Shinobi Legends Forum

Game Development => Feature Requests => Item Forge Requests => Topic started by: CooleManTheMaster on September 18, 2008, 10:44:00 PM

Title: Weights
Post by: CooleManTheMaster on September 18, 2008, 10:44:00 PM
Items to forge weights: Scroll of Binding(1), Shuriken (8), Kunai (7), Broken balloon (1), Giant Shuriken (3), Fuuma Shuriken (1), Broken Rune Bracelet (1)

Origin of Idea: The weights that Lee has. It slows him down and lowers his attack, but when he takes them off, he's uber fast, and I saw the topic about the Senbon Umbrella and the Ointment, so I thought, Why not weights?

Description: Once you forge the weights, you can activate them on any screen, except in a battle. Once you activate them, Your speed gets lowered by 2, your attack gets lowered by 6, and you get -2 forest fights for the day, but you get 5% more experience from the creature you face. The Buff that does that can be called Weights. Every day you wear them, you get stronger, so when you take them off, you get a boost. The boost you get depends on how many game days you had them on. If 1 gd(game day), you get your original attack back +1. a speed boost of 0.2 with your original speed, and an extra forest fight with your original forest fights. If 2 gd, you get your original attack back +2, and a speed boost of 0.4 and an extra forest fight. If you had it on for 3, the pattern keeps on going, but you get 2 FF instead of 1. Max gd you can get benefits from them is 6, But you can keep them on for more than six gds. You can take the weights off at any time as long as you have 10 FF, but to gain benefits, you have to have it on for full game days. When you have them off the second day, the benefits decrease. Say you had them on for 6 gd, and take them off. The next game day, (not the game day you took them off, this is another matter) you get 6 attack, 1.2 speed, and 2 extra ff. The next day, you get 5 attack, 1.0 speed, and 2 FF. The  benefits keep decreasing. The FF decrease to +1 after taking them off for 3 days. The buff for this can be called Weightlessness+

Now the when you take them off on the same day...:
     First, you have to have at least 10 FF to take them off. You gain all of whatever you had back, but you lose hp due to tripping and getting accustomed to the new feel of your weight. The Hp lost is about 1-5 every 10 turns. Then, the next day, you get the benefits. The buff can be called Weightlessness.



Too complicated? Any opinions? I'll see this topic another day, so don't think I'm ignoring people...
Title: Re: Weights
Post by: cmage on September 19, 2008, 04:02:54 AM
That's alot of items for one thing and geting the 5% exp increase should be the only buff regardless. It should also probably have a turn limit instead of permanent equip.
Title: Re: Weights
Post by: Raifudo Oppa on September 19, 2008, 05:09:40 AM
That's alot of items for one thing and geting the 5% exp increase should be the only buff regardless. It should also probably have a turn limit instead of permanent equip.

that goes double for me, seems like a large loss in items wise, and it seems too much for gainment wise, if it is a buff i will take it, probably in the begiinning you get:

New feeling which reduces your defense and attack

then when that is over you get:

accustomed!

which you gain a boost, ehh i'm just spit-balling here >>;
Title: Re: Weights
Post by: Neji on September 19, 2008, 09:06:31 AM
I like the idea of having something to limit yourself ;)

However, 5% more exp is a lot though, and nasty to program (high load on server).

Equipping - well, the item system needs a complete rework to make that possible, it's half-hearted put in, not working at all.

Though simply "activating" and "deactivating" would be nice. -20% atk/def ... dex set to -10 or so. =)

Title: Re: Weights
Post by: Raifudo Oppa on September 19, 2008, 03:25:55 PM
I like the idea of having something to limit yourself ;)

However, 5% more exp is a lot though, and nasty to program (high load on server).

Equipping - well, the item system needs a complete rework to make that possible, it's half-hearted put in, not working at all.

Though simply "activating" and "deactivating" would be nice. -20% atk/def ... dex set to -10 or so. =)




So, it'd be a permanent item?
Because a one time use would be a bit too much on item wise and VERY hard to make, so activating and deactivating would not nessecarily be a problem if it were just a single gameday of usage.
Title: Re: Weights
Post by: Neji on September 19, 2008, 03:45:15 PM
It's more an equippable item - however I have no equip system currently.

and as you know - programmers are very rare .. ;) also I like quality, which is ... well, a death penalty for most offers I get, even IF there is coding knowledge there.

I have tons of things to do and do work full-time...
Title: Re: Weights
Post by: CooleManTheMaster on September 19, 2008, 08:09:40 PM
You don't need the 5% boost, I just put that in to get something while you are training with them. I think that the forest fights taken away are a little bit too much, too. And I was thinking of a one use weights, since they are so heavy (thinking logically here) they go, like, 20 ft into the ground when you take them off, so you can't retrieve them, but a permanent Item could be pretty cool. The item could also be a punishment from an event, so you get extra weight (doesn't necessarily have to be metal weight for the event, but the buff could still be called weight) and less attack and speed, and it lasts only for a few turns, without benefits. I'm thinking this could be a bit too difficult, as I too take website design, and have seen the complex code of the website. I've only been taking it for 2 weeks, so I only know the basics. Anyway, a punishment for an event may just be the only thing that weights will get. The extra attack and speed could be a cool thing to do though, after you have been wearing them for a few days. And instead of temporary turn buffs, could you do game day buffs? Like the Kyubii if you donate money, but for the weights?

I hope I'm being clear, because I feel like I'm not getting my point across...
Title: Re: Weights
Post by: Neji on September 19, 2008, 08:17:29 PM
I don't think of them as ... well... "give a buff" thingy.

Why not wear them at high levels - because you're such a tough guy you can do all enemies without it =) and in tough fights - remove and fight at full strength.

The "limit yourself" tao is a good one 0)
Title: Re: Weights
Post by: CooleManTheMaster on September 20, 2008, 07:06:24 PM
Hmmm..... Okay, it seems pretty good. It's your game and you get to do what you want, anyway, so, yeah, sure. Do you still get 5% exp or no?
Title: Re: Weights
Post by: Zimzamboo on September 14, 2010, 05:05:32 PM
It's more an equippable item - however I have no equip system currently.

and as you know - programmers are very rare .. ;) also I like quality, which is ... well, a death penalty for most offers I get, even IF there is coding knowledge there.

I have tons of things to do and do work full-time...

Make Ice do it :roll:

Sorry for a topic revival, but this seemed the best place...

Equipment items have been pondered about for some time now.

And personally like the idea (within limits of course)

It gives a whole new branch of uniqueness.

My main concerns are the ways the buffs would work...seems a coding nightmare if there isn't a base to work from
Title: Re: Weights
Post by: ShinobiIceSlayer on September 14, 2010, 11:51:58 PM
You revived a two year old topic just to say it was a good idea?

The way I believe things work, is you only revive a topic if you have something of value to add to it. Not just to say it was a good idea.
Title: Re: Weights
Post by: Zimzamboo on September 15, 2010, 12:46:12 AM
I was in mid post when I was rushed off, but thanks for reminding me.

Anywho,

The forging items currently used, are of nin weaponry, collectibles, and edibles. existing items with individual uses.

It seems weird to create materials for new forging, that don't serve a second purpose

(Jeweled dagger already does that. Only being able to sell it. No real "use")

--

With that said, to properly do this, creating new "weapons" and "gear" bu forge, would require another set of items to be released.

Some Ideas, would be like "Broken sword" "Bent iron bar," etc for materials.

However, these would be more things to get in the way, a lot of excess coding, and all for little gain.

As it is, not many use their items, and even less use item forging.

A very cool idea, yet cons outweigh pros. Hence why it has been neglected as a current topic.

I still have faith it could work, and that new item combos should come about.
==

Lastly, I planned to post this, but figured reviving an old thread was better than starting a duplicate thread.

Title: Re: Weights
Post by: Neji on September 22, 2010, 09:50:17 AM
Re-doing the item system (internal) is on my list.

However, deep down, as it is really a huge thing.

If Ice wants to do it, no big deal :) though I'd need a lot of explanation on how to do it.

The items are scattered in many modules, so interfaces need to be compatible and stuff.
Title: Re: Weights
Post by: ShinobiIceSlayer on September 22, 2010, 10:25:17 AM
It is a huge thing... *Cries*
I like doing nice, easier things. >.>

But I guess I can take a look at into it.
Title: Re: Weights
Post by: Zimzamboo on September 22, 2010, 06:04:25 PM
^^ Well, it seems their may be hope.

But, yes. It was explained to me before how...in depth the item modules, and coding really is.