Ideas thread 2013

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Re: Ideas thread 2013

Postby CinisterD » Sun Aug 25, 2013 8:53 am

EmoMage wrote:
MoonGoat wrote: * Shift + f10 for spell training. People, me too, are just putting something on the f10-button anyway. I'd like to use my computer for something else while doing that tho, like i can when crafting.


if nothing else, a-fucking-man to that one. 110% agree.


+1 This makes too much sense. People are going to spam the spells regardless, myself included. This would save so many headaches.
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Re: Ideas thread 2013

Postby Eclips » Sat Aug 31, 2013 2:52 pm

Just because I think Priests and Necros should get their own specials.

Divine Intervention- (Priest special) 3 Second blind or hold on target mob, summons two angels that only use XM.

Hell Gate- (Necro special) Every floor tile surrounding you (Including the one that you're on, so a 3x3 tile box) temporarily becomes a lava tile that does the 3% max hp damage to everything standing in the center.
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Re: Ideas thread 2013

Postby EmoMage » Sun Sep 01, 2013 6:59 am

beings that red potions are currently almost useless. (because everyone starts with 20 healing and bandages, so they can heal poison)

Can we make red potions 50% less XJ time? (for about 300secs like brown pots for speed) Give them a use again? XJ is a pain in the rump and that's the only thing I can think of.

As a now fighter, this would be extremely helpful. I don't know what the ingreds would be for that. but maybe something like

Code: Select all
red potion: requires
flask (x1) --to hold the potion
garlic (x1) --for shits and giggles?
dragon scales (x6) --for potion str?
wet clay (x1) --clay comes from Golem (and golems from Alpha seem to be immune from everything) so this is where the immunity comes in play?

--P.S. I have no idea wtf I'm doing trying to make a potion.
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 2013

Postby Heniek » Fri Sep 06, 2013 3:06 am

Simple two ideas to make a bit useless right now tints more useful and valuable:

- venomous weapon should poison monster (EDIT: it's poisoning monster right now, but poison should work in a different way), so every 3 seconds it would have 50% chance to lose 20% of max hp (numbers are example)

- silver weapons should work on shadow creatures
Last edited by Heniek on Fri Sep 06, 2013 2:46 pm, edited 1 time in total.
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Re: Ideas thread 2013

Postby KoRnAGAIN » Fri Sep 06, 2013 9:34 am

Heniek wrote:Simple two ideas to make a bit useless right now tints more useful and valuable:

- venomous weapon should poison monster, so every 3 seconds it would have 50% chance to lose 20% of max hp (numbers are example)

- silver weapons should work on shadow creatures


I second this

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Re: Ideas thread 2013

Postby Bugbo » Fri Sep 06, 2013 2:01 pm

Would it be possible to draw letters directly on to tiles? Then instead of having to create a tile for every letter of the alphabet you can simply have a few background tiles onto which the alphanumerics are drawn.
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Re: Ideas thread 2013

Postby Thane » Fri Sep 06, 2013 2:38 pm

This has probably been posted before but it needs stressed ! More inventory sorting ! sort by stack size, weight, alphabetically, and auto-sort by type (tomes, weapons/armors/potions/scrolls/reagents/quest/misc)
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Re: Ideas thread 2013

Postby Balgaire » Sat Sep 07, 2013 3:25 am

Thane wrote:This has probably been posted before but it needs stressed ! More inventory sorting ! sort by stack size, weight, alphabetically, and auto-sort by type (tomes, weapons/armors/potions/scrolls/reagents/quest/misc)

More inventory sorting would be sweet
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Re: Ideas thread 2013

Postby mud » Sun Sep 08, 2013 3:43 am

Make it so shadowkin can hide (rogue skill, not their racial thing) even when wearing gold or other light sources. Instant reason to actually use that race, and actually kinda makes sense in magical terms (they're just that shifty, they can hide even when glowing!)
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Re: Ideas thread 2013

Postby CinisterD » Sun Sep 08, 2013 3:52 am

mud wrote:Make it so shadowkin can hide (rogue skill, not their racial thing) even when wearing gold or other light sources. Instant reason to actually use that race, and actually kinda makes sense in magical terms (they're just that shifty, they can hide even when glowing!)


+1 Great idea, shadowkin are pretty underplayed, this would be a great way to make them a bit more versatile and worth while.
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Re: Ideas thread 2013

Postby SiNeR » Sun Sep 08, 2013 5:06 am

CinisterD wrote:
mud wrote:Make it so shadowkin can hide (rogue skill, not their racial thing) even when wearing gold or other light sources. Instant reason to actually use that race, and actually kinda makes sense in magical terms (they're just that shifty, they can hide even when glowing!)


+1 Great idea, shadowkin are pretty underplayed, this would be a great way to make them a bit more versatile and worth while.


IMHO way tooo OP... this would make them way too good... Egg changed Shadowkins and with their new racialas bonuses they are preety good

for me not a good idea
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Re: Ideas thread 2013

Postby CinisterD » Mon Sep 09, 2013 1:15 am

SiNeR wrote:IMHO way tooo OP... this would make them way too good... Egg changed Shadowkins and with their new racialas bonuses they are preety good

for me not a good idea



So thats where we draw the line? Not 10x dmg for backstab, not 1/2 dmg taken for fighters with tank stance, not monks being able to avoid damage completely. But a rogue that can wear a gold ring is just "way tooo OP"?
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Re: Ideas thread 2013

Postby KoRnAGAIN » Mon Sep 09, 2013 2:38 pm

mud wrote:Make it so shadowkin can hide (rogue skill, not their racial thing) even when wearing gold or other light sources. Instant reason to actually use that race, and actually kinda makes sense in magical terms (they're just that shifty, they can hide even when glowing!)


This is a great idea. I support this addition! :lesson:


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Re: Ideas thread 2013

Postby Turtle » Mon Sep 09, 2013 7:40 pm

3 Ideas:

1- A food that is super filling, ie, slows hunger effects by 25%.This would help with crafting or skills in general, outside of combat.

2- Make a blueprint for a khaki potion, purchaseable for a small amount of crystal coins.
Last edited by Turtle on Fri Sep 20, 2013 6:19 pm, edited 1 time in total.
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Re: Ideas thread 2013

Postby Turtle » Fri Sep 20, 2013 6:17 pm

Vermillion armor (craftable with a blueprint, purchased in the crystal coin shop) that provides flame resistance, perhaps 25%.
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Re: Ideas thread 2013

Postby eggmceye » Fri Sep 20, 2013 7:07 pm

very interesting - how would it stcak up, say, vs blackrock? (which has +%25 def)

- interesting too as there are no resistance boosters other than food atm ... perhaps too specialised?
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Re: Ideas thread 2013

Postby Turtle » Sat Sep 21, 2013 3:59 am

I imagine vermilion armor could have less physical def than br, but fire resistance would be advantageous against certain mods.

Well, the way I see it, there are only 3 resistances worth having atm - fire, lightning, and perhaps some sort of blood resistance.

I would imagine that flame resistance could be helpful when you can't mr resist a mob. Dragons, for instance, would be less of a threat if VF wasn't so powerful.

Perhaps make 25% for the first vermilion piece, and 5-10% extra resistance for additional pieces.
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Re: Ideas thread 2013

Postby EmoMage » Sat Sep 21, 2013 6:45 am

Turtle wrote:Well, the way I see it, there are only 3 resistances worth having atm - fire, lightning


Vermilion Items --defense same as copper, gives good defense, but not over powering the love of blackrock
--choice of lightening or fire resistance, depending on what ingredients are used.

Code: Select all
heavy: strong, good for fighters
aegis +4 def +15% fire/lightening resistance --main part of body, requires more resistance
helm +3 def +10% fire/lightening resistance --head importantance, requires resistance
greaves +3 def +10% fire/lightening resistance --second largest part of body, requires resistance
plate boots +2 def +5% fire/lightening resistance --small part of body, requires least resistance
gauntlets +2 def +5% fire/lightening resistance --small part of body, requires least resistance


heavy requirements to make:
aegis --copper field plate, essence of fire/lightening, +4 defense item(others to be discussed)
helm --copper horned/full helm, essence of fire/lightening, +3 defense item(others to be discussed)
greaves --copper greaves, essence of fire/lightening, +3 defense item(others to be discussed)
plate boots --copper plate boots, essence of fire/lightening, +2 defense item(others to be discussed)
gauntlets --copper gauntlets, essence of fire/lightening, +2 defense item, (others to be discussed)

-- 45% total resistance for full suit
-- +14 total defense for full suit (with +10% increase for copper)


Code: Select all
medium: --medium lighter than heavy, not as effective, good for priests
scale mail +3 def +13% fire/lightening resistance --main part of body, requires more resistance
coif +2 def +8% fire/lightening resistance --head importantance, requires resistance
chain legs +2 def +8% fire/lightening resistance --second largest part of body, requires resistance
chain boots +1 def +3% fire/lightening resistance --small part of body, requires least resistance
chain gloves +1 def +3% fire/lightening resistance --small part of body, requires least resistance


medium requirements to make:
scale mail --copper scale mail, essence of fire/lightening, +3 defense item(others to be discussed)
coif --copper coif, essence of fire/lightening, +2 defense item(others to be discussed)
chain legs --copper chain legs, essence of fire/lightening, +2 defense item(others to be discussed)
chain boots --copper chain boots, essence of fire/lightening, +1 defense item(others to be discussed)
chain gloves --copper chain gloves, essence of fire/lightening, +1 defense item, (others to be discussed)

-- 35% total resistance for full suit
-- +9 total defense for full suit (with +10% increase for copper)


Code: Select all
light: --light lighter than medium, strong leather, increase over medium for effectiveness, good for rogues
tunic +4 def +15% fire/lightening resistance --main part of body, requires more resistance
leather helm +3 def +10% fire/lightening resistance --head importantance, requires resistance
leather/padded legs +3 def +10% fire/lightening resistance --second largest part of body, requires resistance
leather/padded boots +2 def +5% fire/lightening resistance --small part of body, requires least resistance
leather gloves +2 def +5% fire/lightening resistance --small part of body, requires least resistance


light requirements to make:
tunic --boiled tunic, essence of fire/lightening, +4 defense item(others to be discussed)
leather helm --boiled leather helm, essence of fire/lightening, +3 defense item(others to be discussed)
leather/padded legs --boiled leather/padded legs, essence of fire/lightening, +3 defense item(others to be discussed)
leather/padded boots --boiled leather/padded boots, essence of fire/lightening, +2 defense item(others to be discussed)
leather gloves --boiled leather gloves, essence of fire/lightening, +2 defense item, (others to be discussed)

-- 45% total resistance for full suit
-- +14 total defense for full suit (with +10% increase for boiled)


Code: Select all
unarmoured: --lightest form of clothing, magically inforced threads, increase over medium, good for monks
torso/robe +4 def +15% fire/lightening resistance --main part of body, requires more resistance
cap +3 def +10% fire/lightening resistance --head importantance, requires resistance
gi legs +3 def +10% fire/lightening resistance --second largest part of body, requires resistance
swamp boots +2 def +5% fire/lightening resistance --small part of body, requires least resistance
gloves +2 def +5% fire/lightening resistance --small part of body, requires least resistance


unarmoured requirements to make:
torso/robe --boiled torso/robe, essence of fire/lightening, +4 defense item(others to be discussed)
cap --boiled cap, essence of fire/lightening, +3 defense item(others to be discussed)
gi legs --boiled gi legs, essence of fire/lightening, +3 defense item(others to be discussed)
swamp boots --boiled swamp boots, essence of fire/lightening, +2 defense item(others to be discussed)
gloves --boiled gloves, essence of fire/lightening, +2 defense item, (others to be discussed)

-- 45% total resistance for full suit
-- +14 total defense for full suit (with +10% increase for copper)


here's all i have for now, could use as a base.
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 2013

Postby eggmceye » Sat Sep 21, 2013 11:08 am

hmm 'blood' resistance ...
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Re: Ideas thread 2013

Postby EmoMage » Sat Sep 21, 2013 12:10 pm

all that typing/writing, and he goes for the ONLY resistance that i did not add in there...Mr. Scrambles, work with me. xD
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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