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| probably would be considered a face item. However since the sprites are not actually animated (unless you count walking) it probably wouldn't be noticed. Kinda like rings.
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Different Daytimes (morning, noon, dawn, night). Probably in a 30 minutes cycle. Monsters only appearing at specific daytimes. Quests only accessible at specific daytimes. Scripted events like mobs raiding a city while players have to defend it. Quests where you have to collect items that are not dropped by anything. Like searching and picking up mushrooms in a forest. Overall more varying quests. Always only "kill that stuff to get that" or "murder the crap outa them" is becoming boring. |
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This should definitely be incorporated to give the game lasting power. |
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I'd want to see an int+agi spell that lets you turn into a given enemy for 45 seconds at the cost of the monster's health or 2x the monster's health. You must be the monster's level + 3 to use it. Use: Cast the spell then type part or all of the monster's name. Game uses the closest match for morph after a confirmation request. |
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Couple of suggestions: 1) Allow more than 5 buffs active at one time. As long as you have the stats (i.e. over equipping) it should be OK. 2) Grant the ability to increase skill levels on the buffs themselves. Get 1 or 0.5 free skill point per level (along with the 2 stats points). Have every buff max out at skill level 5 or 10. This way there is actually more incentive to level you character higher, and get more damage. |
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Get ready for a relatively long post. Gameplay: I don't know if we still do gameplay area suggestions, but here are mine. Since there is a pirate area, I believe there should be a ninja area as well. I think that the ninja area should be a ninja siege on a samurai fortress, with various different samurai enemies. The boss of this area (bosses with great drops are so much fun to kill ) should be The Shogun. IMO, this would be an agility-heavy area (much like Pirate Island), with perhaps a blowgun, ninja stars and some ninja treads as an upgrade to the current lvl12 agility armour. Also, since there is a ninja ring on Pirate Island, there could be a Pirate Ring on the ninja-land-place-thing that increases monsters' gold drop by 1.2 or something like that; it should also cost 3000. Mages should get a cool new cloak and perhaps a spell that lets them be "invisible" to aggro monsters, although I don't know how feasible that is to program. Melee tanks should only get a sword or something, as most people are probably aware that there are multitudes of other stuff available to them.Another area I think should exist is an ice/viking area, with monsters like yetis (nope, I don't really care that these guys come from the Himalayas; they should be here), lindworms and draugrs. This would be another melee-heavy area, much like the Cave, with a couple of two-handed weapons. Mages wouldn't be forgotten, as there could be ice-themed and lightning-themed combat spells (with similar effects as Fireball, as I don't see spell effects [e.g.: poisoned, frozen, etc.] coming out any time soon). Agility-based characters could purchase animal hide armour. The boss of such an area could be the Kraken, which could drop Thor's Hammer, a powerful (albeit unwieldable ) weapon that could be used to complete the Kraken killing quest.Mages should also get an area in which they are the most preferred class to be. I suggest that this area should be a volcano-y, lava-y place of doom and dread. This area could be home to pit fiends, charred skeles and their ilk. The items for sale here could include various wands and magical glowing sticks. Ragged cloaks would be the only armour for sale here, but they could grant their wearers much intelligence. A Magma Golem could perhaps be this area's boss, but I know you guys can think of something much more interesting. Dual-Wielding: I see two solutions on implementing dual-wielded weapons: 1) dedicated items that are meant to be dual-wielded, but are programmed simply as two-handed weapons and are only shown to be dual-wielded on the player's sprite. 2) weapons that are created solely to be equippable in the off-hand slot (programmed as a "shield" item of sorts) and that have the term "off-hand" somewhere in their name. For example, the Beetslayer could have a dual-wielded partner named the Off-Hand Beetslayer. These dual-wielded items could perhaps have a certain agility requirement that their non-dual-wielded cousins don't, so that the ability to dual-wield is limited to agility classes. Hmm... thought I had more to say. Oh, well. |
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Sorry if someone posted this already, but what if there were drops required for a recipe of a weapon, lets say a monster drops metal, and if you go to a forge 2 metals are required to synthesize a metal sword, shield, etc.
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