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| [Christmas] Items and Weapons suggestion |
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Posted by: Marky Mark - 10-25-2019, 08:18 PM - Forum: Suggestions
- No Replies
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This will contain some suggestions from my other posts, but I will have altered some of the items and added new item ideas.
I will start with the Chrismas Event drops. I made a post regarding a New event for as the Chrismas event instead of Santa Rounds again this year.
The event's name is Jack's Come Back I recommend you check it out! :
https://forerunnergaming.org/forums/showthread.php?tid=9081
(Ill continue adding to this list in the coming days as I think of new guns; at the bottom of the list)
"Pallidan's Defense": (Primary Weapon: Melee Hammer)(Max Stats)(Deathbringer is a rifle and melee so I integrated this concept into this, if the Guardian's Shield is added this weapon pairs well with it as a set for defense)
+25% Mobility
+20% Rate of Fire
+40 damage a hit
+50% damage Reduction (while active and not active; EVENTS ONLY)
Does an aoe swipe attack in front of the player that can hit AI at a decent range (Knocks plays back in TTT or halts momentum)
Model/Visual's has an iron (silver color) Thick Hammer head and a long handle. (Swings like Reinhardts hammer in Overwatch)
Glacial: (MP5, Huge, Famas, mini-UZI, Shotgun, TMP, and UMP ONLY){the Visuals are similar to that of the Rainbow six siege Black Ice skins}
-Unique Ability: Glacial Wind: Has a Chance to Shoot a blast of air freezing all targets shot within the span of 5 seconds also pushing them back while frozen, for 10 seconds. All Shots While Glacial Wind is active have an illusiive effect seen by all players; it looks like snowballs are coming out of the gun for the time that it is active.
-FireRate: +45%
-Damage: +5%
-Ammo: +15
-Mobility: +10%
-Stability: +35%
-Reload speed: -50%
-Accuracy: -10%

ThunderSnow: Lvl 15 Enhanceable [OR is a christmas craftable weapon with recipe shown at the bottom]
-Ability: Has a chance to proc a snowstorm in an AOE around the target slowing, damaging, and blurring all enemies vision in its range. (Same effect as Santa Round blizzard)
-The Gun has a chance to have the suffix "of Electricity"
Max Stats :
-Damage +25% damage
-Firerate: +30%
-Stability: +10%
-Reload Speed: +20%
-Ammo: -5
-Deploy Speed: -20%
-Accuracy: +20%
Prim Melee: Shovel
-Unique Ability: Stun opponents you hit with this weapon make them stand still and holster their weapon
-100% chance to stun on headshots (head bonks?) (A metal bonk sound plays when a player is hit on the head)
-50% chance to stun on all other limb hits
Provides +25% mobility
has a +10% fire rate
Enhanceable via dealing damage to AI (Every hit provides .1 exp)
+Prospective gun (Enhanceable Max lvl: +17) [CANNOT BE GALIL, AUG, NOR SCAR]{CAN BE TMP AND MP5}
Unique Prefix: Sanguine
Sanguine: If damage is taken , either through self-harm, bullets, or AI, Rate of Fire and Damage is increased by 10-30% for 20 seconds [Time and % varies on gun drop]
(Definition of Sanguine: optimistic or positive, especially in an apparently bad or difficult situation; and Bloody-Red)
- Prospective guns have an increased chance to be Gilded, Half-Gilded, and Lucky
=Base Stats (Max stats)
+30% Damage
+30% Rate of Fire
-10% Mobi (non-enhanceable)
+10% Reload Speed
+5% Stability (Non-enhanceable)
(You should choose the exp per stat I'm am not good at that balancing)
Puzzling gun
Unique Suffix: "of Reversal"
-1/x chance to confused the target making their movement reversed (left swapped with right, forward with backward, and jump with crouch; as well as with aiming left with right and up with down)
-1/8-20 chance to proc for 10-20 seconds (any shorter and the effect is too awkward to have enough time to react and switch movement style)
Base Stats: (Max Stats are shown)
+5% damage (does not change)
+35% Rate of Fire
+25% Mobility
-10% Stability
+15% Reload Speed
+5 Ammo
+Spaghetticator (Bizon and Famas)[Famas needs some love; Maxlvl Eveningstar does not count]
Unique Suffix: Spaghettification
Name Meaning: "In astrophysics, spaghettification (sometimes referred to as the noodle effect) is the vertical stretching and horizontal compression of objects into long thin shapes (rather like spaghetti) in a very strong non-homogeneous gravitational field; it is caused by extreme tidal forces."
Ability: Stretches and Widens the Playermodel vertically and horizontally make the player easier to be hit by body/Limb shots for 10 seconds. While Spaghettified the affected player takes 5 damage a second. While Spaghettified the affected player's screen has a wobbling effect (similar to Nausea in Minecraft) for the same 10 seconds.
Base Stats:
Ammo Count: from +100 to +200
Damage: -50%
Rate of Fire: +50%
Stability: Random from -50% to +50%
Reload Speed: Random from -50% to +50%
Accuracy: Random from -100% to +50%
"Support's Aid" (Vector only)
Normal Stats all around, but unique trait:
For every rightful AI/Player hit, players around you will have a bullet returned ammo to their clip and a +40% damage boost for that one returned bullet and receive 1 point of health (Stormforged trait but communist)
-1/3-10 chance to Proc ^ (the 1/3-10 varies on the dropped item)
Crafting (contains no masterwork ideas):
"Spaghetti and Meatballs" (takes up 9/9 crafting slots)
- 3 MeatBaller catalysts + 1 Spaghetticator Catalyst
- 503 crystal Dust
- 93 Prim Fragments
- 43 Legend Fragments
- 999 Uncommon Fragments
-23 gold bars
Ability:
=This is a misc item that when used places down a dish a of Spaghetti that gives a Random Buff or Debuff of up + or -40% for 10 seconds (all available buffs/debuffs) to anyone who eats it.
=Has a cooldown of 40 seconds
ThunderSnow: Lvl 15 Enhanceable
-Ability: Has a chance to proc a snowstorm in an AOE around the target slowing, damaging, and blurring all enemies vision in its range. (Same effect as Santa Round blizzard)
-The Gun has a chance to have the suffix "of Electricity"
Max Stats :
-Damage +25% damage
-Firerate: +30%
-Stability: +10%
-Reload Speed: +20%
-Ammo: -5
-Deploy Speed: -20%
-Accuracy: +20%
Recipe: (ONLY if the Christmas Crate IV contains Frigid and Glacial/ Frosty)
31 GoldBars
27 Prim Fragments
59 Legend Fragments
1 Frigid Gun
1 Frosty/Glacial gun
1 Shock Crystal
1 Raw Energy
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| TTT: and what could be |
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Posted by: Bathory (She/They) - 10-25-2019, 09:00 AM - Forum: Suggestions
- Replies (6)
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So there was another thread based about innocent rounds being so here is my spin on a few mechanic tweaks or new updates entirely to spruce of the quality of gameplay.
Round Modifiers
Fragment Storm:
Clusters of scrap and fragments are raining down upon the map. Melee the rocks to harvest crafting materials.
Loot Goblin:
Yeah this was already a thing people talked about but its getting listed anyway.
NPC spawns, players damaged it to drop loot orbs from it. Sometimes can open a portal that just spawns a boss round as soon as its entered.
Boss is a giant golden animated statue of a massive monster.
Elemental Distruption:
All Dot suffix/traits are disabled during this round.
Invasion:
PvE npc content, an army of skeletons and spiders charge after the players. (maybe fantasy weapons only for players)
Innocent QoL:
Random Class with varied tweaks to innocents, which players can deny and it will give to another player.
Medic Class: Healing done to other players +20% better.
Ranger Class: Tracks Footsteps/Damaged players locations similar to BloodHound from apex.
Marksman Class: Increased accuracy and firerate. Decreased mobility and clip.
Juggernaut Class: Double health, half damage.
Acolyte Class: Mage boots variant that can only hover. (differnt colour as to prevent kos)
Warden Class: Able to disarm a player by hitting them with the magneto stick (stun baton), deals minor damage when done.
Event Playbook:
New style of 'event'.
Multiple quests would be made, only one would ever be active at once for the entire community for a limited time but they cycle into eachother so its continuously active on one 'event')
Forgotten Minigames: Previous minigames from the limited time events have a chance at happening (with balanced crate drops obv)
Daily Double: All dailies require double progress. Yields better chances for all loot for first full completion. (no timed dailies show up)
Supply Drop: Upon righteous kills, Loot orbs will always drop. (limited number per player)
Loremaster: Oruk has found a glowing scroll, do a quest for him for a skip token for a challenge scroll progress piece. (1 per player, and 1 used max per scroll)
Fishing Frenzy: minimum letter is 4+ for 2 hrs of fishing time for each player during event.
Explorers Glory: All ejoin events give bonus exp/loot for completion. (works like a checklist) (maybe new uniques or minigame unique crate can come from this)
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| Petition |
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Posted by: Jake1o - 10-24-2019, 05:33 PM - Forum: Suggestions
- Replies (8)
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While I do like the pre round preparing time being reduced, I don't think post round needed reduced as well. I thoroughly enjoy the post round deathmatch that ensues. It's a nice little break from normal TTT where you just get to shoot everyone still alive. Anyone else think simply reducing the pre round timer was enough and would be fine with post round timer being put back to normal?
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| General suggestions |
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Posted by: GoldenGuy - 10-24-2019, 06:06 AM - Forum: Suggestions
- Replies (1)
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QoL Suggestions:
-Double click to quick open 1 crate at max speed
-Allow Loot Hunter runes to stack
-Allow drag and drop for bait into fishing poles
-Consider buffing lyrus loot, nobody does lyrus because the risk/reward is just... meh
Daily Suggestions:
-Fooled you!
-Place x decoys on Traitor rounds
-Clobberin Time!
- Get x rightful melee kills
Weapon Suggestions:
-Broadsword
-Scimitar
-Rapier
-Battleaxe
-Maul
-Greataxe
-Spiked baseball bat
-Remington lever action rifle
-Gauss cannon
-mp40
-Nova shotgun
-More spellbooks that have spells a la skyrim (burning hands, healing, cone of cold, etc.)
-aa-12 shotgun
-a slug style shotgun (tighter spread, better range)
T Weapons
-Poison Dart Gun (shoots poison DOT effect that lasts stupidly long
-Claymore mines (only t buddies can pass through them)
-Shrink Ray, requires a charging time, but when it hits someone, it shrinks them to a tiny scale, and can cause them to deal pitiful amounts of damage and take significantly more damage
Harpoon improvement to where it sticks people in walls if there is a wall behind them, like the crossbow from half life 2
D Items:
-Riot Shield, can be active and passive, will block bullets from waist up when not equipped, has a durability of only so much damage, when active, blocks from front of course
-Stun Gun, basically the disorienting electricity proc effect as a d item
For April Fool's:
-Finger weapons, just literally like fingers in different poses for different guns, and all the gun noises are terran going pew pew pew or bang bang bang or RATATATATATATATA
Crafting Unique:
M4A1 with grenade launcher (double tap r to fire or something)
Other:
Craft Pack
-A crate, could be daily exclusive, much like crystallized to scrolls, could give crafting supplies, and a chance at a prim tier catalyst or something
if i think of anything else, i'll make a post in this thread
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| Make Innocent rounds better |
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Posted by: ZombieNinja975 - 10-23-2019, 09:40 PM - Forum: Suggestions
- Replies (7)
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Innocent rounds need attention. They are the most common and most underwhelming role of TTT. Anytime I find myself getting bored of TTT, it is typically because of the lack of excitement that comes with consecutive innocent rounds. The best way to make innocent rounds more sought after, is to make them special with features unique to them. If you don't use T/D rounds, then you're most likely going to go several rounds as inno, and it can get boring on slower rounds with nothing to do but watch your back. Making things unique to innocent rounds would help make every role EQUALLY desired, instead of most hoping for T or D.
- A good idea would be to bring back a lot of expired crates, but only make them available through a rare clientside spawn similar to cogs, but it would be like a floating ? That only spawns on innocent rounds.
- Make clientside AI like the spiders, that when found can be squished for a chance at an orb. (Ts get plenty of kills and chances, most inno rounds get none.)
- Chance to find a floating locked chest of a varying rarety (common, rare, legend) that gives a 1 step challenge that can only be progressed on innocent rounds by collecting key fragments
- Innocent rounds get default double exp (most innos dont get kills)
- Innocent rounds have a 1/5 chance to spawn a random clientside crate somewhere on the map, where you must find it (exploring maps is fun, and should have more incentive)
I really enjoy finding cogs, but the payout (while worth it) takes a long time and that takes away the excitement of it. Scroll chests are exciting for the mystery of them, and more items with unknown rewards would give much more excitement. These would be giving innocents more incentive to try and stay alive, and to want to actively play.
Small note- with collecting these, there may be issues of floating collectables because of all the mobility options we have, in which id like to bring up someones (sorry on phone don't remember whos suggestion but it was good) idea of having fishing rods equipable in TTT, and one of their uses to use it to grab items found, possibly floating someonewhere unreachable by the player.
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| Ideas For Event Modifiers & Hard Mode |
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Posted by: The Black Parade - 10-23-2019, 07:02 PM - Forum: Suggestions
- Replies (6)
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I made up a few ideas for how hard mode ( not including Lobby events/ the new solo boss) should be made for the server. Brass liked the idea of having modifiers for events.
Quote:Feeding off of a suggestion here I could pretty easily make modifiers to events, chosen at random every so often.
So I could make a bunch of random modifiers with things like -
-x% Max Health
-x% Mobility
All enemies can ignite/poison/(random DoT chosen upon modifier gen) upon contact.
-x% Reload speed
etc etc
and then get more fancy/crazy with combinations and have a few different tiers -
-80% Max Health, +50% Mobility, -30% Damage. (Would be some kinda 'ninja' sim)
+80% damage, get -80% mobility for 30 seconds after shooting, or while you're aggro'd by an enemy (so you can still make jump gaps for IoD)
So the first thing though I wanted to mention is if hard mode will be freely open to all players? my suggestion would be to have a minimum level requirement somewhere above Worm Queen. that's all, anyways...
I made a list of modifers to expand ideas for how modifiers should be, including debuffs AND buffs with some cheesy names, kind of like Destiny. Up to you how many modifiers should be on each rotation. Maybe 2/3 debuffs and 1 buff?
Debuffs:
Power Gate - Can only use weapons less than X PWR (think someone mentioned this but I forgot who).
Small Pockets - Ammo reserves decreased by X%
Safety Wheels Off- Healing with items disabled.
One Choice - Loadout refresh disabled (with this in mind, when you die there should be a system that stores information about your inventory when you FIRST join, so reequipping in any way cannot happen. Make sure you got the right loadout before you join).
Increased Horde - Enemies spawn more frequently.
Juggernauts - Enemies spawn with triple the health, but spawn less frequently (have it so Increased Horde can't pair with Juggernauts, and vice versa).
True Champions - Bosses deal double the damage
Speed Run - You have X amount of time to complete this event (depending the average time to complete said event. this could also be a static debuff on each rotation).
Buffs:
Favoritism - *Weapon type* deals X% more damage/X% acc and recoil/X% clip etc.
Power Punch - Melee weapons deal 500% (or some high number) more damage.
Mobility Boost - Each enemy kill grants 5% mobility and stacks to 25% for 10 seconds.
Event specific Buffs/Debuffs
GRIM'S
For hard mode Grim's I think a cap of 6 players is better than having 12. Grim's overall is a beginner event for new players to get a feel for how events work, which makes it ok to have 12 slots in it.
Empty Batteries - Pillars take longer to charge.
Power Hungry - Pillars need 2 lasers.
Boss Upgrade - All pillar bosses shoot lasers, and deal more damage.
Blacker Plague - Rats give Diseased x2.
[[BUFF]] Death Eater - Only Deathclaws spawn.
Blood Bank - The healing orb's battery is increased significantly, but recharge is disabled.
ASYLUM
Empty Batteries - Pillars take longer to charge.
Virus - Zombies have a chance to spawn a headcrab (if that's possible).
[[BUFF]] + Ammo Capacity - Double the ammo reserve.
IOD
Ripped Pages - The book cannot give players extra mobility and healing is reduced.
Worship - Priest takes extra damage to down
[[BUFF]] Hiding Seekers - Reduced seekers
[[BUFF]] Home - Weapons and tiers that come from IOD deal more damage and in general increased stats.
Unstable Spiders - When poison spiders die they leave a cloud of poisonous smoke.
Extra Ideas INCLUDING Lobby events
DEBUFFS:
Death (ripped from risk of rain)-
If one player dies, all players die.
Chaos (also ripped from risk of rain)-
Friendly fire is enabled.
Rolling Fate - Your loadout will be turned into a completely random assortment of weapons, crystals and equipment. Re-equipping your loadout will only randomize it again.
In the Shadows - Every now and again, Mammon will appear to fight.
BUFFS:
Overclocked - All crystals are applied.
Hyper Run - All players will receive a Dragon SMG.
GRIMS:
Better in Numbers - Completing one pillar will complete all pillars and spawn all four bosses. This also applies all debuffs from each pillar
ASYLUM:
No Breaks: Ammo pillar is charge and ready for use. Chip is not needed for charging. You have 20 minutes to complete the event.
[[BUFF]] 20% Done - A random pillar will be completely done.
IOD:
Game Master - Every boss killed, a new modifier will be added to the list.
Blessing With a Twist - All players will receive a book of clergy. When a player dies they will lose the book permanently.
[[BUFF]] Boss Rush - Players start with max ammo and book, and teleport to the 1st boss. After that boss is completed teleport to the Giant Spider and so on (a boss only mode for fun).
WORM QUEEN:
Double the Trouble - Fight TWO Worm Queens at once. Both Worms will be on the opposite ends of each corner.
Lethal Fire Boots - Fire is following you! Keep running to avoid burns.
Last Stand - Start with 1 health
CASTLE:
Ice Check - Every 30 seconds, a random player will be ice caged.
Tornado Warning - Fire tornados will randomly appear from time to time.
Double Time - The boss fight is normal but Glacies will appear on the 1st phase.
Split - After the 1st phase the arena will be evenly split by an invisible wall, and the team will be split on both sides. to break the wall one side must kill their boss.
BLOODWYND:
Secrecy - Bloodwynd will use his spells without any identification for the player.
Capture and Hold - a large green circle spell will appear on the ground. Players must enter that circle to prevent taking damage. the circle will move every couple seconds.
Bloodwynd's Brother: Wyndblood - Two Bloodwynds.
When the Squad Shows Up - Instead of fighting bloodwynd, 5 Mammons will appear.
ABYSSAL:
Hardcore Mode - Abyssal Terror attacks more often and deals more damage.
Heat Seeking - Abyssal's green projectiles tracks you.
Those are my ideas right now. I know it looks like a lot of work, and yeah stat changes is probably all you need, but I just wanted to give some ideas for things to do.
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