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Sir-Shadow's page of suggestions!

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Sun, 09/07/2014 - 21:41
Sir-Shadow-Striker's picture
Sir-Shadow-Striker

Recently my internet has been down, so I am glad to be able to log back on to this wondrous forum site, and let my brain dribble the compiled ideas that came up during the time of no connection!

First of all, I suggest something for the Forge system! (yep, I know it's nothing new but oh well.)

Heat Canisters! Common drop from boxes and monsters throughout the clockworks, used as an extra for heating items, or used in mass to create small numbers of heat crystals! Here is what I jotted down on of all things, a notepad.

1 Heat Canister = 10 cracked crystals
3 Heat Canisters = 10 dim crystals
5 Heat Canisters = 10 warm crystals
15 Heat Canisters = 10 glowing crystals
35 Heat Canisters = 10 shining crystals
50 Heat Canisters = 10 radiant crystals

As for use in heating and forging, canisters can be transmuted into heat on equipment via the forge menu. I didn't get far on balancing with this, as it would have to be for every star rating. This example is only a representation of 5* gear.

Level of heat | Percentage of heat given by Canister |
1 | 40 %
2 | 35 %
3 | 30 %
4 | 25 %
5 | 20 %
6 | 10 %
7 | 8 %
8 | 5 %
9 | 5 %

You could use heat canisters for forging only once per an items level, so using this system to spam canisters to heat gear will not work.

Along side this idea, I suggest that dungeon item drops from boxes be decreased, and gain an increase from monsters. The amount of disappointment when completing a compound, and all the boxes found give me vials or barriers, is a bit disappointing.
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Another suggestion is a new weapon line: Axes.
Their attack pattern could consist of a left swing, right swing, left swing again and a final full 360 degree spin, much like a calibur charge, without the repeated strike. The charge could consist of a swipe, than a twisting motion leading to an overhead downward swing, leaving the axe planted in the ground for a moment. It could have a slight blast radius much akin to the troika lines in it's 4* and 5* versions.

Proto Axe: 0* sword, given to you in one of the starting missions. Nothing unique about it, slightly high damage to a proto sword. Usual proto colouring.
Description: This standard issue axe is useful from anything between cutting down trees and shredding the hides of monsters.

Spiral Axe: 2* sword; normal damage, the starting craft for this line. No added effects.
Description: This axe was fashioned together using some of the clockworks technology, and a standard Proto Axe. It's pretty sharp.
|
Mighty Axe: 3* sword, next line in the Spiral Axe series. Slight chance of moderate Stun.
Description: This upgraded axe will have you chopping trees in no time!
The Mighty Axe splits into three paths:

- Warrior Battleaxe: 4* sword; normal damage. Moderate chance of causing Stun. Blast radius that has a higher chance of causing stun on it's charge attack.
Description: An axe said to have been passed down the generations from some of the Iron Wolves, it's still as effective as ever at chopping things up.
- Chilling Battleaxe: 4* sword; elemental damage. Slight chance of causing moderate Freeze. Same effect with the charge attack as stated above.
Description:
- Charred Axe: 4* sword, shadow damage. Slight chance of causing moderate Fire. Same effect with charge attack as stated above.
Description:

From here, we have the 5* versions of these, in their respective orders:
- Barbarian's Butcher: normal damage, moderate chance of causing Stun. The blast radius of the charge is slightly increased from it's lower star form.
Description:
- Frozen Steel War-axe: elemental damage, slight chance of causing moderate freeze. Blast radius of the charge is slightly increased from it's lower star form.
Description:
- Shadow Fire War-axe: shadow damage, slight chance of causing moderate fire. Blast radius of the charge is slightly increased from it's lower star form.
Description: Forged with Shadow Steel and the most potent of Flame Souls, this Axe is sure to burn down anything in your way.

As for damage, they would be below Brandish lines, considering the 4 strike attack, and the blast radius charge. The normal damage version would have more damage than it's elemental and shadow counterparts of course.

I had ideas for most of the descriptions, but I'm missing a few. Please post any descriptions you can think of, and I will add them in and credit you for them! <3
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My 3rd suggestion is this: Missions on the surface!
Let's face it. The clockworks is a dangerous place. But how about the surface? We don't explore much of it. As a matter of fact, only a few missions are based on the surface. Haven doesn't count, as it's the base of operations and such. I propose we have a few missions on the planets surface, showing the player crossing large chasms (like that mission 'Crossing the Chasm') leading to wide open plains with all manner of creatures roaming around it. A smaller suggestion to add to this is jumpable ledges. They could act as one-way doors, that you can leap down from into a new area.

To this, and I know this one has been suggested, but we could have smaller civilizations similar to Haven, populated by strangers and gremlin outcasts. Also, you could encounter at random, demolished villages, filled with undead enemies and fiends. The difficulty of these could be scaled to the mission, and free roam could be achieved by having 'Tiered plates', as the planet is split apart, each section could have a different Tier (1,2 or 3, maybe even a shadow area?) and each area changes theme and monsters, like the arcade cycle, but at a slower rate.
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Biome ideas:
Hills, could be home to renegade gremlins, not to be confused with Emberlight gremlins, these guys would be neutral (getting to close, hurting them), so provoking them would cause them to attack. Environmental effects could be along the lines of being able to knock boulders down ledges, causing them to break and hurt enemies or act as triggers. They could lead into new zones, like tunnels (as suggested by Eltrooper) or mineshafts.

Open plain:
Good place for beasts to roam, dens could act as mini dungeons and even hold mini bosses, say, a huge chroma covered in spikes. Wouldn't need much deco, just landmarks so players wouldn't get lost wandering in them.

Stranger/Gremlin civilizations:
This would be more like a rare find than a biome in itself. They would have the usual stores found in emberlight/moorcroft, and could offer random recipes, with a good chance of having the more uncommon ones like kilowatt pulsar, or twisted snarble barb.

Oceanic/water themed biome:
A use for those trunks and sarongs! I guess it could be a sort of knee high watery area, maybe a lake, where you could swim around the deeper parts. I guess this would invoke a new group of monsters, fish like of course.

(will add more later)
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I will add more to this post as the week goes on, Please give positive feedback on my ideas so far!

Mon, 09/08/2014 - 04:40
#1
Thunder-The-Bright's picture
Thunder-The-Bright
gods ain't gonna help you, son.

the only problem I have with the forge are radiants right now, there is an obvious, easy solution and so I won't comment all the more complicated solutions that are there.

axes are swords with a slighly better charge attack. more swords aren't that needed, but we lack a shadow-fire weapon, so meh.

surface missions aren't that appealing, as the monsters will probably be the same, and they will be at d1 strength because lore, and open ambients won't change how the game is played.

Mon, 09/08/2014 - 13:31
#2
Eltrooper's picture
Eltrooper
Well...

Here's a solution to the surface missions while keeping within the lore:
I'm sure you are all familiar with plate tectonics and how cradle is like that on a huge, fast, grand scale. What if terrain on the surface had just come up from the core during the cycles? Then there would be Tier 3 monsters on the surface.
New terrain, such as mountains or mines or deserts or watery places could be put on the surface. Just like with the unusual ability to teleport to our friends' side during battle most times, I'm sure that the sections of the surface that are tiered could be teleported to as well. Open a new party lobby on depth 0 and go to a teleporter instead of an elevator. This could really work.
Also, the axes would have to do less dps than a brandish would because of how many hits there are. That wouldn't make much sense. I suggest some work on the hit pattern, though I do like innovation in attack styles.
The heat canisters I do like though. Could fire crystals coming from heat cannisters be used more than once unlike the cannisters themselves to level up a piece of gear? Also, could they be used on sprites?
~Elt

Mon, 09/08/2014 - 13:39
#3
Fehzor's picture
Fehzor

Fire Crystals

I think we should simplify the heating situation, not complicate it.

I still favor the idea of making fire crystals add heat to items when applied instead of being required to 'forge', but then making weapons take forever to heat on their own without said fire crystals. In the end, it would take the same amount of time to heat weapons and gear, and fire crystals wouldn't be as intrusive.

That Axe

I want more creative swords, and a four hit one would somewhat deliver... but the real question is what would make it worth using over brandishes, sudaruska, warmaster rocket hammer, etc, without making any of those obsolete. If it were given some sort of purpose aside from "it does the same thing as the brandishes, but worse", then it would be a plausible weapon.

Surface Missions

We already have this, as the XMas event is on a mountain and goes up. More surface missions would be fine, and I do enjoy climbing up instead of down. But really, it doesn't make that much of a difference to me.

Mon, 09/08/2014 - 15:37
#4
Sir-Shadow-Striker's picture
Sir-Shadow-Striker
Good to get feedback!

@Thunder
I did say that there could be different environments or structures, "Also, you could encounter at random, demolished villages, filled with undead enemies and fiends."

@Eltrooper
That was basically what I was thinking for surface missions, I just didn't go into great detail. I have to admit, I have no idea how tier would work, but if in sections, you could have T1 plates, and T2 and T3.

As for axes, they are slow heavy weapons, but faster than troika, which is basically like a hammer (if we go by real world standards). What I proposed in this was that the Axes are a combination of Calibur and Troika, so a bit a of a hybrid weapon.

@Fehzor
Another thing I will admit is that my idea is complex, but at least it's better than some of the ideas people have given for forge. Also, I don't see how the axe is in anyway like Brandish, but meh. It would be more like a Calibur than anything.

I'll add some of this to the post too.

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