Thursday 10 August 2017

Suggestions

I've been spending these last few days polishing upcoming features, specifically ones that will be released alongside new quests. Quest #5 will unlock a new and expansive interactive area with many things to do, such as new shops, new skills to learn, and more.
Quest #7 will also unlock another interactive area that I've had a lot of fun making simply because of the setting and characterization of it. However, as time goes on, I'll be running out of ideas for features to add. So I'd like to ask now what kind of suggestions you guys would like to see featured. Whether they simply be ideas for new abilities, classes, or even new features altogether, let me know.

28 comments:

  1. I guess I can keep on feeding ideas for spells, but otherwise, I feel that something can be done at the area called 'army camp'. As of now, I don't really see its importance yet. Maybe it will become more important later?

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    1. I currently have no ideas for the army camp circulating. The only real purpose it currently has is the trading function, but I would be willing to add other things to it.

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  2. Random ideas:

    1. Perhaps you could have a 'Records' page? A page with a bunch of stuff like Farthest Progressed, Most Gems, Most Matches Won In Battledome, etc.? If you decide to add this, add it when we have more people, as now it would be just two people occupying the space.

    2. New Pet Idea: Dolphin- Highly intelligent. Most enemies have a hard time attacking it (For moral reasons, would you want to stab a kitten?), and it can communicate with everyone, therefore you can use it as a translator or a guy that you use as a middleman if talking to a hostile character. If it is trained high enough (Next point) it can be sent out to spy on something and report back to you. If it is trained extremely high (Again, next point), it can hold and attack with a small knife/dagger (But when it is holding one it loses its aura of cuteness)

    3. Pet Training: Area where you can train pets. Pet training is similar to character training. Pets have levels, and each level they move up they earn a new skill or enhance old ones. Up to Level 3 it's just enhancing old skills, but once your pet is Level 4, it learns new skills or gets big upgrades. What I was thinking:

    Seahorse: Level 1- Base/ Level 2- Increases Luck/ Level 3- Increases Speed/ Level 4- Can bring you items in quests whenever you need them (E.G. Enemy stole my weapon, Seahorse find a sufficient one for me)/ Level 5- Can bring you specific items in Crayfish Cove

    Angler-fish: Level 1- Base/ Level 2- Increases strength of bite/ Level 3- Brighter Light/ Level 4- Becomes extremely fast/agile/ Level 5- Poisonous teeth

    Jellyfish: Level 1: Base/ Level 2: Increases shock power/ Level 3: Calms/Trances anybody unlocked longer/ Level 4: Gains enough power in the trancing move to trance animal enemies/ Level 5: Sting becomes poisonous

    Dolphin: Level 1: Base/ Level 2: Increases fluency/ Level 3: Increases Aura of Cuteness/ Level 4- Spying unlocked/ Level 5- Unlocks fighting ability

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    1. I'd love to add the records page, and I plan on finding more ways to get people into the roleplay soon.
      I don't really want to add the "mini animal" pets because they're seriously just miniature versions of the actual animals and not only does it make no sense in terms of logic, it's just kind of disturbing in terms of concept.
      Pet training is something that I actually planned on adding in a future update, and something similar to it is currently in the works. If you guys want a stronger aspect on pets, I'll probably develop it more.

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    2. That sounds great cerise! I particularly like the idea of pet training, although I don't even have a pet :P

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    3. Cerise, maybe to encourage people to want to be on the records page when it is added, you can give 5 gems per day to someone who holds a rank there. That could possibly encourage others to best them too.

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  3. One more thing: maybe an opponent can only have one status ailment at any point in time. For example, if an opponent is poisoned, it cannot be put to sleep until the status is gone.

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    1. Probably not something I'd just add, but maybe I'll add an ability for it or something later down the line.

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  4. Kit Idea: Assassin.
    I'm really bad at these type of cool sounding summaries so I just abandoned that idea. It's meant to be an icing-on-the-cake thing, so it's good with damage and survives but you really do need backup to fight large groups of something.
    Starter Pack: 3 Smoke Bombs, Sharp Daggers (Like not the Crafting Pit kind but something you could buy), Land Mine x2, 300 gems.

    Hidden Stats (Feel free to change them)
    Physical Damage: Very Good
    Magical Damage: Poor
    Defence: Awful
    Agility: Expert
    Proficiency: Poor
    Utility: Average

    Abilities: (If I borrowed them from other classes I'm not describing them)
    Level 1: Cunning
    Level 2: {Something} Aim/Shot- Do extra damage on ranged attacks (Sling, Whirlpearls, Harpoon, etc.)

    Ambush: Land an attack without the enemy suspecting it (No time to block it)

    Level 3: Turn the Tide, Hidden (Makes you invisible for a turn, good for sneak attacks)

    Level 4: Elusive, Adrenaline

    Level 5: Trickster's Shroud

    Level 6: Trap- Summon a large vortex around the enemy that pulls them downward, sharply lowering their attack and making them panic.

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    1. I do really like the idea of an assassin class similar to what you've described here, and I would add it, but I feel it's too similar to what the scrapper class is now. I designed the scrapper with a generic video game assassin in mind, but with some tweaks. But since we have no scrapper characters in the roleplay yet, I might consider changing the class to be more of what you described here because this is honestly much more interesting in my eyes.
      The single word "assassin" also appears in some special behind-the-scenes feature that's in the works right now, but it won't be seen until later in the story.

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  5. Idea for new class: Naturalist

    Basically, this class counts upon Nature for many attack and defence moves. Idk what else to say, so I guess I'll just leave it there.

    Starter pack: Nautilus wand (no spellbook), seahorse egg, 300 gems.

    Hidden stats (feel free to edit this):
    Physical Damage: very poor
    Magical Damage: good
    Defence: average
    Agility: expert
    Proficiency: awful
    Utility: average

    Abilities (some are borrowed)

    Level 1: Barricade

    Level 2: Wind Spirit

    Tangle: summons a giant kelp forest that sharply lowers the opponents' agility and speed.

    Level 3: Seahorse Song

    Team-up: Summons a group of allied sea creatures to attack the opponent together.

    Level 4: Kraken's coils

    Level 5: Nature's Power - once per quest, you may manipulate any natural features of the surroundings (like sand dunes or rock formations) to your advantage.

    Level 6: Tidal wave, Whirlpool

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    1. Just an idea to add to this.

      Perhaps you could give them a separate staff, like a Vine Staff or something? This staff would be able to manipulate sand/rock/whatnot, and do a weak magic attack.

      If you used a spellbook in combination with it, you would get a separate set of powers, all revolving around nature (Which would kinda override the Nature's Power thing)

      Just an idea to add to it or think about, but I do like the idea of a nature kit.

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    2. This is a cool idea, but at the same time it feels too similar to the mystic. I might consider looking into it and changing some things around though, if you're interested.

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    3. Go ahead if you wanna cerise

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  6. I saw Astoria talking about something with the army camp, idea here?

    Perhaps you could be able to raise your stats? Like for every Battledome or Quest completed, you would get a few more 'points' in certain areas. Points would be modeled after the old Quest 3 Enemy stats. Players wouldn't be able to see their exact number stats, but you would have a certain range of numbers that when you got into a new range, you could see your personal stats raise from, say, 'Poor' to 'Average'. You would start out with your class's stats, but you could raise them. You cannot lose stats.

    (Getting into the Army Camp suggestion here)
    Also, maybe in the Army Camp you would have training matches? I know you plan to add an entrance fee for Battledomes, but theses would always be free. They would either give out no gems or a very small amount, but they do raise your stats. You can fight against other players or some random preset enemies, but the enemies would always be members of the Brigade, not random creatures. You can choose two stats per finished match to raise, physical damage or magic damage, depending on which one you used the most during the match, and you can choose one other one that isn't damage.

    I understand if you are a little hesitant because you don't want imbalance, just throwing this out there.

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    1. You can just call me Dew if you wanna Flinty.

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    2. I can maybe find some way to incorporate a stat raising system into the roleplay. The army camp is under utilized in its current state and I would like to actually give it a use other than trading.

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  7. Y'know, cerise, I was thinking, maybe you can add a suggestions page to the blog? Then that page can be dedicated to leaving suggestions.

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    1. I didn't expect to get this many, so yeah, I probably will.

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  8. (Feel free to change anything. Coming up with kit ideas is fun)
    Kit Idea: Brute
    It’s meant to be a tanker class, sustaining lots of hits and does some damage.
    Starter Pack: Bat/Cheap Cutlass, Spiked Shield, 300 gems

    Hidden Stats (Feel free to change them)
    Physical Damage: Average
    Magical Damage: Very Poor
    Defense: Expert
    Agility: Awful
    Proficiency: Average
    Utility: Poor

    Abilities: (If I borrowed them from other classes I'm not describing them)
    Level 1: Intimidate

    Level 2: Bloodlust- Sharply raises attack once an enemy is defeated (Useless in Battledomes, but good for quests)

    Turn the Tide

    Level 3: Shell- Sharply raises defense for 4 turns

    Immunity- Cancels all non-buffing spells and effects, makes you immune to non-buffing spells or effects for 3 turns.

    Level 4: Blade Storm

    ???-Does damage to the enemy when they use ranged attacks on you. (I had no ideas for names here)

    Level 5: Cage- Summons a barrier of breakable coral around the 2 enemies nearest to you (Number can be changed)

    Power Show- Summons a lot of flashing lights around the enemy, confusing them and lowering their agility and defense sharply.

    Level 6: Fortress- Summons a small stone building around you, extremely hard to break it, moveable cannon at the top with a camera thing so you can still attack, the cannon does decent damage. Lasts for 3 turns.

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    1. I'd consider adding a tank class. The blacksmith was originally created as a tanky support, but considering we now have 3 damage and 2 support classes I would gladly add a tank role that's more suited for soaking up damage.

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    2. Maybe to add on to flint's idea, the tank class can add ailments (i.e, poison, confusion etc) to the opponents, but their damage is really low.

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  9. Cerise, if my comment on one chain is displayed, and another of my comments on a different chain is not displayed, is it the comments getting buggy again?

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    1. If I read comments but they don't have to be responded to I won't publish them. But apparently the comments have been buggy to the point where, if you try and click publish, nothing happens.

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    2. I see. Thanks for the clarification.

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  10. Cerise, got an idea for the spellbook. Maybe you can allow the mystics/anyone with a spellbook to "reset" all the spells in the book, allowing them to rechoose the spells at a significant cost?

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    1. That's a good idea, but I'll probably add it later as an area where you can "cleanse" objects instead of just a stand-alone feature.

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