a taming/pet revamp! What are the ways we can make pets viable for your entire playthrough on a character? I think it would be really cool to finally get 100 enchanting, put together your shiny new crystal golem, and it actually be useful and not get oneshot. I think we should explore that aspect, it would make it alot more interactive as a whole, for every class! Even then, it would be super cool to have a mino shaman actually be a decent healer and summons that arent terrible and be able to survive a hit or two. Having dragons being the only viable pet for a few levels is cool but i think we can expand on it and improve the system as a whole! :smile:
eggmceye wrote: new rules for newly tamed and evolving pets
A general problem with pets is that at 100 taming the only pet worth getting is usually a black or red dragon due to all others' low stats. So, now that necromancers can tame undead, and can tame undead dragons, I needed to beef those undead dragons, and indeed all pets up.

When you tame a pet, or when a pet evolves:
* pet stats are scaled to roughly dragon stats, multiplied by your % in taming
* base stats for a new pet with 100% taming:
-- HP 725
-- INT 750
-- MR 375
-- AS 38
-- AC 40
-- Dmg 5d7
-- speed 500ms
* the pet's new stats will be the greater of their normal stat or the above stat * skill% in taming. Eg if your taming skill is 50% then the pet's HP will be the greater of its normal HP or 725 * 0.5
* this instant pet stat respec does not ever apply to non-undead dragons, tho I'm willing to change this if someone puts up a good argument for it

Testing this on alpha. It's probably a good change - but I am a bit wary.

This statbonus does not get applied retroactively. If you want a new king rat pet you will have to go and tame another.
Egg made the change on Alpha already. You should check it out and give some feedback. I think it's a little OP but it's nice to have other pets viable for once. My pet cow was one shotting trolls. It's quite humorous to try all the different pets out and watch them wreck shop!

I'd say some pets that aren't spellcasters by nature could maybe learn pet "abilities" instead of spells, similar to fighters and rogues vs mages.
After taming a variety of monsters and playing around with them, evolving a imp, using a croc to 35, leveling a goblin archer to 25, etc i find this change to be good for reg which is great! For PD, still in the same boat but a bad change overall at all. I will have to see what a total support monster would be like but even then its still pretty squishy. Maybe base it off of level and stats? It doesnt have to be insane but it would be nice if it could survive a hit from a hero dragon, still instantly dead regardless of what i tamed really. Overall, its a pretty cool change tho!
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Eclips
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Re: Ideas Thread 2017 / 2018

Post by Eclips »

Crafting/consumable related artifacts.
- Kybare's Enchanted Quill- Automatically uses any blank scroll in your inventory to duplicate a scroll once used. (less time spent crafting scrolls)
-Estoratths Drinking Flask- unlimited Mega Yellow with 10 minute cooldown.
-Wolly Winkas Neverending Snobgopper. Reusable Saturates hunger, maybe provides inconsequential bonus.
-Recycler - Deconstructs items with a lower rate of missing items.
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Re: Ideas Thread 2017 / 2018

Post by Kynt »

Being able to use scrolls of uncurse all on containers (owned by you ofc).
Zilverlight
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Re: Ideas Thread 2017 / 2018

Post by Zilverlight »

Add Nightshade and Mandrake Root farmable spores to the farmer's shop?
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Re: Ideas Thread 2017 / 2018

Post by AlexisMagnus »

Hi All,

SirNoobs the GM Clueless here.

I'm playing and thinking thoroughly before I suggest any improvements, but one thing I'd like to see fixed (actually, finished) is K'Van quest. Poor guy is dying from poison for years. First time I've got the quest I defeated the boss and did everything possible in his laboratory to find the cure K'Van requested (I love a good mystery), until some kind soul told me that quest was incomplete and the fellow would just keep dying from poison forever. Can't this be finished? Either with a cure or, if it's too complicated to implement, just let the guy die and have some peace.

--Alex
(aka SirNoobs)

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EmoMage
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Re: Ideas Thread 2017 / 2018

Post by EmoMage »

Zilverlight wrote:Add Nightshade and Mandrake Root farmable spores to the farmer's shop?
+1, this is a pain to try to get and stock up on.
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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CinisterD
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Re: Ideas Thread 2017 / 2018

Post by CinisterD »

New belt artifact (all details open to debate)

Estorrath's Coin Purse - + 50 Carry weight (maybe more/less) , new "Holding" (or greed) ability - gold doesn't drop upon death.

Also open to + 4-5 mr, or X stat bonus instead of carry weight. Personally prefer weight limit, but open to talking it through.
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Re: Ideas Thread 2017 / 2018

Post by EmoMage »

Instead of 50 weight limit, give it +36 str and you'll almost have your 50 more carry and also you'll get a bit more hp. Which mages need. (If we go with estoraths name)
eggmceye wrote:
ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.

the zombies are pulling the arrows out of their ass
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