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Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun Oct 31, 2010 10:07 pm
by Satan
There should be an item that gives an effect which causes your stats to be from lifetime instead of current, for a single turn. Like, it causes you to recover your lost memories for a short while. >.>
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Nov 01, 2010 7:04 am
by blackmatter615
Satan wrote:There should be an item that gives an effect which causes your stats to be from lifetime instead of current, for a single turn. Like, it causes you to recover your lost memories for a short while. >.>
Sure thing satan, and to balance it why dont we say -100% XP, +5 Minutes to turn duration, lasts 5 minutes, and any boss will immediately and successfully run away from you with it on.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Nov 01, 2010 7:54 am
by Satan
Actually, it kinda balances itself. As it only works for one turn and is assumedly very limited in usage, it wouldn't be viable for much. And it's not like the bosses before Mick are actually very difficult, not nearly enough to require anything like this. I was more thinking it would make the Mick battle fun.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Nov 02, 2010 7:29 pm
by NardoLoopa
hilarious!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Nov 02, 2010 8:07 pm
by the SUPERnaturalist
teddy bear
hi, i'm a teddy bear. hug me lots
+1 to damage absorption
while resting on the bench you find a cute teddy bear that some kid must have left behind. not wanting to see it lonely, you pick it up and take it with you
honestly i just want a cute teddy bear item.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Nov 02, 2010 8:45 pm
by Ryme
Good call, SN. Cute and cuddly makes people smile. I'll have to remember that between my death rays and painfully punful clothing products.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Nov 08, 2010 11:04 am
by Patojonas
it' be cool if it were a little better if you were a elemental for example, since you could add your spark to it, just like the energy mace...and who knows adding 3 other vehicles with small bonuses for the other classes....
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Nov 09, 2010 9:01 pm
by Harry Dresden
But green thumb is an effect.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Nov 10, 2010 8:39 pm
by the SUPERnaturalist
how's the teddy bear coming along.
if you made it an iotm and gave it no effect whatsoever i'd still donate for it
Re: Creative player ideas for in-game items, zones, etc.
Posted: Thu Nov 11, 2010 9:39 pm
by NardoLoopa
I was thinking a mini-B-quest for the hospital where you earn a (maybe daily) Insulin injection, taking 2 sugar off your counter.
You slay the evil Dia Beatles gang members, saving the world from their saccharine music.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 12, 2010 11:14 am
by Strlikecrazy
Lichen wrote:How about a mini-quest/b quest that earns you some medical insurance thus providing a discount at the hospital? Perhaps it could even include holistic medicine thus also granting a discount at the enlightenment center.
I like this! If this led to a skill which could be permed, then that would be awesome.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Nov 15, 2010 9:39 pm
by Citizen James
Just a thought - maybe a wandering/static(sewer) villain:
Pirate Pie rats.
Sailing the seven sewers searching for several sweets.
Yes, I do like alliteration.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Nov 15, 2010 9:44 pm
by Cristiona
Then you should love the Ranch.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Nov 17, 2010 7:55 am
by Harry Dresden
That would probably be a good Elemental skill for one of the empty slots. Conjuring up the powers of earth to fortify your armor against strong (critical) hits.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Thu Nov 18, 2010 2:30 am
by Strlikecrazy
Harry Dresden wrote:That would probably be a good Elemental skill for one of the empty slots. Conjuring up the powers of earth to fortify your armor against strong (critical) hits.
Thought stone armour did that - but i agree with you, more Elemental skills!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Thu Nov 18, 2010 9:58 am
by Harry Dresden
I kind of forgot about Stone Armor. But still, we need another earth-based Elemental skill.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Thu Nov 18, 2010 12:11 pm
by blackmatter615
First off, stone armor provides defense, it wouldnt do the whole reduce critical damage/chance.
Second: One-time/yearly event idea: St. Anne Park is overrun with KoL LARPers. You have to go in and stop them from doing illegal things to seals and weird things to turtles, all while avoiding the freaks throwing pasta and sauces at you, and keeping your stuff safe from people stuck in the 70's or with a weird obsession with german folk music. I think it could be hilarious to do on like KoL's birthday or half-birthday.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 19, 2010 5:21 am
by Mana Yachanichu
And the final boss can be UNDYING!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 19, 2010 6:40 am
by NardoLoopa
I was thinking the final boss could be xsmootx.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 19, 2010 9:54 am
by Strlikecrazy
blackmatter615 wrote:First off, stone armor provides defense, it wouldnt do the whole reduce critical damage/chance.
Second: One-time/yearly event idea: St. Anne Park is overrun with KoL LARPers. You have to go in and stop them from doing illegal things to seals and weird things to turtles, all while avoiding the freaks throwing pasta and sauces at you, and keeping your stuff safe from people stuck in the 70's or with a weird obsession with german folk music. I think it could be hilarious to do on like KoL's birthday or half-birthday.
True. More defense skills would own, imagine that with Upgrade Armor, Battle Armor and Stone Armor. Take that Mick!
And a KoL crossover would be awesome.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 19, 2010 9:04 pm
by Cristiona
Strlikecrazy wrote:And a KoL crossover would be awesome.
I'd really rather not unless it was some kind of mutual cross-over event between the two games.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 19, 2010 10:19 pm
by Ryme
Because nobody has suggested them yet?
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 19, 2010 10:31 pm
by Cristiona
I most certainly have.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Nov 19, 2010 11:33 pm
by Jesus
Doc Igor wrote:I've wondered this for a while.... why are there no fuzzy bunny slippers?
Must be a full suit.
So you can look like a pink nightmare.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat Nov 20, 2010 10:14 pm
by Airstrike
I have been wanting to wear a particular helm in game. Here is the stats I think will be suitable for it:
G-Helm
Type: Helm
Level Requirement: 10
+10% Intellect
5% chance of Fumbles
Grants the ability to fly
Description: The visor on this thing doesn't want to stay up all the time. Nonetheless, it allows the bearer to soar through the skies, albeit makes them land imperfectly.
Source for Helm:
http://muppet.wikia.com/wiki/Super_Grover
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Nov 23, 2010 8:23 pm
by Mana Yachanichu
I think there should be some sort of zone that requires 6 transportation, so it's only accessible with either the dream clock or with a 5 transportation vehicle, plus a Mechanic.
No idea what would be there - maybe only NPCs or something.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Nov 24, 2010 7:58 am
by Satan
Mana Yachanichu wrote:I think there should be some sort of zone that requires 6 transportation, so it's only accessible with either the dream clock or with a 5 transportation vehicle, plus a Mechanic.
No idea what would be there - maybe only NPCs or something.
Which begs the question, what range is [Fffffffffffff, I just realized dreamer's clock is considered a quest item, I don't wanna have to make that thing again, ffffffffffffff ;_;] ∞ + 1?
Re: Creative player ideas for in-game items, zones, etc.
Posted: Thu Nov 25, 2010 10:43 am
by Strlikecrazy
It's likely been mentioned, but i haven't got the time to check 35 pages!
Multi User Content? Hobopolis
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun Dec 05, 2010 3:37 pm
by Kurg
Maybe I'm wrong, but it looks like there might be no gold foil-based offhand.
Here's a rough proposal...
gold foil assembled with trash can lid could give...
golden shield
A heroic-looking shield which reflects the sunlight into your opponent's eyes. Yes, even if there's not a lot of sunlight around, this being Twilight after all.
It's shiny!
Offhand Item
Power: 15
Autosell value: 100
2% chance to stun opponents
+5 dodging ability
Comments: Yes, the embossed emblem already gives a chance to stun, but I think this power also fits very well with a shield. Also, yes I'm not very good at writing descriptions.