Ideas thread 2015

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Rumper
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Re: Ideas thread 2015

Post by Rumper » Mon Nov 30, 2015 6:07 am

Keighn wrote:Equip a neko de?
That is no good, because attack speed would be slower than without a weapon.

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Re: Ideas thread 2015

Post by Rumper » Wed Dec 02, 2015 5:57 pm

Changes to taming

Dear Egg

As you know alot of people (Who haven't got GM Taming) plan a taming day/week/month where the only thing that they would do is taming, taming, taming and taming till they got GM taming. Also the only pets used are Dragons! Now I think the changes made in Aplha pertaining taming are epic (all pets scale according to taming), still doesn't change the fact that people still do GM taming trainrush. Is there a possibility that taming skills would be 'bumped' every time a pet attacks or uses a spell? Wouldn't that let people use a variety of pets? Atleast it would be trained passively instead of active!

Thanks for reading

Short summary: Add skill bumping for taming whenever a pet attacks or uses a spell.

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Re: Ideas thread 2015

Post by eggmceye » Wed Dec 02, 2015 8:37 pm

ie, it is slow?

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Re: Ideas thread 2015

Post by Tink » Wed Dec 02, 2015 11:27 pm

Dreadfully slow. ._. I got to 30 on regular, and wanted to claw my eyes out.

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Re: Ideas thread 2015

Post by Rumper » Thu Dec 03, 2015 12:10 am

eggmceye wrote:ie, it is slow?
In my eyes it's not a question about the slowness or not, its more about the fact that you never get any other pet than a drake/dragon... Some pet variety would be good too, wouldn't it?
How fun is it to train with a goblin bruiser till lvl 50 doing some cannibalism then get a new ogre or imp till you got enough MR for a drake ...
And with the new alpha system your pets would just get stronger automatically as your taming gets stronger passively too!

*edit* Taming would progress like a really slow weapon skill, except it uses pets as standards :d

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Re: Ideas thread 2015

Post by Keighn » Thu Dec 03, 2015 1:58 am

So special taming powers to mob as it progresses like dungeon siege, wow, or aion?

Actually I recall soon pets simply had special abilities like digging up treasures or finding various reagents. Ds2 has auras and special area spells and attacks.
ZUPS!!!!

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Re: Ideas thread 2015

Post by LordMortiferus » Thu Dec 03, 2015 4:26 am

I would like to have a transparent tile (bm = 0 and bv = 0) to use with undertiles. One idea would be to use this to shift the perspective from top down to side scroller:
mario.png
I used nlk-fea to block movement. It looks not too bad in game, aside from the small rocks.
You do not have the required permissions to view the files attached to this post.

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Re: Ideas thread 2015

Post by eggmceye » Thu Dec 03, 2015 7:22 am

Rumper wrote:
eggmceye wrote:ie, it is slow?
In my eyes it's not a question about the slowness or not, its more about the fact that you never get any other pet than a drake/dragon... Some pet variety would be good too, wouldn't it?
How fun is it to train with a goblin bruiser till lvl 50 doing some cannibalism then get a new ogre or imp till you got enough MR for a drake ...
And with the new alpha system your pets would just get stronger automatically as your taming gets stronger passively too!

*edit* Taming would progress like a really slow weapon skill, except it uses pets as standards :d
Yeh I was hoping the alpha way was ok to move to all servs.
And as for speed, I think the NG rate is good now - I tried it out, got it to 100 and wasn't too offended - but realised on reg is much slower

I am planning on making all skill rates on reg faster at one point, just haven't got round to it yet, but some are brutally slow atm , eg taming

edit: I just put all the skill rates on reg up to about 1/2 that of NG, so they are all faster but some have gotten more faster than others

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Re: Ideas thread 2015

Post by eggmceye » Thu Dec 03, 2015 7:46 am

ps: still thinking about those alpha pet changes - I haven't had much feedback on them

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Re: Ideas thread 2015

Post by EmoMage » Thu Dec 03, 2015 9:11 am

i forgot what those changes were. :/ I'd go test it and give you a little feed back, but not sure what i'm looking for.
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 2015

Post by eggmceye » Thu Dec 03, 2015 10:26 am

yeh me too, so lazy I couldn't even find the thread
but basically when you tame a new pet, it is scaled, proportially to your %taming, to a bit weaker than black dragon, but the stats applied are never less than what the pet was originally and it keeps its spells

so, if you have say 100% taming you can tame a gob shaman and it should be p close to a black drag in stats - one thing I haven't thought about is transfers and how that should work (if at all)

this func gets called when you tame a pet, and I totally welcome any crit, suggested changes

Code: Select all

function set_pet_stats(m)
 
 -- if true then return ; end
 if server_config:get("server_id")~="A" then return ; end

 if m==nil then return; end
 if m.owner_id<0 or m.owner_id>=100 then return; end
 if monsters:in_family(m.code, 7) then return; end -- not dragon family
 
 local p=get_player_ptr(m.owner_id)
 if p==nil then return; end
 local t=p:get_skill(SK_TAMING)
 
 -- stats of a black dragon aprox
 -- remmeber a black drag will lvl 50 times, so these stats are for pet lvl 25
 local minhp=430*t/100 -- (700/1.6)*t/100 -- the hp needs to take into account 75 lvls to equate to dragon lvld 50 times, abt 1880hp
 local minint=750*t/100
 local minmr=375*t/100
 local minas=50*t/100
 local minac=40*t/100
 local maxspeed=750-250*t/100
 local mindd=7*t/100
 local minds=7*t/100
 
 if m:get_hp_max() < minhp then 
 	m:set_hp_max(minhp) 
 	m.hp=minhp
 end
 
 if m:get_intel() < minint then m:set_intel(minint) end
 if m:get_magic_resistance() < minmr then m:set_magic_resistance(minmr) end
 if m:get_thaco() < minas then m:set_thaco(minas) end
 if m:get_ac() < minac then m:set_base_ac(minac) end
 if m.speed > maxspeed then m.speed=maxspeed end
 if m:get_dmg_dice() * m:get_dmg_sides() < mindd * minds then 
 	m:set_dmg_dice(mindd)
    m:set_dmg_sides(minds) 
 end 
 
end

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Re: Ideas thread 2015

Post by Djanno » Thu Dec 03, 2015 11:14 am

LordMortiferus wrote:I would like to have a transparent tile (bm = 0 and bv = 0) to use with undertiles. One idea would be to use this to shift the perspective from top down to side scroller:
mario.png
I used nlk-fea to block movement. It looks not too bad in game, aside from the small rocks.
Omg, first pacman now mario... love it!!!
Djanno :smoke:

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Re: Ideas thread 2015

Post by Rumper » Thu Dec 03, 2015 12:40 pm

For that pet scaling.

Would it be possible to use the current scaling stats (alpha) as a base and then depending on mob type/individual mob add something extra.
For example (just an idea)

Gremlins would be able to steal food for you.
Goblins have extra defense
Orcs and crocodiles have extra attack (melee)
Cyclops and ogres would have something similar to berserk stance (faster attacks)
Ettins have ricochet attack (ie hit multiple targets)
Minotaurs have extra defense or maybe a BR ability
Trolls have regen in battle.
Zorns would be able to push mobs away
Fire lizards would selfdestruct (fire blast) on death
Hellspawn have extra magic damage
Hellcats would be able to slow enemies with a hairball
Werewolves would auto-hex enemies (maybe into wolves?)
Hydras would share life to you (I mean give you life if you are low on hp)
Mothras would stun enemies once in a while (GO butterfly stun spore :D)
White dragon resists clones
Blue dragons resists lighting
Green dragons are immune to poison
Red dragons would occasionally use MR cleave
Blacks have bonus for hp or resist all damage types for like 10% or something
FIre dragons resist fire (or maybe add something else as an extra)
Undead would inflict disease or something

Or a different kind of change could be
For the actual scaling, I think there should be a small difference between monster Archers, Mages and Fighters
Let mages have extra int and MR 10% or 20%
Fighters have extra HP and Def 10% or 20%
Arhcers have extra AS/AC and speed 10% or 20%
Hellspawn have extra Spell damage 10% or 20%
Undead resist everything except fire 10% or 20%
Dragons cast slower but a spell sequence could be chosen (Don't underestimate dragon brains)
Pests inflicts poison/disease

We also could go a kind of traditional way and that is to include random modifiers in these stats ranging from -10% to +10%

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Re: Ideas thread 2015

Post by Keighn » Thu Dec 03, 2015 2:44 pm

That's a big post. There's a thread on pet suggestion in the dev section sort of about this.

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Re: Ideas thread 2015

Post by eggmceye » Thu Dec 03, 2015 2:50 pm

it's a pretty good post tho

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Re: Ideas thread 2015

Post by EmoMage » Sun Dec 06, 2015 3:41 pm

that's cool as shit. i have a rat with 450 hp and whoopin that ass.

I do like that tho. A lot. I'd love to have a mino Shaman with high HP and int like that that can heal me as i'm fighting or something. As they are now, 1 hit by fire dragon and they're gone and useless. It would make ALL creatures useful in the sense of you can have anything as a pet and is bad ass..

it might even make golems half ass useful again.
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 2015

Post by Keighn » Mon Dec 07, 2015 5:18 am

There's always room to make pets useful including for other purposes than just grinding. I don't recall all the games that have pets but those that do are interesting to look at. Dungeon siege II legendary mod has a dog that grants an aura bonus to hp and combat abilities called loyalty .... Er something.

Aion has this meter where you feed your pet, groom it, play with it and keep it with you. As its happiness bar goes up and hits max you can send it to find a random treasure/gift. Usually it was a household item for display or a rare coin to buy equipment.

Course aion pets didn't fight whereas dungeon siege ones do.

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Re: Ideas thread 2015

Post by Rumper » Mon Dec 07, 2015 3:03 pm

Alot of pets in other MMORPG are looters, that auto-loot :D
Maybe set auto-loot parameters?

Talking about aura buffs, there was a game (don't remember the name) where partying was really important because you get aura benefits from your party memebrs.
Say you are a fighter and you team up with a mage. The you would get a +X% spell damage and small mana increase while the mage gets a -X% damage reduction and a small increase to hp. Pretty useless, but made some fun times like all 5 fighter + 1 priest party :D (Party consists of 6 people)

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Re: Ideas thread 2015

Post by EmoMage » Thu Dec 10, 2015 1:45 pm

Necro Stiletto is a rondel.. you can duel wield a rondel, can we PLEASE duel wield stiletto's? It makes sense. I'm making a human rogue/necro and can't dual wield them, feels kind of useless.....
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 2015

Post by Tink » Fri Dec 11, 2015 1:15 am

EmoMage wrote:Necro Stiletto is a rondel.. you can duel wield a rondel, can we PLEASE duel wield stiletto's? It makes sense. I'm making a human rogue/necro and can't dual wield them, feels kind of useless.....
:no: :cry: :LAUGHING OUT LOUD LIKE A MORON:

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