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New t3 mission, aswell as token rewards

15 Antworten [Letzter Beitrag]
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Furcatonitrui

The mission would primarily be themed around the sea and be know as "Horrors of the deep". It would be very similar to other areas until you enter a water themed area, here bullet speed and attack speed will be reduced somewhat and new water themed monsters would lurk here (possibly scuba wolvers :D). After 4 difficult water areas the party of knights will face The Kracken, after defeating 6 of its legs, the beasts head will be visible and attackable (if not killed fast enough the legs must be defeated again. Upon defeat it will yield an appropriate amount of "Sea minerals" these will be the tokens used to buy the following equipment.

Ghastly Constraint

5 Star sword shaped like an anchor, only darkened and rusted. Normal/Shadow damage mix, around the same as Gran Faust. Powerful AoE charge with stun chance.

Captain's Flintlock

4 star gun, pure normal damage. Appears as a standard flintlock until upgraded, explosive charge.

More to come, tell me what you think.

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Luguiru
One of these again

Before going any further one thing must be made perfectly clear. If someone can not read your full post and think "TL;DR" then it is not long enough to be a new boss. "Hurr a boss that is in this kind of place and looks like that and does these things." You can do better than this. What are you waiting for, a hug? Before you reply to this post, yes, I always criticize and analyze every thread I believe needs it. Does that mean the thread is bad? No, it means you are trying to build a house with two bricks; you need more to it. I am willing to help you though I am not always available all the time. It may seem I am always there when no one wants me but that is because I can read your mind.

"Horrors of the Deep"

Sounds like a bad shark based horror movie.

Water theme? Is it underwater? Believe it or not we do not have a water themed area in this game yet because it does not exist; there is no "water" status. We have water blobs to remove hotspots which players can not move through. The same blobs also extinguish players if the blob "explodes" with the aflame knight in its area of effect, which is fairly small.

Wolvers underwater? What are they, amphibians? Make some fish enemies, everyone wants to see that. No one wants to see things we already have with scuba gear. That is just silly.

"Three difficult areas", how very in depth and specific. We know you can do better. Describe the layout of the floors, which enemies appear in certain areas, et cetera. "But replier this is just a suggestion no one reads these and I do not have to give details, hurr." Nurp. Do you know what Howlitzers and Polyps are? Guess where they came from?

A Kracken, how "original". I know there is not much to work with in terms of undersea enemies, but a giant squid; there are more threatening things down there. I would link pictures but some readers are not of heart for such images. At least there is no shark. Contrary to common belief sharks only attack when they think you look like food or are bleeding. Coastal sharks only go for surfers in wet suits because they look like otters. Sharks actually hate the taste of human. Sharks have a strong sense of smell, meaning when blood is about the sharks cometh. This is because when something is bleeding it is assumed to have been crippled and/or recently killed, meaning fresh meat with less difficulty to consume. Sharks do not swim around going "derp herp I bite you hurr". Enough of this nonsense, there are more important matters to be dealt with.

The boss, it needs far more detail. It needs to have about as much as this entire post, just for the boss. A T3 boss has to be that complex.

Token rewards, usually the last part of every boss suggestion thread. What is this? New weapons without explaining the mechanics? Either recycle existing mechanics or go in depth with new ones. An anchor sword is obviously large and heavy, it can be a heavy two swing combo. Make this an upgrade line where the 2* or 3* is a token reward for 15 or 20 tokens so people will want to do Clockworks for the recipes to make it 5*. As for the gun, this needs a lot more detail. Again, 15/20 tokens for the 2* or 3* to encourage players to stop spamming Vanaduke and get back to the Clockworks.

I am particularly fond of the anchor, especially since it does shadow. We need more shadow weapons. I recommend making some art for the weapons, boss, and possible parts of the floors.

If you decide to make more I will grade it thereafter.

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Furcatonitrui
Breifness

Admittedly it lacks detail but there is a reason behind this, I am currently using a mobile device and at the time was on below 10 percent power. Although I must thank you, criticism is exactly what I need,it offers me advice on further developing my ideas as well as showing me not everyone is a 2 word reply fool, so thank you again sir, with help from people like you budding ideas are sure to blossom.

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Furcatonitrui
Detail time

Meet the Enemies!- And terrain :D

Enemies: Katfish, Aqua Jelly, Sea Mines, Angler

The Katfish:

Weakness/Strengths: The Katfish shares the same weaknesses and strengths as regular Kat ghosts.

Attacks: Bite-Shadow damage, identical to that of the regular Kat but with added Stun chance.
Thrust- Normal damage, the Katfish shoots toward the target (similar to lunge of slags)

Characteristics: Spawns like regular enemies but can also be found inside breakable objects (stones etc)
Bites when near knights, attempts to dodge projectiles such as the divine avenger's charge. Prioritises knights who aren't blocking.
Attempts to attack as a group.

Appearance: Rough idea, I will attempt a sketch shortly.
Facial area is similar to a Kat but with added long whiskers, long body with large fins and a sizeable tail fin.

Aqua Jelly:

Weaknesses/Strengths: The same as regular jelly cubes only with lower shock resistance.

Attacks: Spin-Elemental damage, similar to the attack of the Jelly king.
Absorb-Normal damage, The cube latches around a knight and begins to suffocate them, the knight must break out by tapping space a number of times within a set period or will suffer a large amount of damage, Aqua Jellies only perform this toward blocking knights.

Characteristics: The Aqua Jellies will be very similar to regular jellies but will be more aggressive, they will attempt to relentlessly attack knights and force to shield in order to use the absorb move.

Appearance: They will be a light blue cube contains a sort of aquarium, inside them will be small fish and seaweed, a sketch will be created shortly.

Sea Mine:

Will take the place of explosive blocks, they appear as a metallic ball covered with spines, unlike explosive blocks they will detonate on impact with a knight.

Angler Fish:

Weaknesses/Strengths: Their weaknesses/strengths match those of Chromalisks.

Attacks: Lure-Normal, in darker areas of the levels gold crowns may randomly appear, but when a knight goes to collect them an Angler will reveal the crown to be their lure and snap at the unlucky Knight.
Bite-Piercing, The angler bites similar to a wolver.

Characteristics:Anglers will only spawn if triggered by a Knight colliding with their lure, they are very aggressive once spawned.

Appearance: Sketch will be done shortly
They are a large fish with a massive mouth(which is filled with needle-like teeth) on their head is a long, thin strand with a gold crown on the end.

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Furcatonitrui
Rewards & The Boss

I have already touched on two of the rewards but I think they need more descriptions, sooooo..

Captains Cap 5 Star

A hat, similar design to that of the chapeaus only in a deep black, a prismatic Skull logo on the front and without a feather. The hat itself will posess Damage bonus low and an all round ASI Low, the set allows good use of both Guns and swords. The Cap will have elemental and normal defence slightly lower than vog. The cap will cost 30 Sea Minerals.

Captains Coat 5 Star

A stylish deep red coat with gold buttons, the bottoms/pants will be deep black. The coat will give ASI Low and Damage bonus low and slightly lower elemental/ normal defence than vog. The coat will cost 30 Sea Minerals.

Sketches for these may be produced shortly.

Depth Buster 5 Star

The Depth Buster is a powerful 5 Star bomb that looks like a deep sea mine, it does a large amount of normal damage and has a very unique way of functioning, when laid down it will stay there for 20 seconds before blowing up, however if any hostiles enter the perimeter of the bomb it will blow up instantly with a good chance of stun. The Bomb will cost 50 Sea Minerals.

More rewards to come (possibly, may ditch the flintlock If you think there's too many rewards)

The Kracken

The all-powerful classic squid beast we all love!

Attacks: The attacks will be divided into the attacks of the the head and the tentacles
Tentacles: Sweep-Normal Damage, each of the 6 tentacles can perform sweep, it's a very damaging attack with massive knock back, designed to keep knights at bay.
Crush-Normal Damage, the tentacle comes down quickly on the target dealing massive normal damage with a good chance of stun, tentacles are vulnerable after performing crush, knights must wait for this before attacking the legs to deal any real damage.
Head: Bite-Piercing damage in a massive radius(enough to hit all 4 knights), the bite has massive knock back but can only be performed while all 6 tentacles are inactive.
Thrash-Elemental damage, the Kracken moves its head violently and creates a large shock wave, if not blocked causes a lot of elemental damage.
Screech-No damage, The Kracken lets out a deafening screech that hits all knights, it can perform the periodically while 1+ legs are active, the screech only has a low chance of causing a strong stun.

Characteristics: The Kracken has a variety of behaviours, the head attacks more and more when less tentacles are active and the tentacles Smash more when more are active. When the Krackens head is up it becomes very aggressive and bites repeatedly to keep knights at bay.

Appearance: The tentacles are a deep crimson but onthe flip side are peach coloured and are lined with suckers.
The head is the same shade of crimson and has a mouth lined with teeth. A sketch will be created soon.

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Luguiru
Almost done with basic mechanics

Katfish, I see what you did there. This is all fairly decent for the context of an average and common enemy for this series of floors.

I was hoping for "Jellyfish", but this can work. For the attack where it attaches to you change the release command from switching weapons (space and mouse wheel by default) to shield bumping (tapping X), this is how it works for currently existing zombies if you let them jump and latch onto you.

Sea mines, yes. This is good.

Anglers, I was hoping to see them here. Kudos for keeping the lure in mind by making it money. The attacks are well matched for this type of enemy. These are normally bait and switch predators so they should be fairly well hidden with their lures out in the open so they can surprise people.

The armor is somewhat balanced but we need a third opinion. Preferably someone who is currently running an equipment project or something. Consider making a 2* or 3* version of the armor as the token reward so, as I have repeated before, more people want to do Clockworks runs over missions. The same goes for other items from the token rewards for this boss. It may not be required but it would encourage the community to do more Basil runs.

I know what you mean for the bomb, but someone has already done something very similar. Check out this thread.

Take out the gun if you want. It seems too similar to Magnus line to be needed, in my own opinion.

The boss could use some work but I get the general idea from what you have so far.

Effort: 10/10
Creativity: 9/10
Detail: 8/10
Mechanical applicability: 9/10
Profits Three Rings: 6/10

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Hexzyle
This is one of the highest

This is one of the highest ratings I've seen Luguiru give anyone, and Furcatonitrui showed in post #2 much wisdom and humbleness that we need more of across the suggestion forums.

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Luguiru
Stop stalking me

Have you seen this thread with my response? There are a few other threads which have also earned high grades. Most of my evaluations have horrible results because those threads are horrible, therefore they get what they deserve.

Go to school, do your work, get graded well by your professor. Go to school, spend class throwing rocks at the teacher, receive horrible grades. This is science.

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Furcatonitrui
Thanks

Well I must say, thanks for the review, im going to continue to develop this idea and hopefully, with a bit of luck, three rings will notice it :)

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Furcatonitrui
Response to armour tips

I was thinking maybe replacing the captain with a 4 star version, first mate and making the captains one of 2 upgrade lines, the other being cannoneer, when I return today I shall work on them!

With regards to the flintlock-
I was thinking for the upgrade, it becomes a cannon which shares similarities with a bomb, it can only be fired once charged but deals massive damage and knock back. Give me your opinions this guys since I'm making this for the community!

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Hexzyle
A cannon would be VERY

A cannon would be VERY difficult to balance mechanics-wise without being too OP or unwieldy (imagine wheeling a cannon around in the clockworks lol)

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Furcatonitrui
The Masterpiece, Ghastly Constraint

Ive already touched on it to some degree but it's time to put it in detail!

Ghastly Constraint 5 Star Sword

"Once used to harbour giants, now used crack the skulls of giants"

Damage: Similar damage values as the gran Faust, slightly more than the GF but with the speed of the Divine avenger.

Attack Pattern: 3 Swing combo, first 2 like a standard large sword (DA for example) then a third overhead swing like the charge attack of the troika line.

Charge: Chain on the end of the Anchor is used to spin it with an AoE attack (Like Leviathan Blade) that either knocks foes back or stuns them (strong stun).

The anchor will cost 50 Sea Minerals

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Furcatonitrui
Dear Hex

I can see what you mean, I suppose it would be, to say the least, impractical but I will probably keep it, for now.
I have a plan you see, a poll of sorts once I have sketched up gear etc to determine what will go and what will stay.
Thanks for your feedback, though.

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Luguiru
The sword seems overpowered

Make it so the first swing goes normally and the second is an overhead smash but with less area of effect and knockback than the Troika line charge. For the charge attack on this weapon the spin charge is fine, but make it so the spin itself can only hit potentially twice; see Fang of Vog. Also, give the charge a chance to give the user a little stun to prevent spin abuse.

For the armor you can have a sailor/marine and "pirate" line branching from the 2/3* token reward; again, to get people back into Basil runs. The sailor/marine line can get some sword buffs while the "pirate" line gives bomb/gun buffs or a little of both. For example, on the sailor/marine line give it more defense than the "pirate" line and +1 sword charge and damage per piece (helmet, torso). For the "pirate" line give it +1 gun speed and bomb charge per piece with a couple bars less than the sailor/marine line. Gun-bomb hybrid users would love the "pirate" set and melee derpzerkers would like being a sailor/marine.

About the speed mechanics for being underwater; forget those. It would be too confusing for them to change everything just for one mission.

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Furcatonitrui
Alright

I will get to work now, and I am now home with my PC so typing is no longer an issue, all my former posts were done on my I Phone so they lacked some detail.

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Thinslayer
Unique level mechanics

You know how Gloaming Wildwoods has beast bells, Ironclaw Munitions Factory has purple/yellow switch gates, and FSC has spike wheels? The underwater levels could have their own unique level features.

In particular, I'm thinking of Shadow Plasma (like Shadow Fire), which electrocutes you on contact, and Electric Plugs, which you can change up to provide power to different areas. Lack of power may mean that the elevators, terminals, or gates won't work. However, having power will also mean that some enemies (particularly drones) will spawn and make life difficult for you.

There could even be dry areas protected from the water by force fields (shields). They could involve the above mechanics (powered, unpowered) or could simply be a plot device.

For boss reward weapons, I propose the Hookshot. It is essentially a gun that can collect loot or snatch weapons from select enemies (like Mortafires). It deals only a little damage, but interrupts and/or knocks down with every hit. It is a one-shot weapon with no recoil, and costs 20 boss tokens, is 3*, and non-upgradable. Its charge attack deals massive damage rivalling Magnus charges, but has none of the abilities of the normal attack.

Killing the boss could also make use of this weapon. To kill the Kracken, one must knock the core out of its head so the players can attack it (reminiscent of Vana's mask stages). This can be done with any weapon, but the process is much faster and easier with the Hookshot.