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Messages - Jaros

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196
Suggestions & Ideas / Re: Post 50th-remort incentives
« on: September 09, 2011, 07:21:02 am »
because more than 50 = wow, hello too much useless time online

edit: more than 30 in my case

197
Suggestions & Ideas / Re: Revamping artifact system
« on: September 08, 2011, 04:52:34 pm »
Well Xeriuth did a poll and there was pretty much a consensus in favour of removing arti timers.  So I would say yes.

198
Suggestions & Ideas / Re: Revamping artifact system
« on: September 08, 2011, 12:45:58 am »
What about just one notification to the world that: "An artifact has loaded."  Or something to that effect, keep it vague, along with a thorough rethink of stats and locations.

199
Suggestions & Ideas / Re: Cybernetics
« on: September 08, 2011, 12:35:14 am »
I prefer the term insanely brilliant, but thank you.

200
Suggestions & Ideas / Re: Cybernetics
« on: September 07, 2011, 07:23:11 pm »
Round 2, here we go:

You have three elements in your cybo-chamber, chosen from a total of six.  Each one has two strengths, two vulnerabilities and two neutrals.  You may augment one of these at a time to channel your attacks through.

You start out with fire, ice and earth in your chamber and fire augmented.  Your opponent also has fire augmented, but you don't know this.  You start a fight with zero knowledge of what's in your opponent's chamber.  However, all three elements in your chamber are sensitive to incoming attacks, so what you do know is that each time you get hit your ice element jiggles to indicate that it's vulnerable to something.  Ice is vulnerable to fire and air, so you know your opponent has one of those two augmented.  Air also targets earth though, and your earth element isn't doing anything so you can deduce that their augment is fire.

You now know 1/3 elements in their chamber.  Because you have no idea whether your fire augment is actually hitting something, you now swap it out and augment earth instead because you know that will do some damage.

Now it gets interesting.  Each element has a certain durability (HP) so as you target it, it gets weaker, perhaps channeling your opponents attacks less efficiently but more importantly: ultimately it will die.  When an element dies it can no longer be augmented and any incoming attack that would normally target it now gets a massive damage bonus (or perhaps the damage resistance inherent in using elements is now gone from that one).

This gives incentives to swap your augments around to weaken whatever is attacking you and prevent any of yours breaking too soon, but on the other hand you may have an interest in keeping your elements hidden so your opponent doesn't know what you've got up your sleeve.

Still a work in progress but it's coming, so do hit up the ideas / ask me to clarify anything.

Also this can be layered over / tied into any combat system, skill/spell tree, whatever.

201
Suggestions & Ideas / Re: Revamping artifact system
« on: September 07, 2011, 05:57:03 pm »
 I quite like this.  One way or another a race for each new arti when it loads would be fun :D

202
Suggestions & Ideas / Re: The question of RACE.
« on: September 06, 2011, 07:26:31 pm »
I can't delete the post above which is now in a new thread but if someone else wants to that's fine.

I take it that since no one else is commenting no one cares what happens to races?

That's fine by me but don't complain when they change (IE when race attributes are gone)  :D

203
Suggestions & Ideas / Re: Cybernetics
« on: September 06, 2011, 07:20:06 pm »
@Tor

Have you seen your equipment recently?  ;)

I think you're more talking about the wear_loc swapping I was talking to you about a few days ago.  That's kind of a side-branch to the cybernetics thing now, the core being more like a dynamic elemental system.

The actual mechanics of this are more important than theme and appearance.  What we lack above all is engaging second-by-second gameplay, we can dress it up however we want.

@Molly

Yes this is a kind of elemental hybrid.  Say it was implemented with three augment types, do you have any preference for what types they would be?  Fire, leaf, water.. red, green, blue.. frox, gora, bello.. $, &, #..

Also if there were six types, what would the other three be?

I can do this myself but knowing what kind of a direction you'd be happy with would help  :)

@ everyone

If you have ideas for how the elements/augments should look, now would be the time to throw them in here :)

204
Suggestions & Ideas / Re: Making it easier for new players how to advance
« on: September 06, 2011, 04:40:25 am »
Also, if you're going killing:

Max your STR with potions.
Always have BLESS at least, which is available in the clanhall and boosts hitroll and move-regen.
Do carry heals but DROP them while you fight along with any other excess weight as it seriously reduces speed.

205
Suggestions & Ideas / Re: Cybernetics
« on: September 04, 2011, 07:17:48 am »
Thanks man  :-*

206
Suggestions & Ideas / Re: Cybernetics
« on: September 04, 2011, 06:40:08 am »
I know this is more like an elemental system than cybernetics but just go with it.  Hopefully there will be lots of things our future lab can do for us  ;)

207
Suggestions & Ideas / Cybernetics
« on: September 04, 2011, 06:29:51 am »
Imagine you have at the end of your prompt a little white 'o'.  This represents your bio-augment.

Each time you take a hit it either turns red, green, or remains white.  If it turns red, it means your augment is vulnerable to theirs.  Green means it's strong, white means it's neutral.  The strength/vulnerability then affects the damage you take.  So if your augment is vulnerable, you take an extra 10% damage, if yours is strong it means theirs is vulnerable, so they take an extra 10%, be it melee or magic.

Now imagine you have three augments available to you to place in your augment slot: fire, water, and leaf.  Fire is vulnerable to water, strong against leaf and neutral to itself.  Pretty self-evident, I'm just using them because they're easy to follow, they could be anything.  The key here is that you can swap them at any point.  So based on what you have and whether it turns red, green or neutral, you can guess what your opponent has and swap your augment accordingly.

Now imagine there aren't just three possible augments, there are say 10, each with a strength and a vulnerability.  Now when you take a hit and your bio-augment turns red or green you don't know immediately what theirs is - at best you can narrow it down and guess between two or three.

Now imagine you don't just have one 'o' at the end of your prompt, you have three.  Maybe they correspond to speed, damage and accuracy; maybe you have five and their aggregate vulnerabilities determine the percentage change in your damage taken, whatever.
.. Maybe you have three 'o's affecting damage, speed, accuracy, and each one has a sub-realm that can hold five augments and instead of turning red or green you get a value from 1-100 to represent that subset, where 1 is total vulnerability and 100 is perfect strength.  I don't know, the possibilities are endless ;)

The point is that regardless of how intense it is, the system is dynamic.  So now if you just sit there spamming behead or fireball all your opponent has to do is work out your augment setup and adjust, and suddenly you're getting rolled unless you can also adapt.

I wouldn't like to see augments with actual stats attached to them (IE this one has +5 against water and that one only has +3 so this one's better), I prefer the idea of simple types with a strength and a vulnerability so there is no perfect set like there is with equipment.  It should always be dynamic.

I also like the idea of letting builders create their own types and choose the strengths and vulnerabilities, so I could make a purple augment that is strong against fire and vulnerable to jacaranda, as long as it doesn't have more strengths or less vulnerabilities than anything else.  Then you get trends in which random augments from far away make for unusual setups that are hard to pick, or are strong against popular types.

I think that's enough for now.  Work in progress, help me out :)

208
Suggestions & Ideas / Re: The question of RACE.
« on: September 04, 2011, 06:18:22 am »
EDIT:  THIS IS NOW IN A NEW THREAD TITLED "CYBERNETICS"


Imagine you have at the end of your prompt a little white 'o'.  This represents your bio-augment.

Each time you take a hit it either turns red, green, or remains white.  If it turns red, it means your augment is vulnerable to theirs.  Green means it's strong, white means it's neutral.  The strength/vulnerability then affects the damage you take.  So if your augment is vulnerable, you take an extra 10% damage, if yours is strong it means theirs is vulnerable, so they take an extra 10%, be it melee or magic.

Now imagine you have three augments available to you to place in your augment slot: fire, water, and leaf.  Fire is vulnerable to water, strong against leaf and neutral to itself.  Pretty self-evident, I'm just using them because they're easy to follow, they could be anything.  The key here is that you can swap them at any point.  So based on what you have and whether it turns red, green or neutral, you can guess what your opponent has and swap your augment accordingly.

Now imagine there aren't just three possible augments, there are say 10, each with a strength and a vulnerability.  Now when you take a hit and your bio-augment turns red or green you don't know immediately what theirs is - at best you can narrow it down and guess between two or three.

Now imagine you don't just have one 'o' at the end of your prompt, you have three.  Maybe they correspond to speed, damage and accuracy; maybe you have five and their aggregate vulnerabilities determine the percentage change in your damage taken, whatever.
.. Maybe you have three 'o's affecting damage, speed, accuracy, and each one has a sub-realm that can hold five augments and instead of turning red or green you get a value from 1-100 to represent that subset, where 1 is total vulnerability and 100 is perfect strength.  I don't know, the possibilities are endless  :)

The point is that regardless of how intense it is, the system is dynamic.  So now if you just sit there spamming behead or fireball all your opponent has to do is work out your augment setup and adjust, and suddenly you're getting rolled unless you can also adapt.

I wouldn't like to see augments with actual stats attached to them (IE this one has +5 against water and that one only has +3 so this one's better), I prefer the idea of simple types with a strength and a vulnerability so there is no perfect set like there is with equipment.  It should always be dynamic.

I also like the idea of letting builders create their own types and choose the strengths and vulnerabilities, so I could make a purple augment that is strong against fire and vulnerable to jacaranda, as long as it doesn't have more strengths or less vulnerabilities than anything else.  Then you get trends in which random augments from far away make for unusual setups that are hard to pick, or are strong against popular types.

I think that's enough for now.  Work in progress, help me out :)

209
Suggestions & Ideas / Re: Making it easier for new players how to advance
« on: September 01, 2011, 06:45:43 pm »
They can be powerlevelled?  I got the impression that you get exp in proportion to the damage you deal..

If they can this is not a bad thing.  Trips Downunder with the older players were always awesome.  Builds community etc.

Not to be negative but we shouldn't get our hopes up that mummying newbies more is going to solve this.  At most it will have a minor impact.

210
General Discussions / Re: When is a trigger a bot?
« on: August 31, 2011, 07:53:20 pm »
When you get caught.

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