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RainRain

Big ol' batch of suggestions (Must-Read for anyone concerned over epic)

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Epic has some obvious flaws, and things from wild seem to be repeating, Over the past 2 days i'v received random ideas on how to fix them, Feel free to point out a important topic i did not go over, and etc.

Dragons, Dragon armour and other uniques:

First: No unique will be dommable or tameable.

My idea is that any non-dragon unique, should become a "True" unique, while dragon's will become a sort of "Lesser" Unique (Still being strong, but not as strong, and semi-respawnable), and then more "Lesser" Uniques to be added.

The general idea is this: Each Non-dragon unique will stay as-is, Not respawnable, However, they shall now drop each, 1 special, unique item. Be that item a weapon, a tool, a reusable ingredient, or a armor.

I.E Goblin now drops the "Goblin leader badge", which causes all goblins to turn to allied "pets" of a sort, allowing one to command up to, say, 10 at a time.

As you see, goblins are not very helpful, but this unique item will allow for certain "Fun" things to be done.

The troll king would drop a "Club" recipe, which when used, gives you the "Clubmaking" skill, allowing the creation and imping of different types of clubs (allowing that extra "Tier" to be unlocked once some universal goal is completed (Similiar to adamantite and glittersteel)

And so on for each other unique.

Dragons

First: Dragons will not be dommable nor tameable.

All dragons will begin as "Young xxx dragon hatchling", Aging up very quickly, and when they hit "Mature", will become a full fledged dragon, Two of every dragon would be made, one female, one male. They would automatically breed once every 3 months, or perhaps some new Fo/lib spell to force them to breed, without taming/domming.

A egg is dropped, the egg has a 50% chance to become a dragon hatchling, and the parents will ALWAYS be around the egg, and chase it wherever it goes, guarding it fiercely, attacking whoever owns it regardless of anything. If no egg, the parents will roam freely, and when breeding period appears, automatically path towards each other.

Dragons can only breed once every 2 months, to prevent a massive dragon army from being created (teehee), and if two dragons of the same type and gender exist, the older one will die after time in venerable stage, but no dragon soul will be produced.

Along with this, if both dragons are killed, the last dragon of a type to die will drop "Ancient dragon bones", If buried will have a 50% chance of making two dragon eggs, one for each gender which have a 100% chance to create dragons. If one is made, so is the other, if it fails, that dragon species will be extinct, if unused, can be used to create a dragon soul gem from any ordinary gem.

I feel this would solve many things: Exclusiveness of dragon enchanted armor, and create those fun scenarios where "Dragons chose my home as a breeding ground, i must fight for it or leave" and etc. It will also open up the possibility of a semi-controlled dragon breeding, but aswell as adding the opportunity to "Remove" dragons.

will now drop "Soul" Gems, which instantly contain the soul of a dragon, each gem is different (Having a different QL, and different name, Red dragon being a QL 99.99 Star Ruby, green being a 50ql green star emerald, etc)

The dragon soul will be the peak of power, allowing it to "enchant" armor with Dragonpower, making the said armor equivalent of a dragon-version, but using a bit of the soul.

I.E Plate = Dragonscale, Chain = Weaker version of it, but uses less soul, Studded = Stronger then Drake hide, using less soul then chain, Leather = Drake hide Cloth = Weaker then drake hide, about as strong as chain without the enchant.

Along with that, they could be used on weapons to create stronger weapons, or to use special enchants not usable any other way.

Once the dragon soul is completely used, the gem reverts to being a normal gem of that ql

OR, another idea is the gem can be used to take souls of other lesser uniques, and each lesser unique would have a specific few enchants only available by that unique.

ANYWAYS: Lesser uniques

Lesser uniques will be "Special, superpowered" Versions of average monsters, unlike champions, they will be extremely strong, where 1v1'ing one would be near impossible, and have special moves.

They would spawn after scenarios, or when enough of their normals have been slain.

I.E Goblin Supreme would spawn after the slaying of 1000 goblins.

or Spider Queen would spawn after a scenario, in her lair, her attacks would be a slowing web attack, ability to instantly produce huge spiders, etc.

That's enough about uniques and etc, onto weapons and the like.

____________________________________________________________________

Weapons, Fighting and PVP.

-too tired, will write tomorrow if this gets any posts, notes:

- special effect for each wep (axe doing parrystuns, mauls stunning much more often, swords able to disarm

- aggr/def/norm changes (aggr is faster, stronger, less acc, parrystuns more, stuns more, does not disarm more, norm disarms more, slower then agg, defensive stuns more, disarms more, much slower, opens enemies to attacks more)

- heavy blow, light blow, normal blow

- parrying resets attack timer

- glancing rate reduced severely, damage reduction heavily increased, force of blow stopping added for plate, speed reductions reduced

- shield bashing gains exp for misses, deals no damage, cannot parry while bashing with sword, but can with shield.

- dual wielding changes (faster attacking, dual hits, mass stamina drain when dual wielding)

-special move changes

_______________________________________________________________

Cooking, food, hunger/nutrition

-tired

-New recipes

-Fat, Nutrition, Hunger, Thirst, stamina regen, 3 nutrition contributors

- cooking changes

- mass decay increase for meals, nut reduction

- 3 composition for nutrition gained from different types of food

- doesn't effect stam regen as much any more

- get thirsty much less often

Please respond, i hope for this to be a active suggestion topic to be seriously looked at.

Though, shouldn't write it so late my time.

_______________________________________________________________________

Artifacts, Fossils and etc.

My idea is simple.. Somewhat.

The world is now scattered with "Fossils", spawning either in rock tiles underground, or underground as artifacts are now.

Mag/Lib can now enchant pendulum with "Treasurefinder", which locate, like a pendulum normally does, Fossils underground. Once a fossil has been dug up, a player can use a new skill under the catagory "Archeology", to discover what type of fossil it is, what the worth is, and ql.

All fossils before they're cleaned and discovered are 99ql, from then, they change depending on the new skill.

Fossils can be a multitude of things, Chests containing a wide amount of rares (Ancient-tier weapons? Do more damage, faster and etc, but not repairable?), Jewelery, Scrolls with one-use enchants, etc.(NOT CURRENCY, though perhaps "Ancient" coins able to be sold to traders?).

Artifacts are now under the place of normal fossils, but the skill does not effect it, and it's always at a constant ql and efficiency. The artifacts will have no other way to directly locate it, other then going on and constantly searching for fossils and discovering and appraising them.

Personally, i think this fixes the ease to gain artifacts, and add another "fun" aspect to the game. But the artifacts themselves still need a change.

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Cooking, food, hunger/nutrition

-tired

-New recipes <~~~THIS

    -Not just "Meal", maybe many types?

- cooking changes

    -Add ingredients at certain temperatures, not all at once?

- mass decay increase for meals, nut reduction.

- 3 composition for nutrition gained from different types of food

    -Maybe invisible bonuses, nothing major.

- doesn't effect stam regen as much any more  <~~~ No

- get thirsty much less often  <~~~ As annoying as it is, No

    -Wurm time = 3x Real life time iirc, try going a day without water :3

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Cooking, food, hunger/nutrition

-tired

-New recipes <~~~THIS

    -Not just "Meal", maybe many types?

- cooking changes

    -Add ingredients at certain temperatures, not all at once?

- mass decay increase for meals, nut reduction.

- 3 composition for nutrition gained from different types of food

    -Maybe invisible bonuses, nothing major.

- doesn't effect stam regen as much any more  <~~~ No

- get thirsty much less often  <~~~ As annoying as it is, No

    -Wurm time = 3x Real life time iirc, try going a day without water :3

will do this in a few

also, my idea was either make water go down slower, or make drinking use less water

i'm sorry but needing to drink 2kg of water every now and then isn't realistic.

and not effecting stam as much is on a smaller scale, to compensate for the needing to watch for 3 levels of nutrition (Not bars, but the idea is to have different foods give 1/3rd of the total needed nutrition, while still giving normal "food")

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