Topic

Idea list (Longish)

*Disclaimer, these are all my ideas, and If I stole someone else's idea, it's on accident and I think it's a good idea anyways! Some ideas are from current scripts to the game.

* Skill set ideas:
Table setting: Allow one to drop items in special ways: some ideas can be
==>When one drops an item via table setting skill, only one item can be picked up per player per x amount of time. (good for house parties or random event prizes)
==>Drop an item so only people below certain level can pick it up.
==>Friendly Lock: only friends may pick up items dropped via this method, last infinitely in house or  y min outdoors (prevent random house entering loot)

*Cooking change: A warning will appear if you are about to cook food but will not receive full exp. Similar to shrine popup.

*Tutorial should touch briefly on papers, and the brain overload (learning too many skills)

*Cooking tutorial should explain salt in some way.
*Alternatively, skills should list a few skills that have good synergy with it.

*Recommended beginner paths: A set of skills beginners can follow (if they choose) until they learn the rope, can be things like AK, Garden, Mining, insert viable path

*Mining change: A player will receive ores for the maximum number of players that mined it while the player is mining. Should help low levels when the mining 3-4 people just mine-out and leave the newbie in the dust with +0 chunks.

*Gardening change: Change garden 3 to 9/harvest, 4 to 12/harvest, 5 to 15/harvest

*Auction Interface: Allow player to buy multiple items in 1 go via Ctrl+click, shift + click, etc. show total cost and total amount bought as confirmation screen.

*Achievement Page: allow players to toggle achievements already done.

Item changes:
Buttermilk butter changed to a price of 9 from 6 (butter losing value after an upgrade is odd...)

*Tinkering: Players can now make new pouches of infinite void (elemental pouch, 8 slots) upon reaching tinkering V, Eng I. Pouches of Slightly larger than usual (17 slot pouches). Automatic repair kit: Pop it for a slight/modest durability increase. Mab's Grasp: 16 slot pouch for harvestables. Humbaba's Den: 16 slot pouch for meat/milk/grain. Zille's Bowl: 20 slot pouch for ores. (this skill set can be made into a new skill called Pouching or something)

*Grain chuck: chuck a grain at a player. Yummy. he gains 1 energy per grain chucked at him.

*Item depletion: Items are first depleted from stacks that are not full, if no such stack is found, then the first full stack is deducted for crafting/eating/etc. This helps prevent 2 half stack problem when only using half of the mats to craft/etc.

*Offer a warning when feeding a piggie or batterfly with items with combined values > 300-500. Alternatively: All is not the default choice for feeding piggies and batterfly. 

*Pathfinding: If two streets paths have the same value in the shortest path search, use the exit that is closer to the player.

*The island of ix's soil changed. the soils of flipside, west and east spice are exclusively for spice plants (maybe paper tree). The soil of the left half of the island is now exclusively gas plant (maybe paper tree). Plants that grow in their newly reinforced soil may not be poisoned.

*Subway station: A new subway station that connects red/blue to the new area. or enlargement of the existing subway system. 

*Mood drinks with buffs prefer to be drunk in singles, instead of drunk in mass. this would be aligned with existing mechanisms for herbs, but can be manually drunk in larger amounts. 

*Piggies now express themselves better, they will ask to be petted or fed instead of just rejecting a nibble. 

*Helga and the other merchants(garden) that buy at 50% will now buy at 70%

*Skill: Teaching: A player that have teaching and a skill another player is trying to learn can speed(like donate favor) the learner's skill by x percent, capped at 10% and no more than once per skill per player. A exp bonus is given to the teacher, with an occasional favor from a random god.
*Skill: Learning: A player with Learning raise the maximum cap to 15% of the total time and receives some exp while being taught. This skill does not count toward better learning cap because you're learning!
*(Skill): Guide: A guide can search for a random newbie in a nearby area. After a certain time, the newbie evaluates the guide as great, good, or average. The guide gains small rewards based on the evaluation.
(This skill is prone to abuse if implemented, but will probably help the community, sorta like adopt a newbie but more people can participate when they feel like sharing and helping)

*Inventory arrangement: (a toggle) that allows the swapping of 2 bag slots. activated only when all slots are filled with bags.

*Glitch strategy made into an official channel. Live help always redirect players to strategy, but the players may or may not have even joined the group to get into such a chat.

*Random kindness: Each person can only use 5 random kindness on any specific person per day. 

*Crafting Energy cost update: Once a skill that reduces energy cost is researched, the tooltip is changed to that new amount and no longer requires more than necessary energy to craft the item.

*About to croak! Give a warning/confirmation if a craft will bring the character down to enough energy where 1 degeneration tick will make the character croak.

*Skill: Traveler, makes the character run and jump slightly better than before. 

Posted 14 months ago by Exuion Subscriber! | Permalink