PlaneShift

Gameplay => Wish list => Granted or negated Wishes => Topic started by: Catlemur on July 16, 2011, 12:22:39 pm

Title: Unique creature future.
Post by: Catlemur on July 16, 2011, 12:22:39 pm
I know that it is kinda bothersome but creating craeture subtypes would be an amazing idea.
E.g. Weak Riverling (weaker than usual) 10%
Average Riverling (common Riverling) 60%
Musculus Riverling (stronger than usual) 25%
Epic Riverling (much stronger than usual) 5%
I propose making no visual difference and keeping the same loot for all subtypes.Also getting an achievement for killing Epic creatures.
Title: Re: Unique creature future.
Post by: Earowo on July 16, 2011, 03:49:24 pm
Also getting an achievement for killing Epic creatures.
With no help from friends, and no magic :)
Title: Re: Unique creature future.
Post by: Soloyos on July 16, 2011, 05:03:08 pm
Also getting an achievement for killing Epic creatures.
With no help from friends, and no magic :)

Also no moving, food, potions and weapons.
Title: Re: Unique creature future.
Post by: MishkaL1138 on July 16, 2011, 07:23:08 pm
Also getting an achievement for killing Epic creatures.
With no help from friends, and no magic :)

Also no moving, food, potions and weapons.

With your hands tied to your back and your eyes covered by a cloth strip.
Title: Re: Unique creature future.
Post by: Earowo on July 16, 2011, 07:52:45 pm
Also getting an achievement for killing Epic creatures.
With no help from friends, and no magic :)

Also no moving, food, potions and weapons.

With your hands tied to your back and your eyes covered by a cloth strip.
Yall are missing my point, if your gonna get a reward for killing somthing, it needs to be  achallenge, it would be to easy ina  group, and anyone can just spam summon missile or somthing
Title: Re: Unique creature future.
Post by: Zalya on July 16, 2011, 07:54:40 pm
So like armored Riverlings, Cutthroats, rouges, Zak, guile, Dark rouges, Gobbles, Eagle gobbles and assorted others?
Title: Re: Unique creature future.
Post by: Earowo on July 16, 2011, 07:56:39 pm
i can imagine that, 5 different levels of guile :P
Title: Re: Unique creature future.
Post by: Soloyos on July 17, 2011, 02:29:53 am
i can imagine that, 5 different levels of guile :P

Ill have to try and kill the normal one without magic first.
Title: Re: Unique creature future.
Post by: potare on July 17, 2011, 04:38:46 am
potare kills riverling he tries again dies :(
lol
neat idea
Title: Re: Unique creature future.
Post by: Tzarhunt on July 17, 2011, 05:04:33 am
Why make categories and names? Just make a part of every critter's stats random...
Title: Re: Unique creature future.
Post by: provisionist1 on July 17, 2011, 05:11:32 am
I think Catlemur's idea would definitely work if you didn't know the strength level of the creature you were killing:

So, for instance (and taking Catlemur's ratios), if you have a field full of 20 Ulbernauts- 2 would be weaker than usual (stats down by 40%), 12 would be normal, 5 would be stronger than usual (stats up by 40%) and one would be incredibly strong (stats up by 100%). Obviously once one is killed and respawns, there's a 10%/60%/25%/5% chance of it being one of the different types.

However, all of them would simply say 'Ulbernaut' with no ability to read in the description how strong it is (except I've heard there's a Brown Way identification spell that allows one to actually see the hit points, strength etc. but not sure if it's a rumour)

That's my take on it anyway, and I think it would be a great way to mix things up in the game and make it more interesting- especially when you come across that super-strong one and have to run away very quickly  ;D

Xirius
Title: Re: Unique creature future.
Post by: Catlemur on July 17, 2011, 06:29:14 am
I think Catlemur's idea would definitely work if you didn't know the strength level of the creature you were killing:

So, for instance (and taking Catlemur's ratios), if you have a field full of 20 Ulbernauts- 2 would be weaker than usual (stats down by 40%), 12 would be normal, 5 would be stronger than usual (stats up by 40%) and one would be incredibly strong (stats up by 100%). Obviously once one is killed and respawns, there's a 10%/60%/25%/5% chance of it being one of the different types.

However, all of them would simply say 'Ulbernaut' with no ability to read in the description how strong it is (except I've heard there's a Brown Way identification spell that allows one to actually see the hit points, strength etc. but not sure if it's a rumour)

That's my take on it anyway, and I think it would be a great way to mix things up in the game and make it more interesting- especially when you come across that super-strong one and have to run away very quickly  ;D

Xirius
Exactly my mindreading friend.
Title: Re: Unique creature future.
Post by: Earowo on July 18, 2011, 02:09:42 am
They Azure Way Spell, Nature's Intuition, let's you see a Monster's stats and skills, like you could your own. However it required realm 3, and has been deactivated since the end of V4.03 of PS
There wouldnt be a brown ways spell that does the same thing, unless the reactivated natures Intuition, otherwise there would be no point to deactivating it.
Title: Re: Unique creature future.
Post by: provisionist1 on July 18, 2011, 03:49:50 am
They Azure Way Spell, Nature's Intuition, let's you see a Monster's stats and skills, like you could your own. However it required realm 3, and has been deactivated since the end of V4.03 of PS
There wouldnt be a brown ways spell that does the same thing, unless the reactivated natures Intuition, otherwise there would be no point to deactivating it.

Ah right, yes that's the one! Didn't know it was deactivated, although I think it should maybe be a higher realm and possibly inter-way (Azure and Brown would make the most sense).

Xirius
Title: Re: Unique creature future.
Post by: bilbous on July 18, 2011, 09:12:47 am
It used to be that way and it was a PITA. Why would it be good to discover you hit daddy after being one-hit to the DR? When did you have the opportunity to run? not to mention that after a while there are mostly tough ones left...
Title: Re: Unique creature future.
Post by: Catlemur on July 18, 2011, 12:04:34 pm
Simply limiting the difference between the subtypes's stats by 20%.
Title: Re: Unique creature future.
Post by: Phantomboy86 on July 18, 2011, 12:34:01 pm
not to mention that after a while there are mostly tough ones left...

Well thats when you do what the pioneers did and ride your trusty boulder all the way to the bank.
Title: Re: Unique creature future.
Post by: Vakachehk on July 22, 2011, 08:36:07 am
I think Catlemur's idea would definitely work if you didn't know the strength level of the creature you were killing:

I'm sure Vakachehk could see whether a Riverling is muscular or not

I do like the idea, it was once around, I liked it how the ulbers were harder by the old platinum mine but easier in the volcano.
Title: Re: Unique creature future.
Post by: Earowo on July 24, 2011, 01:38:53 pm
Yeah, with the fighting system pp system ect we have now, combine with the monster system we had 'then' the world would be a happier place..but for some reason all the monsters are the same as their brothers....now that just doesnt seem real..
Title: Re: Unique creature future.
Post by: Primordial on August 12, 2011, 07:56:29 am
I like the variable percentage stats idea. It would certainly mix things up.
Later on we could potentially give some kind of bonus, in line with creature strength, for defeating it: more experience or an increased percentage for loot drop.
Title: Re: Unique creature future.
Post by: Talad on December 01, 2011, 04:41:46 am
At the moment we have 3 types of every monster type, see (consumer, neoten consumer, imago consumer). They have a certain % of different stats already, and they vary in size/texture. Making a pack of monsters should then include all 3 types in different %. That's something we can already do today.

Another idea (somehow expressed in this thread) is to have the same monster and same type vary in stats slightly, like +/- 10%, this is surely realistic, but I'm not sure it will be that noticeable. So for now we go with our 3 variations per monster type.