Creative player ideas for in-game items, zones, etc.

Talk about the game. What game? The game with the power? What power? The power of ... aw, skip it.

Moderator: Moderators

User avatar
Cristiona
Posts: 5118
Joined: Sun Apr 08, 2007 1:01 am
Location: the Conservatory with the lead pipe
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Cristiona »

the SUPERnaturalist wrote:but then the people who have large chips and small chips would have a completely unbalanced chip count compared to everyone else
Many of us already are completely unbalanced. Of course, I'm pretty sure that was a joke...
The churches are empty / The priest has gone home / And we are left standing / Together alone
--October Project: "Dark Time"
the SUPERnaturalist
Posts: 105
Joined: Wed Nov 12, 2008 4:05 pm
Location: The Galleria shops
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by the SUPERnaturalist »

you're not really THAT unbalanced, i mean game wise sure you have massive stats, but economy-wise you still need to farm things just like everyone else, it's just that you have like 2 of everything already
=D
User avatar
Cristiona
Posts: 5118
Joined: Sun Apr 08, 2007 1:01 am
Location: the Conservatory with the lead pipe
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Cristiona »

You'd be surprised...
The churches are empty / The priest has gone home / And we are left standing / Together alone
--October Project: "Dark Time"
zillow
Posts: 191
Joined: Thu Sep 04, 2008 5:33 pm
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by zillow »

NEEDED:
Multi-item trades and multi-item send messages.
Image
Satan
Posts: 1855
Joined: Mon Nov 19, 2007 6:29 pm
Location: Florida
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Satan »

zillow wrote:NEEDED:
Multi-item trades and multi-item send messages.
I has example codes of how this is done. Use JS to replicate the item field up to X times.

Code: Select all

<form method="POST" action="stand.php">
<b>Donate: <input type=text size=2 value=1 name=howmany1> </b>
<select name=whichitem1><option value=0>-select an item-</option>$itemlist</select> <a class=nounder href="javascript:addlist();"><b><font size=+1>+</font></b></a>

<script language=Javascript>
<!--
function addlist() {
	which=0;
	if(document.getElementById("item9").innerHTML.length<1) which=9;
	if(document.getElementById("item8").innerHTML.length<1) which=8;
	if(document.getElementById("item7").innerHTML.length<1) which=7;
	if(document.getElementById("item6").innerHTML.length<1) which=6;
	if(document.getElementById("item5").innerHTML.length<1) which=5;
	if(document.getElementById("item4").innerHTML.length<1) which=4;
	if(document.getElementById("item3").innerHTML.length<1) which=3;
	if(document.getElementById("item2").innerHTML.length<1) which=2;
	if (which>0) {
		var text="<b>Donate: <input type=text size=2 value=1 name=howmany"+which+"> </b>";
		text=text+"<select name=whichitem"+which+"><option value=0>-select an item-</option>$itemlist</select>";
		document.getElementById("item"+which).innerHTML=text;
	} else {
		alert('Nine is a qwerzog reference. It\'s both ridiculous AND funny.');
	}
}
//-->
</script>
<div id=item2></div>
<div id=item3></div>
<div id=item4></div>
<div id=item5></div>
<div id=item6></div>
<div id=item7></div>
<div id=item8></div>
<div id=item9></div>
<input type="submit" name="donate" value="Donate!">
</form>
More or less, if all those checks from 9 counting backwards fail, that means they've reached the limit. Otherwise, it just keeps re-evaluating until it finds the last one not used, and adds it to the page. You don't technically /have/ to limit it, but it's a good idea. Since you also determined what the id structure is, you know how to find it in the POST array, whichitem{number} and howmany{number} (from 1-9 in this case), or whatever you choose to name it. So, your data is all there, and you just have to make a loop structure to go through it. You'll have to do something about picking the same item more than once, but I believe that's the toughest part. The rest is exactly what you'd do with only one item, just put it in a loop.
User avatar
MagiNinjA
Posts: 1466
Joined: Thu Sep 06, 2007 10:56 pm
Location: Berkeley when at school, San Diego when at home
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by MagiNinjA »

League dungeon runs, but NetHack style. Meaning randomized dungeons with your friends. Since it would be incredibly hard to balance and/or put on a leaderboard, I suggest ignoring putting it on leaderboards and giving it opening functionality completely different to Hobopolis.

And then implement a Hobopolis-like dungeon so people can compete.
Strlikecrazy
Posts: 284
Joined: Tue Nov 06, 2007 6:44 am
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Strlikecrazy »

Image

Windu's Mace.

This is one bad-ass, purple glowing mace. It looks like a glowing pole, but i can guarantee you it's a mace. You'd like to think that a Jedi Master would use it, but i guess lightsaber's are cooler and more powerful, so it's unlikely. However, it's still wicked and you just know it's going to epic for beating the life out of hormonal, sexed crazed snakes.

Melee Weapon
Power: 80
Level required: 9
Autosell value: 185

+10% Reflexes
+50 Damage against Snakes and Sith

Created by combing:
Warrior Hologram and Purple Pill = Purple Wind (Possibly some kind of Jedi sidekick)
Purple wind and Titanium Mace = Windu's Mace


-Thoughts? The image is poor, i know that! I just wanted to make something that would help with the idea of the item.
Image
Buying Stainless steelbreaker, n-barrelled shotgun and Seppia's cephalopod skullcap. Pm me here or ingame!
Strlikecrazy
Posts: 284
Joined: Tue Nov 06, 2007 6:44 am
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Strlikecrazy »

Fancy piece of Art

It may look like Ground's keeper Willie's shirt thrown over a canvas, and then splattered in coffee, but it's a real piece of modern art. So much so that you find it both stimulating and relaxing at the same time. And that's got to be good for you.

Usable - Hangs the artwork in your hideout

Using allows extra HP and PP when resting. Also gives out small amounts of XP and the chance of finding a new squid disc.

'Sweet Relaxation'

You rest for a while to re-energize. But looking at the picture throws you into a dreamy deep sleep. Scientists believe that one kind of sleep will make you positive, and the other type will make you negative, and can result in nightmares. You happily awake in a positive state, and feel alot better for doing so. And because of the word 'Scientist', you feel smarter.

You gain 60 hit points. You gain 60 power points. You gain 5 experience.

Combined: Paper Mache + Decorated Jerkin = Artwork
Artwork + Fancy Latte = Fancy piece of Art
Image
Buying Stainless steelbreaker, n-barrelled shotgun and Seppia's cephalopod skullcap. Pm me here or ingame!
the SUPERnaturalist
Posts: 105
Joined: Wed Nov 12, 2008 4:05 pm
Location: The Galleria shops
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by the SUPERnaturalist »

BaldurDash

a strategy guide to get through the game as fast as possible, let no boulder or balder stop you from beating it!
when used:
1ce per day
you gain an effect:
loaded dice (x minutes): them dice are loaded! you'll be sure to get what you want, when you want, especially with loaded dice in a game where the main currency is chips!
=D
User avatar
MagiNinjA
Posts: 1466
Joined: Thu Sep 06, 2007 10:56 pm
Location: Berkeley when at school, San Diego when at home
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by MagiNinjA »

This would never pass.
User avatar
Ryme
Site Admin
Posts: 4288
Joined: Thu Apr 05, 2007 2:04 pm
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Ryme »

The first already exists; the second is not any more frequent than any other adventure in that zone.
the SUPERnaturalist
Posts: 105
Joined: Wed Nov 12, 2008 4:05 pm
Location: The Galleria shops
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by the SUPERnaturalist »

don't sleeping draughts let you gain back huge amount of hp/pp while resting?
=D
Muhandes
Posts: 732
Joined: Mon Nov 03, 2008 12:54 am
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Muhandes »

I'm sorry that this idea is not really "Creative" it is just a necessity for me.
For spading I'd love an item with a +1% item drop modifier. The only item in game that has this is one of the pouches, which is not accessible for me or any new player. Currently I use workarounds like -5 from scuba mask +3 from stick gloves +3 from discount pants but it is very inconvenient.

Edit: I just had an idea. Why not make this item a spade?

I'll add something which I think is nice and should not be much of a problem to implement: When you view someone else's Memento Display, how about showing the number of unique items in the display? There are quite a number of people who try to get one of each and it would be interesting to see how many someone has.
User avatar
Cristiona
Posts: 5118
Joined: Sun Apr 08, 2007 1:01 am
Location: the Conservatory with the lead pipe
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Cristiona »

Muhandes wrote:When you view someone else's Memento Display, how about showing the number of unique items in the display?
And shelves...
The churches are empty / The priest has gone home / And we are left standing / Together alone
--October Project: "Dark Time"
Muhandes
Posts: 732
Joined: Mon Nov 03, 2008 12:54 am
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Muhandes »

Cristiona wrote:
Muhandes wrote:When you view someone else's Memento Display, how about showing the number of unique items in the display?
And shelves...
Obviously :) I just assumed shelves would require some programing, adding the number shouldn't take more than a single line of code.
User avatar
TheK3vin
Posts: 517
Joined: Fri Nov 02, 2007 7:54 pm
Location: Where I could swear I left the universe last...
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by TheK3vin »

ya plzplzplz
User avatar
MagiNinjA
Posts: 1466
Joined: Thu Sep 06, 2007 10:56 pm
Location: Berkeley when at school, San Diego when at home
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by MagiNinjA »

Environmental effects.

In a forest, your fire attacks are amplified a bit.

In the mine shaft, fire attacks/defenses are somewhat harmful.

Not so sure about completely nullifying spells though (like getting rid of firestorm in the ocean).
User avatar
Corrupt Shadow
Posts: 1234
Joined: Mon Dec 17, 2007 8:24 pm
Location: Baton Rouge, LA
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Corrupt Shadow »

Ryme, how difficult would it be to get a reputation graph in our Journal so we can keep track of where we stand?

Or do you think it would take away from the "fun" of getting one orignally?

I only ask because I want to go to the complete opposite of the spectrum (since I can't have a "Vilian" reputation), and it would save me a LOT of time if I knew how many times I had to do specific adventures.
Image
I've won the 100k DD bet so many times, I should have the title "Mr. Luck"
User avatar
Ryme
Site Admin
Posts: 4288
Joined: Thu Apr 05, 2007 2:04 pm
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Ryme »

I don't know if I want that to become a public mechanic, or if it's one better left to the player to discover (or look up).
Muhandes
Posts: 732
Joined: Mon Nov 03, 2008 12:54 am
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Muhandes »

CS, it's actually quite a simple mechanic. I mean if it was a point between 1 and 100 and you might takes days to switch I would say otherwise, but if my spading is correct (see the wiki for details), if done correctly it takes a very little number of adventures to go from any reputation to any other reputation.
User avatar
Corrupt Shadow
Posts: 1234
Joined: Mon Dec 17, 2007 8:24 pm
Location: Baton Rouge, LA
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Corrupt Shadow »

I'm sure there's a mechanic for it, I just think it would be cool to see it in a graph (four-quadrant) form.
Image
I've won the 100k DD bet so many times, I should have the title "Mr. Luck"
User avatar
Ryme
Site Admin
Posts: 4288
Joined: Thu Apr 05, 2007 2:04 pm
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Ryme »

Heh, that's a pretty curious idea.
User avatar
Corrupt Shadow
Posts: 1234
Joined: Mon Dec 17, 2007 8:24 pm
Location: Baton Rouge, LA
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Corrupt Shadow »

I like that idea!
Image
I've won the 100k DD bet so many times, I should have the title "Mr. Luck"
User avatar
Corrupt Shadow
Posts: 1234
Joined: Mon Dec 17, 2007 8:24 pm
Location: Baton Rouge, LA
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Corrupt Shadow »

Damn, Socket, that sounds good too!

Yay slime!

Image
Image
I've won the 100k DD bet so many times, I should have the title "Mr. Luck"
User avatar
Cristiona
Posts: 5118
Joined: Sun Apr 08, 2007 1:01 am
Location: the Conservatory with the lead pipe
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Cristiona »

I prefer the slime having a [throw] link. You throw it at another player, and they get the "Goop in your hair" effect which has some minorly negative effect.
The churches are empty / The priest has gone home / And we are left standing / Together alone
--October Project: "Dark Time"
Satan
Posts: 1855
Joined: Mon Nov 19, 2007 6:29 pm
Location: Florida
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Satan »

Cristiona wrote:I prefer the slime having a [throw] link. You throw it at another player, and they get the "Goop in your hair" effect which has some minorly negative effect.
Or an awesome effect called Doctor's in the House. +10 points if you got that vague reference.
User avatar
Corrupt Shadow
Posts: 1234
Joined: Mon Dec 17, 2007 8:24 pm
Location: Baton Rouge, LA
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Corrupt Shadow »

Hahaha! These are awesome!
Image
I've won the 100k DD bet so many times, I should have the title "Mr. Luck"
Muhandes
Posts: 732
Joined: Mon Nov 03, 2008 12:54 am
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Muhandes »

/me like
User avatar
Corrupt Shadow
Posts: 1234
Joined: Mon Dec 17, 2007 8:24 pm
Location: Baton Rouge, LA
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Corrupt Shadow »

Like 'em, like 'em, like 'em!
Image
I've won the 100k DD bet so many times, I should have the title "Mr. Luck"
User avatar
Cristiona
Posts: 5118
Joined: Sun Apr 08, 2007 1:01 am
Location: the Conservatory with the lead pipe
Contact:

Re: Creative player ideas for in-game items, zones, etc.

Post by Cristiona »

+5% to a stat probably isn't such a good idea. At low levels, it's nothing, at high levels it's huge (and a large XP boost in the Delta). I'd go for a flat bonus.
The churches are empty / The priest has gone home / And we are left standing / Together alone
--October Project: "Dark Time"
Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests