Subject in title
gdoc: https://docs.google.com/document/d/1T7-yfeaO7i-1M5rgszmKvJsXKafnYDj66AtNV683PaM/edit#heading=h.nur33z3u6221let’s dream up and discuss
(Sorry for my English)
Subject in title
gdoc: https://docs.google.com/document/d/1T7-yfeaO7i-1M5rgszmKvJsXKafnYDj66AtNV683PaM/edit#heading=h.nur33z3u6221let’s dream up and discuss
(Sorry for my English)
No offence, it was perfectly readable but have you tried using Grammarly? If you just copy paste your doc in, it’ll help you fix a lot of your spelling errors
Consumable and temporarily boosters rework idea
by Xiphor 16.09.2020
ver.1.0
Part 1.
Due to new vital system and vault rework game will be more “difficult” for all level of skill players and new engine allows to “stack” more different consumables
I have some ideas how to rework old systems coz I think they are to uneffective and shall be active part of game
What we have now. So much consumables that no one use and must be more valuable in game mechanics
Let’s start from “Belt system”
What we have now:
Classic belt
Here we can place standart HP and MP pots
New belt
What is it? What’s new?
First of all you can stack here ENY consumables, for example:
What it’s gives? More interesting and stable tactics for combat and rushing
You will ask: “Ok. but why is it only 4 items per stack?”. Answer is:
Belt expander!
It will work like backpack expander and whole belt will look like that:
New system allows you to handle 12 consumabile items in 3 stacks
You can grab in raid whatever you want: 12 HP pots, or 8 HP and 4 MP, or 4 speedweed, 4 lucky clovers and 4 holy water etc…
What whole system gives?
There are now no limits of skilled use of this…
Part 2.
Next step is rebalance of all temporary booster consumables
We doesn’t need all consumables to be stacked
Only that who gives boosts to stats and different effects
For example
Significantly increase time duration of for more consistent efficiency
45 seconds for gums ,1 min for tinctures (IDK it’s just example)
Add alternatives for Limited edition consumables
It is great idea with long time boosts like Christmas Stat Boosters
Add alternatives for Santa’s Reins Companions, but for once use
I remember there were boosters, when you use it they gives stats increase until you change location. Add them
Add more consumables that give effects? (berserk, damaging, armored)
MB some drinks from WC will gives: (IDK it’s just example)
Battle Frenzy = berserk + unstable
Iron Made = armored + slow + sick
Drunk Master = damaging + confused
etc. (this idea will be explained more in next part)
Part 3.
Final step: Consumable side effects system
All booster consumables will separated for types:
MInor
This type will gives small and short timed boost without any side effects
You can use it infinite amount and it just restore effects
(examples: Speedweed, Royal Jelly)
This type will gives more and better boosts, but with small side effects
You can use it infinite amount and it will stack effects
(examples: Fairy Dust, Ghost Pirate Rom)
This type will gives great boosts, but with hard side effects
Additionally you must controle not to stack them in use, coz positive effects will not be restored, but negative will sums
(examples: different WC drinks, some new consumables)
Most powerful and dangerous boosters
To prevent become OnePunchMan you can’t use it with other type in same group
Example: you can’t stack and use different Effusions or new consumables coz they will conflict with each other and have overdosed side effect that will anulate all positive effects and adds negative (2 buffs for speed will gives nerf for speed, speed
buff with def buff will gives nerf of both). Not conflict, if different players will use on of it
Lethal boosters with different status effects will gives crazy combinations of random side effects (random negative status effects) and will gives more and harder negative status effect if you will use more different lethal boosters
Example: you use Blood Stimpack (my new idea for consumables) that gives 5 mins of 30 vitality boost and 20 secs of healing status effects, but if you use another stim with first (Astral Stimpack that boosts 30 wisdom for 5 min and Energized for 20 secs) you will annulate all positive effects and receive sickness and quite for 20 secs and if you use another stim (Ironskin Stimpack that boosts 15 defence for 5 min and armored for 10 secs) you will double negative effects timer and additionally receive cursed for same amount of time and blinded. Holy Water will save you from that, but you will waste your stims
Combining different types of booster consumable is allowed like:
Minor with all types
Mixed can’t with Lethal (causes anulating all boosters and gives Blind, Sickness, Drunk and Weak for 15 secs
Hard can’t with Lethal (causes anulating all boosters and gives -20 for VIT and WIS,-15 for SPD and DEX, - 10 for ATT and DEF, gives Darkness, Slow, Sickness, Bleeding, Drunk, Stun and Quiet for 30 sec
Holly Molly! Or Holy Water?..
Part 4.
Time for new consumables
I think imagination can produce many and many combination for all types
This is my concept idea:
Stimpacks
It’s like Christmas Stat Boosters, but unlimited and have side effects
Type : Lethal
Very rare drop from Mad Lab boss and extremely rare from removed tables, need to bring it back (chance like deca from fungal crystals), from Nest t-room boss and mb from new Thech Horror dungeon?
Blood Stimpack (red one)
+30 VIT for 300 sec
Healing on self for 20 sec
Astral Stimpack (blue one)
+30 WIS for 300 sec
Energized on self for 20 sec
Wind Stimpack (green one)
+20 SPD for 300 sec
Speedy on self for 15 sec
Fire Stimpack (orange one)
+20 dex for 300 sec
Berserk on self for 15 sec
Wrath Stimpack (purple one)
+15 att for 300 sec
Damaging on self for 10 sec
Rock Stimpack (black one)
+15 def for 300 sec
Armored on self for 10 sec
Starstorm Stimpack (yellow one)
+150 mp for 300 sec
Restores 200 MP
Inspired on self for 15 sec
Bless Stimpack (lightblue one)
+200 Hp for 300 sec
Restores 300 HP
Invulnerable on self for 5 sec
I like the idea of the customizable belt consumables, but im not sure about the rest of it.
In my opinion the only reason said consumables aren’t used often is because they’re just too inconvenient to get consistently. For example, snake oil is literally a group wide HP pot but you have to clear snakes for them, and the effect isn’t that useful unless you grab several, which uses several inventory slots.
Also, some consumables just aren’t that useful? For example the LoD one can be great, but it’s not consistent. The effects can either already be applies by a member of your group (I suppose it shines in solo play then? not really) or doesn’t assist you particularly when you most need it. There should probably be more items like the gumballs, dropped in more dungeons. Items that don’t only affect HP and MP, found more frequently perhaps godlands dungeons could get some relating to the potion they drop.
I fully support the consumable slots, great idea, though we’d need a new hotkey for the third slot.
I’m not stopping and standing still in nest or something while I’m tryna dodge for a mediocre 15 sec boost
I agree with Twitchystr, here. I would definitely use consumables more often if thirsty wasn’t a thing. Dropping and using is very cumbersome, and never has made any sense. I look forward to never having to jump through that hoop again!
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