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Quality of Play Suggestions

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Amascut
Slayer Noir
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The Empty Lord
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Quality of Play Suggestions - Page 2 Empty Quality of Play Suggestions

Post by The Empty Lord Thu May 24, 2012 8:04 pm

First topic message reminder :

Tweaks to improve play.

Blast Furnace:
• Remove the need for a spade at the Blast Furnace; make "Add Fuel" a one-click action.
• Add "Cool Bars" as a left-click option to the Bar Dispenser when there is molten metal.
• Add a Castle Wars-eqsue toolbar down the side displaying the status of various components in the Blast Furnace.
• Add a "View Contents" option to the vat that tells you what ore and in what quantity you have placed in.
• Add a "Yes, and don't ask me again" option to un-noting ore. The worst that can come is that you mis-spend 1000 gold.
• The treadmill breaking will no longer effect the temperature. Alternatively, while someone is powering the treadmill the speed at which the temperature reaches green is sped up to compensate the fact when it breaks it screws everyone over. The guy who afks on the treadmill shouldn't screw everyone over by creating an extra break point.
• The un-noting, ramp and conveyor belt have been reworked. Ordan now stands beside a vertical conveyor belt (the type with buckets that go up and over the top) that is still cycle-operated. This buckets can be loaded manually, or you can right-click Ordan (Add Ore) to open an interface. The interface shows a screen similar to a trade with your entire inventory on the right and on the left is what you're putting in. At the bottom of the left side is the total cost of the transaction (if notes are used).

Barbarian Assault:
• The Penance Horn now doubles experience in Thieving (Pickpocketing) and Hunter (Checking Traps).
• Non-attackers will no longer have a left-click option to attack.
• Collecting from the Defender and Healer supplies will refresh the inventory. In that, it will clear all existing items and give you a fresh load. It's annoying when you don't use a lot of one thing, and because it gives you 1/3 of each you end up with less and less of what you need.
• The first time the Defender collects from the dispenser he will receive 1 hammer and 2 logs.
• The horn is now a tab that appears above the inventory (or adjacent to it in fixed screen). This displays the call-outs and the ability to call for the medic. This will allow players using the cannon to call, and attackers to call while being on the attack styles tab.
• Completely overhall the defender's job. Maybe make it so only they can fire the cannon. Their role is completely out done by the collector + anyone who fires the cannon.
• Players can now mark themselves as ready, and the next game will start instantly... like Dungeoneering.
• The team leader can stop the timer, should anything be needed.
• The team leader can now remove individual members from the team without having to use the scroll on another team members (currently the X only appears when inviting new people).
• The "shout" range now covers the enter cavern. Similar to in Dungeoneering, you can hear each other regardless of position.
• Players on your team will now be coloured while in the lobby.
There is now a "Matchmaking Pool" where you can select the roles you're happy to play, and then it will build teams automatically. The quickstart room now allows you to select all the roles you're happy to play, not just a single role.

Agility:
• You can now select the area (instead of only the rocks), to ascend the slope in Ape Atoll. Alternatively, this obstacle is replaced with something that looks like an obstacle (the amount of people who stand there for ages because they can't figure out why their monkey won't just walk...)
• You can now select the area (instead of only the skulls), to ascend the skull slope in the Werewolf ability course.
• The hurdles in the werewolf agility course will now automatically jump over each in succession, after only clicking on one.
• The ladder in the Barbarian course can now only be claimed on the correct side.

Farming:
• Watering potted plants now has an animation.
• Add the ability to "Check Health" for "Sickly-looking" and "Dead-looking" trees. Checking health at these stages will grant 25-50% of that fully grown tree. "You examine the tree for signs of disease and discover it has succumbed to disease/perished". Particularly for dead trees, given their cost and time invested. What's the point in calling it "Check Health" when it's obviously healthy; at the moment it should just be "Admire hard work".
• If a player is harvesting fruit/vegetables from their farming patch, the crops should automatically go into a basket/sack in the players inventory if it is empty or is only partially filled with the same type of crop.
• Pots with Compost, Seedlings and Watered Seedlings now have updated graphics. (See my handy work).
Quality of Play Suggestions - Page 2 Seed_s10

Herblore:
• Grimy Herbs now stack.

Thieving:
• Double and triple loot is now worth double and triple experience. If you're going to train agility you should be rewarded with a faster experience rate: not 50 extra gold.

Slayer:
• Slayer experience is now earned on-hit, similar to Constitution experience. That total experience per monster would scarcely change, but it feels better.
• Suggestion: Slayer masters will now offer you three choices for tasks (the amount not stated). The two choices a player does not select will remain options next time. Alternatively, "Choices" is a reward for 400-2000 Slayer Points.

Prayer
• Prayer points will not restore while in the bank, similar to hitpoints.
• Alternatively: Street Preachers (of various faiths) can be found in most of the major cities across RuneScape (excluding those with focal churches, usually near banks/busy parts of the place). By talking to them, or through a quick-select option, they will bless you grace/corruption/hope, etc, which completely heals you and restores all your prayer points.

HUD/Interface:
• Add the ability to close the bank screen via the ESC button.
• A price checker function should be added to the bank.
• The default left-click option on auras is now "Check Time". Neither Remove nor Activate are left click.
• Add a channeling bar for while casting the Lodestone.
• You can no longer click between the chat box and the chat filter box!
• You can now open multiple interface panes by holding Shift when selecting a second. The second pane will always appear to the left.
• You can view your BoB's inventory while the bank is open. Particularly, you can store.
• The Quest Menu is prone to forget which filters are active; when I have filtered it to only show the quests that haven't been finished, it will sometimes cancel out and show all quests when I log in, but at other times, it won't. It needs fixing so if a filter is selected, it stays selected.
• The emotes option now has the option to Filter, hiding locked emoticons.
• The Wicked Hood will now warn you if you attempt to teleport to the Law Altar with prohibited items.

Right-click quick-options:
• The Brimhaven Dungeon now has a right-click pay option on the door.
• The Shanty Pass is no longer an item, but rather something bound to the player. It costs 200 gold once, or free after the completion of the Prince Ali Rescue. After purchasing, passing through the pass will incur: "You flash your pass at the guard on your way through."
• Ali Morrisane now has a right-click option for each of his shops, or at least the active shop.
• A local gardener's stock should be accessible via right click, like an ordinary shop.

Quests:
• Your gravestone should you die in the Summer saga will now appear next to Summer, and not under her.

Miscellaneous:
• Remove the need to refill the Ectophial. Enough is enough, stop implementing precautionary measures and just remove the problem. "You pour some of the liquid on the ground, and remark over the vial remaining full".
• Add another purpose for Ecto-tokens. Perhaps as simple as allowing them to be traded for Prayer experience. I'd happily accept 1xp per token, but I can see 10 being fair.
• Ammunition currently ignored by Ava's equipment due to being "out of sight" will now be pulled toward the player. For example, if fighting Greater Demons in the Ogre Enclave: the arrows will collect on a single pile on the other side of the fence. This lessens the punishment for archer's using Telekinetic Grab, due to lessening the amount of ammunition that falls on its own.
• The Quest Cape of Accomplishment will now provide the bonuses of a trimmed skill cape. The total experience currently required to wear it is 20,452,885, which is 5mil shy of two 99s... but still, given it can't be trimmed, I feel this would be fair.
• Non-critical monsters/common bot targets have new "kill credit" logic. If a monster has been out of combat for 10 seconds the current "slayer" is cleared. As such, even if below 50% health, someone else can score the kill. Alternatively, they will rapidly heal to 60% of their maximum health before returning to their usual rate of healing.
• The Great Orb Project will now reward half the earned tokens if you quit early. You will not receive the base 60.
• Move the Varrock Lodestone to the east gate. It is currently the most inconvenient Lodestone in the game, from my experience (to the extent that the Edgeville Lodestone is more useful for accessing Varrock/GE). All other Lodestones are in close proximity to a bank, which this change would achieve. With 65 Agility, it would also rival the Ectophial for ease of access to Canfis/Slayer Tower. Alternatively, place it north of the Museum and add a tunnel shortcut under the wall nearby.
• Possibly: Add a Canfis Lodestone in the cellar that requires completion of one of the Myreque quests to uncover.
• Lamps from the Squeal of Fortune that are bound now provide more experience than those that are unbound.
• Keys can not be used from the Steel Ring without removing them from the ring (similar to items in the toolbelt).
• Players can no longer interact with pets that do not belong to them.
• The Ancient Cavern now has some net/harpoon fishing spots. There are also roots that grow on the walls that can be cut for normal logs.
• Small Obelisks can now be used to make scrolls (only scrolls).
• The Fairy Ring network will now tell you where you've teleport (at least the first time). To paraphrase, "You have added Misthalin: Edgeville to your log."
• Alternatively, the code-machine it's replaced with a map similar to the Lode Stone (with a list on the right of it showing places not on the surface). The map would only highlight those places found and does not indicate where unknown ones are. The wheels are at the bottom.
• If the player has completed the Nadir saga with 100%, they should be able to inform Ali the Wise of Moia and Bilrach.
• Remove the ability to chop trees in enclosed skilling areas, such as the Falconry. (As you did with Charm Sprites)
• A fairy ring has been placed near the Lighthouse.
• Runic Staffs in your inventory now have a left click option to cast the stored spell. Attempting to cast Alchemy on a Runic Staff will always fail and declared something fluffy/paradoxical such as "How do you plan to turn this to gold if this has been turned to gold?" (to prevent double clicking). The spell stored in the Runic Staff can now be cast regardless of spell book. This makes the Runic Staff particularly desirable for casting spells outside of the current spellbook - such as alchemy, or various lunar spells while using Ancients; or a combat spell while using Lunars.
• Regenerate is now a toggled ability. While toggled on, you will automatically drain adrenaline to heal while out of combat. This avoid potentially wasting one tick of adrenaline, but also saves room on the action bar.
• Ghost Penguins will no longer spawn at spawn spots already covered by regular penguins.
• "Cub Scouts" are a new pet that can be obtained (polar bear cubs). These can be stationed anywhere and will look out for penguins. They can also see ghost penguins. Up to four can be placed, and they will contact you if they spot a penguin (similar to Nature Amulet).
• In Dungeoneering, you can know mark doors are dead. This will put an X on the map.
• Players may bind one off-hand weapon/shield in addition to their current limit.
• Tears of Guthix can now be completed daily. Achieving 1 quest point or 100k experience is still a requirement.
• God Statues can now be completed weekly (achieving the chisel now requires helping him 8 times/minimum 8 weeks, changed from 3 times/minimum 3 months).
• Troll Invasion can now be completed weekly.

Website:
• Links in news posts will now retain log-in information.
• Players can customize the price tracker.



Dragons will no longer *always* drop dragonhide.

Each dragon only has a 20% chance to drop "dragonhide", a 40% change to drop "tatty dragonhide" and 40% chance to drop no hide at all.

With levels in Slayer, you reduce/remove the chance of getting no hide at all; and with levels in Hunter, you reduce/remove the chance of getting tatty hide. Think of it like "no longer burning food".

50 Slayer - Green dragons always drop hide. 50 Hunter - Green dragons always drop non-tatty hide.
65 Slayer/Hunter - Blue dragons
80 Slayer/Hunter - Red dragons
95 Slayer/Hunter - Black dragons
99 Slayer/Hunter - There is still a 4% chance of receiving tatty/no royal from Grotworms.

With regards to tanning, 3 tatty hides can be used to make 1 piece of leather. Non-tatty hide is still 1 to 1.

At 1 Hunter and 50 Slayer, Green dragons would 33% chance to drop non-tatty and 66% chance to drop tatty (as you've removed the chance to drop nothing).

This drastically reduces the supply of dragonhide, which would increase the value of the armor.


Last edited by 3mptylord on Thu May 02, 2013 2:25 am; edited 26 times in total
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Post by The Empty Lord Sat May 26, 2012 8:18 am

Oh yeah, Al Kharid lodestone is far more useful than Amulet of Glory. Smile

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Post by The Empty Lord Sat May 26, 2012 10:47 pm

Burying/ bones/scattering ashes should restore prayer points.

So I'm doing a Warped Tortoise task, and burying the big bones for the free prayer experience. I'm using prayer to kill them as the Kandarin Monastery is really close to the spirit tree. I can really see gaining prayer points on a 1:1 ratio with the experience being balanced and awesome (that's 15 prayer points for big bones).

Any input?
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Post by Slayer Noir Sun May 27, 2012 7:28 pm

With the right equipment, they already do
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Post by The Empty Lord Sun May 27, 2012 9:39 pm

You get a small amount from wings. Wink
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Post by Slayer Noir Mon May 28, 2012 1:18 am

I wasn't thinking of them. I was thinking of dungeoneering necklaces, which give 10 prayer points per most normal bones and ashes, 20 for big bones and accursed ashes and 30 for dragon bones and infernal ashes
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Post by The Empty Lord Mon May 28, 2012 2:59 am

Ah. Dangit, all the cool little features are either auras or dungeoneering rewards.
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Post by The Empty Lord Mon May 28, 2012 7:57 am

• The Quest Cape of Accomplishment will now provide the bonuses of a trimmed skill cape. The total experience currently required to wear it is 20,452,885, which is 5mil shy of two 99s... but still, given it can't be trimmed, I feel this would be fair.

• The Brimhaven Dungeon now has a right-click pay option on the door.

• The Shanty Pass Guard will now cost 5gp to bribe.
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Post by Slayer Noir Mon May 28, 2012 8:19 am

Can we please just dispose of the Shanty Pass? It's nothing but an inconvenience. It adds nothing to the game having to click a few times and pay a pathetically small amount of coins - it's not a challenge.
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Post by The Empty Lord Mon May 28, 2012 8:20 am

I prefer that. Or perhaps with the completion of Prince Ali Rescue the Sultan orders we can pass through for free, and then up the Shanty cost to 10 coins like the toll gate... although, the toll gate is pointless too.
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Post by Slayer Noir Mon May 28, 2012 8:34 am

Agreed. Another obstacle that requires no skill to overcome.
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Post by The Empty Lord Mon May 28, 2012 9:29 am

Especially with the Al Kharid lodestone...
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Post by The Empty Lord Mon May 28, 2012 11:12 pm

Quality of Play Suggestions - Page 2 Seed_s10
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Post by Slayer Noir Tue May 29, 2012 10:01 am

What exactly am I looking at there?
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Post by The Empty Lord Tue May 29, 2012 10:03 am

Plant Pot with Compost
Seedling
Watered Seedling

There is currently no real way to tell between the three.
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Post by The Empty Lord Tue May 29, 2012 10:18 am

Non-critical monsters/common bot targets have new "kill credit" logic. If a monster has been out of combat for 10 seconds the current "slayer" is cleared. As such, even if below 50% health, someone else can score the kill.

Alternatively, they will rapidly heal to 60% of their maximum health before returning to their usual rate of healing.
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Post by Slayer Noir Tue May 29, 2012 10:19 am

I rather like those flower pots, now that you've explained it.

I wanna throw an idea out here. If, for whatever reason, you quit part way through a game of the Great Orb Project, award half the tokens you would've gotten if the game ended at that point (minus the 60 you get by default, so that people don't just insta-quit for quick and easy tokens). Because seriously, you don't need to disincentivise people from quitting when they're winning...
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Post by The Empty Lord Tue May 29, 2012 10:25 am

So half their earned tokens (not including the 60)?
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Post by Slayer Noir Tue May 29, 2012 10:28 am

Yeah. That'll still discourage quitting early while softening the blow for those that have no choice
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Post by The Empty Lord Tue May 29, 2012 11:30 am

Apparently I'm getting the slayer kill for the almost-dead demons, I'm just not getting my loot! (specifically charms, as they don't even appear after a while)
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Post by Amascut Wed May 30, 2012 2:39 pm

• Remove the need for a spade at the Blast Furnace; make "Add Fuel" a one-click action. - Support
• Add "Cool Bars" as a left-click option to the Bar Dispenser when there is molten metal. - Support
• Add a Castle Wars-eqsue toolbar down the side displaying the status of various components in the Blast Furnace. - Support
• Add a "View Contents" option to the vat that tells you what ore and in what quantity you have placed in. - Support
• Add a "Yes, and don't ask me again" option to un-noting ore. The worst that can come is that you mis-spend 1000 gold. - Support

• Add the ability to "Check Health" for "Sickly-looking" and "Dead-looking" trees. Checking health at these stages will grant 25-50% of that fully grown tree. "You examine the tree for signs of disease and discover it has succumbed to disease/perished". Particularly for dead trees, given their cost and time invested. What's the point in calling it "Check Health" when it's obviously healthy; at the moment it should just be "Admire hard work". - Support

• Add the ability to close the bank screen via the ESC button. -Support

• Move the Varrock Lodestone to the east gate. It is currently the most inconvenient Lodestone in the game, from my experience (to the extent that the Edgeville Lodestone is more useful for accessing Varrock/GE). All other Lodestones are in close proximity to a bank, which this change would achieve. With 65 Agility, it would also rival the Ectophial for ease of access to Canfis/Slayer Tower. Alternatively, place it north of the Museum and add a tunnel shortcut under the wall nearby. - 'Tis fine where it is
• Possibly: Add a Canfis Lodestone in the cellar that requires completion of one of the Myreque quests to uncover. - Maybe, though that kills the Fairy Ring. And fastest to the Tower? That'd be the Slayer Ring!

• Remove the need to refill the Ectophial. Enough is enough, stop implementing precautionary measures and just remove the problem. "You poor some of the liquid on the ground, and remark over the vial remaining full". - Tis fine as it is.
• Add another purpose for Ecto-tokens. Perhaps as simple as allowing them to be traded for Prayer experience. I'd happily accept 1xp per token, but I can see 10 being fair. - Being worked on, or concepted. Something will happen with these

• Possibly: While using Prayer, a blue "health bar" will appear underneath your health bar representing your remaining prayer points. Whether or not this is visible to your enemy is questionable. - No thanks

• Remove the Dungeoneering level requirement on Dungeoneering rewards. Because unless the token-acquisition rate is faster or equal to the time it takes to obtain the level, the dual-constraint system is pointless and demotivating. - So someone could just easily buy the Demon Horn Necklace/Sneakerpeeper? No thanks

• Ammunition currently ignored by Ava's equipment due to being "out of sight" will now be pulled toward the player. For example, if fighting Greater Demons in the Ogre Enclave: the arrows will collect on a single pile on the other side of the fence. This lessens the punishment for archer's using Telekinetic Grab, due to lessening the amount of ammunition that falls on its own. - Sounds reasonable

• The Quest Cape of Accomplishment will now provide the bonuses of a trimmed skill cape. The total experience currently required to wear it is 20,452,885, which is 5mil shy of two 99s... but still, given it can't be trimmed, I feel this would be fair. - YES

• The Brimhaven Dungeon now has a right-click pay option on the door. - Sure, I guess. I get in free anyway though...

• The Shanty Pass is no longer an item, but rather something bound to the player. It costs 200 gold once, or free after the completion of the Prince Ali Rescue. After purchasing, passing through the pass will incur: "You flash your pass at the guard on your way through." - Nah, the pass it fine, but also easily avoidable

• Watering potted plants now has an animation. Pots with Compost, Seedlings and Watered Seedlings now have updated graphics. (See my handy work). - YES

Quality of Play Suggestions - Page 2 Seed_s10

• Non-critical monsters/common bot targets have new "kill credit" logic. If a monster has been out of combat for 10 seconds the current "slayer" is cleared. As such, even if below 50% health, someone else can score the kill. Alternatively, they will rapidly heal to 60% of their maximum health before returning to their usual rate of healing. - Major yes

• The Great Orb Project will now reward half the earned tokens if you quit early. You will not receive the base 60. - Sounds good







So when are you posting these on the RSOF?
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Post by The Empty Lord Wed May 30, 2012 10:35 pm

What if the blue bar was an option? Wink
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Post by The Empty Lord Fri Jun 01, 2012 1:50 am

Monkey form now has an aura particle effect.

For the ninja monkey, one of those TMNT-style eye-masks would be awesome! Grin
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Post by Slayer Noir Fri Jun 01, 2012 2:17 am

If the new monkey graphics we've been seeing in wild weekends is anything to go by, there'll be a monkey graphical update soon... Your wishes may come true
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Post by MorbiusMonster Fri Jun 01, 2012 6:08 am

I was thinking, what if we could use elemental spells for say, more than just combat?

Think about it, why not use fire spells to ignite a fire pit or logs, like Jack was doing in the past, perhaps the ancient spells do even more useful applications, making mage more about sorcery as well as combat.

Air spell - when cast on an agility obstacle, makes an air current allowing the players to cross is not only quicker, but with greater success.
Water spell - when used on a farming patch, it waters it. The hydration depends on the spell.
Earth spell - when cast on a rock, it speeds up ore renewal.
Fire spell - when cast on logs, ignites them.

Smoke spell - there are a lot of dead trees, why not make some of them dying, just clinging to life. A smoke spell expels the ailment and restores a tree to its former glory, allowing it to be cut. It returns to normal afterwards.
Shadow spell - some locations have mirrors. When cast against a mirror, it deflects back onto the player and makes them blend in, making monsters less aggressive.
Blood spell - when cast on a blood wood tree, the player heals slightly, very handy in the Wilderness.
Ice spell - when cast on a body of water in certain places, it freezes and creates a bridge to a platform or shortcut.

The power of the spell will determine the success and the length of effect.
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Post by The Empty Lord Sat Jun 02, 2012 4:16 am

This thread isn't so much for coming up with ideas for new content.




The default left-click option on auras is now "Check Time". Neither Remove nor Activate are left click.
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Quality of Play Suggestions - Page 2 Empty Re: Quality of Play Suggestions

Post by Slayer Noir Sat Jun 02, 2012 9:28 pm

You're not the only one who's accidentally unequipped an aura then? It would be nice if unequipping them didn't cause them to go into cooldown actually
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Quality of Play Suggestions - Page 2 Empty Re: Quality of Play Suggestions

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