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Posted: Sun Apr 01, 2012 10:42 pm
Hey guys. Long time no see.
In my absence, I've been messing around with Flash, coding, etc. I'm not really saying I'm good at it, but it's kind of enjoyable. And I'm learning a bit about... things. Some of which are relevant to zOMG!. I'm also using some mock-zOMG! models for testing. So, long story short, this is the list of changes that I, personally, would make to zOMG!.
Discuss them at your leisure.
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Posted: Sun Apr 01, 2012 10:43 pm
Monster AI/Abilities: Mob AI isn't really varied enough in my opinion. I think a wider variety of AI and attacks would make the game more fun.
Village Greens: Gnomes: Remain unchanged. They'll charge at you on sight, or being attacked, and not relent until one of you is dead. Aggroing one will aggro all within an area. (Referred to as "Multi-aggro") Couriers are an exception, as they will simply run no matter what. General Mayhem: Attacks cause a small AoE Knockback, with a chance of "Stun" (see Status Conditions). Also has a chance of dropping the Lawn Gnome Figure recipe upon defeat, a useful component in Alchemy. Flamingos: Attack independently. ("Single-aggro") Will charge the player upon sight, or being attacked. However, when they are targeted by a player, they flee to just within GGGuns range and wait. This forces you to either use GGGuns, or corner them. Mushroom Cannons: Shot attack has a small AoE effect. Added attack, "Bounce", which causes a shock wave that knocks players back out of melee range. Cannons in Mayhem's boss instance are an exception. They do not have Knockback. Greens/Sandtrap Fluffs: No changes.
Bill's Ranch: Garlics: Breath attack is an AoE slow, instead of single-target. Garlics are multi-aggro. Some Garlics explode upon death, dealing no damage, but causing Slow in a small AoE, and having a chance of causing Fear. Gilroy: This massive Garlic's AoE breath attack has a chance of causing Fear, as people run away from the stench, as well as it's normal Slow. Gilroy's damage is only slightly higher than a normal Garlic, however, his HP is much higher, making it a sort of mini-Raid boss. Explodes like a normal Garlic with an increased AoE, but also summons 6-8 Garlics upon death. Also exclusively drops the Garlic Dress recipe/item, a useful component in Alchemy. Alarmskeeters: Ranged "Alarm" attack causes very low damage, and has a small chance of causing 2-5 seconds of "Stun". Becoming "Stunned" within aggro range causes all Alarmskeeters to temporarily attacked the "Stunned" player with a second attack, "Bug Bite". This attack is also low damage (single digits), but can be used repeatedly, very quickly. It also heals the Alarmskeeter for a fraction of the damage dealt. Once un-stunned, aggro returns to normal. Air Fluff: Attack now has slightly more range than a typical melee ring, and causes a small amount of knockback. Nothing to worry about with one or two, but becomes annoying in large groups.
More to come. It's in my head, but I'm tired atm.
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Posted: Sun Apr 01, 2012 10:44 pm
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Posted: Sun Apr 01, 2012 10:46 pm
Statuses: Boy do they need some tweaking.
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Posted: Sun Apr 01, 2012 10:47 pm
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