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- When I killed Drumheller in the library recently, I thought, it would be funny to get a message like:
Not sure, if it should be Stanwell or Nestor."Don't make so much noise! This is a library!", you hear Stanwell saying.
- A "greater soultrap" tome for pets would be nice. Maybe the woman in the pub in Sandy Valley could just give you one. Or it could be a quest or something.
quests for unique / soulbound pet tomes sounds like a great buff to pets, I support this idea. I think someone suggested something similar somewhere.
I believe someone suggested beasts of burden in some form as well. If it would be possible to use pet spell slots for "perk" type benefits, that could also be a great improvement. Maybe your pet can give an AoE like a bard spell that raises your load capacity? This could also be a way to give some pets a heal of some sort? Necro pets feel a tiny bit lackluster. What if undead pets could learn a more narrow, but higher damage spells with this quest reward tome idea? Skeledragons with HoB? soul transfer rather than a heal?
Makes me think of my pet (dragon) playing an instrument:
https://fineartamerica.com/featured/the ... lgate.html
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(i.e. rogue, bard, priest, fighter, mage et al)
Just having thoughts here, so i'm not demanding any changes, just some things I think might be cool (maybe tweaked for better balance)
Mostly my thoughts were related to the Bard class as it's only got a few skills associated with it - like, meet a shady figure (grim reaper, daemon sprite?) at a crossroads on a full moon for the whole night, so it's actually tolerable to reasonably meet and talk to*, and get a quest to go out and claim a soul of import for him because hell if you're selling your own soul to the devil-coded guy!
*maybe at the crossroads west of minos?
The reward would be an extra bard song that combines the effects of the bard auras maybe? It'd have to be expensive to use - as well as require absolutely 100% skill, like initial cost being 24 mana, then additional 3-9 mana drain a minute to keep it balanced, but for that cost you get maybe health regen, 50MR, 10% damage for it. should have a cool name too, like "Song of the Gods" or "March of the Great Hero" or something equally fancy.
My other thought was adding a couple extra songs for the bard too, like maybe an extra aura, and "combat song/electrifying riff" maybe a weak vog type spell that would be useful in party/group combat > bringing longer-ranged enemies in so a tank-stanced fighter could then pull the aggro with a battle roar and tank the hits while the party lays the beatdown on the freshly aggro'd enemies.
My other thought was a new bard aura that gives regen, like 1-3hp/sec at 7th circle, balanced with a buff to the existing party heal to make it justifiable to use over the aura in a pinch.
A quest or the like for an item called something along the lines of "heavy umbrella" "heavy parasol" or something that offers sun protection at the cost of both hands, and counts as a non-weapon equip. It would at least let vampires get from point A to point B without having to move only during the night or during the day scarfing down hundreds of fish.
Or a spell for vampires that offers sun protection at the cost of a major stat reduction while active, or damage, or move speed or remove vampiric drain effect or remove mana regen or all of the above plus more I'm not thinking of atm.
Again, an npc offering a quest for these I feel would fit very well. Can even limit off to higher level vampires by needing to kill a blood lord or something.
Being forced to wait to hunt until night falls is a big enough downside that I feel vampires shouldn't also be negatively affected by needing to wander only in the night too (which can still be actively avoided already with wonderous fish with little to no downside but carry weight).
NPC vampires already actively walk in the sunlight, the spell being a major stat reduction+ would be a fun way to explain that; they're powerful vampires but have the spell on them at all times and/or went feral because they didn't cast it correctly or something.
With these suggestions, finding rng sun protection or obtaining a parasol is still something to be very excited about but you're not stuck afking in a hole waiting for the day to end otherwise, you can afk where you want to hunt instead. And yes, I know you can town portal at your destination as day begins. This allows for easier afk in that situation, no more making sure your portal stays up and/or the area doesn't reset on you while you do nothing but wait.
These suggestions also only make it easier to get around during the day, even allowing vampires to use their homes in the day, they don't remove the major downside of a vampire being much weaker or outright useless in sunlight, though I may be missing something somewhere.
Something to think about at least. Thanks for reading. Thanks for considering if you did. Have a nice day.
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Undead minotaur for reference (perhaps undead Minotaur Halls)
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This is a grab from several games but I find it to be one of the things I enjoy that keeps the level grind interesting. An npc not much different than the daily boss requiring you to kill a number of monsters for skill gain and rewards. As far as rewards go maybe a mixture of soul bound quality of life items to be purchased with the skills rewarded currency. For example someone with skill level 0-20 may be required to kill 100-500 trolls gaining not only their loot from boss kills and xp they would have trained for otherwise but a slim chance at obtaining coins of some variety or since there are a ton of different coins already a ticket perhaps. After a certain amount of grinding and ticket hoarding you can purchase a potential 3rd tier pet health and pet intelligence booster. As mid or high tier. Maybe a pet tome of heal other as high tier. Just a random idea as far as rewards but main point is something to keep the grinding interesting while also scaling with your level.
Now for the real idea having been on PD for a long time I thought regular server was just sooo hard to grind skills on and it turns out I’m just impatient and it’s pretty easy to gm just about any skill even on an LOTL character in a very short time. Make this new skill actually scale to a persons level. Meaning if your in the 90 skill range for let’s call it “Hunter” you’ll be getting assignments for someone in the level 250 or even 400 depending how far this will scale and if that’s possible.
Potential issues party hunting, class based monsters- I thought that giving rewards for pets and using pets creatively could solve this issue. Pets are disregarded after a certain point and potentially with good reason but scaling them a bit further could prove useful and fun. If nothing else it’s also a reason to buy a few stable’s for addy coins to swap pets
Ranger as a class, or some class that utilizes ranged a bit more interestingly than rogue is something that people have wanted for a while.
What if Ranger was a class that progressed in a similar way to war's idea. Rather than gain x skill and talking to a npc, Ranger progressed by being given tasks, rewarded in some currency.(hunter's marks, or something idk) Skills/abilities, unique pet tomes, and minor artifacts (think necro's unique bonecraft items) would be available to purchase with said marks. would be very interesting if there were a static number of points available to each ranger to earn, but more things available than they can buy. It would be impossible for a ranger to have everything in said shop, forcing each ranger to be different and unique. (until a good ranger build is discovered and a few players copy it or something) Maybe this idea doesn't need to be unique to one class and can offer ways to develop existing classes even further?
25 dex / 75 str ratio
weapons work similarly to hexblades - use a huntsman's ritual on a bow or axe to turn them into a [cool adjective] weapon
(or maybe just move ranged completely over to this class?)
some ideas for abilities and skills:
eyes on the prize! - cast to mark one enemy. the marked enemy receives +X% more damage from the caster (X scales to class % like bone, up to 2 or 4% extra dmg?)
pet tactics - a skill that buffs pets! they deal more damage, get damage reduction! something super simple, but the only way to progress this skill is by spending points, like the skill trainers in the uni.
traps - a small collection of skills, like bard's song buffs or monk's aspects. 4 or 5 spells you cast on a tile to drop a trap, when walked on something happens. (various debuffs, small amount of damage, so on)
camouflage - when cast the user is invisible until they move or attack. if they attack while stationary hide is active, it deals x3 dmg (minor backstab for rangers) give a longer cool down like phase shift, maybe a minute or two.
ranger's pursuit - stance that ignores movement penalties from floor tiles
harvester - stance that causes extra body parts to drop when a monster is killed (would it be possible to use the polypile table here? produce a body part by rolling on a table or something?)
I tried to keep it pretty simple. I think the more simplistic an idea is, the more likely it is to get added or look appealing. This class idea makes pretty good use of existing things and reuses them to make something pretty unique.
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Reverse (buy) merchants.
Merchants that you can give gold to and set to buy stuff from others.
Newbs would have a new income source and oldies would have a new gold sink. Would give the EUO economy a well deserved kick in the bum.
Also please make disarm less annoying, preferably by the affected person re-equipping the arm automatically after the disarm effect ends..