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Posted: Thu Nov 10, 2011 9:58 am
Ok now that we are moving on from talking about powerups and thank you for those that did reply by yesterday, we will be talking about two new possible rings and a new tutorial. Please input any new ideas and existing ideas from previous threads in old forum posts.
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Posted: Thu Nov 10, 2011 2:39 pm
Moved from the Attack Ring ideas thread because this was deviating too much, plus, you said to post old stuff, so there. All of these are old ideas. Some didn't come into full blown concept and were just "ideas", but I'll post them still. Anyways: ----------------- So, before I side-track again... let's run down effects (and new mechanics), shall we? and I don't mean attack rings alone, but I'll attempt to stick to them anyways. I was told on the other thread to recycle old ideas, and so I will. smilies/icon_scream.gif IDEA DUMP, ******** THE HATERS! And click the titles. They're threads. Also, I might update the post on the buffs thread.Level Drain:Global Stat reducing debuff, make monsters behave as if their level was lower (reduces max HP, Healing ability, chance of causing debuff and Attack Power, I guess). Based on this. Potentially overpowered. Should not last too long. Copying abilities off fallen foes: Straightforward ability. Beat a foe, get a small buff depending on the foe type. Rage Ranks increase the likeliness it'll work - It's conditions for triggering could be similar with the one below. Poaching: (called recycle in the thread) A very low damage ring that considerably increases he chance of getting loot (or multiple loot) if used to finish a foe. Can also be used to trigger unique loot unaquirable otherwise. Based off this Conditional Effects:Rings that have a regular day to day use, and apparently weaker than other similar to them, but will have a different effect according to different situations. Examples in that thread: Machete - Mediocre damage when used on an enemy; clears 'Root' when used on an ally. Pillow Fight - Mediocre damage when used on an enemy; clears 'Sleep' when used on an ally. Swagger - Strike a heroic pose to confound the enemy (debuff? fear?) or rally your friends (Willpower buff - crew but not self?) Unamed - Sends foes who are away further away, and those close further closer. If close enough, roots them in place. Frying Pan - Bash enemies with an unlikely weapon or cook a meal for your friends (heals them as they digest it or something) or bashing THEm in the head to wake them from sleep. armor/weapon (very conceptual) - "Some shield ability that can either be used offensively, bashing the animated with it, or defensively - applying a short but pretty good armor to yourself" Damage based on stacks of statsInstead of using regular attacks, some rings could be made to abuse a specific stat to gain power from. This would, if anything, make certain ringsets or rings like sugar rush be liked more because they would add to the stack, and hence, to the attack power. >This idea includes Armor and Ghi as a stat. In fact, I'll make an entry out of Ghi. Ghi instead of staminaUse the power of friendship to do devastating Spirit Bomb inspired attacks. Sure you will become weaker after it, but if you keep friends close, you'll power up back again in no time. Soloist inspired Passive rings>Lone Wolf Ring Disregard weak concepts such as friendship to attain the power of a true warrior. Gives you up to 3 times the boost from Fitness, as well as a slight Persistent Defense Boost. But, for each 1 Ghi you have, the effect is 1.5% less powerful, going even into the negative stats if you're above 66 Ghi. Ghi Boosts also work in reverse while ring is equipped 0% at 100 Ghi and 100% effect at 0 Ghi. It also changes how fast Ghi flows trough you. You are faster at losing Ghi, but gain it quite fast. Alone: Lose 1 Ghi every 2 seconds 1 Person Nearby: Maintain value of Ghi 2 Person Nearby: Gain 1 Ghi every 2 seconds 3 Person Nearby: Gain 2 Ghi every 2 seconds 4 Person Nearby: Gain 3 Ghi every 2 seconds 5 Person Nearby: Gain 4 Ghi every 2 seconds etc. (crews count as nearby people, if you didn't know.) Wearing two of the same ring.With a copy cat ring. A different ring that when used will copy whatever is to its left on the ring tray. But it'll have twice the cooldown from the copied ring, so you better be sure you really want it. This thread is a must read (Atrash's Ideas)
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Posted: Thu Nov 10, 2011 3:03 pm
DMS finally opened? Good job informing us Gaia -_- (aka, morons)
A lot of these skills have minor issues, like making rings have different effects depending on what they target... or the level drain being riskily overpowered.
Rings I like though: Ghi instead of Stamina - This is a great idea if balanced well. The ghi attacks need to be substantially stronger to warrant this unusual cost... but it would be another clever tactic to having alternate ring sets and nasty combos for specific boss fights. (Mixed with new rings like Vampire to give you more ring slots, it could create entirely new ring selections, even open up new "classes"!)
Soloist "Lone Wolf" - Great idea, but make it even stronger. Lone players have been left out in the cold for so long, I feel as though they deserve a little love.
"Double" ring (Two of the 'same ring') - I don't see why doubling the cooldown is necessary... but as a regular drop, a longer cooldown will be required, yeah... Instead though, how about releasing this as the newest pay-for ring? Or a GC cost recipe to make a ring that has new high tier requirements? Let players who obtain it really show off their advantage of laying the beatdown with two Hacks, or two Slashes. Make sure it works on passives too, and imagine this ring doubling with the "Lone Wolf" of above!
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Posted: Thu Nov 10, 2011 4:28 pm
Kayi Laa I don't see why doubling the cooldown is necessary... I do. To keep the game "balanced". The idea is making it so you should consider whether or not having two of the ring with a gimped one is more worth it than just taking another regular, lest it happens that no one will ever use anything other than two hacks or two fire rains for each purpose. Part of why I wanted to see a drawback on the ring is its ability to become any other ring you have equiped, since you can change it to another slot mid-battle. But we could ignore it, whatever. I just don't like making GC be the reason to ignore it. Don't we have enough Pay-to-win on Powerups already? Anyways, continuing... Rings that require you to keep targeting to have effect:Think of a medigun. Or think of a laser. You activate them, and they hit only wherever you are targeting, but can be a considerable better efficiency than that of other rings. The original idea applies this to passive buffs. Buffs getting a very short special effect the moment they're used (leaving it here. This is working around older rings, not new ones, and making them have uses closer to those of attacks than the current "apply and let be" buffs)To give people a reason to use buffs outside the cooldown period. This is similar to the idea of giving Max Revive Powerup a "invulnerability period" whenever used. Crossovers with other gamesThe thing alchemy SHOULD HAVE DONE and totally didn't. Yet. Bringing the site togheter. Rings themed around other games that you must play the other games enough to use on zOMG! The extension of the ability would be that the other games would also have rewards you'd need to play zOMG! to get. The rewards should be soulbound (albeit unlikely) to have people have to cross the game barrier, and to have someone carrying a ring to be automatically recognized by someone else as being an aficionado in the other game. The point is making a the traffic on one game carry to the next so that people who are into one gaia game a lot try out the following one and maybe get hooked. There's examples of the following ideas: Reverse KnockbackAlso known as the popular: Lasso Ring. Pulls foes closer. Already made another example previously. Completely Random EffectsThe also popular suggestion: Roulette Ring. Will randomly do Healing, Damage, Buffing, Debuffing, Reviving, Killing in one hit, Turning into a different kind of foe, other weird stuff, or a lesser combination of those. PokeballsAnother popular idea once gone around a lot for summon crystals. Hit a weakened foe with it and you can capture it to use later. Weird Orb use (not ring related ninja ) >Using Orb as bait in fishing. lolwut? Not meant to catch rare fish. But maybe a pair of exclusive ones. ChargingAn ability like the ones the taiko drums use: Moving the user at high speed against an animated to tackle it. Further distance = more damage? Combo RingsRings that have increased effects the more that type of ring is used on a target over and over. In the example, a user is healed and a flower grows further on their head with each hit. The more the flower grows, the more the healing done will be. The flower is short lived though, so you have to keep hitting. Similar concepts work for damage and it doesn't have to be always the same user using the ring. Summoning mobs on your sideLike a "Toymaker" ring that summons a small puppet that attacks whatever it sees? The idea overlaps a lot with the pokeball one though. Stamina healing (check adrenaline) Healing another person's stamina is a old, old, old suggestion... As old as the first playtesters leveling themselves. Damage Shields"Ring effects that deal damage to enemies as the user is attacked. Similar in nature to Reflection, but generally without the ability to actually prevent damage." (getting courage to check the repository... Nah... You go check it out! I posted enough already rofl )
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Posted: Fri Nov 11, 2011 9:22 am
DrQuint Kayi Laa I don't see why doubling the cooldown is necessary... I do. To keep the game "balanced". The idea is making it so you should consider whether or not having two of the ring with a gimped one is more worth it than just taking another regular, I understand the idea of gimping the ring (and that was actually a neat idea about moving it mid-combat, something I hadn't considered), but I was meaning more along the lines of a lesser time penalty would be effective. The ability to swap what the 2nd one does on the fly may pose trouble programming... Although with that ability added on to it, doubling the timer does make more sense. My impression was one with a lesser timer that specifically copies a single ring and cannot swap off without a trip to the null. Crossovers are an amazing idea (including the orbs as fishing bait and other "weird" ideas), and would bring more action to zOMG (as players find zOMG things in other games), and cause zOMG players to spread out to other areas of the site (as zOMG stuff becomes usable there). It's really the heart of all of this sectioning off comes from, that no one wants to spread out like this. ... just please, no more moga crap. I tried it and was instantly bored to tears.
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Posted: Fri Nov 11, 2011 9:50 am
Kayi Laa ... just please, no more moga crap. I tried it and was instantly bored to tears. I don't see why one game should be exempt from treatment like this over any other one. Specially if you'd be crossing over the two most popular ones. ninja
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Posted: Thu Nov 17, 2011 1:13 am
Btw, two ideas came up in the forums recently. One is about the powerup to let you change rings anywhere. I posted my thoughts there already. It sounds broken, but when I really think about it, I find it broken only in situations with few crew members, and large crews shouldn't be punished by not having this because of it. The other one is the idea of debuffing health regen. I threw in the notion (even if possibly wrong) that health regen and healing are two different things, and we can target either with different rings, as well as make animated target us with it as well. It doesn't sound like a bad idea either, albeit, this is a far more situational powerup. Still useful in DMS or any further place like it.
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Posted: Fri Nov 18, 2011 8:13 pm
Hmm, I'm not adverse to having an open guild, but I really question how many people are going to flock in that are going to be actually useful. A lot of ring idea threads and suggestions from the main z!F is just repeated spamming of "PVP, PVP" or rings that players just want to be disgustingly overpowered because they want stronger stuff. To me it was never that the guild was a big 'secret', but rather that the guild simply did not want a bunch of these types of spammy posts, but a more measured approach to handling potential new content. Anyhow... Since we also got a notice again about rings and sets, let's go ahead and bring more ideas together. I've already said which ideas I really liked from this thread, and posted a few from the attack thread... but here's an idea for making a full set out of them, with ring descriptions, sample stats (that are fairly in-line with current ring powers, there are minor power variants, but I've tried to keep everything very tightly balanced), and generally the full deal to make an extra ring set for DMS. Ring Set: Looming Shadows - (dms inspired) Set Bonus: +70 willpower. Set notes: While parts of this set seem very potent, there are clear drawbacks for each piece of it. -Vampire's Fang is a far weaker damage ring than the typical melee DPS, and it's healing is minimal, while requiring a target to heal at all, giving it limited use. -Shadow Dagger has awesome DPS potential, but only for one person's attack, the DPS average plummets if more than one user attempts to hit the same target. -Wolf's Bond is a nice buff, but largely fails to stand out as anything impressive on it's own, becoming just "another buff" to drag along for that little bit extra. -Dark Seduction would be the weakest of this set at a glance, kinda the "odd ring out" in a way, since none of this set has any debuffs, CC, or knockback (other than Dark Seduction itself).
The selection as a whole keeps the set grounded and ensures people will not be so quick to snatch up the whole set for themselves and always insist on being the "Looming Shadow" holder. For the player that does ultimately take this set, it's just enough useful rings for them to be willing to make the whole set, while the willpower buff is a nice bonus... yet not game breakingly powerful.Vampire's Fang (original idea) A ring that has absorbed the essence of vampires, able to heal the wearer, but only by draining the life from their foes. Careful not to overuse this power, or you may become addicted to blood! Type: Melee/heal Cooldown: 3 seconds Cost: 3.33~ stamina RR1 -> 80-100 Damage (90 Damage) + 30 Healing (on user) RR2 -> 110-130 Damage (120 Damage) + 45 Healing (on user) RR3 -> 140-160 Damage (150 Damage) + 60 Healing (on user) RR4 -> 190-230 Damage (210 Damage) + 90 Healing (on user) Notes: This ring has a healing strength just weaker than Diagnose and as a single target (the user) only, with the addition of a Mantis-strength attack, used at 50% longer duration. Making the ring 2/3 Mantis and 1/6th (for instance crews) diagnose. This ring is likely to be popular with soloers due to it's damage + healing effect.Shadow Dagger (original idea) Stabs with a dagger coated in a strange venom harvested from creatures that only exist in pure darkness. Even the bravest of souls have never seen these creatures, and must gather their venom from special traps. Type: Ranged DPS/Effect (mid range) Cooldown: 10 seconds Cost: 11.11~ stamina RR1 -> 150 Damage + 5*90 DoT (450 Damage) (600 total) RR2 -> 200 Damage + 5*120 DoT (600 Damage) (800 total) RR3 -> 280 Damage + 5*160 DoT (800 Damage) (1080 total) RR4 -> 410 Damage + 5*260 DoT (1300 Damage) (1710 total) Notes: The DoT effect should expire before the ring's cooldown is restored, but still take most of the duration (adjust DoT hits as necessary). The DoT effect must be similar to Hack's effect, so only one can be placed on any enemy, unlike Fire Rain where multiples can hit at the same time.
This is to force strategical usage, either hitting multiple targets, or having only one assigned user in a crew. Groups that gang up and try to poison the same enemy many times will only get the initial hit, since the DoT effect is merely refreshed, erasing a large portion of the ring's power. (75% of it's damage is DoT) While those that use it smartly will have a ring with greater single target DPS than Hack (about 1/3 stronger at given stats).DPS vs Hack (roughly rounded) 1 player - 135% damage 2 players - 170% damage (85% each) 3 players - 205% damage (70% each) 6 players - 300% damage (50% each) ... So it will be a very weak ring compared to hack if used poorly, but a very strong ring if used by a skilled crew.Wolf's Bond (partly snagged from here: "Tea", partly original) The spiritual bond of a werewolf pack, granting the ability for all to fight more effectively by hunting together. (Boosted max stamina and ghi) Type: Buff Duration: 15 Minutes Stamina Cost: 11.11 Stamina Cooldown: 15 Seconds. RR1 -> +5 Max Stamina RR2 -> +10 Max Stamina, +5 Max Ghi. RR3 -> +15 Max Stamina, +10 Max Ghi RR4 -> +25 Max Stamina, +20 Max Ghi Notes: This ring does not boost stamina or ghi regeneration in any way, it only raises the maximum stamina and ghi a character can have while active. This makes resting periods between fights more crucial, as players can unload up to 125 stamina (instead of 100) against enemies, giving an extra boost during intense combat before the crew runs out of stamina. Then allowing the crew to stop and recover after fights.
The Ghi benefits will also be highly sought after by late game players who have most of their major ghi boosts unlocked already, since it would ultimately provide an extra 20% boost to existing Ghi buffs, especially for Life, Dodge, and Accuracy.
It may be important this ring not heal stamina or ghi while buffing though, to avoid the "Meat Heal" issues. Or that could be left in as a hidden "feature" benefit to players who can use it effectively.
Ultimately, this ring ends up being far weaker than Divinity and only truly useful when paired off with existing stamina boosters, and the ghi benefits are minimal and hard to maintain, making it a fairly weak buff, but one that many players will be clamoring to get their hands on.Dark SeductionThe calling of the night has it's own sweet allure, bringing the weak willed closer and rendering them vulnerable to outside influences. Don't stare at this ring too closely, or it may seduce you as well. Type: Crowd Control/Debuff Range: Long Stamina Cost: 5.56 Stamina Cooldown: 6 seconds RR1 -> 60 Willpower + Weight Debuff (45s) + Reverse Knockback, minor RR2 -> 90 Willpower + Weight Debuff (45s) + Reverse Knockback, moderate RR3 -> 120 Willpower + Weight Debuff (45s) + Reverse Knockback, moderate RR4 -> 180 Willpower + Weight Debuff (45s) + Reverse Knockback, extreme (good for long range enemies) Notes: The dual Willpower/Weight debuff is critical to ensuring knockback and other CC effects can work on the target after this is triggered. Many enemies are too resistant to these kinds of effects in DMS, so it's time for a debuffer. The scaling of the debuff is about 50% stronger than earlier debuffs (adrenaline and knife sharpen), but it falls fairly in line with balance due to Willpower and Weight being such weak traits to debuff. The "reverse" knockback effect paired with this should allow users to draw difficult enemies in closer as well, making this ring's utility purposes expand, without having it deal any damage. The lack of any damaging qualities will cause many players to question if it's useful, but with the heavy amount of CC used in DMS, it's effects will be unmistakeably valuable in it's own right.
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Posted: Sat Nov 19, 2011 8:41 am
Kayi Laa Shadow Dagger (original idea) Just wanted to notice, while the mechanics for the idea are yours, I wouldn't attempt to have it take the appearance you want it to take it. The appearance isn't original. It'd be polite not to attempt to make rings wanting to look like it. We have other (maybe more slapstick) ways to make poison anyways.
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Posted: Sat Nov 19, 2011 9:14 am
DrQuint Kayi Laa Shadow Dagger (original idea) Just wanted to notice, while the mechanics for the idea are yours, I wouldn't attempt to have it take the appearance you want it to take it. The appearance isn't original. It'd be polite not to attempt to make rings wanting to look like it. We have other (maybe more slapstick) ways to make poison anyways. I've said nothing about appearance, and the names are more placeholders than anything else, the mechanics are rather what I've been playing up on creating. The reason I suggested it as a dagger is because of the traditional implications of rogues and poison. Also to not be a pure poison, so even if a crew foolishly all brings one, they don't get their DPS dropped TOO harshly. (50% is bad enough) Edit: Although that would be a pretty neat look for a shadow dagger. razz Edit2: In case it wasn't clear, I was hinting rather strongly at it being Grue Poison, which would explain it's high DPS if anyone asked how it can be stronger than Hack. razz (Grues are hardly original concepts either)
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Posted: Sat Nov 19, 2011 9:21 am
Kayi Laa DrQuint Kayi Laa Shadow Dagger (original idea) Just wanted to notice, while the mechanics for the idea are yours, I wouldn't attempt to have it take the appearance you want it to take it. The appearance isn't original. It'd be polite not to attempt to make rings wanting to look like it. We have other (maybe more slapstick) ways to make poison anyways. I've said nothing about appearance, and the names are more placeholders than anything else, the mechanics are rather what I've been playing up on creating. The reason I suggested it as a dagger is because of the traditional implications of rogues and poison. Also to not be a pure poison, so even if a crew foolishly all brings one, they don't get their DPS dropped TOO harshly. (50% is bad enough) Edit: Although that would be a pretty neat look for a shadow dagger. razz Ugh, I cam eoff more hostile about that than I should. I just mean, Jackie's ring IS a shadow/Ghi/null dagger/sword of sorts. That's how everyone describes it. And JK said we'd be getting it eventually. So... was just saying we should avoid asking for rings that would be shaddow daggers as well. But it's okay. You're right, there's not even a way we could have a final word on what a ring would look like but it does make sense to leave high damage DoT on daggers given the archetype DnD built. Btw: I love wolf bond. edit: No I didn't get it was about the grue.
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Posted: Sat Nov 19, 2011 9:33 am
DrQuint Kayi Laa DrQuint Kayi Laa Shadow Dagger (original idea) Just wanted to notice, while the mechanics for the idea are yours, I wouldn't attempt to have it take the appearance you want it to take it. The appearance isn't original. It'd be polite not to attempt to make rings wanting to look like it. We have other (maybe more slapstick) ways to make poison anyways. I've said nothing about appearance, and the names are more placeholders than anything else, the mechanics are rather what I've been playing up on creating. The reason I suggested it as a dagger is because of the traditional implications of rogues and poison. Also to not be a pure poison, so even if a crew foolishly all brings one, they don't get their DPS dropped TOO harshly. (50% is bad enough) Edit: Although that would be a pretty neat look for a shadow dagger. razz Ugh, I cam eoff more hostile about that than I should. I just mean, Jackie's ring IS a shadow/Ghi/null dagger/sword of sorts. That's how everyone describes it. And JK said we'd be getting it eventually. So... was just saying we should avoid asking for rings that would be shaddow daggers as well. But it's okay. You're right, there's not even a way we could have a final word on what a ring would look like but it does make sense to leave high damage DoT on daggers given the archetype DnD built. Btw: I love wolf bond. hm, I didn't take it as too hostile, though as I said, I was merely trying to make stats, and threw this out as a name... You're right though about the Shadow Daggers and already getting them. It wouldn't be smart to make another ring of that kind if we're already getting something. (or maybe it was just a hint we're getting an item like that, or a ring that was yet to be designed? This could become the ring to match the picture? Who knows, we'd need more dev input for that info) If you have a better name or suggestion for description, I'd love to hear it ^^ Though the stats as a whole I think should remain as they are, it works fairly smoothly, and balances well with existing game stuff, not to mention the focus on players working cooperatively for strategy, over doing their own thing and hoping to get by. Glad you like Wolf's Bond too <3 The last two were the hardest ones for me to think of for creation, since a pure stamina boost feels weak unless you give the players just... a LOT of stamina, which would unbalance stamina as a whole... and similarly, a pure willpower debuff feels lacking too, while a mixed debuff with some enemy moving capability was, I thought, a good way to bring it together. What I really tried to do for this set was make rings that people will WANT... But that not everyone will want, or that would hurt a crew more than help it, for mass-spamming it (unlike Hack/Slash/Mantis).
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