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Total Votes:[ 290 ]
SoulSkourer

@ Zey, no, staircase isn't good right next to it, because you're supposed to go the long way to get there. Maybe a staircase at the lighthouse or near that anchor bug chest?

Whatever, fact is, going the long way is *exactly* what people are complaining about. A stairway at the lighthouse would be weird, if we'd buy that, people will ask for an elevator or something then. mrgreen

But then again, if there were a Null at Shallow Sea, there would be no need to reformulate Beach's Null. That first area map could have more than one "way" to proceed; instead of going up from the giant clamshell to reach labs, you could go, like, left, and there could be another map with a Null chamber somewhere there.
That way we *could* have a Null at SS, without it being *such a shortcut* to the labs.
Edit 2@ Zey: I mean that there;s a stair case blocked, and you can only get passed it with the momentos done, to show oyu can survive. The stairs would be right next to it
BTW, NO null do SS, it's an instance

The Form

Area: Rings and Ring Sets
Summary: The Scientist (Robotics)
Explanation: We invent the ideas of tomorrow! By the way, our robots DO NOT rebel. They're actually quiet nice blaugh

Set Bonus
Summary: Completing the Research: YES! I'M DONE! Wait... What's this, AN NEW RESEARCH PAPER?!
Explanation: Increases the effectiveness of rings by 7.5%
**NOTE: This is my beckoning for my Hunter Set, they complete eachother smile **

Ring One
Summary: Laser Sword: RIIISSSEEE MY SOOON!
Explanation: Summon a sword that attacks enemies with you
Damage: Moderate (70 @Cl10) Weak (20 @ CL10)
AoE: Single, Slash like (90 degrees)
Range: Short, attacks enemies that are agroed to you. If you use long range, then it will attack that enemy
Stamina / Regen / Use(or weapon lag): 25 stamina / 5 minutes / 3 minutes, 0.1 second weapon lag [close] 2 second weapon lag [moderate+]
CL Ranking: Increased attack, Decreased weapon lag, increased time
Rage: Increased attack, increased time (25 seconds)
Animation: RR1- Small laser dagger RR2- Double Sided Dagger RR3: Laser sword RR4- Summons TWO swords, one dagger, one sword (soo RR3 and an RR1)

Ring Two
Summary: Pile of Junk: Here you go my friend, have this pile of junk
Explanation: Give your friend a pile of your failed and destroyed experiments, blocking them a lot of damage from the attacks
Damage: Blocks 75% of the damage, you take 25%. The pile has 400 HP
AoE: Short
Range: Moderately low
Stamina / Regen / Use(or weapon lag): 15 stamina / 20 seconds / 4 minutes if it is not destroyed
CL Ranking: Increased HP of the pile, increased time
Rage: Increased HP of pile (175 HP), an additional 2.5% block
Animation: Trash can over your head, dumping pile on the person which is: RR1- Tiny, up to heals RR2- Small, up to waist RR3:Up to neck RR4: OMG! MY CREW MATE'S COVERED WITH JUNK!
*NOTE: You can use this on yourself, but it's effectiveness is halved*

Ring 3
Summary: Reconstitute: MEDIC! WE NEED ANOTHER ARM!
Explanation: Recreate part of your arm (or your friends) using your nano bots
Damage: Heals 150 HP
AoE: Single
Range: Moderate
Stamina / Regen / Use(or weapon lag): 5 stamina / 6 seconds / 0.5 second weapon lag
CL Ranking: More HP regen
Rage: More HP regen
Animation: nano chips going onto the arm, covering it
**NOTE: This is a slightly weaker form of bandage, except it costs a tiny bit more, and it heals its HP at once**

Ring 4
Summary: Beam Rifle: PEW PEW! Nice shot!
Explanation: Fire two shots from your beam rifle at your enemy
Damage: Moderate (60 damage) X2
AoE: Small
Range: Extreme
Stamina / Regen / Use(or weapon lag): 4 stamina / 4.5 seconds / 0.25 seconds
CL Ranking: More range, less weapon lag, more attack
Rage: 2 extra shots, more range
Animation: Take out a laser rifle (Nano C maybe?) and fire two shots at your enemies. If the enemies are VERY CLOSE to eachother, they will take damage. Shots are grenades?
SoulSkourer
@ Zey: But, when low lvl CLs come here, they should have to take the long route. Maybe the way's blocked until you finish the momentos?

You didn't get it; people been complaining more because of how long it takes to move from null to Shallow Sea... (when it comes to move just around the beach it's not a problem, since most of questgivers are south in the beach)
That's why I said that, if there were Null somewhere at SS, most people would complain less.
A Null somewhere at SS is not a bad idea, but if it's too close to labs it'll make final boss runs WAY easy...
And final boss runs aren't suposed to be "easy", damn, they're final!! gonk

Aonther note... hey, another "Thunderbolt & Lightning" ring? I knew I should've registered that name. xd
Draedellus
A Null somewhere at SS is not a bad idea, but if it's too close to labs it'll make final boss runs WAY easy...
And final boss runs aren't suposed to be "easy", damn, they're final!! gonk

Aonther note... hey, another "Thunderbolt & Lightning" ring? I knew I should've registered that name. xd
You still have to get past Robofish, and Sealab compound.

Besides, a boss shouldn't be hard because you dragged yourself through a two hour dungeon. It should be hard because it'll kick your a**.
Guria's avatar
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Crimson Jazz


Kaida: Isn't Kat's doll static at CL4.1? That's the max CL you can have to enter, so I can't see how it could go above that. I have never had any trouble with that boss battle personally and have solo'd her many times. If you care to, feel free to PM me and we can work out a time for me to help you with it? I'd be more than willing to help. <3

Aryanah: That is... an incredibly long explanation. I can't speak for Ung, but I think you may need to shorten it a bit for him to consider it. I read most of it and I'd say the basic idea is solid, but the whole thing is far too involved to be a real feature. I don't think many people would be interested in something that is so complicated and intense in what is supposed to be a laid back, simple game.

Guria: That idea doesn't seem to fit well with the game. The devs have said that the maximum ring CL will be increased with each major update. A CL* ring that acts as CL15 would inevitably be weaker than (what I can only assume to be the next max) CL20 rings, not to mention you'd lose four CL10 rings which you could upgrade to CL20 when available.


[.:User Image:.]


Reply is a bit delayed but oh well... sweatdrop

My ring idea isn't about power...that's why they wouldn't be "upgradable"...also, that's why they would be strong at start too...it's all about a ring with own "set" effect...this way they would be usable even if cL goes to 20....

For those who plays yu-gi-oh...think about a man-eater bug...the trick isn't in the damage itself. mrgreen
Valheita
You still have to get past Robofish, and Sealab compound.

Besides, a boss shouldn't be hard because you dragged yourself through a two hour dungeon. It should be hard because it'll kick your a**.

A Null chamber anywhere before these would be nice, yes, I just stated that, as long it's not near the boss, for it would make the run way too much easy...

And in most RPGs and MMORPGs, instanced areas have a long, long way before any boss... the only one with a run-before-boss we have is SS... so, I think it must stay this way.
And in fact I hope there are more run-before-boss instanced places in the upcoming maps. Bring up the challenge!
Val! your idea's nice
Please stop putting spam! comment with your ideas smile
The Form

Area: Ring Sets
Summary: Animantia (The Beast) (The Chimera)
Explanation: The call of the animals beckon you. You must answer

SET BONUS
Summary: The Mark of the Beast
Explanation: Rage increases faster for you, and all moves increases some rage

RING ONE
Summary: The Perigan Falcon: Fastest of animals, with a deadly strike
Explanation: Rush quickly into your enemy, dealing a large amount of damage. You can only attack the enemy if you can reach them with this
Damage: Strong (100 at CL10), Slight Knockback, can stun
AoE: Single to line in front of you (very short)
Range: Extreme
Stamina / Regen / Use / Weapon Lag: 6 stamina / 6 seconds / Instant / Varies (you must move to the enemy)
CL ranking: Faster travel, CL5 adds an enemy to AoE, more attack
Rage: More AoE, faster travel, more attack
Animation: RR1: Rush to the enemy in a blur RR2: Sprout wings and rush to the enemy RR3: Sprout wings, and a head in the background, rush to the enemy and slash the FRONT ROW, RR4: Full Falcon body, and teleportation towards the enemy, Slash the FRONT ROW

RING TWO
Summary: Tiger Blade: The Tiger, arguably the Strongest of Animals
Explanation: Swipe the enemy with your claws, dealing great damage to them Strike the ground with your great tiger claws, then if you're angry, swipe them the claws
Damage: Strong (90 at CL10), can stun enemies, Moderate (50 at CL10)
AoE: "Sphere" in front of you, long AoE. 180 degrees, slash like AoE
Range: Short
Stamina / Regen / Use / Weapon Lag: 6 stamina / 5 seconds / Instant / 0.25 seconds, 0.5 seconds
CL Ranking: Increased power
Rage: RR2 increases the pound attack, RR3 adds a weak "slash" attack, RR4 reinforces teh slash attack
Animation: RR1 Pound of two claws, slight "shift" in ground. RR2- Pound in ground with noticable shaking, RR3- Added slash, one claws RR4: Added slash, both claws

RING THREE
Summary: The Snake's Revenge: The Snake, the most Cunning of the animals
Explanation: Have a chance to Counter Attack the enemies.
**NOTE: You choose a ring to be close range, and a ring to be long range, you must be wearing it, and if you can choose a long range ring as the close range ring, but not vice versa. AoEs will target only ONE enemy**
Damage: 75% damage of selected ring, 10% chance of counterattack
AoE: One
Range: Varied
Stamina / Regen / Use / Weapon Lag: 20 stamina, 1/2 of the ring rounded up (so mantis'll use 1-2, hack 3, etc.) / 5 minutes / 3 minutes / Varied
CL Ranking: Increased time (starts at 1 minute), increased attack (starts at 50% of attack), increases chance of counterattack
Rage: Increases time by 30 seconds, increases counter attack rate (10, 10, 20)
Animation: Changes types of snake, starting from garden to cobra
(example: if you have mantis, it'd use 1-2 stamina, depending on the use, and will do 75% of the damage, which is around 75 damage)

RING FOUR
Summary: The Ants: The most Successful Species of Animals
Explanation: Though the individual is unintelligent, from the Collected arises a strange knowledge
PASSIVE
Boosts ALL stats, from weak to moderate. The more peopel in your crew, the more you are buffed.
If there are six people in your group, you can use this as a move, but only RR4, and you can also buff your friends
Kind of like fitness: Crew members 1-2 is weaker, 3 is same, 4+ is stronger
CL Ranking: In line with fitness
Pictures and Examples
My idea about the Perigan Falcon RR3 and 4 attack
X=enemy, O=you, -= where you run, H=random object, Y is an attacked enemy, .=space taker
Pre Attack and rush pattern Post Attack and attacked (RR3)
................................||.....................
......-----------..........||--------............
.....-HHHHH.-............||HHH..-..........
....-.HHHHH...-........||HHH....------O
...-..HHHHH..X.X.X.....||HHH.Y..Y..Y
..O..HHHHH..X.X.X.....||HHH.X..X..X..

Draedellus
Valheita
You still have to get past Robofish, and Sealab compound.

Besides, a boss shouldn't be hard because you dragged yourself through a two hour dungeon. It should be hard because it'll kick your a**.

A Null chamber anywhere before these would be nice, yes, I just stated that, as long it's not near the boss, for it would make the run way too much easy...

And in most RPGs and MMORPGs, instanced areas have a long, long way before any boss... the only one with a run-before-boss we have is SS... so, I think it must stay this way.
And in fact I hope there are more run-before-boss instanced places in the upcoming maps. Bring up the challenge!
Actually you have Sealab Compound, and Undersea Ledge before the boss.

Boss runs should rest on the merits of the boss, not the run. Besides, up the difficulty of Sealab Compound if you have to. I just want to cut the time down.

Also, zOMG! isn't most other MMOs and RPGs. It's casual, which means it's geared towards players who can't waste half a day beating the boss.
haven't seen this idea yet... so..

The Form

Area: features/other suggestions
Summary: the ability to NOT display battle damage
Explanation: One thing that fills up the screen ALOT! and sometimes makes visibility very small, is battle damage.
Not just the once you deal, also those you get.
by disabling it, you still have a good vision and this should also result in less lag.
this last one is what most players will enjoy the most.
battle damage given and receibed are still visible; though not expressed in numbers.
its represented in the life bars. that way you can still see how much life is left.
the disabling can also be split in two, battle damage given and battle damage received.
This should be displayed under options and would be set as enabled by default.
that way it is present unless the player in question, someone like me who doesn't care about those statistics, doesn't want to see it.
Pictures and ExamplesWRITE HERE
here a ring idea...

The Form

Area: rings
Summary: ring: BLING! BLING!
Explanation: the BLING! BLING! is a ring that doesn't do (much) damage. it's main purpose is to stun the animates in the area.
For those with little imagination, think of Tienshinhan's (DBZ) solar flare, but a little bit more stylish... which combined with other rings such as the guns! guns! guns! could form the "PIMP" set.
which as a bonus gives an overal character stat boost.
Pictures and ExamplesWRITE HERE


and since i'm on a roll..
The Form

Area: rings
Summary: Pimp cane
Explanation: for short range attack we have the pimp cane. seriously, a massive wooden pole up your head isnt very soft....
Pictures and ExamplesWRITE HERE


as for a healing ring idea to complete it....
The Form

Area: Rigns
Summary: cash stash
Explanation: money doesn't equal happiness, but it does make it alot affortable...
Pictures and ExamplesWRITE HERE


somehow i wouldn't be surprised if someone already posted this once, or twice... but, meh.
Bloodychess's avatar
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Hey, I just got a mod for a current ring, Hot Foot. If you thing about it, if your foot is burning (or burnt), you're going be walking on it pretty gingerly. So I would suggest a speed de-buff to be added with Hot Foot. 3nodding
I'd suggest that instead of Adrenaline being an evasion buff, it should be a quick, full stamina heal (on allies) that has the same recharge rate as Defibrillate, and the same stamina cost. After all, in real life adrenaline makes you tense, jittery, and extremely energetic, not evasive. Also, there currently not a single stamina heal, and since adrenaline really does give you more stamina real life, it would make since for it to do it in zOMG!. Maybe Ghost could be used like a combination of Teflon Spray and the current Adrenaline- give one person more evasion, but be able to use it on yourself and your allies. It just seems like stamina should be healed more than one way, being the very stat you have to conserve to use rings.
I am not sure if this has been mention yet, but if it hasn't I will go ahead and mention it.

Area:
features/other suggestions
Summary: Buffs, and Power up pictures are displayed in a noticeable area outside of the crew menu.
Explanation: I have notice in the crew menu it shows what buffs, or power ups that is currently activated on your character in a small picture along with the ring sets.

I however, thought it would be nice if it could show these buffs or power ups outside of the crew menu. For example; having them displayed right under the bar that displays your total charge, orbs, and the clickable button for your character's info. The reason why I suggest this is because, many of the buff rings, only last either a few minutes or a matter of seconds. Some buffs like, "pot lid" will be in effect for entire recharge duration of the ring. A ring like "Divinity" will stop its effect when the charge has reached half way, but many times a lot of players don't really know when it ends. Not even I know when it ends after I use the full rage with it.

I am sure many of you would say, "well just keep the crew menu open". I have tried that but seriously the thing is huge, and you can't even minimize it from what I recall. The only thing you can do is move it other then that.

Having the buffs or power ups pictures, being displayed outside the crew menu in a noticeable area, would allow many players to know when they need to cast that certain buff again in order to survive the fight longer.

Another Idea I thought could work instead of doing the pictures is have a message come across the screen for 1 second then fade away. For example. "Pot lid's effect has faded".
Pictures/Examples: (I will show you later.)

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