Suggestions thread by zeus

zeus9860

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Echo717 said:
It's called the round shield of incredible roundness DUH

The hell is up with that name? It sucks! ><
 

Aische

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it could start with a very high block like 90 or even 100 percent but loose one percent every time it blocks so the first few attacks are more or less always blocked but it becomes more and more useless the longer the fight lasts

maybe only regenerates when attacked by ice or on map change

and loosing 2 percent when hit by fire attacks
 

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JNOur.png
Royal Armor - Upgraded AoB (literally with forge or just figuratively), same bonus xp/gold saving on dead, 5-10% more damage reduction.


gyEN2.png
Frostbite Armor - cold resistance (50%?), possible aura effect(?), 50% dmg resistance(?)


iztI2.png
Overgrowth Armor - first earth plate armor offering earth resistance, maybe small poison resistance(?) you know if/when earth comes out.
or
small poison + stun resistance (20% maybe?), offers a constant speed bonus (in attack speed and/or movement speed)

Thanks to:
Echo717 - Skins and stuff :D
Zues - Stats, and suggestions
 

littleaznboi

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Wishbone said:
JNOur.png
Royal Armor - Upgraded AoB (literally with forge or just figuratively), same bonus xp/gold saving on dead, 5-10% more damage reduction.


gyEN2.png
Frostbite Armor - cold resistance (50%?), possible aura effect(?), 50% dmg resistance(?)


iztI2.png
Overgrowth Armor - first earth plate armor offering earth resistance, maybe small poison resistance(?) you know if/when earth comes out.
or
small poison + stun resistance (20% maybe?), offers a constant speed bonus (in attack speed and/or movement speed)

Thanks to:
Echo717 - Skins and stuff :D
Zues - Stats, and suggestions

BUMP
 

zeus9860

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:!:

Personally i would prefer seeing the items viewtopic.php?f=35&t=8638&start=15#p139133 more than those armors, not like i dont want them either way. :mrgreen:

I really need to get back to this sort of stuff, i kinda enjoyed it honestly. :eek:
 

zeus9860

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Bump.

Summon player scroll (minimum 5 SC to use, every 5 levels you can summon an extra player to a max of 6 [30SC])

So basically it's a spell scroll, once used, it will give a notification to the players in the server that they are being summoned, if they accept the offer, they are summoned somewhere in the map.

This could work greatly in certain maps, imagine a party of players being raped by Ihotohr, last man standing could attempt to summon those who just died back to him for a quick support and avoid getting killed.

How it should work:
-Works like a normal summon spell, except that you will need a bigger radius of empty room to be able to cast the spell.
-Spell targets higher level players first or perhaps damage points related, so that the most usefull can be summoned with priority.
-Player locations once summoned should be around the summoner (in form of a circle/square perhaps?).
-Spell only works with players that are far from the summoner (players within a certain range won't get notified with the summon).


There might be a few issues with this spell such as unprepared players being tele'd to a dangerous area, or possible stability issues (not sure of this), possible blocking and being summoned into pits/traps and probably walls at times. But i think most of these issues can be dealt with right?

So what do you guys think? I think it's within reason, and it's something i would like to see honestly.
 

TheOysterHippopotami

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It's an interesting idea and I like that it's somewhat outside of the box. I do think it has a lot of trolling potential though.
 

Thothie

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Obviously we'd have to give the players a "Teleport to this asshole? (Y/N)" option, but we still kinda suck at reliably teleporting someone about without risking him getting stuck inside one thing or another. Doubly so with players, as you can't use fake movement requests on them.

If you were, as in your example, hiding behind the pillars to avoid Ihotor and teleported the players in, they'd be bound to be stuck inside one of said pillars, or at least one of the skeletons pounding on you.
 

The Man In Black

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Thothie said:
Doubly so with players, as you can't use fake movement requests on them.

createnpc x,y,z
u stuck dawg? no?
deletenpc
teleplayer x,y,z
 

zeus9860

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Thothie said:
Obviously we'd have to give the players a "Teleport to this asshole? (Y/N)" option, but we still kinda suck at reliably teleporting someone about without risking him getting stuck inside one thing or another. Doubly so with players, as you can't use fake movement requests on them.

If you were, as in your example, hiding behind the pillars to avoid Ihotor and teleported the players in, they'd be bound to be stuck inside one of said pillars, or at least one of the skeletons pounding on you.

I lol'd...
So this is pretty much a no? Gah, would be fun to have something like this... just imagine the fun, hahaha! :twisted:

I thought a spell like that could work using a similiar method to normal summons, but i wasn't sure anyways.
 

Thothie

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The Man In Black said:
Thothie said:
Doubly so with players, as you can't use fake movement requests on them.

createnpc x,y,z
u stuck dawg? no?
deletenpc
teleplayer x,y,z
Meh, doesn't work due to NPC's having different positioning (foot/center) and collision boxes (no way to port between the two with the difference there) than players. Plus the player movetype is different than the monster movetype. It'd probably help, but the odds of getting stuck fast would still be pretty good.

Overhead of spawning NPC's also nasty... I suppose you could make some very large NPCs that would cover any possible position the player might land in, but then you wind up with infini-loops, as odds are good there will simply be no viable place to put the players as a result... Maybe check again every 1/10th second, and hope the scroll user is bright enough to move into an open area, IDK...
 

The Man In Black

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Well, if the spawn lag was the only problem, that'd be easily fixed by not deleting the entity and just teleporting it around instead, but that's hardly the problem, I guess
 

zeus9860

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Echo717 said:
Z3Osv.png

http://www.mediafire.com/view/?6gcgz7kezg63ttf

I call it the Shadow Lance

throw does a single powerfull AOE hit, covering a huge area (eg: bigger death circle radius, costs mana, very small chance to apply a strong dark "purple" dot)
passive dot, small chance to see the strong dot with normal hits
right click for block, negates all elemental damage taken at the cost of no movement (locks the player in the spot he uses block), only non elemental or dark can hit the player, drains mana overtime (similiar to bearclaws)

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TRnEW.png

http://www.mediafire.com/view/?2hdmy6213v22fri

I call it the Corrodinator

makes all affliction spells twice as powerfull
chance to set enemies on acid dot (thus making poison hit 4x harder if both are used at same time)
offers 25% acid/poison resist (or no resists, no annoying poison blinding **** effects instead), 50% stun resist

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auEdp.png

http://www.mediafire.com/view/?soc2hd6bth1uf2f

I call it the Gauss Helm

Passive ability, turns any lightning dot into a speed/accuracy powerup instead of causing dizzy/drunk effects
makes all lightning spells hit two times faster
small chance for a chain lightning effect that sets all nearby enemies with dot
50% stun resist

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vJI1L.png

http://www.mediafire.com/view/?uang9wsh5z6hine

I call it the Corrupted Shield, or maybe the Magic Singed Shield

Passive acid/poison resistance, good chance of corroding enemies with acid dot, thus making 1 handed weapons more effective while under the dot, make it have a high str requirement, turn it into a forge item perhaps, keep same run speed or boost it a little (being forever slow is never a good thing when in trouble)

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5lCLQ.png

http://www.mediafire.com/view/?tfdgcc4c22nppjp

mmmm Lightcaster?

Passive glow
Passive healing overtime based upon damage dealt (do 100 damage, regain 100 health at a regen like speed)
Hits hard on undeads/unholy
Does little to no damage on living stuff/ EDIT: Or instead of doing little to no damage, perhaps make it heal living things, be it enemy or friendly? "Passive friendly healing ability"
Charge bow for a rebuke shot (costs mana, two hits

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PnPvW.png

http://www.mediafire.com/?6636f4gdjggmk0n

mmmm Bog Bow?

poisonous bow with knockback
chance to apply poison dot
protective poison aura (like the frost bow)
passive ability: chance to "root" enemies [25% slow, 25% weakness applied] (if earth subskill gets added)

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gn9IZ.png

http://www.mediafire.com/view/?mub597naupoxn1e

The Defiled Hatchet

Can't be bothered with this one honestly.

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56pBd.png

http://www.mediafire.com/view/?vsyfldfhwr87g2l

Tron helm anyone? This looked far too silly for me not to enter it.

passive ability, chance to turn all elemental damage into health or mana (50/50)
20%-25% in all elemental resists, 30% stun

Sorry for the weird format, i'm kinda lazy to fix it, so yeah.
 

Echo717

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For the tron helm I was just thinking a bit of passive mana regen and the standard tidbit of stun resist
 

zeus9860

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Echo717 said:
For the tron helm I was just thinking a bit of passive mana regen and the standard tidbit of stun resist

w/e, passive mana regen would make it more OP anyways :D

But honestly, that sounds more of a wizard hat ability to me, which we really need one...
 

zeus9860

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2013 bump!

SO i've been thinking lately... since half life uses some "special weaponry", like that one alien homing bug rifle thingie (the one that shoots bugs or w/e that tracks down enemies), it made me think, is it possible to have something like this with the future spellcasting system? Like have the player aim/lock an enemy and throw in an ice dart, which slowly "auto-aims" against the targeted enemy. This would make some interisting improvements, like shoot bolt spells and they go after their prey, things of the like... Heck this even made me think of fusing elements if we ever get 1 handed spells in game. Like having a 1/10 chance of both missiles (if they are relatively close to each other) to create and stronger single spell when homing a target, creating a blast, affecting a small radius upon impact, similiar to the elemental exploding shots cold one/hollow one/fire one use.



Then i thought about the drop-down buggers also included in half life, would be nice to have some similiar thing going on with ms:c, perhaps collect tiny buggers like demonwings and release them one by one like if they were bow ammo found throughout certain maps, could always make various types of critters, ones that will explode on impact, making serious impact on enemies, other ones that could work similiar to summons, except they would be one time use and no way to unsummon them other than killing, could always go with aggro critters aswell.

Heck, let's get a portal gun (spell) in ms:c too, would be awesome! :roll:

What do you fine ladies think?
 

Thothie

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zeus9860 said:
is it possible to have something like this with the future spellcasting system? Like have the player aim/lock an enemy and throw in an ice dart, which slowly "auto-aims" against the targeted enemy.

Yes, guided was one of the spell features I was going to add. MSC guidance always seems a bit dicey though - I may need to come up with a system that limits how much the bugger can turn at a time. Some of the quick 3D calcs features aren't available client side, so that maybe a sticking point.

PMS said:
Then i thought about the drop-down buggers also included in half life, would be nice to have some similiar thing going on with ms:c, perhaps collect tiny buggers like demonwings and release them one by one like if they were bow ammo found throughout certain maps, could always make various types of critters, ones that will explode on impact, making serious impact on enemies, other ones that could work similiar to summons, except they would be one time use and no way to unsummon them other than killing, could always go with aggro critters aswell.
It's simple enough to make an animal projectile that explodes on impact - there's been some tinkering with this - but the critter in question cannot have a full AI, as that eats too many resources to be spamming about, in addition to summons.


zeus9860 said:
Heck, let's get a portal gun (spell) in ms:c too, would be awesome! :roll:
Pffft... Though I should say, aside from actually being able to see through the portal to the next room, and traveling through said portal smoothly, it is possible. If such a thing were to exist, it'd probably be a temporary spell granted on a particular map, to solve some puzzle or other.

Although...

What might be viable, is to kinda combine the idea with your "summon player scroll"... Let you leave a portal somewhere you can stand legit (actually a seal on the ground), and create a receiving portal elsewhere. Still a golden griefer opportunity though, and would need to run a check to be sure you wouldn't end up inside mobs crossing the receiving end of the portal.
 

zeus9860

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I thought i had replied to this when i read it last time, guess i forgot, dammit. -_-

Anyways:

Yes, guided was one of the spell features I was going to add. MSC guidance always seems a bit dicey though - I may need to come up with a system that limits how much the bugger can turn at a time. Some of the quick 3D calcs features aren't available client side, so that maybe a sticking point.

So this kinda gives it a 50/50 chance of actually coming to existance i guess? The fact you said "I was going to add" makes me unsure about what i read, then again, slow-turning-guiding system is always better than none i guess.

It's simple enough to make an animal projectile that explodes on impact - there's been some tinkering with this - but the critter in question cannot have a full AI, as that eats too many resources to be spamming about, in addition to summons.

Curses >_< What's a full AI to be exact? From what i understood, if a critter was shot in a straight line and blew up (no tracking), it would be "simple", if it tracked down the enemy and blew up, that would be a "full AI"? If i got it right, then i guess the half life critter is a full AI weapon, curses... again. >_<

Pffft... Though I should say, aside from actually being able to see through the portal to the next room, and traveling through said portal smoothly, it is possible. If such a thing were to exist, it'd probably be a temporary spell granted on a particular map, to solve some puzzle or other.

Although...

What might be viable, is to kinda combine the idea with your "summon player scroll"... Let you leave a portal somewhere you can stand legit (actually a seal on the ground), and create a receiving portal elsewhere. Still a golden griefer opportunity though, and would need to run a check to be sure you wouldn't end up inside mobs crossing the receiving end of the portal.

Or you could always try and make the spell work with 2 or more players, one creates an opening, other one creates the exit. And could only be used once per map, would be a good way to save those long and annoying trips back into the boss room in some of the maps we have right now.

And i'm still waiting on that "summon player scroll", tbh i want that one but i get a feeling the idea i posted before this completly beats it in terms of utility, except that this would rather be a normal spell, used multiple times (no restrictions in the amount of uses)... i guess.
 

zeus9860

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Le bump of the year.

I've been thinking... is it possible to create misc items with the purpose of creating warzone buff/debuffs on both players/enemies?

Would likely be a nice thing for a class system, having warhorns and other items that could do many things. Some examples:

-Shaman's warhorn, temporarly buff nearby players with elemental resists while giving a small passive regen that would deplete overtime;

-Orc's warhorn, temporarly buff nearby players with increased attack speed while giving a small passive regen aswell;

-Captain's warhorn, temporarly cause nearby enemy units to panic for a time, while giving same heal effect to players;

-Troll's warhorn, temporarly debuffs nearby enemies by decreasing overall elemental resists, while providing with the heal;

-General's warhorn, temporarly slows down enemies in the area, while providing the heal effect;

-Mage's book summon, summons a ghostly undetectable book for a time that follows the player anywhere, while said book is following us around, we get increased spell potency. Pretty much increasing spell damage for some extra mana;

-Vampyric totem summon (limited to 1 use per map, doesn't stack with other buffs/debuff items, permanent untill player death/reconnect or mapchange), undetectable summon that follows the player anywhere, while cast, said totem gives nearby units vampyric effects on hit, regardless of their damage type. Vampyric effect could be random chance of occuring and giving a % of the damage dealt in return as health;

-Torkalath's banner (for the weaker players, uses both hands, only 1 banner player per map), gives small increased damage and attack speed to nearby players at the cost of not dealing any damage in return, no mana cost, can cause 1 second stuns as last resort. With two passives applied to the carrier, first one being, get a maximum of 50% earnt in a minion kill (25% for bosses/elites) spread throughout the players that killed it, xp earnt would be based on the skill used by the players that are being buffed. Second passive, get 25% of the damage points of the strongest dmg points player nearby while he deals damage, just to make sure the buffer would get some rewards in the end and not just junk.

-Felewyn's banner, samething as torky's except instead of combat benefits, give them small healing benefits and increased resists. Same passives for the user as torky's.

-Urdual's banner, samething as others, except it contains all 4 warzone benefits at 50% of their original values. Making this banner weaker than the others but containing all benefits in the warzone, while also providing the same passives to the user.
 

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zeus9860 said:
Curses >_< What's a full AI to be exact? From what i understood, if a critter was shot in a straight line and blew up (no tracking), it would be "simple", if it tracked down the enemy and blew up, that would be a "full AI"? If i got it right, then i guess the half life critter is a full AI weapon, curses... again. >_<
No... Actually, as long as it couldn't be attacked mid flight, it wouldn't require the full AI, and could be done as a standard projectile - or a guided one, should one so desire.

zeus9860 said:
[warhorns with battlefield effects]
Some of these are possible, with various restrictions due to overhead, but, note distinct lack of warhorn model.

zeus9860 said:
-Mage's book summon, summons a ghostly undetectable book for a time that follows the player anywhere, while said book is following us around, we get increased spell potency. Pretty much increasing spell damage for some extra mana;

-Vampyric totem summon (limited to 1 use per map, doesn't stack with other buffs/debuff items, permanent untill player death/reconnect or mapchange), undetectable summon that follows the player anywhere, while cast, said totem gives nearby units vampyric effects on hit, regardless of their damage type. Vampyric effect could be random chance of occuring and giving a % of the damage dealt in return as health;
Also feasible.

zeus9860 said:
-Torkalath's banner (for the weaker players, uses both hands, only 1 banner player per map), gives small increased damage and attack speed to nearby players at the cost of not dealing any damage in return, no mana cost, can cause 1 second stuns as last resort. With two passives applied to the carrier, first one being, get a maximum of 50% earnt in a minion kill (25% for bosses/elites) spread throughout the players that killed it, xp earnt would be based on the skill used by the players that are being buffed. Second passive, get 25% of the damage points of the strongest dmg points player nearby while he deals damage, just to make sure the buffer would get some rewards in the end and not just junk.

-Felewyn's banner, samething as torky's except instead of combat benefits, give them small healing benefits and increased resists. Same passives for the user as torky's.

-Urdual's banner, samething as others, except it contains all 4 warzone benefits at 50% of their original values. Making this banner weaker than the others but containing all benefits in the warzone, while also providing the same passives to the user.
Torkalath does not favor the weak. ;) Still, these are doable - though again, lack of banner model. Though, we do have a flag model that could maybe be retextured and given a circle to indicate a fixed effect radius.
 

zeus9860

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I'm guessing that flag comes from CTF game mods? Like TFC... I was kinda unsure if we had a flag model for this or not, so i guess you answered that question already. Don't really need a new banner model, a flag might work just as good.

The warhorn model was just an example, could always switch it with something else instead. Like different book types that work in the sameway or be like "FUS RO DAH", i only suggested warhorns because it sounds nice to have such things in the midst of a warzone. Reason as to why i enjoy atmospheres like foutpost, they have that feeling of warhorns being used in battle, which makes things hella alot more interisting in my opinion.

Also, we have to start somewhere, in order to become strong, you need to overcome weakness. :wink:

Well, if this is really possible to achieve, would be some nifty stuff for a class system, if you ever pull that one out of the magic box. If not, obviously there are better things to focus on. Though those banners would likely be something very usefull for new starters if MSC gets greenlit.
 
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