Creative player ideas for in-game items, zones, etc.

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Strlikecrazy
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Re: Creative player ideas for in-game items, zones, etc.

Postby Strlikecrazy » Tue May 11, 2010 10:02 am

Cristiona wrote:Hm.

Well, I'm all in favor of themes for items (more pens and glasses coming!), and I like give and take buffs (although, White Pills are probably more balanced than Laio), so this is a pretty sweet idea.

Now I just need to figure out where veggies will fit. Probably the level 15 quest (OMG SPOILARZ!) :D


OMG TMI!!!!

Yeah, it's more balanced. The Violent, Vindictive or Vigilante Veg could be The Mick's mutuant minions!

I think used too many alliteration's then :D

Other random ideas:

The Gravel Ax

Melee, Bashing
Power 155
Level 15

This powerful weapon has been crafted and cured for millenia by Swedish warriors. There's something abit fishy about it - you can't work out why it smells like a harbour.

+X% chance to stun on succesful hit (due to smell)
+X% HP restored per hit

Effect: No Whey Man!
+60 minutes

Man alive! This is some serious stuff. With the extra protein feeding your crime fighting escapades, you start to develop Arnie style guns. With bulging muscles, and increased hormones, you're ready to dish out some pain!

+75% Strength
+10% Melee Damage
Increased chance of fumbles
-100% Reflexes
-100% Intellect
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blackmatter615
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Re: Creative player ideas for in-game items, zones, etc.

Postby blackmatter615 » Tue May 11, 2010 4:19 pm

Strlikecrazy wrote:
Cristiona wrote:Hm.
Effect: No Whey Man!
+60 minutes

Man alive! This is some serious stuff. With the extra protein feeding your crime fighting escapades, you start to develop Arnie style guns. With bulging muscles, and increased hormones, you're ready to dish out some pain!

+75% Strength
+10% Melee Damage
Increased chance of fumbles
-100% Reflexes
-100% Intellect

So you would do a crap load of damage but never ever hit. I would tone down the - reflexes and intellect, maybe to 75 or 50.
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Cristiona
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Re: Creative player ideas for in-game items, zones, etc.

Postby Cristiona » Tue May 11, 2010 7:56 pm

blackmatter615 wrote:
Strlikecrazy wrote:+75% Strength
+10% Melee Damage
Increased chance of fumbles
-100% Reflexes
-100% Intellect

So you would do a crap load of damage but never ever hit. I would tone down the - reflexes and intellect, maybe to 75 or 50.

Actually, you'd still hit just fine. However, I think -100% makes things go all crazy, so probably something like -90, -95, or -99%.
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Satan
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Re: Creative player ideas for in-game items, zones, etc.

Postby Satan » Tue May 11, 2010 9:44 pm

Well, as we've found out tonight, there's a -90% cap to -% stats, so it wouldn't matter if it said -100% anyways.

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Re: Creative player ideas for in-game items, zones, etc.

Postby Strlikecrazy » Wed May 12, 2010 12:33 am

Cristiona wrote:
blackmatter615 wrote:
Strlikecrazy wrote:+75% Strength
+10% Melee Damage
Increased chance of fumbles
-100% Reflexes
-100% Intellect

So you would do a crap load of damage but never ever hit. I would tone down the - reflexes and intellect, maybe to 75 or 50.

Actually, you'd still hit just fine. However, I think -100% makes things go all crazy, so probably something like -90, -95, or -99%.


Fair enough. I thought the downside needed to be pretty big to make up for the huge bonuses.
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Sanjuro
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Re: Creative player ideas for in-game items, zones, etc.

Postby Sanjuro » Wed May 19, 2010 12:50 am

In honor of Ronnie James Dio (1942-2010, Rest in Peace), I offer the following:

Rainbow in the Dark
Off-hand item
Various prismatic effects during combat

Ride the Tiger
Transportation
Range: 4
Enables adventuring underwater (It's a Holy Diver, you see.)
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blackmatter615
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Re: Creative player ideas for in-game items, zones, etc.

Postby blackmatter615 » Thu May 20, 2010 10:28 pm

For a "high" level boss (possibly mick) it would be cool to have the enemy reflect any skills and/or items used against it. Devastating, especially to tnt users...
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Re: Creative player ideas for in-game items, zones, etc.

Postby Satan » Fri May 21, 2010 11:23 am

Luckily, my hp is so high that my own skills couldn't kill me >.>

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Re: Creative player ideas for in-game items, zones, etc.

Postby Harry Dresden » Sat May 22, 2010 6:41 am

The mall is being worked on, but progress is slow and I wouldn't expect to see it before retcon unless Ryme decides to make it a priority and take over the coding.

PM's you SEND are green, but the ones you RECEIVE are blue. They stand out quite well against all the other chatter.

An ignore list would be handy. I could not use it, but it would still be handy.

Name capitalization changes ARE possible. Go into Account Settings and it is near the bottom of the page.

blackmatter615
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Re: Creative player ideas for in-game items, zones, etc.

Postby blackmatter615 » Sat May 22, 2010 8:47 am

I dont know what kind of item would give this effect but it could possibly occur like this:

Step 1: Give Blood
Blood Drained (there is already an effect called drained so...)
-20% strength (60 minutes)
Step 2: Blood Dope
Dope Blood: make jest/reference of the illegality of this
+20% Strength (45 minutes)

You would have to first give blood somewhere (possibly hospital), and then whenever you needed it you can get a little bit of a buff to your strength (or maybe have it be all stats). I could see this being useful for S7G/transmogging/bossfights/roleplaying.

Another very possibly OP idea I had was create an item/location that resets your caffiene and sugar levels, but takes like 10-30 minutes to do, adds 60-90 seconds per turn, reduces stats a lot, and reduces item find for 120 minutes. Call it Blood Swapping.

Both of these would be available at the brand new Shady Hospital that would also heal wounds for 5 chips/hp point. This would be for mid level characters (with Twilight Hospital for low level and Sickbay for high level), so put it in industry or hyde park possibly?
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Re: Creative player ideas for in-game items, zones, etc.

Postby Ryme » Mon May 24, 2010 4:45 pm

Both of those are about four steps and two full-time programmers beyond what we're capable of, unfortunately.

But seriously? Not having a right-click menu is a make or break reason to like a game? That just seems weird to me.

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Re: Creative player ideas for in-game items, zones, etc.

Postby Satan » Mon May 24, 2010 6:58 pm

I can understand that, somewhat. If you spend alot of time in chat and have known previous utility of the right-click menu, it might factor in substantially to your decision. That said, there were probably other factors.

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Re: Creative player ideas for in-game items, zones, etc.

Postby Sanjuro » Sun May 30, 2010 9:18 pm

I had an idea for a boss monster or villain:

You're fighting Lady NaGa.
A six-foot tall snake with a human head, she uses her half-psychotic, sick, hypnotic powers to make people believe she looks perfectly normal. But make no mistake, this girl is a monster (m-m-m-monster). All she wants to do is just dance. Oh, and hypnotize people and rob them.

She po-po-pokes you in the face. It doesn't hurt, but you take ?? damage from the embarassment. I mean, it's so obvious, you should have seen it coming.

You gain an item: Lady NaGa's outlandish costume, or face poker.
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Muhandes
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Re: Creative player ideas for in-game items, zones, etc.

Postby Muhandes » Mon May 31, 2010 1:28 am

Sanjuro wrote:You're fighting Lady NaGa.


Classic villain type.

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Cristiona
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Re: Creative player ideas for in-game items, zones, etc.

Postby Cristiona » Mon May 31, 2010 10:22 pm

no limit credit card

This is everyone's dream: a credit card without any credit limit. Of course, they can be horrifying when the bill comes due, but until then, you can go absolutely nuts. Just don't ask about the interest rates...

Accessory
Level Required: 10
Autosell Value: 100

+50% boots drops
-50% chips drops
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Muhandes
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Re: Creative player ideas for in-game items, zones, etc.

Postby Muhandes » Tue Jun 01, 2010 10:52 am

Skill: Insulin pump

allows you to consume more sugar a day.

Alternatively, can be made into a one time use item which removes N sugar units you already consumed from your blood stream, allowing you to consume sugar again that day.

(Yes, I'm thinking Liver of Steel/Mojo Filter)

zillow
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Re: Creative player ideas for in-game items, zones, etc.

Postby zillow » Thu Jun 03, 2010 2:37 pm

TwilightWolf wrote:1. Get a way to delete more than one message... I have like 200 messages in my inbox


If you look at your inbox there are check boxes for each message and at the top and bottom of the page is a "delete checked" button

And as for fighting, I'd say there is a good amount, although there will always be new zones coming out as the game expands. And for the high level people there are places like DDD, S7G, and such where foes scale and gives a good challenge
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Ryme
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Re: Creative player ideas for in-game items, zones, etc.

Postby Ryme » Thu Jun 03, 2010 4:38 pm

TwilightWolf wrote: I'm not sure what the highest zone for fighting in this game is.... but I think it's the places you can go w/ the dreamer's clock. Would that be like at level 40 you can kill most monsters?


It's roughly 70. Not counting zones with foes that scale to unlimited levels.

blackmatter615
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Re: Creative player ideas for in-game items, zones, etc.

Postby blackmatter615 » Sat Jun 12, 2010 10:33 am

What about an offhand item version of Prepunctuality, i.e. and item that randomly after combat will give you back another 30 seconds? Say it fired about 20% of the time but also increased your turn length by 5 seconds. Make it a required level 10 or 15 to reduce its necessity for speed runs.
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Re: Creative player ideas for in-game items, zones, etc.

Postby Harry Dresden » Mon Jun 14, 2010 7:56 pm

I agree with that! We need 100k chips and even 1m chips.

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Re: Creative player ideas for in-game items, zones, etc.

Postby Ryme » Mon Jun 14, 2010 8:03 pm

Really? Didn't know there was a demand. Probably doable.

They would have to be pull-proof in retcon, though. No free million chips for a single pull.

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Re: Creative player ideas for in-game items, zones, etc.

Postby Cristiona » Mon Jun 14, 2010 9:37 pm

I can't imagine ever needing to pull much more than 20k. Honestly, even 10k would probably suffice for the whole run unless you're planning to spam-buff yourself. I mean, chips drop while adventuring, and there's some pretty generous quest rewards: couple grand from casino, 12k from Cube, cash from under the bay, pearls from under the bay, misc drops, etc.
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The churches are empty / The priest has gone home / And we are left standing / Together alone
--October Project: "Dark Time"


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