Page 21 of 39

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

Posted: Mon Jul 13, 2009 1:04 pm
by Satan
JazzTap wrote:Well, nope, never heard of Captain Falcon. I'm clueless about some parts of pop culture like that.

But could you give an example of a combination that doesn't make sense? Usually there's some special assembly text that explains what happened.
Actually, to my knowledge, there /is/ no special assembly text, for /any/ items. Unless Ryme's gone and added that ability. Was an issue back with the glob of goo and its items, because it didn't really explain that the goo ate away at the one item from the smuggler's box. But there are items out there. Mostly the more punny ones.

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

Posted: Mon Jul 13, 2009 2:51 pm
by Ryme
Sorry, Sate, but your knowledge is incomplete. Because of the goo I did add special combine messages to some of the recipes to explain what's going on.

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

Posted: Mon Jul 13, 2009 6:29 pm
by neocamp22
How about a limited use vehicle (by time)....
You find a vehicle that runs on diesel (maybe at the Black Market). It seems that Twilight doesn't have diesel in any of it's gas stations, and that none of the cars conventionally available in twilight run on diesel for that reason. If you try to use your diesel fueled vehicle, you get a message saying you can't get anywhere without fuel. However, when you use diesel fuel items you get an effect which lets you go places with the vehicle. The vehicle could be relatively low-ranged, attainable at mid levels, and be more powerful than any of the other low-ranged vehicles.

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

Posted: Tue Jul 14, 2009 10:27 pm
by Carygon Nijax
Blink wrote:You suddenly stop your attack and wonder what time it is
I really like this... that's what a miss message should be like!!

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

Posted: Thu Jul 16, 2009 9:22 pm
by Cristiona
The Game Manual wrote:Besides their level, each character has three main stats which help to further define their abilities: Strength, Intellect, and Reflexes. Strength is a measure of physical power. It primarily helps as a factor in dealing extra damage in combat, if you're attacking with a weapon. Intellect represents smarts, focus, and your ability to observe the world around you. High intellect can increase the damage that most spells deal in combat, and also can affect whether you're surprised by opponents, or whether you surprise them. Reflexes represent agility and reaction time. Reflexes play a part in determining how well you can dodge opponent attacks, and how well you can aim your own attacks.

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

Posted: Fri Jul 17, 2009 9:57 pm
by Olaf
How's the eye podule play in?

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

Posted: Fri Jul 17, 2009 10:33 pm
by Cristiona
You might want to look at the wiki to get comparative power levels. Your stuff is almost uniformly overpowered.

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

Posted: Tue Jul 21, 2009 10:43 pm
by Carygon Nijax
No they don't... they are mods.. they take care of people like me saying bad words on the internet!!

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

Posted: Wed Jul 22, 2009 6:30 am
by Ryme
Heck, it doesn't matter. Effects are generally the part I'm least likely to borrow from if I like an idea. The name, maybe the recipe, stuff that's obviously funny/witty/entertaining.

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

Posted: Wed Jul 22, 2009 11:12 am
by Olaf
malkamite + clockwork falcon = Malkese falcon
Malktese, Malk-a-tese, Malkamitese are other ideas

No sure what it would be or do. It would be a great MacGuffin, though.
Maybe +combat? +murderous dames?

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

Posted: Fri Jul 24, 2009 1:33 am
by Strlikecrazy
How about some enemies for the League of self promoters?
Cloberella, The Self Confessed King, /me runs out of ideas...

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

Posted: Fri Jul 24, 2009 2:59 am
by Strlikecrazy
Police Notebook

Weld or combine Security slacks + Peacemaking baton

Offhand

Hey Danno, this little number will help you record details and review details about convicts. You also feel like arresting people. 'Book 'em toys!'
D'oh, boys.

Increase combat adventures
Can view details about opponent

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

Posted: Sat Jul 25, 2009 11:42 pm
by Satan
Nah, no class specific locations yet. I'd personally like it to stay that way until retconscension, like what KoL went with. Having to go down from my high level and losing my stats just to check out one zone, wouldn't really be worth it.

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

Posted: Sat Jul 25, 2009 11:55 pm
by MagiNinjA
Frankly I don't think it matters. Multis are for that.

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

Posted: Sun Jul 26, 2009 1:17 pm
by Carygon Nijax
well.. I kind of like the bat idea...

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

Posted: Mon Jul 27, 2009 4:46 am
by Cristiona
So you're just posting random spam now?