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PostPosted: Sat Nov 10, 2007 12:43 pm 
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As of now, the Naturalist skill of 'Tame Animal' seems to be useless. It gives you less exp, and no item drops. What if, however, instead of a lesser animal to call and a greater animal to call as has already been suggested, you were only able to call on animal types you have managed to tame? Reptile, mammal, fish etc? It might give the tame skill a reason for existing. Unless it actually has a use later on in game content, and I just haven't gotten that far which is quite possible.


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PostPosted: Sat Nov 10, 2007 12:47 pm 
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When I found it useful was when fighting enemies that were too strong to beat, but still get almost as much xp as actually beating them. I know that's not something that one would use at higher levels, but I was able to finish the quest in the ocean a bit easier and use the desert to level in on all the huge bugs at lower levels.

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PostPosted: Sat Nov 10, 2007 1:41 pm 
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I foresee possibly a sidekick as a plot device, in some quests - but that's all I think of that they would be used for.


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PostPosted: Sat Nov 10, 2007 8:08 pm 
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Maybe a sidekick could just be an award for a quest, seperate from the level-specific quests. You could name him/her and he/she would just attack and perhaps have learnable special abilities. It would just be a cool extra, and not a hugely important thing to have.

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PostPosted: Sat Nov 10, 2007 9:06 pm 
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That's pretty funny. It would have to be a seperate sidequest (side-quest?) chain though, like all of the epic weapon quests in KoL.

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Last edited by TheK3vin on Sat Nov 10, 2007 9:43 pm, edited 1 time in total.

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PostPosted: Sat Nov 10, 2007 9:41 pm 
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We don't know that.

Also, dThought's idea just gave me an idea.

Give the player choices throughout his/her ascension. Choices can determine the player's "karma" I suppose we can call it. e.g. Wanda Bee example. Reject her and she becomes a crucial villain. etc.


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PostPosted: Sun Nov 11, 2007 11:52 am 
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And every so often she screws up big time, so much so that you'll want to get rid of her, but the longer you wait the stronger she is when you fight her. So some people might want to just get rid of her right away, fight her early, and play through the game without a sidekick. It could be balanced such that either way would present advantages, either having someone helpful who sometimes screws up or having nothing at all.

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PostPosted: Tue Nov 13, 2007 6:11 pm 
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Crazy idea that came up in chat - what about a skill that is given out after you consume a huge amount of caffeine, which increase your tolerance :?


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PostPosted: Wed Nov 14, 2007 2:45 am 
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Probably Shock Grenade too, then.

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PostPosted: Wed Nov 14, 2007 5:23 pm 
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Awesome ideas shok.

Perhaps other classes like Naturalists could create "animals in a bottle" or like one of those pill things that expand into huge ass sponge animals when you stick them in water for a while. Or maybe an Elementalist can make "fire in a bottle". Essentially an elemental grenade. :P The psion. Hm. Shiny aura in a can! >.>

As for guild support...what's your stand on that, Ryme?


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PostPosted: Wed Nov 14, 2007 7:27 pm 
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One thing that needs to be considered before jumping to any conclusions about how cool it would be for a gadgeteer to make items he could sell is the money making potential of each class. For instance, right now I believe Psions are the worse, as they have one buff and no other class-specific ways to make money. Not to mention the fact that Wind Warrior isn't exactly a neccesary spell for anyone. Those are great ideas content-wise, but balance-wise it might be a good idea to work on the Psion first.

This could just be me being selfish though :)

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PostPosted: Thu Nov 15, 2007 9:17 am 
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Something like the basement for high-levels would be nice.

I know that sounds vague but I'm tired and sick and can't think of anything creative right now...

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PostPosted: Thu Nov 15, 2007 12:07 pm 
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Keep in mind the less specific you are with your ideas, the more likely it is to have them implemented. But a good idea, nontheless (that's a word, right?).

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PostPosted: Thu Nov 15, 2007 4:44 pm 
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TheK3vin wrote:
Something like the basement for high-levels would be nice.

I know that sounds vague but I'm tired and sick and can't think of anything creative right now...


The very last level you can access? Yeah, that scales.


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PostPosted: Thu Nov 15, 2007 6:57 pm 
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I know that, MN* (why do I keep saying MJ?), but I'm saying something that could perhaps have leaderboards, something that you progress in. For instance, if the monsters in The Fiendish Pit got harder as you killed more, and it recorded how many you killed. Something to show off and compete with.

Though it'd obviously be much more in-depth and complicated than that.

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Last edited by TheK3vin on Fri Nov 16, 2007 3:59 pm, edited 1 time in total.

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PostPosted: Fri Nov 16, 2007 4:07 pm 
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Well, here's what Jick said once a while back. He likes it when people just say "Hey it'd be funny if ____." This is because if you go into great detail about every drop for every monster in a zone you made up, odds are it won't work with the rest of the game or won't be balanced or whatever. If you provide a specific idea, lets use something already implemented for instance and say "What if there were a zone where everything scales and there were random names for the monsters?" That's different than writing 5 paragraphs about what each one would drop, exactly how much exp. they would give you, and why what items they gave you did what. I'm not saying you should say "Hey there should be some zone with ice cream." I'm saying that you may be wasting your time by writing for half an hour about something you want to see in the game, because odds are if Ryme even reads the whole thing, he may not like the idea or only like a few things in it. The idea has to come first. Specifics can be developed by either the player or Ryme as the idea comes to fruition.

Oh and by the way, which assassins are you talking about? Guild Wars perhap? Or is that just a random example?

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PostPosted: Fri Nov 16, 2007 7:13 pm 
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Odds are TH will never go out of beta. Ever.


No, seriously.

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