ELDER REALMS: An Endgame Idea by Puffagod


#15

A little suggestion for Lethargy status effect… projectile lifetime should probably increase by 100% to maintain the range.


#16

Just work for Deca smh


#17

Yesterday, I read up to woodlands, so i decided to take a break from reading and do it piece by piece. (contrary to my first post). Im not going to talk about bullet damage, because its very hard to get a feel for the actual fight and difficulty from them.

Do you think the map will be big enough? I couldn’t find the tile size of the current realm, and i know the elder realm is intended to be larger, but at the same time, just from reading the ocean layer, the biomes seem huge! Although, this im only including as a minor point because maps and map sized can just be shuffled around a bit.

Can monoliths be destroyed btw? i see thet have high defense and high hp, but they dont seem to heal. Im assuming “striking” means hitting it, although the description says “touching”, which sort of implies getting close to it.

Consumables: I really like adding a variety of consumables in to keep things interesting, however, there are a few things that i dislike about them:

  1. varied power difference. Primarily, im looking at the blue coral juice and primordial ooze. Ooze literally functions as a worse mp pot- it does the same mp regeneration, takes inventory space and also applies a debuff? Surely having it do 200mp or 300mp, or perhaps 50 mp every second over x seconds would be more appropriate, so it at least has some good features as well as bad?
    Also, i think a potion doing water walking for 90 seconds is a bit overpowered when compared to abilites that do it for 4.5 seconds. I suppose it really depends on how rare it will be to get. If its quite rare, its not too much of an issue, but if its slightly more common, I think it negates too much of the affects of water and also renders the UTs with water walk less useful.

  2. Different use in the normal realm and elder realm. currently these only apply to the elder scrip and ancient sry. If you have to nerf it in a dungeon or realm, then that probably means its too powerful in an elder realm, especially since both the ancient scry and elder scrip do nothing in a normal realm (15 range seems to be approxiately your normal range? give or take a few tiles). Sure, the ancient scry would be excellent in pathfinding in dungeons, but it is a rare drop, so maybe its use should be allowed? For the elder scrip, my idea would be that elder scrips can only hold consumables (or maybe even consumables minus pots, hence buff and healing items only). This way, you are allowed more swapouts, but then it affects the normal realms less because it cannot just be used to horde more items.

Also, I’d suggest calling lil gurgle pet skin, rather than pet stone. Aren’t pet stones now the inventory pets that spawn themselves on use? (looking at the pet rock / first pet stone).

Right, the rest of this is about gurgle. I can’t tell if you seriously have half a mind to cut it out, or if you are simply venting a disgust for urglekind. Regardless, i sort of found the gurgle’s trap system to be underwhelming. I mean, the trap is the most well known weapon of the urgle, so i sort of felt that the gurgle needed a better, improved trap system. I know it has slightly different diagonals, but that doesnt seem much to me.
While thinking about this i came up with three solutions, but multiple could be done at once. I dont know for sure how many trap elements the urgle has active at once. I’m assuming the normal urgle does twelve, forming the verticies of three squares with different side length.
The simplest would be to have a different, more complicated geometric pattern with more overlaps. The gurgle could have twelve, lets say, but with one hexagon pattern and two trangles, or four triangles, or something In fact, due to the current way the urgle spawns traps, the traps don’t even meet at the verticies and you can walk right through it.
my second idea for it would be to have the traps to something like slowly rotate. For example, the outside square rotates clockwise slowly, the middle square rotates anticlockwise, and the inner square rotates clockwise, but slightly faster. This just something fancy to help differentiate it from the normal urgle.
Finally, this isnt much of a change to the traps, but more of the gurgle behavorial difference. Lore-wise, the urgle (and hence, gurgle), is a hunter that preys on weak animals (even before the realm eye’s description, it is sort of implies as it uses traps, and what else uses traps but hunters?). This is the basic idea: the gurgle is stationary and invisible, before players come in a certain range. Once in range, the gurgle fires its trap system around the player rather than itself. It then slowly moves towards the centre of the trap configuration, while attacking. Anyway, I will talk more about the elder realm once ive read more about it.


#18

Awesome!! Thank you so much for the praise! I’m curious - did you have a favourite biome or even enemy? :3

You are absolutely right to notice - I put 50% by mistake. Many thanks!

I have no idea! It should certainly feel a bit bigger because teleporting is much harder to accomplish… and I suppose the Ocean is quite large. The bigger the better in my opinion, but I don’t want to put people off, or have too much dead space :3

Absolutely, they can indeed be griefed… I suppose I was thinking that it requires a bit more in-cult co-ordination to use them sparingly and not just go ham. It also means that that the extremely powerful ‘att’ and ‘def’ monoliths are a finite resource that can’t theoretically be exploited infinitely… but then again they do have very high health.

I’m glad you liked the idea! :smiley: But I will be level with you - many consumables are simply there for flavour, like Blue Coral Juice. I was toying with the idea of making them all only consumable in the Elder Realm… but I went against it, and the ones you have pointed out are the vestiges of that concept. I don’t think that everything HAS to be useful… which I suppose could tie in with your water walking argument - the abilities, at least, have it reliably?

I totally disagree with your analysis of Primordial Ooze, however, because Darkness is actually a very powerful buff - making all entities and projectiles despawn around that small area of light around you. It was powerful enough to be removed from early drafts of the Cloak of Bloody Surprises. Sure, it CAN be a detriment - but it can also literally enable you to saunter through a seething mass of murderous foes by removing them from existence for 3.5 seconds. That was my logic there!

Love it C:

Back when I was writing this, all pet skins were called pet stones! It is an artefact of the document’s textual history… I will probably change it :slight_smile:

Yes! I love your ideas - especially the first one C: I’m actually rather surprised the Gurgle is such a point of discourse! BUT you must recall that difficulty is an issue. The Gurgle spawns in Open Water and the Rivers - you could theoretically spawn on the Beach within range of two Gurgles (heaven forbid). I chose to keep what is essentially the Urgle’s pattern of trap elements because it would be more workable - more familiar - in such scenarios.

The rhythm of the fight is very different with the Gurgle… the point being, you have to actively clear out the Trap Elements so that you have room to maneuver when the Gurgle divides into more mobile chunks. Let us not forget that, in the midst of all this, you are dealing with an Aqua Bomb - a sort of mobile Trap Element. You are right that the Urgle’s trap system is its most well known weapon - which is, perhaps paradoxically, why I sought to develop the enemy in an entirely different direction.

The Elder Realm completely disregards the so called ‘lore’ of the Realm Eye… if simply because I don’t like it. I think its quite banal to see an entity called ‘trap element’ and immediately decide that the eldritch abomination that summons it is some sort of hunter, for example, and I didn’t feel that the general parochialism and unimaginativeness of the canon lore had much place in this idea, which is sort of a closet-drama… not really meant to be performed. I would discourage trying to fit the Elder Realm’s flavour texts and enemies nicely in such a system!

Thank you so much for your in-depth comment, it is immensely constructive and I shall be sure to update the doc with some of your ideas soon! Looking forwards to any more thoughts you might have! :smiley:


#19

Wow, i never thought of it being used like that. It certainly isnt what one would expect from it. I think I’m going to look at this in the mountain temple sometime. Thank you for explaining that.


#20

Hate to break it to ya, but…


#21

@Gidey try it in shats instead, much more fun!! C:


#22

oh, ok ill try. thanks


#23

The sheer volume of this idea is amazing. Ngl this could be a whole new version of realm so much stuff is in this ;). Dk if I will ever get through everything but I love the sprites Im seeing and how much thought was put into this.


#24

Think this idea is great! The sprites are also amazing, great work!


#25

Holy Fuck, How do you keep doing this? Amazing, just amazing. this is what i comeback to after my forum hiatus. Guess I won’t be seeing the sun for a while lol. Youre like the DJKaktus of the Realmeye Community


#26

Damn when I asked you in game about upcoming stuff and you said it was going to be big, I did not think that it would be this big

Bravo


#27

Obviously, the Shrek. But in all honesty, I’m really not sure, there was soo much to love in there, and so many hints, references, and secrets that I’m sure I missed.


#28

… It did end up rather inter-textual, i agree… :sweat_smile:
And I’m so glad I ended up going with the Swamp - that biome was originally going to be the ‘Barrens’… But I split that idea up and used it to fortify the Mire, Desert & Mountains, which I think worked a lot better (though the Mountains are a tad limp).

If people would be interested, maybe after i finish up the final bosses, i’ll make a doc that explains some of the hints & intertextualities - a bit like the end of Sky Sanctuary, but (alas) much longer! C:


#29

Id be interested in that.


#30

honestly this is the coolest thing ive read in a long time, DECA, Please make this happen


#31

Also the Yanshe is by far the best enemy, thank you for including


#32

You wouldn’t believe it, but myself and a friend have spent over 8 years developing the lore and world of the Yanshe… I’ve published yanshe-themed art…

Maybe a future Yanshe themed dungeon? :thinking: But more likely an illustrated novel or something :smiley:


#33

an entire game, similar to realm, but with various yanshes as the only sprite


#34

You are a fellow after my own heart. When I update the Elder Realm next, I shall add a veritable cornucopia of Yanshes in your honour <3