Ideas thread 2019

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Keighn
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Re: Ideas thread 2019

Post by Keighn »

I’m thinking of a new mage type called the apportationist (working on a better name). This mage type is all about movement of people, places, things and maybe a bit of speedster. Generally a combat poor class but one thing that might be of interest is teleporting of objects esp from kills in unreachable areas. There’s also teleporting mobs, obstacles, transporting self, blinking, phasing, etc. it just sort of rolled into my head today when I was talking to my mum about irl getting to the store across town.

I’ll think on it and make suggestions as they come into my brain. It is a very combat poor class and I’d say mostly support based.
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Re: Ideas thread 2019

Post by Tink »

Support class, And poor combat are terrible buzz words for EUO classes LAUGHING OUT LOUD LIKE A MORON.
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Keighn
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Re: Ideas thread 2019

Post by Keighn »

Holy bongo-bucks batmite! This section just broke 11111 posts. How binary; pity I just broke it.

So.. rhino-man??
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I didn’t pitch Elephant humanoids. Come on.... Sir Tech loved em.
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Re: Ideas thread 2019

Post by Eclips »

In light of the most recent changes I have some suggestions to help clean things up/ synergize classes better.

-Gnomes have been ignored and bards might help that but the lack of stealth takes away from their bonus. I propose stealth walk speed be changed to increased walk speed in general.

-Monks could use some love and the new meditation update makes a lot of sense for a quick fix. Maybe monk skills increase rage game/decrease time to charge, and or/increase length of Super Saiyan.

Class Synergy changes-

Druid/bard- new poly form (siren/cherub?) Allows casting of bard spells while polymorphed, and without a lute offhand (you're singing). And maybe another boon depending on the circle of the spell.

Add party /reposte to Krys (or whatever the necromancer kryss is). Can help offset lowest DPS in necro class. Or make it only happen if someone dual classed.
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Re: Ideas thread 2019

Post by Bugbo »

A belt of protection that works like the ring would be cool. Or just make rings/belts of protection craftable with enchanting.
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CinisterD
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Re: Ideas thread 2019

Post by CinisterD »

I know it's been mentioned before, but I'd really like an orb of experience.

An orb that you can give to a level 500 player, and when they hold, any xp they gain goes to the orb, and can be claimed on another character.

OR

Let me dump XP into the orb. CinD is almost 508 in XP. Let me dump that extra xp into the orb, and claim on another player.

I'd even pay an xp penalty (only claim 1/2 of xp given to orb)

Could be a drop, or a one use addy coin item.

Could also be a gift to 500 players on reg, like an addy res stone.

It would be a massive incentive for playing a maxed character. Especially after just going bard.
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Mackey
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Re: Ideas thread 2019

Post by Mackey »

Cutlass Weapon (foils) slow and high dmg like machete

One handed ranged weapon - Hand Xbow or flintlock pistol?
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Mackey
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Re: Ideas thread 2019

Post by Mackey »

Heritage armor/weapons that can be purchased via crystal/glass coins, are account bound, scale stats to level (up to a cap), and give a small stacking xp bonus (armour only, not weapons).

Example: Heritage weapon that scales up to +5 (levels with you as you reach lvl requirements), heritage armor gives 1% xp buff per piece and scales mr/def/stat/vig/etc up to +4/10.

I believe this could be done with the lesser artifacts in the shop already, giving them some use as well as rewarding higher level players for playing their alts.
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DUTCHMAN
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Re: Ideas thread 2019

Post by DUTCHMAN »

Skill gain food.

Maybe make 2 different types. 1 for class skill, and one for non class skills.

Some of the skills are horrible to gm
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Keighn
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Re: Ideas thread 2019

Post by Keighn »

Skill bonus gear or items. Nothing huge but random +% to random skill. These are generally less desirable for high end players or experienced players but newb players/characters could easily benefit from a skill buff item.

Change that first special attack for ranged to be actually ranged instead of adjacent. I don't know many guys with a bow and smacking them with the sides of it.
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Re: Ideas thread 2019

Post by Eclips »

Infernal Blood (Race)- Benefits from wearing cursed gear, doesn't get neg effects of cursed gear (double Tints).

Cursed armor- in addition to the base tint, cursed armor reflects damage equal to the effect of glass.
Cursed Weapons- Tints all physical damage as flame damage, adds VF enchant to weapon (Regardless of other enchants or stats)
Cannot cast piety or divinity spells.

(Comparing them to Dwarves, they could probably use another bonus)


Pros:
* Almost universally beneficial race to any class (other than priest)
* can benefit from glass and an additional tint
*Bonus VF enchant on all weapons
* Bonus damage to fire weak mobs.
* Boons are great for newbies

Cons:
*Cannot cast piety.
*Glass benefits are lessened by DEF and MR
* Fire resistant mobs.
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CinisterD
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Re: Ideas thread 2019

Post by CinisterD »

Eclips wrote:Infernal Blood (Race)- Benefits from wearing cursed gear, doesn't get neg effects of cursed gear (double Tints).

Cursed armor- in addition to the base tint, cursed armor reflects damage equal to the effect of glass.
Cursed Weapons- Tints all physical damage as flame damage, adds VF enchant to weapon (Regardless of other enchants or stats)
Cannot cast piety or divinity spells.

(Comparing them to Dwarves, they could probably use another bonus)


Pros:
* Almost universally beneficial race to any class (other than priest)
* can benefit from glass and an additional tint
*Bonus VF enchant on all weapons
* Bonus damage to fire weak mobs.
* Boons are great for newbies

Cons:
*Cannot cast piety.
*Glass benefits are lessened by DEF and MR
* Fire resistant mobs.
This is really cool! Itd be a GREAT opportunity to use that flaming tint we have.
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Mackey
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Re: Ideas thread 2019

Post by Mackey »

Replace flat buffs with % based buffs:

Classes:
Bard - Musicianship skill MR aura from 100 MR to 10% MR

Priest - Piety skill Fortitude from 100 hp to 10% HP
-Piety skill Greater Fortitude from 150 hp to 15% HP

Monk - Sanctity skill Aspect of the Turtle from 10 def 200 MR to 10% def 20% MR

Necromancer - Necromancy skill ritual sacrifice from 50 hp to 10% HP
-Necromancy skill altar sacrifice from 66 hp to 15% HP

Races:
Half Orc - Racial MR buff 1-100 mr to 1%-20% MR
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LaughingCoyote
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Re: Ideas thread 2019

Post by LaughingCoyote »

+1
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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DUTCHMAN
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Re: Ideas thread 2019

Post by DUTCHMAN »

+2
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Re: Ideas thread 2019

Post by Eclips »

The half orc buff already changed.
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SanJorge
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Re: Ideas thread 2019

Post by SanJorge »

craft-able powerful weapons :

demonic weapon : any cursed weapon + 10 vampiredust + 10 diseased bandages + 100% weaponsmith = demonic any weapon

demonic weapon has a 20% chance to cause disease on target and uses 1% of owners max HP to be added to the damage and owner takes 1% of max HP damage.

steel and mythril (dwarf only) weapons with improved bleeding. (i mentioned 2018 , i think)

+ Bloodbolt should carry enchant to catch up with other specials .
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Re: Ideas thread 2019

Post by dirtyking »

SanJorge wrote:craft-able powerful weapons :

demonic weapon : any cursed weapon + 10 vampiredust + 10 diseased bandages + 100% weaponsmith = demonic any weapon

demonic weapon has a 20% chance to cause disease on target and uses 1% of owners max HP to be added to the damage and owner takes 1% of max HP damage.

steel and mythril (dwarf only) weapons with improved bleeding. (i mentioned 2018 , i think)

+ Bloodbolt should carry enchant to catch up with other specials .
I always wanted to be able to disease bandage someone els in pvp so that’s cool idea ,
Can you shift use on target? Or make it so u can hot key diseased bandages to use on targets with direction , I think disease would help change up pvp !!

I like the bloodblot idea too ,
should be like a chance to hit each target ,
so it doesn’t hit every target every time n be too op ,
but still could on the lucky chance that it hits all the targets
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Re: Ideas thread 2019

Post by dirtyking »

What monster combination do you guys want to fight?

Give examples please !

Are shadow lords too hard to be regular though out the map? What do you guys think?

Is there a way to make say shadow warrior walk back n forth or in a circle? Like a guard
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Re: Ideas thread 2019

Post by LordMortiferus »

dirtyking wrote:What monster combination do you guys want to fight?

Give examples please !

Are shadow lords too hard to be regular though out the map? What do you guys think?

Is there a way to make say shadow warrior walk back n forth or in a circle? Like a guard
Exactly my problems.

Anyway, you can use

Code: Select all

void add_waypoint(int x, int y);
to make a monster move along a predefined path.
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