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Cloud34

Rampage

Joined: 12/19/2004 21:59:37
Messages: 138
Location: Alberta, Canada
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If you have any suggestions for Dru's RPG mut mut, please post them here. So we can keep it organized :O

My suggestions:
-An artifact that teleports you within a certain radius of the closest monster. This would be especially helpful when you can't find the last rabbit after searching the map for freaking 10 minutes and some of the spectators are always going "OMG just die" while other spectators are saying "I just saw it! It's over by the- oh wait it's gone. Let me find it again"

-"Sturdy" modifier to be modifed to include immunity to the Titan affect. THEN they will acually be useful in invasion.

-"Piercing" modifier to be modified to pierce mercenary and queen shields. Once again, this would acually make the modifier useful in invasion. Otherwise we will still be hearing on the server "ANYONE WANT MY PIERCING MINIGUN?" to which I always reply to over the voice comm "HAHAHAHAHAHAHAHAHA that's a good one."

-EXP for healing people. Though I know this could get exploited pretty easily, and I am hard pressed to think of a system that is exploit free.

-On that thread of thought, how about an increased chance of getting a healing gun! Right now it's really really really really small, and I've gotten about 5-10 infinites for every healing gun I get. It should more be the other way around. Healing guns really help out with the whole team work thing, which I think should be encouraged.

-A new modifier, which is acually slightly related to healing. A modifer of "Self Preservation" or something like that. It would be on splash damage weapons, and would make it so you can't hurt yourself with the weapon. It's unlucky opposite would be of "Self Mutilation" which acually harms the person a fraction of a percent every time they shoot a monster, but can't acually kill the person holding the weapon.

-Make vanilla + weapons more common. They should be the most common modifier, but it is somewhat rare that I see a regular + weapon.

And that's all I have right now. Anyone else got suggestions for Dru, though he might not need/want any?

p.s. Thank you Dru for making a great mut mut.
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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-On that thread of thought, how about an increased chance of getting a healing gun! Right now it's really really really really small, and I've gotten about 5-10 infinites for every healing gun I get. It should more be the other way around. Healing guns really help out with the whole team work thing, which I think should be encouraged.  


This can be achieved at the administrator's wishes by modifying the "chance=" value in the ini file. So can the vanilla + weapons you mentioned.
Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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some suggestions:

when you hit an ememy, it'd be cool to see how uch damage you dealt. like in msot RPGs, you hit an enemy and like 100 pops up and goes away. it could be toggled on and off if people don't like it. it's be useful for experience, too.

i've always said this: activated abilites. I was thinking of a lock on type thing, without actually locking on. you just have to have the cursor over the enemy, and a box would come up, "highlighting" then enemy and you have abilities hotkeyed to 1-9 and you just press that number.

hopefully I'll learn some more uscript

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Twiggmeister



Joined: 12/21/2004 17:36:10
Messages: 6
Location: Alaska
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Tidu! wrote:
some suggestions:

when you hit an ememy, it'd be cool to see how uch damage you dealt.  


Ok tidu, there is a skill that allows that, doesnt give exact numbers, but gives health bar...

Die - "Because i like it like that" -the great twigg
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[HYA] Wanker


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Joined: 12/20/2004 10:13:26
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Cloud34 wrote:

...
-A new modifier, which is acually slightly related to healing. A modifer of "Self Preservation" or something like that. It would be on splash damage weapons, and would make it so you can't hurt yourself with the weapon. It's unlucky opposite would be of "Self Mutilation" which acually harms the person a fraction of a percent every time they shoot a monster, but can't acually kill the person holding the weapon.
...
 

I know you're suggesting it for a weapon attribute with this modifier but there is already a skill with this effect... Caution - it's like 25% less self damage / level and I think it's 15 starting with increments of 5.

Your self mutilation sounds more like reverse vampirism :x

"Hey there Skaarj buddy, you want some blood? it's REAL tasty!"


Oh yeah and Twigg, it's Awareness, 20 starting +5 for 2nd level - colored health bars over their heads with the second level being for shields... making damage popups would pretty much make it kinda less worth it :p

Edit: Durr It's actually Cautiousness with 15% / level starting @ 15 with +5 increments
Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
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awareness is 20?!?

now I'll have to wait two more levels to get it... it's not worth it

I just thought it'd look cool to have the numbers popping up for a second and the experience you got. and it shouldn't be a hard script, I don't think :p

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Silent Scope



Joined: 12/27/2004 15:15:33
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I dont know why you took off the FHI but I think if people want to play it they should be able 2. You cant play a map unless the Majority of the people playing want to play it. So why not leave it on the Menu
Psion



Joined: 12/22/2004 21:16:21
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Probably because a lot of people don't care for it AND it was difficult to balance the FHI XP with the Invasion XP (In other words, people were abusing FHI - someone was proudly telling me how he could exploit an FHI map and get 3000xp per round)

...
so you have something many people don't like and something which is easy to abuse, hence making its removal (to me) welcome and realistic.


I agree with Cloud that it'd be great if piercing went through merc and Queen shields - going through the enemy (I assume that's what it does?) is very rarely useful. Going through those shields would be VERY useful.

Personally, I want to know two things:
1) Is there a maximum number of artifacts total (Dirty_Deeds says there is and I believe him, but I've forgotten to ask you if so) and what's the max if there is one?
2) Does anyone ever USE a Globe of Invulnerability?



Cloud34

Rampage

Joined: 12/19/2004 21:59:37
Messages: 138
Location: Alberta, Canada
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Twiggmeister wrote:

Tidu! wrote:
some suggestions:

when you hit an ememy, it'd be cool to see how uch damage you dealt.  


Ok tidu, there is a skill that allows that, doesnt give exact numbers, but gives health bar... 


It's not quite the same. Awareness more tells you the percentage of health the enemy has left, not so much as how much damage you are doing to it (though that data can be extrapolated), nor how much XP you are getting from it (that data too can be extrapolated). I think it would be very very very very cool if it DID how the damage and XP popping up in numbers above the heads of the enemies.

Wanker wrote:

Cloud34 wrote:

...
-A new modifier, which is acually slightly related to healing. A modifer of "Self Preservation" or something like that. It would be on splash damage weapons, and would make it so you can't hurt yourself with the weapon. It's unlucky opposite would be of "Self Mutilation" which acually harms the person a fraction of a percent every time they shoot a monster, but can't acually kill the person holding the weapon.
...
 

I know you're suggesting it for a weapon attribute with this modifier but there is already a skill with this effect... Caution - it's like 25% less self damage / level and I think it's 15 starting with increments of 5.  


Indeed, but isn't Quickfoot also an ability? Isn't Vampirism also an ability? One could postulate that Dru doesn't lose sleep over making weapon modifiers that are already abilities.

On top of that, my suggested preservation weapon mod would completely get rid of self damage, where as with Caution maxes out at 75%
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...
I agree with Cloud that it'd be great if piercing went through merc and Queen shields - going through the enemy (I assume that's what it does?) is very rarely useful. Going through those shields would be VERY useful.

Personally, I want to know two things:
1) Is there a maximum number of artifacts total (Dirty_Deeds says there is and I believe him, but I've forgotten to ask you if so) and what's the max if there is one?
2) Does anyone ever USE a Globe of Invulnerability?

 


Going through enemies is penetrating (with hitscan weapons) - I never see it anymore though.

Not sure about max artifacts.

I use it except it runs out too fast grr.

As for the cautious weapon I don't say that Druid wouldn't consider it, I'm just saying it isn't exactly on the A-list for most people. As for the self mutilation that's just... too evil :p
TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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Tidu! wrote:
awareness is 20?!?

now I'll have to wait two more levels to get it... it's not worth it

I just thought it'd look cool to have the numbers popping up for a second and the experience you got. and it shouldn't be a hard script, I don't think :p 


If you want to try and code it up, I'm all ears for incorperating it into a skill

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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Cloud34 wrote:

-"Piercing" modifier to be modified to pierce mercenary and queen shields. Once again, this would acually make the modifier useful in invasion. Otherwise we will still be hearing on the server "ANYONE WANT MY PIERCING MINIGUN?" to which I always reply to over the voice comm "HAHAHAHAHAHAHAHAHA that's a good one."
 


Yeah I talked to Mysterial about this. He said the damage gets zeroed out before he has a chance to catch it. Potentially it's something we could talk to satore about, although I'm still hoping for a fix from him for his 118 pack eating all the CPU on the server...

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Silent Scope



Joined: 12/27/2004 15:15:33
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hey how about combining diffrent Magic Items like to make a Unique Item Like the Vampiric mini gun of quickfoot
cplmac

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Joined: 12/19/2004 21:10:38
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ive asked shan about the max artifacts Psion, and there is a maximum of either 20 or 24.

good, bad, I'm the guy with the gun.
pauli



Joined: 01/04/2005 21:39:06
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my suggestions:

artifacts:

ammobox. use it and it maxes out your ammo. not sure on single or multi use, not sure if it should require full adren and use it all no matter what, or only use the fraction needed, or just continue to fill your ammo until you're out of adren (ala booster, but only to full ammo). would be invaluable for lower level players.

portable healing potion. reasonably self explanatory...

backpack. use it, and ammo capacity doubles (until such time as you die).

ice wand. adds the freezing effect to your current weapon - at the cost of adrenaline with each shot, of course. might need a visual effect on projectiles.

lightning rod (modification). add null entropy effect to the lightning bolts.

akimbo charm. whatever weapon you use it on, can be used... akimbo.

boots of flight. just give flight the boot, says i.

magic pie. still working on finding a model for this.

bribe. flips a targeted enemy monster to your side. i'd call it charm monster, but... that would be confusing.

clone weapon. for when you really, really want to share that vorpal shock +10.

fruit cake. the opposite of magic pie.


weapon effects:

accuracy/inaccuracy. speaks for itself, i hope.

homing/avoidance. projectiles gain a slight homing ability. not sure if this requires an avril or rl style lock, so it may not be practical. alternatively, simply add the lock-on ability of those weapons to whatever gets this effect, though having it be automatic would be nice. avoidance would be a REAL negative effect alternate negative effect: hiccups.

splash. adds... splash damage. not sure of a good name for a negative effect (for those weapons that already have splash).

quickshot/slowshot. affects rate of fire.

extra linking. obviously a link gun effect - acts like there's someone linking to you already. passes on when linking. not sure if it's possible.

doubletap. sends a second shot out fractionally after the first, along the exact same path. possibly only good on hitscans (and certainly not well balanced for miniguns!)

shielding. like energy or vampiric, but raises shields instead.

energy burst. maybe only for the lightning gun, maybe shock as well - effectively sets off a one time shot of lightning rod on whatever you shoot. fun for long range crowd control! i'm concieving of this as slightly different from the splash ability.

triple jump/single jump. a weapon that lets you... triple jump. or, if you get the bad one, it won't let you double jump.


other:

make awareness cheaper. it doesn't seem like it provides a benefit commensurate with the cost, at least for invasion.

set weapon bonuses on some sort of sliding scale - i see as many force +5's as force +1's, and it seems to me that we should have a lot more low bonus items than high bonus.

find a way to reward people for linking. if possible, give the xp for damage/kills to the whole link chain.

get monster names working. maybe it's cause of satore's pack, i don't know, but "pauli's mercenary is out!" beats "is out!" any day. this works when i run a server locally, but i don't have all the mutators on here.

if possible, replace halos with nametags. would require names like above...

if halos remain, make them fully opaque. on quite a few maps, they're effectively invisible.

make the radar work on a log scale, rather than linear. this would give us a clue as to what direction to go for that last enemy, without destroying the close and medium range distance data.

get summoned monsters to use the bot search and destroy ai.

make healing weapons clear freezing/poison effects, and adjust healing effect to take rof into account - right now, healing minis are where it's at, with healing lightning not really doing much, last i checked.

find a way to drive the cap on charms WAY up. it really should scale to the number of players...


those are just some ideas off the top of my head (well, i've thought about a few before...). chances are most aren't practical for you to code, but they're at least food for thought.

edit: hmph. apparently, [list] doesn't work like i'm used to.

oh yeah... i know one thing that we're definately missing right now: THIGH PADS. i'm not sure how best to implement them... but we need THIGH PADS.
 
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