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PostPosted: Fri Dec 28, 2007 10:13 am 
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Dybbuk wrote:
My friend and I spent a good hour or so talking about what we think TH could use, and here are some of the ideas we came up with:...


Lots of interesting stuff, though some of it doesn't really mesh with my current vision for the game or player needs.

One of the benefits of the pit as it stands now is that it's always a difficult fight, whatever your level/status. It's the only place in the game where, no matter your situation, it should be a fair (or at least decent) fight. So I'm not ever going to change that. Taking it away would leave a lot of people feeling, "where the heck can I go now if I want a challenge?"

What I've mentioned that I want to do is to have other high-level areas that progress/scale in different ways. The tiers you mention there would be a good option; when you hit a level that's too tough, you can go fight in the pit some more until you level up and can handle more. I'd also like to stress different types of fights, so it's not always just "beat up an enemy that's as tough as you are." One of the things that's slowed me down is your suggestion (and my thoughts on it) are hovering around the Fernswarthy's Basement zone in KoL, and I'd like to work in some distinctive differences from it, if possible.

I'm definitely not going to reduce the level cap; in fact, I plan to raise it or eliminate it. For a lot of veteran players, gaining levels/xp is the only sense of progress they've got. Locking them in at level 20 (or even 50) can't possibly be satisfying. The answer isn't to trap them, but to provide more higher level content.

It's really not necessary to point to/repeat comments from earlier posts in this same thread. I know it's there. If I haven't done anything yet it's because either I like the idea and just haven't had time, or I disagree with the idea. Either way, repeated calls for the same action will tend to annoy me rather than help me. It's one thing if it's been six months and you want to see if it's still a valid suggestion, but you're talking about a post you made just three and a half weeks ago. There will eventually be class-specific items. There will eventually be more items and a greater variety of them. But keep in mind it's taken me a full year to get 300 of them into the game--there's only so fast I can do things, and there's *lots* of things to do. Class-specific items in particular are tough, not only because it's a completely new thing to code, but also because I end up doing the same amount of creative work for 1/4 of the playerbase, meaning in a utilitarian fashion that there's less "fun" for the amount of work, or four times as much work to get the same amount of fun in the game. So right now that means it would be neat, but it's a bad use of my time.

Also, I'm not sure I see a major distinction between having a riddle that takes some work to unlock the new area, and adding a quest in an old area. Both provide the same amount of enjoyment, roughly, to the players, I think. Maybe I'm wrong about that, I dunno. But I'm not sure it's a fair objection to say it would have been better to expand existing areas--I think that's a break even, at least. In this case the new zone is also the first step towards the process that will provide both higher level content, a new quest, something of a puzzle, and a number of other features that people have been clamoring for. So I'm on the path you want me to be on, you just don't know it yet. (I realize that you probably couldn't know it, as the development plans aren't posted anywhere, so I'm not holding that against you.)


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PostPosted: Fri Dec 28, 2007 10:24 am 
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Have repeatable quests been suggested yet? Perhaps with experience/chips rewards? It'd be a cool way to level up faster, rather than grinding the pit, theater, etc. It could be the kind of thing where initially you gain less experience per turn than you would grinding, but figuring out faster ways to do them would lead to a higher XP/turn ratio. Similar to the level 12 quest in KoL, where you can just grind to accomplish the task, but as you get better at the sidequests, you can eventually make it faster.

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PostPosted: Fri Dec 28, 2007 10:48 am 
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Ryme wrote:
I thought about this as I was getting started, but it felt really unrealistic/contrived. What sense would it make that you can't find/drive to an industrial district on the north side of town? Why should a difficult area simply not exist just because you'd get yourself in trouble if you went there?

Also, it's not like the penalty for being beaten up is that severe. You're not "dead". You don't have to start over. You just lose a couple of minutes. (Or a handful if you try it a few times.)

Further, if I do pick a level or stats or something as a time when the zone opens, it's sort of arbitrary. For some people it will still be too hard if they don't have the right combination of items/skills, while for other people by the time the zone opens it'll be too easy, and they'll be bored with their existing options.

I do try to address this a little, in general having the difficulty increase as your distance from Somerset Square increases. It's not perfect, but it's a decent rough rule of thumb--certainly through the first several levels where you're getting the hang of things. After that, learning the lay of the land should be part of what you're trying to do. Always knowing that you'll be able to win before you go into an area seems kinda boring to me.


Im not saying you should lock up the area until you reach a certain level. Im saying why not add a warning: In the area description put: "This is a dangerous area for brand new heroes" or next to the area name add: "Desert Lv 11" Or something like that


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PostPosted: Fri Dec 28, 2007 11:29 am 
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Well, "brand-new" heroes can't get there, so it doesn't need a warning for them. At least I don't consider you brand new by the time you've managed to pick up a couple of different vehicles and open two successive levels of transportation.

And spelling out the zone name with a level is just downright spoilery, not to mention being really a meta-game concept, and also not always particularly accurate -- it comes back to my point that what's level 11 for one person might be level 9 for someone else, and level 13 for a third.

I could, I suppose, mention in the descriptive text that the area looks particularly dangerous, but that's still a really subjective term. If someone's already level 20 and just hasn't explored there, it's not dangerous at all.


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PostPosted: Fri Dec 28, 2007 12:34 pm 
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Personally I found it fun just to discover new zones and find where I could go and where I needed to stay away from for a while. Speaking of which, a high-level area would be nice too. Perhaps you one you couldn't access until level 20 or so. At the moment, the best equipment for a level 15 character is the same as the best equipment for a level 50 character. Just saying.

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PostPosted: Fri Dec 28, 2007 4:31 pm 
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Thanks for the thorough response, Ryme. I am always hesitant about posting in this thread because I get the feeling that people think I'm criticizing just for the hell of it, when I really just like the game a lot.

Quote:
One of the benefits of the pit as it stands now is that it's always a difficult fight, whatever your level/status. It's the only place in the game where, no matter your situation, it should be a fair (or at least decent) fight. So I'm not ever going to change that. Taking it away would leave a lot of people feeling, "where the heck can I go now if I want a challenge?"


Well, it doesn't have to be the pit, then. It could be a new area.

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One of the things that's slowed me down is your suggestion (and my thoughts on it) are hovering around the Fernswarthy's Basement zone in KoL, and I'd like to work in some distinctive differences from it, if possible.


Fair enough, but you shouldn't let it deter you. A good idea is a good idea, and this concept is common in all RPGs, not just KoL.

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It's really not necessary to point to/repeat comments from earlier posts in this same thread. I know it's there. If I haven't done anything yet it's because either I like the idea and just haven't had time, or I disagree with the idea. Either way, repeated calls for the same action will tend to annoy me rather than help me.


I apologize. I was only using it to compound/support what I was saying now. I suppose it was unnecessary to bring it up again. :(

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Class-specific items in particular are tough, not only because it's a completely new thing to code, but also because I end up doing the same amount of creative work for 1/4 of the playerbase, meaning in a utilitarian fashion that there's less "fun" for the amount of work, or four times as much work to get the same amount of fun in the game.


I'm not sure this is a good way to look at it. Sure, it will take longer to complete a project like this, but I think the reaction will be one of overwhelming excitement compared to standard item additions were it completed.

Quote:
Also, I'm not sure I see a major distinction between having a riddle that takes some work to unlock the new area, and adding a quest in an old area. Both provide the same amount of enjoyment, roughly, to the players, I think. Maybe I'm wrong about that, I dunno.


There isn't really, it's just that there's so many empty zones right now that it seems a little odd to be adding a new one. Of course, I really like the new zone as well; interested to see what kind of quest is there.

Quote:
So I'm on the path you want me to be on, you just don't know it yet. (I realize that you probably couldn't know it, as the development plans aren't posted anywhere, so I'm not holding that against you.)


Always trying to keep us surprised ... ;) Thanks Ryme. Have a nice day.


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PostPosted: Fri Dec 28, 2007 5:06 pm 
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It looks to me as if there's this whole big backlog of great ideas that's being squeezed through the only small opening time and human ability allow. In the meantime, are people still allowed to make up new items and toss them up here?

Solid Metal Gear

This single cog is made of a sturdy new alloy: it's been subjected to every known kind of radiation and is still as good as new, as well as being warm to the touch. With this gear around your neck, you feel sneaky, silent, undetectable and pretty tough; the only downside is the loud ringing it causes in one ear every so often.

Talisman

+25% initiative
+20% reflexes
+2 PP to use skills

It's always fun to have more talismans.

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PostPosted: Fri Dec 28, 2007 5:38 pm 
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I love the above talisman, the problem is that it has no downsides. It needs to reduce something as well.


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PostPosted: Fri Dec 28, 2007 5:39 pm 
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The downside is the +2 PP to skills. Meaning they cost 2 PP more.

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PostPosted: Fri Dec 28, 2007 6:46 pm 
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Doominator wrote:
Solid Metal Gear


Ahahahahah. I'd love this. The problem is, it seems like another Gadgeteer talisman. Though I know it's hard to make non class-specific talismans...

Also, for some places (especially the later areas) it seems kind of weird that you can just waltz in and beat people up (or get beaten up). Maybe the first encounter will be a noncombat stat test, and if you can't pass, no access. Like maybe the Military Base has a guard you have to beat up/distract with shiny lights/sneak past.


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PostPosted: Fri Dec 28, 2007 10:33 pm 
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TheK3vin wrote:
The downside is the +2 PP to skills. Meaning they cost 2 PP more.


Ah, I misread. I like it then. :D


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PostPosted: Fri Dec 28, 2007 11:31 pm 
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Doominator wrote:
Solid Metal Gear

beautiful.

Just to throw my 3 sense in, I like that you have to explore an area to see if you are too weak to do anything in it. Going back a number of levels later, to find that you can fight effectively there is much more satisfying if you don't know exactly what 'a number of' is.


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PostPosted: Mon Dec 31, 2007 2:34 am 
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Some new Cube Theater ideas...

We need some more high-leveled ranged weapons. So, from Hamlet:
Sling of Outrage - Ranged weapon, increases monster level.
Arrow of Fortune - Accessory, increases chip drops.
Slings and Arrows of Outrageous Fortune - Powerful meat drop enhancing weapon (15%?) but deals 10% of the amount of chips you receive to you in unsoakable damage. (You suffer them. Heh. Heh.)

And combat usable items.
From the Unidentifiable English King:
Milk of Human Kindness - Can be used out of combat, heals a hefty amount.
Vial of Hebona - "You wait till your opponent nods off, then pour the hebona into his ear. Scabs sprout up on his body, and you draw attention away from your murder by calling for Samuel L. Jackson."


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PostPosted: Mon Dec 31, 2007 10:59 am 
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MrAndersonMan wrote:
Some new Cube Theater ideas...

We need some more high-leveled ranged weapons. So, from Hamlet:
Sling of Outrage - Ranged weapon, increases monster level.
Arrow of Fortune - Accessory, increases chip drops.
Slings and Arrows of Outrageous Fortune - Powerful meat drop enhancing weapon (15%?) but deals 10% of the amount of chips you receive to you in unsoakable damage. (You suffer them. Heh. Heh.)

And combat usable items.
From the Unidentifiable English King:
Milk of Human Kindness - Can be used out of combat, heals a hefty amount.
Vial of Hebona - "You wait till your opponent nods off, then pour the hebona into his ear. Scabs sprout up on his body, and you draw attention away from your murder by calling for Samuel L. Jackson."


Meat Drop?

And anyway I thought the Cube Theatre was a pretty complete area already...

.: You mean, chip drop ;) --Neo:.

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PostPosted: Mon Dec 31, 2007 11:25 pm 
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MrAndersonMan wrote:
Doominator wrote:
Solid Metal Gear


Ahahahahah. I'd love this. The problem is, it seems like another Gadgeteer talisman. Though I know it's hard to make non class-specific talismans...


Well, it is technological-sounding, but I intended to have more of a spy feel than to focus on a single class. You don't have to be Inspector Gadget to be snea- never mind, bad example.

Is it balanced enough? Should a bonus get toned down, or an extra little downside added?

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PostPosted: Tue Jan 01, 2008 10:56 pm 
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Just an idea I got in chat, cause there was this really amazing chocolate ice cream I was eating......

Using Dimensional gate to open new zone (s)

Gadgeteers could tinker with and reset the portal for other people. Using it like using skills. (Open portal for "playernamehere")
So someone would have so many minutes to go thru right afterward ( I said 5 at first, but Reaper thought 15)
Gadgeteers would lose all their PP to be able to do it. So although they would have, it would be a pretty severe penalty as there would be no time to make up the PP through adventuring due to the time limit

Maybe have dependant things in other classes too, I just though this would be cool, along the same lines that elementals don't need underwater gear.
I suppose alternatively Gadgeteers could make something others could use to do it instead....

Maybe I wont try to post so late next time...:)


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PostPosted: Tue Jan 01, 2008 11:43 pm 
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Giggles wrote:
Gadgeteers would lose all their PP to be able to do it. So although they would have, it would be a pretty severe penalty as there would be no time to make up the PP through adventuring due to the time limit
Well... there's the Enlightenment Center, the items from Sun Coast, Fire water...

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PostPosted: Wed Jan 02, 2008 5:31 am 
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IoTM: Wedding Car - for February. Vehicle.

"This is just a normal car decked out with sheets and a bouquet of flowers. Wherever you go, people get out of your way and throw gifts at you while you play blaring music, annoying everything around you. Transportation Granted = Level/2 (or Level/3, depending on what would fit after "ascension."

-10 seconds to every adventure
+10% item drops
+10% chip drops
+10 Monster Level


Saint's Marching Tune - for March. Software.

"This is a music file that can be played from your wristwatch. It's a popular children's hymn that may cause various miracles to happen. Or not, if you're a heathen. Heathen."

+10/12 HP/PP after every combat
Either boosts item drops, chip drops, XP, or reverses time rarely at the end of combat
Occasionally saints march in during combat and damage/delevel enemy, heal you, or restore your PP. Can grant you a Halo (possibly when you critical hit)
May cause you to revive with 25% HP when you're Beaten Up


Halo - can be [use]d - gives effect 'Angelic', gives slight regeneration and dodge bonus, boosts chances of saints appearing and strengthens their effects.

Just some ideas using some more obscure item types.


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PostPosted: Wed Jan 02, 2008 7:08 am 
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I know this would be a bitch to do, but having an option to choose do be on the "good side" and the "bad side" (i.e. villians and heroes) after a certain level and then being able to fight (PvP) the other side would be interesting.

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PostPosted: Wed Jan 02, 2008 9:00 am 
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Corrupt Shadow wrote:
I know this would be a bitch to do, but having an option to choose do be on the "good side" and the "bad side" (i.e. villians and heroes) after a certain level and then being able to fight (PvP) the other side would be interesting.


http://www.twilightheroes.com/forums/vi ... sc&start=0

MagiNinjA EDIT: That and there's a post about giving yourself and villains/heroes karma and alignment depending on what you do. Sorry for the edit! I didn't want to take up another post. Hope you don't mind. ^_^


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PostPosted: Wed Jan 02, 2008 10:25 am 
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Ah, thanks for the linkage.

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PostPosted: Wed Jan 02, 2008 12:02 pm 
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To complete my "colorful" wardrobe, I need the following: Helmet, Main Hand, Shirt, & Pants.

My suggestions:

Helmet - Nuggerjaut's Helmet (grants +10% Strength; -5% Reflexes) [Play off of Juggernaut]

Weapon - Thor's Mallet [before he had a hammer, he used a mallet... duh!] (grants +5% electrical damage; increased critical hit [1.5x?])

Shirt - Titanium Man's Chestplate (grants +5% reflexes; +5% intellect; +5% strength) [Play off of Iron Man]

Pants - The Bulk's Tattered Shorts (-10% intellect; +15% strength; +5% reflexes) [Play off of The Hulk]

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PostPosted: Wed Jan 02, 2008 3:44 pm 
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Giggles wrote:
Using Dimensional gate to open new zone (s)


Building on this, it could be a buff-type thing. each class can do something to the portal to open up a new zone.

It would be especially neat if the zone in question was more useful somehow to other classes (The gadgeteer-opened zone would be more beneficial to Naturalists, etc.)


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PostPosted: Thu Jan 03, 2008 5:20 pm 
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Alright, here is my first post.

My idea is for an evolving weapon of some sort.

The basic idea is that early on in the game you would be able to find an item. This item would appear mostly useless having low stats but most likely some negligible positive effect so it isn't obviously useless.

The thing would be forgotten by the player but if certain criteria was fulfilled the item would change and become slightly more powerful. The criteria would never be mentioned in game and it would be very obscure. You would have to do actions that would almost never be done. There would be many steps in evolving it.

Certain criteria would be using certain items on certain enemies. They would be most likely humorous or ironic item/enemy combinations. Whether or not fulfilling a requirement would garner some sort of in game notice would be decided later. It might be good to also have some sort of indicator so that it is not too obscure. Maybe have one of the criteria be something most people would get. Maybe beating the final boss (once end-game is implemented of course) would get you a level.

I hope this post made sense. I had been thinking about it a few days and thought that I'd throw it out there.


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PostPosted: Thu Jan 03, 2008 6:01 pm 
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For anyone who needs new idea about heroes go to Absorbascon and look at the Dynastic Centerpiece model and how it applies to heroes

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PostPosted: Fri Jan 04, 2008 12:19 am 
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Noidea wrote:
My idea is for an evolving weapon of some sort.

This would be really neat. I assume you mean that by meeting weird criteria, it would gain new enchantments?

The problem is (assuming this works the same way KoL does) that weapons are not unique. Your sword is exactly the same as mine. You would have to have a different weapon for each evolution. If they were gained in a linear order, that would work. and be real cool.


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PostPosted: Fri Jan 04, 2008 1:35 am 
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Can we just get a Goddamn gun that shoots Goddamn bees? And maybe those bees shoot smaller bees?

Anything with projectile bees.


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PostPosted: Fri Jan 04, 2008 2:59 am 
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Dogs that shoot bees from their mouths when they bark!

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PostPosted: Fri Jan 04, 2008 3:37 am 
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enterthewumpus wrote:
Noidea wrote:
My idea is for an evolving weapon of some sort.

stuff


The weapon could just start as something like 'Blob of Protoplasm.' Do the first thing and it changes into an entirely new item. There may be an order, or not. Like Solid Mass of Protoplasm, then etc.

Also, some new software:

City Map Code + Financial Spreadsheet Code = Gives +item drops.
Physiological Scan Code + Financial Spreadsheet Code = A software that takes a minimal amount of chips (1-10) and gives you +HP and +MP.

And maybe an attack alternative? Like maybe decoding Classified File from the military base can uncommonly get you a Sector 7 Code, and combining 2 gets you Optimus Megaprime Interface Link, which makes giant robots assist you in combat.

Also, I had a pretty cool idea for a new quest, inspired by Heroes. Maybe there could be a comic book (ironically called the Fourth Wall) and you can randomly find issues or pages scattered around the locations as semi-rare drops. Maybe one distinct issue per location. Once you get them all, you collate them into a book you read for a random hero superpower that's added to your skillset. You can possibly then do the quest again for the other skills, until you have them all.

Possible skills:
Laser Vision - combat skill, does Fire damage, useable once per combat, lowers your item drop chance by 50%.

Wallaby Claws - you have Infernium claws under your skin. Infernium claws of the horrific Wallaby. When used you hurt yourself a bit (OWWWW!) and your weapon gets replaced by high power, high crit melee weapons, till the end of combat.

More to come, possibly...


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PostPosted: Fri Jan 04, 2008 7:10 am 
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MrAndersonMan wrote:
Also, I had a pretty cool idea for a new quest, inspired by Heroes. Maybe there could be a comic book (ironically called the Fourth Wall) and you can randomly find issues or pages scattered around the locations as semi-rare drops. Maybe one distinct issue per location. Once you get them all, you collate them into a book you read for a random hero superpower that's added to your skillset. You can possibly then do the quest again for the other skills, until you have them all.

Possible skills:
Laser Vision - combat skill, does Fire damage, useable once per combat, lowers your item drop chance by 50%.

Wallaby Claws - you have Infernium claws under your skin. Infernium claws of the horrific Wallaby. When used you hurt yourself a bit (OWWWW!) and your weapon gets replaced by high power, high crit melee weapons, till the end of combat.

More to come, possibly...

Those are great ideas, man!

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PostPosted: Fri Jan 04, 2008 7:57 am 
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Im never gonna use Laser Vision If it exists. Im to much an item fan to hurt my proud D:


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PostPosted: Fri Jan 04, 2008 10:41 pm 
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NEW MERIT BADGE IDEA:

Name: Booty Pirate
Image: Image
Aquired When: you have X-number of each of the following - Gold Coast ivory, Ivory Coast spices, and Spice Coast gold.

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Last edited by Corrupt Shadow on Fri Apr 04, 2008 9:31 pm, edited 1 time in total.

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PostPosted: Sat Jan 05, 2008 2:51 am 
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Cristiona wrote:
Dogs that shoot bees from their mouths when they bark!


What're you gonna do? Release the dogs, or the bees, or the dogs with bees in their mouths and when they bark they shoot bees at you? Well go ahead! DO YOUR WORST!


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PostPosted: Sat Jan 05, 2008 8:47 am 
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Lol Dyb. You watch to match Simpsons


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PostPosted: Sun Jan 06, 2008 9:56 am 
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Add a "Mystic Square Watermelon", combat item or hp/mp restore (used in combat) 50% chance ether way. Enemy's miss turns while geting the melon out of there eyes or 25hp & 25mp restore on the character. Plus at the end of combat a (2% or lower) chance of a semi-rare item being droped by using it, like a "Enchanted Seed", which would be an equipable accessory or maybe a talisman. The watermelon could be a semi-rare drop on its own making the seed harder to get.


"Everyone knows Watermelons don't have mystic powers, you wonder why this one does...

The label reads :- John Coffey's Extra Juicy Watermelon, 100% Fairtrade and 65% more longevity than ordinary Watermelon, guaranteed."


Now thats an item..... :D


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PostPosted: Mon Jan 07, 2008 6:49 am 
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I don't get it. ><

I'd like a Recipe Book, that when found, records all the items you've combined/welded, and gives you quick links. You could possibly also find recipe pages for more unknown combinations in the Black Market, as rare drops, etc. Some things you possibly can't even make without the recipe drop.

It doesn't even have to be a book, it could be a program.


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PostPosted: Mon Jan 07, 2008 4:03 pm 
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MrAndersonMan wrote:
I don't get it. ><

I'd like a Recipe Book, that when found, records all the items you've combined/welded, and gives you quick links. You could possibly also find recipe pages for more unknown combinations in the Black Market, as rare drops, etc. Some things you possibly can't even make without the recipe drop.

It doesn't even have to be a book, it could be a program.

YES PLEASE!
As it is, I am disinclined to experiment with the welding and combining systems because there are far too many combinations to try. If I could get hints in the right direction, or even just a record of combinations that have worked in the past, I would be far more inclined to try it.


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PostPosted: Tue Jan 08, 2008 3:58 pm 
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i have an idea for an item of the month... or ten of them (at once).

i really like the idea of having 2 items of the month that when worn together are useful but i think sometime you should try and make a whole set. there are a total of 10 pieces of equipment you can wear and the IotM costs 10 silver stars, so, i think you (master ryme) should make a full equipment set of IotMs that with only one piece its useless but as you add more to it, it becomes helpful. i have no idea what kinda bonuses it would give you, but some one could figure something out.

even if you don't wanna do this you should at least introduce sets of items (like in diablo 2), but make them more useful then they are in KoL, because the only reason most people use sets in KoL is for quests.


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PostPosted: Wed Jan 09, 2008 3:04 am 
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but make them more useful then they are in KoL, because the only reason most people use sets in KoL is for quests.


BHH?

Also, I think Ryme as said nay to outfits. They'd be hell to design too... 10 unique items that people won't say are crap?

That said, I've always wanted to see multiple items for a KoL IoTM. This has the Roderick stuff, which I was pretty disappointed with, but I guess one can't have anything.


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PostPosted: Wed Jan 09, 2008 7:32 pm 
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Yeah, I have to agree, 10 unique IotMs making one outfit is...very unbalanced. Especially at only this state of the game.

I don't think (and I believe the majority may side with me, but I don't know for sure) that the Roderick gear is that bad. The Aegis Flux Incapacitor was relatively pretty powerful, so Ryme is setting his balanced about now. The Roderick gear may be underwhelming compared to the Aegis, but nonetheless, it's still pretty useful. You have to admit.

Also, please, no BHH like things. At least not to the extent of 200 days.

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