Ideas Thread 2017 / 2018

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Re: Ideas Thread 2017 / 2018

Postby Zilverlight » Sun Jan 28, 2018 4:45 pm

I didn't know if this would fit better here or in the maped thread, but I figure it's more of an idea for the game...

Could we add more tiles available in MapEd to the tile shop in Dryden? I noticed the Flooring merchant doesn't sell the teal tiled floor (maptile 023) and maybe could have someone sell the signs as well?
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Re: Ideas Thread 2017 / 2018

Postby Mackey » Mon Jan 29, 2018 3:30 am

Scrap training weapon skills completely- link them to other class skills (i.e. Shortswords proficiency would be tied to stealth skill level, longswords to tactics)

One-handed Longswords, foils, shortswords/daggers, unarmed become "finesse" weapons - damage based on total dexterity + strength.

Stealth never fails, skill level limits walking speed only.

Block skill allows blocking with any offhand item, just much less than with a shield.

Increase foil damage. Maybe improved critical?

Backstab becomes "sneak attack" usable with any weapon/unarmed at 100 stealth.

Replace rage for rogue special moves with Energy (Ki for monks), starts at 100, slowly regenerates with melee attacks like rage. Khaki potions refill energy and rage. Allow both for dual classing rogue/fighter.
MR cleave becomes mana cost, high CD
lower rage/energy requirements for all specials to 50 rage/energy/ki.
New full rage/energy/ki finishers. More powerful?

Scrap spell casting skills, can cast any spell once you learn it. Maybe level requirements? Class skill bumps when casting highest circle spell.

Class skill for rogues similar to tactics. Deception/subtlety/etc

Scrap dodge/block being mutually exclusive

"Avoidance" - dodge spells
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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Mon Jan 29, 2018 3:56 am

don't like
love
on the fence


and i know it's not my call, but some of these are really good ideas. :shock:

Mackey wrote:Scrap training weapon skills completely- link them to other class skills (i.e. Shortswords proficiency would be tied to stealth skill level, longswords to tactics)

One-handed Longswords, foils, shortswords/daggers, unarmed become "finesse" weapons - damage based on total dexterity + strength.

Stealth never fails, skill level limits walking speed only.

Block skill allows blocking with any offhand item, just much less than with a shield.

Increase foil damage. Maybe improved critical?

Backstab becomes "sneak attack" usable with any weapon/unarmed at 100 stealth.

Replace rage for rogue special moves with Energy (Ki for monks), starts at 100, slowly regenerates with melee attacks like rage. Khaki potions refill energy and rage. Allow both for dual classing rogue/fighter.

MR cleave becomes mana cost, high CD

lower rage/energy requirements for all specials to 50 rage/energy/ki.

New full rage/energy/ki finishers. More powerful?

Scrap spell casting skills, can cast any spell once you learn it. Maybe level requirements? Class skill bumps when casting highest circle spell.

Class skill for rogues similar to tactics. Deception/subtlety/etc

Scrap dodge/block being mutually exclusive

"Avoidance" - dodge spells

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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Re: Ideas Thread 2017 / 2018

Postby Heikki » Tue Jan 30, 2018 9:13 pm

"Skill crystal". Work as "Skill scroll " but unbreakable. So multiple uses. I absolutely buy this one for 100-200 Ada coins if becomes available!
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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Tue Jan 30, 2018 9:28 pm

make tank stance available for any weapon use. but maybe not as good as with fighter weapon?

fighters stay 50%

everything else 30?
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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Re: Ideas Thread 2017 / 2018

Postby Keighn » Wed Jan 31, 2018 3:34 am

How about if part fighter then you can tank with other class weapons but must be 50% in each chosen class for this dual tanking?
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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Wed Jan 31, 2018 5:04 am

we need a way to turn on/off sigils. so if we race change/respec, we can train skills easier. i have 3 +8 atk's on and i hit too hard to really train it. i think it would be better.

/sigils 1 & /sigils 0 ?

on a different note to that. instead of a command, maybe a "sigil rune" that lets you have more than 1 set of sigils. (like the pet runes, but for sigils)

example: i'm ready to go out and fight with others, i don't care about about dying, i want to use attack sigils. but later, i'm solo'n and would like some more MR. I can use that rune to swap out my +8 atk set for +5 MR set.
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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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Wed Jan 31, 2018 5:10 am

a way to train meditation faster? it goes up super super slow on reg.
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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Re: Ideas Thread 2017 / 2018

Postby Azalynn » Thu Feb 01, 2018 2:05 pm

Mithril belts please. The armory looks funny with my full mithril set without a proper belt. :geek:
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Re: Ideas Thread 2017 / 2018

Postby Azalynn » Fri Feb 02, 2018 9:58 am

Make monk aspecs scale with level or stats! Want to do some sweet multiclassing but it isnt worth it at the moment haha
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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Sat Feb 03, 2018 4:52 am

100k gold = 1 adam coin.
1m gold = 10 adam coins
5m gold = res stone (PD)
ect...

bring some life back to having some gold. and it makes gold useful again.
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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Re: Ideas Thread 2017 / 2018

Postby Eclips » Sat Feb 03, 2018 7:44 am

Scaling monk aspects does make sense with the updates to enchants.

Also druids would be smoother if their attacks triggered the poly morphed abilities. Maybe every 5th attack or something.
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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Sat Feb 03, 2018 11:34 am

make happy hours buyable with gold/adam coins!!!!!!!!!!!!!!!!!!!!!!!!!!!! PLEASE
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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Re: Ideas Thread 2017 / 2018

Postby LaughingCoyote » Sat Feb 03, 2018 1:42 pm

EmoMage wrote:100k gold = 1 adam coin.
1m gold = 10 adam coins
5m gold = res stone (PD)
ect...

bring some life back to having some gold. and it makes gold useful again.


Great idea... although, doesn't someone on PD have like a billion gp? Or were they exaggerating?
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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Sat Feb 03, 2018 2:37 pm

he really does have 1.5 billion.

not million.

not thousand.

but 1,500,000,000. 1.5 b.
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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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Sun Feb 04, 2018 2:34 am

yellow potions go from regular to mega. (reg., improved, refined, greater, mega)

in HP scrolls, we have all of those except mega. can we get a mega hp scroll that gives 200-250 hp? GM inscript to make; level 125 to use.
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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Re: Ideas Thread 2017 / 2018

Postby LaughingCoyote » Sun Feb 04, 2018 12:04 pm

Now that you can mount in dungeons, make a new mounted "knight" class.

Move pole arms into it, the charge ability, a "lance" ability, heavy armour only.

As penalties in increasing order of effect and decreasing chance of occurrence when you get hit ; you can fall from your mount (and take damage), have your mount roll over you (and be paralyzed), have your mount roll over you and have your neck broken (instakilled). :D

Penalties would also be good for anyone riding a horse in dungeons without knight skill, but with increased chance.

Armour can reduce fall damage from being dismounted.
horseyride.png
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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

Postby Azalynn » Sun Feb 04, 2018 1:02 pm

LaughingCoyote wrote:Now that you can mount in dungeons, make a new mounted "knight" class.

Move pole arms into it, the charge ability, a "lance" ability, heavy armour only.

As penalties in increasing order of effect and decreasing chance of occurrence when you get hit ; you can fall from your mount (and take damage), have your mount roll over you (and be paralyzed), have your mount roll over you and have your neck broken (instakilled). :D

Penalties would also be good for anyone riding a horse in dungeons without knight skill, but with increased chance.

Armour can reduce fall damage from being dismounted.
horseyride.png

This is gold.
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Re: Ideas Thread 2017 / 2018

Postby EmoMage » Mon Feb 05, 2018 1:45 am

special move : joust; definition: just clean knock that sum bitch the fuck out.
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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Re: Ideas Thread 2017 / 2018

Postby Azalynn » Mon Feb 05, 2018 5:37 am

Vermillion should be able to be applied to all +7 +20 stat artifacts, they would actually have value then and it wouldnt be op.
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