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Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Feb 13, 2009 9:39 pm
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...
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat Feb 14, 2009 7:21 am
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
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat Feb 14, 2009 8:17 am
by Cristiona
You'd be surprised...
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Feb 16, 2009 11:42 am
by zillow
NEEDED:
Multi-item trades and multi-item send messages.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Feb 16, 2009 12:12 pm
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Feb 16, 2009 1:05 pm
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Feb 18, 2009 6:27 am
by Strlikecrazy
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Feb 18, 2009 7:04 am
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
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Feb 20, 2009 6:39 pm
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!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Feb 20, 2009 8:08 pm
by MagiNinjA
This would never pass.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat Feb 21, 2009 9:08 am
by Ryme
The first already exists; the second is not any more frequent than any other adventure in that zone.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat Feb 21, 2009 10:04 am
by the SUPERnaturalist
don't sleeping draughts let you gain back huge amount of hp/pp while resting?
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Feb 24, 2009 6:16 am
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Feb 24, 2009 9:07 pm
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...
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Feb 25, 2009 7:37 am
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sat Mar 14, 2009 11:57 pm
by TheK3vin
ya plzplzplz
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Mar 17, 2009 9:02 pm
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).
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun Mar 22, 2009 6:16 pm
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Sun Mar 22, 2009 7:56 pm
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).
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Mar 23, 2009 12:46 am
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Mar 23, 2009 4:29 am
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Mar 23, 2009 5:11 pm
by Ryme
Heh, that's a pretty curious idea.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Mon Mar 23, 2009 8:34 pm
by Corrupt Shadow
I like that idea!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Mar 24, 2009 9:44 am
by Corrupt Shadow
Damn, Socket, that sounds good too!
Yay slime!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Mar 24, 2009 7:54 pm
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Tue Mar 24, 2009 10:58 pm
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.
Re: Creative player ideas for in-game items, zones, etc.
Posted: Wed Mar 25, 2009 2:49 pm
by Corrupt Shadow
Hahaha! These are awesome!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Thu Mar 26, 2009 2:03 am
by Muhandes
/me like
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Mar 27, 2009 9:03 pm
by Corrupt Shadow
Like 'em, like 'em, like 'em!
Re: Creative player ideas for in-game items, zones, etc.
Posted: Fri Mar 27, 2009 9:06 pm
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.