Author Topic: Unique creature future.  (Read 1913 times)

Catlemur

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Re: Unique creature future.
« Reply #15 on: July 18, 2011, 12:04:34 pm »
Simply limiting the difference between the subtypes's stats by 20%.

Phantomboy86

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Re: Unique creature future.
« Reply #16 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.

Vakachehk

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Re: Unique creature future.
« Reply #17 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.
You maybe roleplaying but you could still be OOC.

Earowo

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Re: Unique creature future.
« Reply #18 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..
Dohmo: Please clean up your language immediately.
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Primordial

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Re: Unique creature future.
« Reply #19 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.

Talad

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Re: Unique creature future.
« Reply #20 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.