Arenas seem like a good fit, at least on Tartaros. I'd like some theaters/music halls/dance halls as well, if possible. maybe it reduces "stress" on a town's npc population, making the resource processors more efficient, and maybe they improve the town's folk's charisma, making them more likable and better able to get good deals at the merchant posts?
Posts made by TheRippyOne
-
RE: Special Buildings/Buildables for Towns/Cities? As well as rest-related buffs.
-
RE: what do you like to see next from the developers?
@prometheus Much appreciated! I've holding off on doing more adverts until the shop was ready, so there'd be somewhere to send people.
I appreciate the link to Feature 5 - however, I already did a topic in response to it, working out stat arrays. https://forum.fracturedmmo.com/topic/5940/character-creation-ideal-build-analysis-and-discussion-of-initial-attribute-builds/47 XD Yes, as you said, NERDY! XD but I am that sort of nerd XD (there are a couple of other stat posts around, too)
Most of all, I'd like to get deeper into the malus' and the differences - The extra negatives from being under 10 in a stat are a major balancing factor.
There are also several discussions about whether Intelligence is the king stat, because we know it's malus is so bad that non-Intelligence based builds have to take a 10 in it anyways, but the wizards not only get mastery in all 8 schools, as compared to the 4 or 5 non-magic schools, and excellent mana regen (A resource everyone benefits from), but does not have an apparent similar concern about having an "under 10" elsewhere that will hurt them as significantly.
-
RE: Nice to meet you.
But of course, Mammet! how could we not be? XD Welcome to the community.
-
RE: Future Spotlights Content - Vote Your Favorite Topics!
I went for theorycraft, because I live for those delicious crunchy formula! would have voted for that one all 3 times if I could have XD but, couldn't, so, House info (for more info on town buildings and What They Do) and basic crafting. I kind of want to discover more advanced crafting myself, but I would love to see the basics.
-
RE: Ability Ideas?
@gothix said in Ability Ideas?:
@therippyone said in Ability Ideas?:
I'd be an intere
@crache said in Ability Ideas?:
I’m happy to hear ur guys ability ideas here’s mine
I’d like to see a ability that makes you look like another race so for an example a demon could use it to look like a human or maybe even let’s you look like an npc or pve mob
I'd be interested in this as a way to move through a town or a foriegn planet safely. you lose it if you attack or are attacked, but it has uses for both vacations and spying.
Few high level guards should be able to see through your disguise though, so you would still have to pay attention to your surroundings and navigate around those guards.
Perhaps some player skills (perception based) could also allow players to see through disguises.
I could go for this! XD though, if such are around, it would probably warrant a small warning message. Like "Someone is piercing your disguise" and you've got a few seconds to gtfo away from their gaze or they see through it. Nothing big - you are supposed to be paying attention, after all, but a small alternative to "oh hi person and I am skewered why?!"
-
RE: Ability Ideas?
As a generic, non-skill ability, HMMM - I'd like to see an emote for stage magic/juggling/"talent" of some sort. and have it reactive. So - if your current skill set has 5 ice magic skills, and 3 rogue skills, you pull snowballs out of your sleeves and juggle them, with ice tracery. If you are a Warfare heavy skill build, you display everything in your inventory, and lift it all over your head in a show of strength. Bards play music, duh - but if you have 4 illusion skills as well, you spawn mirror copies that dance while you play. that sort of thing.
-
RE: Ability Ideas?
I'd be an intere
@crache said in Ability Ideas?:
I’m happy to hear ur guys ability ideas here’s mine
I’d like to see a ability that makes you look like another race so for an example a demon could use it to look like a human or maybe even let’s you look like an npc or pve mob
I'd be interested in this as a way to move through a town or a foriegn planet safely. you lose it if you attack or are attacked, but it has uses for both vacations and spying.
-
RE: what do you like to see next from the developers?
@grofire Seems like it should be, but they did also go to that conventions that...I think just finished? Still, they are being a tad slow.
-
RE: Demon Redemption
@evolgrinz right. Actually, that would be fun, in anti-friendly fire zones - throw a fireball, the evil stuff dies faster, but your buds in the area are all good, so they heal without the standard damage applying? Might be a fun build, as long as you stayed on Arboreus.
Though...that would cause some problems in pvp, so I assume it will be freely togglable.
-
RE: Demon Redemption
@rockarmy Sure - but how do you differentiate an angel that was an Infernal, from one that was a Blood? I'm sure they'll have proper names, eventually, but those aren't available right now. So, Blood Angel XD I was trying to draw a comparison between the original power of a specific demon, and their angelic version, for the sake of explaining a concept by example, and wanted to be clear about what I was contrasting.
-
RE: Demon Redemption
@rockarmy that...might be interesting - the demons all have a power that is keyed to aggressive play. Beasts have powers based on "on call" boosts - their temporary transformations. Point is, there is a logical connection. Think angels get an offense boost related to morality? Like...Blood demons get power from doing damage - do Blood angels get power from hitting a target that has hurt others? (ie, if the target has hit another character in the past 5 minutes, angels deal bonus damage based on that value, and on a % related to the target's negative morality? So, if some one is "50%" evil, all damage they take from a Blood Angel is improved by...5% (spitballing) of all damage the target has dealt in the past 5 minutes?
could be interesting
-
RE: Limited/rare items?
@gothix Agreed. anything that improves mana efficiency is going to be a serious thing. Putting it on a unique item creates an imbalance that no one can match - there is no way to get that advantage, short of stealing said object. "But it's only a boost to the worst ice spell in the game" Doesn't fracking matter. even a point improvement can give you a notable advantage, especially in a long battle. Anything that gets an extra spell is killer.
-
RE: Limited/rare items?
@jetah so, hardcore "We ARE Struggling Together," per the trope? XD
-
RE: What kind of a playstyle will your first character have?
@grofire Abjuration and Illusion?
-
RE: Limited/rare items?
@technocat Actually, this could be fun! if you set a weapon to have a hidden memory feature, and tracks what is done with it...until you die once while wielding it, let's say. And if it meets some threshold - user survived at least 200 days without dying, or killed x number of enemies, or saw y00 hours of Eclipse Defense or Raid - something major - then it gets flagged, and at some point afterwords, the devs in their spare time "Name" the weapon with something lorish and use reflective.
You know, "The Shield of Grandspan" - this shield protected the life of Marfest Ballow, Champion of the Ravine, who single-handled held out a Demonic Eclipse Raid at Grandspan Ravine for 3 days before his allies arrived to turn the tide!
Make it indestructible - if durability is a thing - and unsellable, because we don't want this lore stuff to get lost (tradable or stealable, sure, but not destructible in any shape or form). And then remove that parameter for cuing a legendary in that fashion, so the feat can never be repeated - maybe surpassed, but there will only be one of that sort of legend. maybe if the legend involves something non-pvp-ish, give it a bonus - 1 point of extra damage when hunting a certain enemy, that sort of thing. Maybe give the above shield +1 hp - not much, but something to point at and say "better!" pvp-legends probably shouldn't give a benefit that matters to pvp - like...you regain more health when out of combat for more 5 minutes - doesn't really match the feat, but unbalancing pvp is probably a bad idea? I dunno, some one go see what Gothix thinks?
To respond to the rest - I wouldn't mind chucking color coded rarity - most games develop a wiki fairly soon after they start, so rarity won't exactly be a huge mystery, but it does help with immersion, and that feeling of "I FOUND A THING! THAT'S AWESOME!" (what the devil is it?!) which I fully support XD
(maybe also have "Cursed" objects in the same way - a blade whose owner died 100 times in 100 days gets a lorish passage about it's own is destined to die XD or, if someone always loses to some particular enemy, the lore becomes about that. Or the knife you owned when you gambled away several million coins becomes known as the "Unlucky Bastard" and causes you to lose 1% of the money you pick up XD)
-
RE: Lore possibility?
I am with the "getting stuff into the game is the prize" crowd on this one - as long as proper credit is given.
I also do think the devs ought to pick the "winners" - and there ought to be as many winners as the devs like XD After all - it's the devs' sandbox - we are getting to play in it by writing lore, but it has to be on their terms. You can write the most awesome thing ever, but if it blows up the planned story/plot/updates of the devs, it don't work XD
-
RE: About the possibility of being Published
@jahlon said in About the possibility of being Published:
Really hot topic right now considering what just happened with Intrepid Studios/Ashes of Creation going with my.com as their EU publisher and mail.ru for the CIS.
I heard that was happening, but not much else - what happened?
-
RE: About the possibility of being Published
I think we can safely say to the devs, that we like their vision, and want them to keep it, and I think we can say that in the strongest terms possible.
-
RE: Limited/rare items?
@kairosval Most of what I was thinking about was "bind on acquisition" sort of deal - doesn't matter so much to me how grindy it is, if the person who wants it has to do the grinding. I absolutely agree that the dev's need to make sure that the economy doesn't get borked by legendary drops (another reason I was focusing on visuals and display trophies, to avoid any power advantage from them.)