Ideas thread 2008

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

Post by Heikki » Thu Oct 09, 2008 10:15 pm

Gambling hall to nord.
In hall players can win and loose gold with dice rolling etcetera.
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Re: Things you'd like to see with EUO 1.3

Post by Heikki » Thu Oct 09, 2008 11:48 pm

Keighn wrote:
I haven't played with massive inventories much, but can you move items around up or down a level for easier organization. That would be a very keen and clean idea.
Amen.. Best idea for ages :dance:
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Monsters leveling up idea!

Post by Sharingan » Fri Oct 10, 2008 3:46 am

I was thinking when you fight a mob, say a minotaur since it seems to be a favorite for most, it would start off as level 1. When you kill it , the next time it re spawns it would re spawn as level 2. When you kill it at level 2, it would re spawn at level 3 and so forth. Maybe cap it at a maximum of level 5, and when you kill that it would reset back to level 1.

At each level growth, they could gain 25% of everything (e.g., Health, Damage Dealt, EXP, Gold, etc). So theoretically, if you were fighting a level 5 mob you would basically be fighting something that is 2x as strong.

Another idea is since Bosses are already 2x as strong as the normal ones, they would basically be considered equivalent with level 5. So maybe 25-50% of the mobs re spawn as level 5 would become a boss? I dunno.

I just thought it be interesting to fight a group of minos and wonder why you're dealt different damage points. I think this could also prevent people just charging in and assuming they could take so many at once.

This would also prevent the demand for "harder" monsters.

I think this might be quite an unique idea.

Add on to the idea if ya like it.

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Re: Monsters leveling up idea!

Post by WbBann » Fri Oct 10, 2008 9:50 am

Nice idea in general but this would make the higher end monsters real hard, like balrons would be invincible. So people would just grind on minotaurs that'd give them 125% more exp which is a lot, considering they die in one hit at a high level (and maybe 2 hits at lvl 5 as you're suggesting) then people would just grind them for faster exp.. think about it, I clear mino halls at lvl 120 and get like 2, 3% exp or maybe 4%, if it was 10%, 15% or 20% for clearing mino halls it would make power gaming to easy as people just wouldn't bother with dragons etc.

Nicesh idea but flaws...

Maybe if a monster kills a player they gain levels? Like one level up per kill. (within reason, not a balron slaughtering poor old joe bloggs at lvl 1). That way you can gain a tadge bit extra with the risk that you're fighting a potentially dangerous monster?

I do blab on a bit...

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Re: Monsters leveling up idea!

Post by Sharingan » Fri Oct 10, 2008 1:29 pm

Hello Mr. Simpleton how have you been? So the mighty WbBann gains a whopping 2-3-4%? from minos with an super awesome ultra 120 lvl character?! WOW!! I am impressed.

Jokes aside, lets see how long you survive when these simple minotaurs end up smashing you with 2x more damage than you're use too. Then tell me that you'd enjoy grinding off these easy bums.

Let me try to break this down for ya:
Would you agree that: 2 minotaurs = 1 minotaur twice as strong?
Would you also agree that they would take about the same amount of time to kill?
WbBann wrote: Nicesh idea but flaws...
As far as this quote goes, the Wright Brothers' idea on the first ever plane was "nicesh" but flawed...
but I guess if the world saw it the way you did, we'd still be walking eh?

Try to be a little more optimistic rather than quickly trying to shoot an idea down. How else will people be willing to share their thoughts?

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Re: Monsters leveling up idea!

Post by ChrisCooper » Fri Oct 10, 2008 3:04 pm

I'll tell you right now Shar, this idea is just plain dumb.

So say a player kills a few level ones. Another player comes along and kills level 2's, and on and on.

Then, a newbie who would NEED to kill minotaurs to get decent exp would have to deal with the level 5's? No. That idea is stupid, and I shouldn't have to ramble on for 5 minutes in order to explain why. It should be obvious.
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Re: Monsters leveling up idea!

Post by The Oracle » Fri Oct 10, 2008 3:20 pm

It's really not as good an idea as you think Sharingan. If this were a poll I'd say "NO".
Chris wrote:I shouldn't have to ramble on for 5 minutes in order to explain why. It should be obvious.
I second that.

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Re: Monsters leveling up idea!

Post by WbBann » Fri Oct 10, 2008 9:41 pm

No need to insult me. :(

PS: yeha my char is an awesome, amazing wooow lvl 120 char, because I was honestly bragging right?

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

Post by Heikki » Fri Oct 10, 2008 10:00 pm

I wrote:
Fields where you can shift + U hoes (as fishing rod in fishing)

You can get for example :
Carrots
Potatoes
Or even Enchanted Turnip with super luck!
Refined idea:
Or just "field map" where randomly spawns vegetables.

Better vegetables should spawn like once in 2 hour (real time)

That map will lead EUO to real "vegetable war" :LAUGHING OUT LOUD LIKE A MORON:

Onions
Carrots
Spinaches
Cabbages
Rutabagas
Salads ..... YAMMY...
:mrgreen:
Last edited by Heikki on Fri Oct 10, 2008 10:09 pm, edited 1 time in total.
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NEW WISHING WELL IDEA!

Post by The Oracle » Fri Oct 10, 2008 10:08 pm

Here comes a way out there idea.
I've been thinking. The one weapon I would want more than anything in EUO does not even exist. Sucks, but oh well. But then I had an idea for how a wishing well could work that I don't think I've ever seen suggested.

You are allowed to make one wish at the wishing well every month. When you wistfully release one addy coin into the wishing well you get a screen that allows you to pick a weapon or item of gear, up to three features (enchants/tints/effects), and a name of your design. Every month egg could randomly choose one person to make their dream weapon available for them to purchase. In my little dream world it makes sense cos it'd still be very rare, and it also encourages people to buy stuff from egg :P


Here's how it could work...
The key is that you can only get up to six asterisks. Each feature has a certain amount it counts for. Even if the asterisks add up to less than 6 only three enchants/features/tints/effects are allowed on one weapon or piece of gear. And most likely the restriction could be that if you get one wish, you can't get anymore, so you'd want to think it over.

(weapons only)
AM harm*
VAM greater harm**
XJ hex***
AEP paralyze***
OG lightning**
IVPY***
XMP***
KXQ clone** **
VOG chain lightning** **
KX summon creature**
IMJ soul trap***
QAW confuse***
KVX summon dragon** **
KXC summon daemon** **
INH poison wind**
IZH cone of sleep***
IJO mana burn** **
VF fireball** **
+ attack up to 8. (1-5, 6*, 7**, 8***, 9** **)
gold*
venomous*
runed*
addled*
silver*
copper*
diamond*
barbed*
blackrock**
vampyric**
adamantium***

effects
leeching**
plagues opponent*** ***

(Weapons and gear both)
copper*
blackrock**
adamantium***
+ vig up to 15. (1-5*, 6-10**, 10-15***)
+ NV up to 5. (1-2*, 3-4**, 5***)
+ MR up to 15. (1-5*, 6-10**, 10-15***)
+ def up to 7 (1-4**, 5-7***)
+ stats up to 30 (1-10*, 10-15**, 15-25***, 25-30** **)

effects
hp regen *** ***
speeds rage gain** **
x-ray vision** **
trusesight** **

There's a lot of cool combinations that can be made from these that are impossible weapons to find in EUO. I bet anyone would be able to make a dream weapon of their choice with those rules. Maybe the specific restrictions and rules for the system could be made heavier or lighter depending. I just made it up as an example. Anyways, if you won the chance to buy what you wished for, how could you resist? :o

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

Post by stegos » Tue Oct 21, 2008 12:24 am

Hey Egg

Two small ideas:

1. Cursed town portals take you to random towns.

2. Orbs craftable by tinker from raw glass. Negotiate about details. If you're worried about orb glut maybe give fair warning before a raw-glass-only inventory wipe.
- the true heart of ultima... is virtues and all that hippie crap - eggmceye, 2-jul-04
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Re: Things you'd like to see with EUO 1.3

Post by Bugbo » Tue Oct 21, 2008 6:50 am

Now that there are guards in every town on PD perhaps they shouldn't automaticly attack you just for being a werewolf.
Perhaps also the smarter monsters would not enter towns for fear of getting ganked by the guards?

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

Post by Flamesoffire » Sat Oct 25, 2008 8:46 am

This came to me once in a dream.... Well not really, Just figured it'd be something kinda cool,


But when looking in your inventory or your bank, Maybe numbers can be used to sort out certain weapons?

I mean we got 's' for shields, 'u' for useables, 'b' for boots, etc etc..

Well why not be able to have '1' for swords (Both long and short), '2' For bows n slings, '3' for polearms, etc etc.


Dont know, Figured it'd be kinda cool.
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Re: Things you'd like to see with EUO 1.3

Post by Eclips » Fri Oct 31, 2008 9:05 pm

Not sure if this is exactly a theme worth exploring on euo...
Also not an option that should be readily available to every player type.

What is the possibility that a "charged" Attack could be put into the game;

1.Key stroke (Shift +C) causes a status of "Charged"
2. 75% chance for next melee attack being a special (Or strong attack ) 20% chance of doing a normal attack 5% chance of missing.
- 1.3-1.5 second wait time before you can attack
- Being attacked has a 50% chance of knocking you out of Charged status.
- Next attack hit or miss takes away Charged status.
- Could have a decent sized cool off between uses.
3. Special Attacks
- Could be limited to a few certain races or weapon skills.
-Half drags; cast VF that cuts through MR.
-Vampires; Bite and steal HP and get slight stat boost from biting players and humanoids.
- Undead; Vomit 15-20 damage 70% chance of causing the plague.
4. Strong (Charged) Attacks
- could do say 1.5x damage or 1.3x damage and 10% chance of critical.



Even without the special/strong attacks a Charged status could be cool.
- F key triggers meditative state for 2 seconds
- If you go without being hit or moving you have Charged/Focused/In the Zone status.
- 5 second buff of some kind.

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

Post by Flamesoffire » Wed Nov 05, 2008 6:18 pm

Something to throw in that would be really good for Gnomes.


There is no key to leave stealth without needing a light source (In Lor, Torch) Or by Attacking (Melee and spells) which sometimes sucks cause theres been a few times that ive been stuck in town with no torches or and magic, and nothing to attack *Sadness*.... But to solve my problem ive bough In Lor. LAUGHING OUT LOUD LIKE A MORON. Something to fail to get me out ya know.



But anyway, Figured id be nice to have maybe a key to leave hiding without attack/light source thing. Maybe x or something (Since kill light source is shift x... Ha change things up huh!) or maybe have a buyable ability (Like bash/backstab/special) that is "Leave hiding" or something.



Dont know, Runnin it by ya Eggy man.
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Re: Things you'd like to see with EUO 1.3

Post by Rusty76 » Wed Nov 05, 2008 7:00 pm

trying to mount your horse will take you out of a hide. doesn't matter if it's on the continent map or not.

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

Post by Keighn » Fri Nov 07, 2008 2:22 am

Try moving really fast or attempting to cast a spell like heal instead of light.
ZUPS!!!!

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

Post by Ulric » Sun Nov 09, 2008 9:02 am

It would be cool if horses could cross streams. I guess a horse could enter water as long as that water square was touching land on at least 1 side.

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

Post by Eclips » Mon Nov 10, 2008 1:25 am

Use HM03 on Horse? Horse has learned Surf! X-D

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

Post by Keighn » Mon Nov 10, 2008 4:59 am

Ulric wrote:It would be cool if horses could cross streams. I guess a horse could enter water as long as that water square was touching land on at least 1 side.
If the game incorporated shallow water/reefs along with the current water schemes it'd be easy. Might have to remap a lot of areas also. This could also open up wading/swimming.

I always thought it might be interesting if different terrains had different movement sounds while moving through them.

squishing through swamp
spashing through water
larger rooms have more of an echo effect.
etc...
ZUPS!!!!

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