Ideas thread 2008

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Re: Things you'd like to see with EUO 1.3

Postby Rusty76 » Fri Nov 14, 2008 8:06 am

here's a few ideas i had


tinted armor ideas

diamond armor - gives 25% boost to MR as BR does to def
crystal armor - gives 50% boost to MR as addy does to def
runed armor - reduces critical hits taken (1/5 of what runed weapon crit increase is per piece)
addled armor - chance to confuse enemy when they attack you (1/5 chance of addled wep per piece)
barbed armor - chance to bleed enemy if attacked with a melee attack (1/5 chance of barbed wep per piece)
vampyric armor - prevents life being drained by a vampyric attack (1/5 chance per piece worn)
venomous armor - prevents you from getting poisoned (1/5 chance per piece worn)
brass armor - combines properties of gold and copper
glass armor - fully blocks a single hit no matter how hard. breaks on use and slightly injures player. 1/5 chance per glass piece worn that it will work. glass helms cause blindness when they break. Glass gloves/gauntlets cause the player to become disarmed when they break.


new craftable weapons and armor ideas

lighter weapons and armor - increases weapon speed and decreases armor movement penalty.
monster specific weapons and armor - do extra damage against or defends better against a specific monster or monster type.
weapons with higher base damage but not enchanted - higher quality weapons made by the most skilled of smiths.
armor with higher base def but not enchanted - higher quality armor made by the most skilled of smiths.
engraving - a skilled smith can engrave a name on an item, making it a named item.
all tints craftable - increases value of crafting skills, no harm in it because items aren't enchantable.
polypiling of weapons and armor - not cheesable anymore since weps and armor aren't enchantable.
wooden weapons - weapons that cause no damage which could be used for training


enchanting ideas

monster orb - catches and stores monster for later release. monster must have 20% or less of it's max health to be captured. Once monster is released the monster orb is destroyed. monster appears good aligned and lasts for 60 seconds.
magic glasses - lets you see in xray vision. takes up head slot to use and breaks if you get hit.
message orb - allows a message and/or items to be sent to another player, even if they are currently not on. The player would recieve the message when they logged on.
glass weapons and armor - takes both enchanting skill and the appropriate crafting skill of the item being made.
wand of transmutation - changes a monster randomly into another monster. limited uses or chance to break
wand of (spell) - wands enchanted with different spells. requires a tome to make. has limited number of uses or a chance to break.
automatic potion - comes in yellow or blue, used automatically when health or mana drops below 0
robe of invisibility - makes you invisible. has to be worn and dissapears after a certain amount of use.
improved town portal - doesn't dissapear after use. dissapears when you create another town portal.


misc ideas

glass weapons should be able to be used once for every + the wep has. the plus would decrease by one per use.
glass armor too, if it were to be put in.
custom books - players can buy or craft books they can write their own text in. would allow players to keep an ingame diary or whatever else they wanted to write.
message board - a place ingame where messages can be posted that could be read by anyone. Would be useful for people trying to buy and sell things.
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Re: Things you'd like to see with EUO 1.3

Postby Keighn » Fri Nov 14, 2008 1:32 pm

About the only idea I can think of lately would be the ability to dip armour/wearables into fountains to get a def bonus similar as weapons get an attack bonus.
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Re: Things you'd like to see with EUO 1.3

Postby kusofthevalley » Fri Nov 14, 2008 2:41 pm

Rusty76 wrote:here's a few ideas i had



Half those ideas are already in the game, and I don't understand what you're asking for.

"lighter weapons and armour" = copper/oak,
"higher base def but not enchanted" = blackrock,
"wooden weapons for training" - try and knock out a golem with an ash club, that''ll train ya
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Re: Things you'd like to see with EUO 1.3

Postby Rusty76 » Fri Nov 14, 2008 4:59 pm

kusofthevalley wrote:
Rusty76 wrote:here's a few ideas i had



Half those ideas are already in the game, and I don't understand what you're asking for.

"lighter weapons and armour" = copper/oak,
"higher base def but not enchanted" = blackrock,
"wooden weapons for training" - try and knock out a golem with an ash club, that''ll train ya


i guess i should have been clearer, i meant untinted weapons and armor that are lighter and give better defense. It would still be a basic item, just a higher quality one. Might be a bit redundant tho

As for the wooden weapons, I just thought it would be cool to have them for sparring/training purposes. Not really needed i guess.
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Re: Things you'd like to see with EUO 1.3

Postby Heikki » Fri Nov 14, 2008 5:13 pm

1)
Guard towers next to Nord and Izumi that act like stationary town guards... Shoots sea serpent, lured monster etc..
This idea would be very newbie :heart:

2)
Garrisons next to some bridges. Garrisons allow players to pass but block monsters movement = prevent playes to lure monsers at Nord and Izumi
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Re: Things you'd like to see with EUO 1.3

Postby kusofthevalley » Fri Nov 14, 2008 6:36 pm

[quote="Rusty76]As for the wooden weapons, I just thought it would be cool to have them for sparring/training purposes. Not really needed i guess.[/quote]

I just think that training skills on other players (as I assume you mean) is a cheese.
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Re: Things you'd like to see with EUO 1.3

Postby Keighn » Sat Nov 15, 2008 5:13 am

That's where it is or was a good idea to keep 100% worn weapons of a particular type. God how I wish I would have kept some.

I'd probably agree with the guard tower idea.... IF the euo continent was much bigger; say a 10:1 ratio from the current. It would be a bitch to remap though. I'm betting there are quite a few up to the challenge though.
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Re: Things you'd like to see with EUO 1.3

Postby The Oracle » Sun Nov 16, 2008 11:54 am

Just wanted to bump these ideas into a thread that gets read.
The Oracle wrote:All soulbound items that would increase the value of learning certain skills.

Tailoring
Hood - Hoods are an unarmored headgear type. They always add 10% to stealth. ie: a sneak with 70 stealth would literally have the equivalent of 77 stealth as long as they are wearing a hood. At max stealth a hood wearer could sneak slightly faster than the average max sneak speed, and could backstab for 11x damage. Pluses can be transfered onto them.

Stole - A stole is an unarmored neck piece. It always adds 20% to piety, but takes 10% of sorcery skill as stoles are mostly worn by priests. Pluses can be transfered to them.

Wraps - Wraps are an unarmored glove type. It adds 10% to unarmed skill. Pluses can be transfered to them.

Satchel - A satchel can be readied in a new slot of it's own. They can not be tinted or have any pluses. They can be made into magic satchels by enchanting. They add 50 to your load without adding strength. Multiple should not be craftable.

(Magic satchel - Made by enchanters using a normal satchel - Readied in satchel slot. Adds 150 to load without adding any strength. Multiple should not be craftable.)

Weaponsmithing
Muskets - We already know what muskets are, but I am thinking a unit of gunpowder could be added to be used with each bullet. Pluses can be transfered. (Firing chamber, bore, and firing pin made with tinkering. Gunpowder can be made with alchemy.)

Pen Huo Qi - This is a small cannon like weapon that is actually a pump created in China for shooting out a greek fire like liquid. The Pen Huo Qi takes no specific damage bonus from any stat but from level in general and is very powerful. It shoots fireballs the same as Vas Flam, but uses a flask of greek fire with every shot. Pluses can be transfered. (Greek fire can be made with very high alchemy. It should be hard enough to make greek fire that most players will only be able to use the Pen Huo Qi sparingly. Certainly this is not intended to be a primary weapon for anyone except maybe hardxcore craftsmen.)

Arbalest - An arbalest is a long range crossbow. And this is EUO's chance at a sniper weapon. In my vision when you have the arbalest readied and you hit ctrl you control a set of crosshairs (maybe red or a different color to differentiate from the normal white target) that you then move over the spot you want to shoot. The crosshairs can not move into any spot that would be obstructed from your view from where you are standing, but can move a farther radius than you can usually see on your on screen. Once the target is on an enemy simply press ctrl again to fire and the damage would have to be something comparable to a backstab. The weapon can only be fired in this style so you will need to ready something else before the monster finds you if they survive the shot. And even though it would be unrealistic, to prevent cheesing with such a weapon maybe stealth should be disabled for a few seconds after a shot is fired. Pluses can be transfered.

Bomb - bombshell, shrapnel, and a ceratin amount of gunpowder (bombshells are also made with weaponsmithing. Shrapnel is made with tinkering out of raw glass and studs) No pluses or tints on bombs. They should sap a lot of xp for whatever monsters they kill but basically how it could work is you put one down, you count to five as you run away and then you hope to get far enough away so that you don't get hurt. Or least so you don't die. Once the bomb goes off the damage could be decided based on a radius surrounding where the bomb was. Multiple of the same should be craftable.

Armorer
Bonemold tint - Bones drop from skeleton type monsters and can be crafted into an armor type that gives an MR boost. Pluses are transferable.

Chrysolite tint - a tint made from glowing embers and copper ingots. It gives 10% more defense, adds a radius of light and adds a chance to harm attackers similar to how silver can harm undead attackers. Pluses are transferable.

Spiked gauntlets - Heavy glove type. Adds the equivalent of +1 attack to any weapon you are using without lvl req restrictions. Pluses are transferable.

Balron skull helm - Heavy headgear. Very very rarely balrons could drop a skull, and only armorers with very high skill have a small chance of turning the skull into a helmet. The helmet will always give a large mana boost. Pluses are transferable.

Dragon skull helmet - Medium headgear. Very very rarely dragons could drop a skull, and only armorers with very high skill have a small chance of turning the skull into a helmet. The helmet will add a free (no lvl req restriction) addition of 15 - 20 in a random stat: dex, int, or str. Pluses are transferable.

Mirror shield - Obviously using glass and very high armorer skill, possibly other magical ingredients. But the idea is that the shield always has a percentage chance of reflecting spells back on casters.


Rusty! Your ideas in the post a few ahead of mine are golden by the way :D Very nice work. I especially like almost everything you put under enchanting ideas and misc ideas.

Also. I wanna point out while I'm posting this that I'd rather see subclasses explored before races are final, and possibly make a decision between whether to have one or the other. Or, at least give a bit of thought to how having both could work. Not to mention the fact that we don't have any kind of info or posted ideas about necromancy. If that's actually in planning it seems like it'd be important to know about before designing races/subclasses. I do have a bunch of ideas for necromancy though. I could post them later.
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Re: Things you'd like to see with EUO 1.3

Postby Rusty76 » Thu Nov 20, 2008 5:18 pm

Ever since EUO upgraded to 1.2 (i think?) werewolf form has lost the ability to bash doors and the ability to utilize the unarmed special attack. Me and Vanguard were talking about this and had and idea for tweaking the werewolf form:

1. Make werewolves able to bash doors by attacking them or by giving them a werewolf specific ability to bash doors. There is no way a werewolf can get past a locked door currently.
2. Give werewolves a special attack. Something like "Bite" that would do double damage and cause bleeding. Using the unarmed special doesn't make sense for werewolves.
3. Take away the ability for werewolves to hide or make it where any werewolf, regardless of stealth skill, can use the hide ability.

These abilities should be available to anyone in werewolf form. The reason for this is that Van said that since 1.2 being a werewolf is not a much fun as it used to be. I think with just a few minor tweaks werewolf form could be more fun and not just an annoyance you just have to deal with.
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Re: Things you'd like to see with EUO 1.3

Postby Zilverlight » Tue Nov 25, 2008 1:27 pm

Rusty76 wrote:here's a few ideas i had
lighter weapons and armor - increases weapon speed and decreases armor movement penalty.
engraving - a skilled smith can engrave a name on an item, making it a named item.
all tints craftable - increases value of crafting skills, no harm in it because items aren't enchantable.
polypiling of weapons and armor - not cheesable anymore since weps and armor aren't enchantable.
monster orb - catches and stores monster for later release. monster must have 20% or less of it's max health to be captured. Once monster is released the monster orb is destroyed. monster appears good aligned and lasts for 60 seconds.
magic glasses - lets you see in xray vision. takes up head slot to use and breaks if you get hit.
wand of transmutation - changes a monster randomly into another monster. limited uses or chance to break
wand of (spell) - wands enchanted with different spells. requires a tome to make. has limited number of uses or a chance to break.
improved town portal - doesn't dissapear after use. dissapears when you create another town portal.
glass weapons should be able to be used once for every + the wep has. the plus would decrease by one per use.
custom books - players can buy or craft books they can write their own text in. would allow players to keep an ingame diary or whatever else they wanted to write.
message board - a place ingame where messages can be posted that could be read by anyone. Would be useful for people trying to buy and sell things.


Light weapons:
*Historical note* Stone was a major type of weapon everyone used way back when, until they found a way to hammer bronze and make it into a weapon which was lighter than stone.
So, perhaps EUO can suddenly have a movement of research and some of our scholars could find a way to refine smelted ore into a lighter quality which would have less weight and move faster, however, at the cost of this lighter material, you lose damage and/or there is a greater chance that the weapon will break completely and be useless until repaired at a forge (anvil). This would not quite mean EVERYONE would get these weapons, attack speed increased is equal to copper, but light weapons are untinted (thus you can create a copper light brass knuckles and attack speed (instead of 1.3 from copper) would be 1.1) Light weapons can only be crafted (increasing need for blacksmiths) with high level weaponsmithing.

Engraving:
Well, this takes away from egg making the $10 for each named weapon, but not too many people buy those. If this were put in, there would have to be a limit to it. perhaps requireing 100 inscription and requiring a certain item (maybe engraving chisel) which would be very rare (equal to wand of transferance) and break after use (like the wand of transferance.) Wouldn't be so common that everyone would have that, but enough that people will actually yearn to get inscription to 100 and go hunting for those. Increases value of inscription even further.

All tints craftable:
Would do nicely, only people who could really put this to good use would be people who us +1-3 weapons (from dipping) and even then, how many of those have weaponsmithing or do weaponsmithing.

Polypiling of weapons and armour:
I'm for this :)

Monster Orb:
I'd see some cases including alot of shadow lords (working hard to get it down to 20%) being captured. So... keep a limit so that dragons are the highest thing you could do that to.

Magic Glasses:
Wouldn't see too many cases where people would use these. personally.

Wand of Transmutation:
Would be neat, but having it used on yourself instead would be cooler.

Wand of (spell):
Good idea, couldn't be used with those high end spells such as XC and VF (might need to give restriction on VOG) But would give players new things to try. Monks killing green dragons for VYR tome, and using the wands in combat... the summoning spells would be cool. And not really too bad since players would have to pay for the spells themselves, so, stronger spells cost more money.

Improved Town Portal Scroll:
All for this one too. Quite useful.

Glass weapons with +'s:
All for that one as well. Sure you'll have more AS with high + glass weapons, but you can 1 hit Imotep with a mundane glass dagger. I'm sure you can use the same to kill a boss balron. Currently glass weapons are hardly worth much. Glass Broadsword + 8 drop from a shadow lord, you would have 1 use of it to kill another shadow lord. To stop cheesing, you'd need to make them non-disenchantable, and + 1's break completely so players can't dip them over and over again.

Custom Books:
Cool, would allow players to write stories and could drop in your house so others can read them.

Message Board:
Very nice idea. Egg could put the most recent updates on here and put it near entrance to nordhaven. I don't think players should be able to write on here, otherwise it becomes too big and too long. players would put worthless stuff in here "Hahaha! I took up a spot here! <insert random cuss word here>" Leave this one for DMs only.
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Re: Things you'd like to see with EUO 1.3

Postby Rusty76 » Wed Dec 03, 2008 6:17 am

What about level requirements for mage spells? Say a circle 8 spell has the same level requirements as a +7 weapon, circle 7 = +6, circle 6 = +5, etc.

Edit: If this was done i'd say take away spell failure chance. if mages are having to train their magic by fighting then they need to be able to rely on the spells they can use.
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Re: Things you'd like to see with EUO 1.3

Postby Sync » Wed Dec 03, 2008 8:01 am

I think that is a good idea, but I don't like it because I'm a mage. I can't use the +7 weapons, therefore, I can't use the level 8 spells. VOG is such a useful spell that all mages use at all levels, taking that away would kill your little mages.

The big mages, Orko, Kaelyn, Raiden, Heinek, Maverick, Mordred, CIAassassin, Kronos, ext. It would not affect game play for them. The littler mages, Sync, Limit, Avel, McSkittles, Sabrial, and others, would not be able to use some of the spells that we have been using, thus creating mages that were good that are now sitting gathering up dust.

Granted, mages are overpowered, that would cut down on it very much, but think about the little guys that have all the spells already, and what would that do to them...........

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Re: Things you'd like to see with EUO 1.3

Postby Sync » Wed Dec 03, 2008 8:10 am

Zilverlight wrote:
Engraving:
Well, this takes away from egg making the $10 for each named weapon, but not too many people buy those. If this were put in, there would have to be a limit to it. perhaps requireing 100 inscription and requiring a certain item (maybe engraving chisel) which would be very rare (equal to wand of transferance) and break after use (like the wand of transferance.) Wouldn't be so common that everyone would have that, but enough that people will actually yearn to get inscription to 100 and go hunting for those. Increases value of inscription even further.



That would really be cool, I would like to see that one. Yes, it would take away from egg, but like that mentions, not too many people do it anyway..............

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Re: Things you'd like to see with EUO 1.3

Postby Bugbo » Wed Dec 03, 2008 12:47 pm

It'd be nice if scrolls of protection also worked against XJ and AEP
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Re: Things you'd like to see with EUO 1.3

Postby Sync » Wed Dec 03, 2008 1:57 pm

Bugbo wrote:It'd be nice if scrolls of protection also worked against XJ and AEP


That's a little too far.

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Re: Things you'd like to see with EUO 1.3

Postby Bugbo » Thu Dec 04, 2008 11:55 pm

If you kill a monster carrying a res stone it should automaticly be added to your inventory.
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Re: Things you'd like to see with EUO 1.3

Postby Magrock » Sun Dec 07, 2008 12:08 am

Reverse inventory order for commands; b, B, d and i (not r, u, U or v). There are too many keystrokes to drop items (or deposit) when you have to scroll down an inventory list to get at the last items you picked up (or deposited).

You go out hunting, pick up items and stack them on TOP of each other in your pack. To drop them at a shrine or deposit them in the bank you should see the latest items listed in inventory first. It should save time and avoid carpel tunnel syndrome.
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Re: Things you'd like to see with EUO 1.3

Postby kusofthevalley » Sun Dec 07, 2008 12:24 am

Magrock wrote:Reverse inventory order for commands; b, B, d and i (not r, u, U or v). There are too many keystrokes to drop items (or deposit) when you have to scroll down an inventory list to get at the last items you picked up (or deposited).

You go out hunting, pick up items and stack them on TOP of each other in your pack. To drop them at a shrine or deposit them in the bank you should see the latest items listed in inventory first. It should save time and avoid carpel tunnel syndrome.


Page down? How much stuff do you carry?! :)
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Re: Things you'd like to see with EUO 1.3

Postby ChrisCooper » Sun Dec 07, 2008 2:51 am

Felt like bumping this.


Rusty76 wrote:Ever since EUO upgraded to 1.2 (i think?) werewolf form has lost the ability to bash doors and the ability to utilize the unarmed special attack. Me and Vanguard were talking about this and had and idea for tweaking the werewolf form:

1. Make werewolves able to bash doors by attacking them or by giving them a werewolf specific ability to bash doors. There is no way a werewolf can get past a locked door currently.
2. Give werewolves a special attack. Something like "Bite" that would do double damage and cause bleeding. Using the unarmed special doesn't make sense for werewolves.
3. Take away the ability for werewolves to hide or make it where any werewolf, regardless of stealth skill, can use the hide ability.

These abilities should be available to anyone in werewolf form. The reason for this is that Van said that since 1.2 being a werewolf is not a much fun as it used to be. I think with just a few minor tweaks werewolf form could be more fun and not just an annoyance you just have to deal with.
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Re: Things you'd like to see with EUO 1.3

Postby Magrock » Sun Dec 07, 2008 11:45 pm

kusofthevalley wrote:Page down? How much stuff do you carry?! :)
A lot. I would hit "Page Down" 5-7 times to get to the end of my inventory. Typically I hit "End" once. It seems that I could save about 30-40 keystrokes per hunt. Just an idea I borrowed from NetHack.
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