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|1.) A creature that matches its stats to the person fighting it and has different drops depending on CL ranges|
2.) Creatures that take specific gear to fight efficiently I.E. a creature that hits lower if you're using a chainmail instead of a plate or has no defence if you're above a certain power
3.) "Elite" monsters that spawn after you kill a certain number of creatures at a location, significantly higher level but with much better rates for better loot
Any other ideas you want to share?
 05:58 Twitxhy[*TF*]: stop being poor
14:53 Amr[World]: this is called autism
You have married Marley!
0/110 Anders the Deserter uses Vital Strike, striking a devastating blow on zooF and did 110 damage.
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|Theoretically you could apply a speed debuff to certain armours so that as you level you switch from heavy armour to mitigate damage to lighter more nimble armour to increase exp but that will never happen |
I am the Bane and i bring the Pain.
Success has many fathers and failure is an Orphan.
Pain is Temporary Pride is Forever.
ALBA GU BRATH!
|I have discussed a lot about a possibility of having armour and weapons act differently on creatures of specific types.|
example being a sword would be literally ineffective vs gamans but a hammer or blunt weapon like a club or dino weapon would be far more effective.
I like Banes idea of heavy armour having a speed penalty of some kind that could again factor in either how often one hits or mitigates damage or something along those lines.
Having the ability to create a need for weapons tools and armour that you have out grown without taking a massive penalty for using them would be such a neat update to combat and the ideas here would be so fun to implement.
God' is nothing more than a construct created by man to inspire fear and promote order.
If you wish to see me struck down, for all these atrocities, use your own hands to do so, not 'God's'.
|not a fan sorry, no |
Must find the precious...
|1.) People will cry because it would end up costing more food than the drops would be worth, so they'd also never fight them.|
2.) Creatures that take specific gear to fight efficiently <-- Isn't that how bosses are now?
3.) People will end up dying a lot because of afk combat and cry again.
It seems like pretty much all the updates anymore are for combat, and most of the people who do combat enjoy crying for various reasons.
09:03 Durins_Bane[Moria]: follow makarov around and he'll drop items before he's seen flying to Sanfew
So long, Earth. Thanks for the air and whatnot.
|Personally I see no issues with it in theory, shaking up the meta of the game is never a bad idea as long as the return is worth it.|
I already was toying with a full combat overhaul proposal moving towards the RPG familiar three types of damage (Blunt/Pierce/Slashing) with armours having different values for each and weapons doing different kinds. Monsters would then have better armour or offensive power against those types. It then also creates a PvP tactical element of picking the right armour and weapon combination you think is most likely to work as opposed to what right now is just the universally better, full plate armour, shield and axe/sword technique.
This is the story of a man named Stanley.