Open TrustyJAID opened 5 years ago
I think agility should also increase the chance of running away without having to repair your armour.
Would be good if there is a way to make it so the cooldown is only 30 seconds, unless it's a boss too if that's possible, so you don't need to wait 2 mins for a 30 second enemy.
I deleted because I realised that:
I made my own list of things I'm looking at doing (over a looonngg period of time) that I can share here in case anyone is interested in helping:
Attack options: Attack Talk Pray Magic (weaken stats of mob / boost allies / fire magic spell / make mob stronger (fumble))
Heroes:
Wizard (!spell
Advanced classes?
Once you've chosen your class, you can't change it.
You CAN however, have multiple heroes... so start a new hero! Choose your hero with !hero
Stats: Att (attack) Dip (talk) Agil (better crit chance) Luck (increased rewards/chance of finding chest/higher level items/bypassing encounter if lost) Int (affects magic)
Items: Durability on items Need to repair or stats diminish (temporarily) Possibility items can break Legendary items New slots Legendary chests
Loadout: Costs currency to change Add a timer - 15 mins?
Adventure: {User} is gathering players for an adventure! React emoji to above determines strength of group and puts them all in the group to do something. If they take no action they suffer repair costs same as rest of group. If the group win, they can get rewards too. Or allow them to choose a default action taken on the encounter. Person who gathered players then chooses to start / abandon adventure Think of other things adventures could be... puzzle? multi-mob encounter? nothing? chest with no mob? event before mob encounter starts (rockslide/earthquake etc - need save rolls (based on stats?))? Change attack / talk to not be mututally exclusive, just slightly less effective than 100% of either
The main purpose of "gathering" players first is actually to try and tailor the adventure to the skill of the group rather than have potentially 7+ people in epic gear fighting a skeleton commander (for example).
Mobs: Legendary mobs (even bigger stats) Slight randomness of stats rather than hard coded New multipliers Mob with completely random stats? New minibosses that require different items to kill Re-balancing of charisma on mobs (make it higher) Boss that copies your groups stats (so you have to have good rolls) Phoenix boss that you have to kill twice Add images to more mobs, even little dudes
Overall, our server is having a lot of fun with the cog. We have, however, saturated the content extremely quickly... likely due to the fact that everyone gets an epic chest if you kill a boss (for example) and the low cooldown on loot drops in general.
I'm trying to think of a way to reduce loot dropped in general while still making it worth playing. Maybe way more of the lower tier items with interesting names / unique abilities + having more different types of stats will help extend the game longer. Plus perhaps adding a loot timer of sorts or only allowing 1 "set" of drops from each mob that has to be shared out between adventurers.
Wall of text and apologies if this isn't the best place to put it. Happy to discuss this with anyone as it is really good fun. Thanks, odds
Ideas :
It would be nice if you could unequip all of your gear at once, so that one can build new load outs from scratch when they gain a large number of items at once.
@NIXC your idea already answered itself as a workaround. Save empty loadout as unequip
Hello, we've been playing this adventure so much we're totes addicted. However, I do have some suggestions: Dexterity needs to be buffed. Right now, not a lot of items give dexterity. I feel like some items should be given 1, maybe 2 points into dex. Also, right now, its mechanic is kind of lackluster. Money is certainly not a problem, so losing less money isn't really that impactful. I propose we turn dexterity into another attacking stat for a new class: rogues (or whatever you want). It's not very interesting, but it provides people with an alternative build path for damage other than berserkers and wizards. It means that people can spread loot out more, since previously discarded dex equipment will finally be used. It also allows the introduction of new dex-focused items, and I think that it would be the version of dexterity that people would be more familiar with.
my ideas :
[ ] [p]setinfo should say how much parts of the set we already have
[ ] add a command that disassemble all duplicate sets
[ ] a pvp mode could be funny
[ ] a sort of negaverse that could be played in team but harder
Would it be possible to add a setting for adjusting the multipliers of wins/repair costs to help better match server economy's? Ironically I find this game puts too much money into my server. 😅
Would recommend future request are done in separate issues
While some ideas in this issue are still being explored, new feature requests should be written up in new issues as the game has changed significantly since this issue was opened. I'm leaving this open to show that items still should be worked on from this, but locking it to keep the new requests off this issue.
This Issue will be for new ideas and features to maybe add to the cog. Please leave comments here for ideas or suggestions. For issues with the code make a separate issue.
diploChanged to luck in #23