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Harmless monsters without drops and penalty when hit or killed

4 Antworten [Letzter Beitrag]
Do, 09/29/2011 - 13:27
Bild des Benutzers Master-Of
Master-Of

It would be cool to have lots of harmless monsters that don't drop crowns, heat and mats when killed.
Also there should be some kind of penalty, when a player kills them and one should be able to recognize them easily by some kind of aura or whatever.

Examples:
When a player hits a friendly Poison Toad, he becomes poisoned.
When he kills the Funky Snail her shell sticks to him and he gets movement speed decrease for the whole level.
When he hits the Old Swearing Gravedigger he becomes cursed.
The Fire Bunny burns him when killed.
The Nymph follows players around and drops hearts sometimes as long as they don't cut a tree or bush for some time.
The Rainbow Cows fresh corpse attracts Wolvers.
The ghost of the Crazy Parrot haunts a player until Terminal or Subtown and switches his weapons sometimes.
The Wizard Spider can eat vials and capsules (dropped by players or monsters) and spit out better ones or different ones.
etc.

These monsters should run of, scream or cry when hit, too. That way people will learn about them faster.

This would make many battles more interesting. The presence of harmless monsters would turn many simple hack-and-slay situations into some kind of challenge.

Do, 09/29/2011 - 14:32
#1
Bild des Benutzers Quotefanboy
Quotefanboy
I like this.

I always liked the idea of passive monsters. Perhaps there should be like a little puppy that, if you don't kill it for a long time, increases your attack (perhaps low at best) and, if you kill it, it attracts alpha wolvers.

Mi, 10/12/2011 - 11:57
#2
Bild des Benutzers Master-Of
Master-Of
The only passive monster I

The only passive monster I know is this small cat, but its actually rewarded to kill it and that feels wrong somehow.

Mi, 10/12/2011 - 13:00
#3
Bild des Benutzers Effrul
Effrul
I like the idea of passive

I like the idea of passive mobs as a way to make the Clockworks seem more like actual environments; it'd be interesting to see discrete ecosystems in each stratum. The problem is that SK melees are often very busy, and, well, it's not always easy to tell what you're swinging at; just that you're hitting something. This is particularly true of charge attacks, which frequently have a significant AoE. If it turns out there's a passive creature hidden in a crowd that you've just unloaded a charged Peacemaker barrage into, I'd wager it's not the player's fault if they get got.

Plus, frankly, if the Old Swearing Gravedigger doesn't possess the nouse to make himself scarce when the shambling armies of the dead converge on four heavily-armed warriors, I do not feel that it's me that should be penalised when he ends up eating a broadsword.

Mi, 10/12/2011 - 13:56
#4
Ufana
We already have those.

We already have those. They're called "explosive blocks". Sometimes they sneak up on me from behind just a second after I dropped a nitronome. I hate them.

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