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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2005 08:53:38
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Pyramidion
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/202cb962ac59075b964b07152d234b70.jpg)
Joined: 02/21/2005 14:31:28
Messages: 1099
Location: Brick City
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Dirty Deeds bad pets bad!! with 20 peeps and there pets.
Agreed
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2005 11:03:52
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Nonya-Biz
Killing Spree
Joined: 06/05/2005 02:21:02
Messages: 59
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how about the ability to create a weapon with a positive number greater than 10
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/23/2005 18:18:49
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Risc
Joined: 08/23/2005 18:10:14
Messages: 4
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Instead of Monster Master, how about a "Nali Master"? Think about it:
Loaded Nali (Ok, you come up with a better name):
Level 1: 1 Nali follows you around
Level 2: 2 Nali follows you around
Level 3: 3 Nali follows you around
Level 4: 4 Nali follows you around
Level 5: 5 Nali follows you around
Nali Health:
Level 1: Each Nali has 10% more health
etc..
Nali Combat:
Level 1: Each Nali deals 5% more damage and takes 5% less damage
etc..
I'm imagining something like the Necromancer on Diablo II. Specifically, if the Nali get too far away from you, they automatically teleport somewhere near you. It would also be cool if each Nali had the same weapon as you at any given time (so if you have shield gun out, they have shield gun as well :twisted
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/23/2005 19:11:32
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macadamia
Dominating
Joined: 05/03/2005 06:05:57
Messages: 259
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Risc wrote:
Instead of Monster Master, how about a "Nali Master"? Think about it:
Loaded Nali (Ok, you come up with a better name):
Level 1: 1 Nali follows you around
Level 2: 2 Nali follows you around
Level 3: 3 Nali follows you around
Level 4: 4 Nali follows you around
Level 5: 5 Nali follows you around
Nali Health:
Level 1: Each Nali has 10% more health
etc..
Nali Combat:
Level 1: Each Nali deals 5% more damage and takes 5% less damage
etc..
I'm imagining something like the Necromancer on Diablo II. Specifically, if the Nali get too far away from you, they automatically teleport somewhere near you. It would also be cool if each Nali had the same weapon as you at any given time (so if you have shield gun out, they have shield gun as well :twisted
Nice, how much would that cost though, and would you not be able to have monster tongue if you have this? And when you said the thing about the weapons, would the nali's weapon change when you change your weapon, and what about the redeemer and ion painter?
You just need to put some more thought into this idea if we want it implemented into the server.
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My Skin- http://files.filefront.com/Yodazip/;3861297;/fileinfo.html
Xbox Live name: Macadamia87 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/23/2005 19:15:39
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Pyramidion
Wicked Sick!
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Joined: 02/21/2005 14:31:28
Messages: 1099
Location: Brick City
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ok, how about instead of adding more nali's to create more lag you could always just make one nali, but for each level you buy it'd be like 15% more dammage or something, I'd agree that you couldn't have both monster tongue and monster master, but I'm not a big fan of monsters... if it's going to happen I'd rather the monsters be stronger than just adding multiple monsters... too many monsters won't be good on low end computers like mine so I'm a little defensive on the monster subject
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/23/2005 20:12:41
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cplmac
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/45c48cce2e2d7fbdea1afc51c7c6ad26.jpg)
Joined: 12/19/2004 21:10:38
Messages: 1464
Location: chicago burbs
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UGH...
Pet talk
almost as bad as pets themselves. I have seen the light
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good, bad, I'm the guy with the gun. |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2005 03:26:43
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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One of the main objections to the Monster Master class is the number of extra pets it would add, and the performance problems this would cause.
How about a different tack. Forget about summoning pets. Have a percentage chance that an attacking monster will be tamed. The tamed monster will then fight on your side for say 20 seconds, then die. Thus the total number of monsters never increases, so performance should be ok.
If it is too difficult to code monsters as friendly without making them pets, then you could change the monster weapon to become a player-healing weapon for 20 seconds before they die.
Or just kill them straight off with a mini-ultima blast (suicide because they can't bear to attack you). The explosion to hurt other monsters not players. This instant death has the benefit of not reducing the number of monsters left for everyone else to kill.
If necessary, you could leave pets in but for Monster Masters only.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2005 14:51:31
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edomingox
Dominating
Joined: 05/22/2005 16:57:45
Messages: 247
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monster masters should be the only class that can summon monsters, i think. just remove the summon charm and give it to monster masters and allow the monster tongue for only monster masters too. that should lower the amount of pets on a map.
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My character skin -
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=1513
or
http://www.utzone.de/include.php? path=content/download.php&contentid=4280
http://friends.GameFly.com/r/5c9eec123614102a919d
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2005 15:05:47
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Spike
Wicked Sick!
Joined: 01/05/2005 07:50:20
Messages: 636
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Agreed with edomingox.
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"Not all those who wander are lost" -J.R.R.Tolkien |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2005 17:33:30
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macadamia
Dominating
Joined: 05/03/2005 06:05:57
Messages: 259
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Here Here edomingox.
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My Skin- http://files.filefront.com/Yodazip/;3861297;/fileinfo.html
Xbox Live name: Macadamia87 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2005 18:25:57
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cplmac
Wicked Sick!
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Joined: 12/19/2004 21:10:38
Messages: 1464
Location: chicago burbs
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I like the just remove the summoning charm part, the rest sounded dangerousely similar to allowing pets. I remember a brief respite of playing time without the summoning charm and it was good. If we are gonna be stuck with pets though, I do like the idea of having a monster master class similar to the loaded classes and allowing them alone to have pets. This would be both a good incentive and good pest control.
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good, bad, I'm the guy with the gun. |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2005 18:28:57
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FodderFigure
Wicked Sick!
Joined: 03/31/2005 17:04:57
Messages: 508
Location: Northern Indiana
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NM, I read the other posts wrong
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You mean I really am important? How I feel when I'm drunk is correct?
My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page
My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/24/2005 21:27:24
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Spike
Wicked Sick!
Joined: 01/05/2005 07:50:20
Messages: 636
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So, you get a pet if you have that skill... and no weapons or just the shieldgun and the assault rifle. No more charms (because summoning is for the MM class only) and the only thing left is a way to enhance your pet (to compensate for the weapons) and maybe heal it.
Sounds good to me - too bad Dru is not posting about it
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"Not all those who wander are lost" -J.R.R.Tolkien |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/25/2005 11:29:00
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Risc
Joined: 08/23/2005 18:10:14
Messages: 4
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I was wondering last night at around 3am pacific, there were two bots playing b/c there were only two human players. Anyways, the bots seem a lot smarter than pets: they're aggressive, accurate, and stick close to you. So I was wondering, instead of having Monster Tongue, how about a "Mercenary" skill?
Offensive Mercenary:
Level 1, 15 points: You get an offensive mercenary that goes out and kills things.
Level 2, 15 points: Your offensive mercenary gets more health, damage bonus/reduction.
etc...
Defensive Mercenary:
Level 1, 15 points: You get a defensive mercenary that stays close to you.
Level 2, 15 points: Your defensive mercenary gets more health, damage bonus/reduction.
etc...
So you'd have a max of two mercenaries you could beef up. Of course, these mercenaries would not be allowed with Loaded Artifacts or Loaded Weapons. (As an alternative to having two different skills, I guess you could have a command system so you could tell your merc's what to do, like "defend me" or "search and destroy")
The supplementary skill for this class could be team oriented skills, like a skill that increases the damage bonus/reduction of players/mercenaries near you. The only real team "skill" right now is healing other players with a healing gun.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/25/2005 13:14:22
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dirty_deeds
Dominating
![[Avatar]](/dcforum/images/avatar/1679091c5a880faf6fb5e6087eb1b2dc.jpg)
Joined: 12/19/2004 19:19:16
Messages: 202
Location: checotah, oklahoma, usa
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pet be a pet be a pet looks like a pet, walks like a pet , it b a pet. lag city to me
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old gamers never die, they just smell that way |
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