Monster Mash servers: Just some ideas for new mods.

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BrianTheCorrupt
Killer in Training
Posts: 34
Joined: Fri Apr 05, 2013 7:25 pm
Location: Virginia, USA

Just having some ideas on mods that I think could add some new gameplay tweaks.
[hr]
  1. New Weapon Magic Type: Slag (Based off of Borderlands 2 elemental damage type) - Increases damage to monsters for a short period of time of all non-slag weaponry.
    Duration of the 'Slag' time and chances to 'slag a monster would be affected by the Magic power level [glow=red]{+1 = 3 seconds at 6% chance to slag; +2 = 5 sec at 12%; +3 = 7 sec at 18%; +4 = 9 sec at 24%}[/glow], +4 being the max of Non-Adrenaline Masters (Not going to factor in the AM abilities to Over-max and Double Enchant, but for each power level: Add 2 seconds and 6% chance).
    The Slag magic type would be a great tool to help Lower Level Players get kills when Higher Level Players use them in combat.
    As with most magic types (Freezing, Petrification, Knockback, Poison, anything that affects monsters would affect you too if the weapon is an Area Of Effect [AOE] weapon), Slag weaponry would have the same chances as listed above to affect the user if he/she damages themselves with it, allowing more damage to penetrate their [glow=red]Damage Resistance[/glow] while affected [glow=red](Basically nullifying their DR by a To-Be-Determined percentage temporarily)[/glow].
    The Slag magic type would allow more damage to be dealt to Monsters by any and all other weapons, but Damage done to a Monster with Slag weapons while it is 'Slagged' will stay the same, encouraging you to switch weapons in order to do more damage [glow=red](Slagged Monster + Slag Weapon = Base Damage dealt [affected by the player's Damage Bonus])[/glow]
  2. New Artifact: Random Weapon Generator (RWG for short) - Allows 1 weapon to be randomly generated in front of a player to pick up (Similar to the Treat Bags/Trick or Treat Bags for the Holidays)
    A fairly simple Artifact, it could be helpful for a player (that isn't a Weapon Master) when they need a certain weapon, but can't risk leaving a safe-spot to retrieve a specific weapon or isn't on the map (For better or worse).
    The RWG would give players a chance to claim a weapon that they could use against the hordes of monsters, be it a simple/plain weapon, to a highly desired (or undesired if unlucky) Magic weapon, to even a Super Weapon such as a Redeemer, Ion Painter, Target Painter, or EONS Nuke Layer (The RWG would be [glow=red]Completely Random[/glow] with the weapons it generates, but the [glow=red]Chances[/glow] of getting a Super Weapon would be Very Low - Low compared to [glow=red]Normal weapons[/glow]).
    The RWG would be possibly great for players that aren't WMs and allow them a chance to get a specific weapon so they don't have to ask, or more commonly known as 'Beg' a WM to toss them one. [offtopic]I personally find it annoying when I ask a WM (to which I feel might annoy them) if I could get a Mine Layer from them when they're busy fighting Monsters (or not) or like to keep what they got. :sdull: I just do better with a ML from personal experience. :ssmile:[/offtopic]
  3. New Experience (Exp) Shard pickup: Purple/Magenta Colored
    This shard would act just as it is meant to, to reward Exp when picked up, just a higher amount than the [glow=red]Red Shard[/glow] and for a [glow=red]High Level Range[/glow].
    These [glow=red]Purple/Magenta Exp Shards[/glow] would appear larger than the [glow=red]Red Shards[/glow] seen dropped by Monsters.
    The Exp rewarded I believe would be great somewhere between 2500 and 5000 Exp (but the amount is up for debate, as it could cause a conflict with the [glow=red]Wildcard Exp Shard[/glow]).
    The [glow=red]Required Level to Pick up[/glow] the shard would be at least Level 500 (again, this is up for debate).
[hr]
I hope these ideas will be of interest to the DW community and could be a topic of discussion. :stalking:
[hr]
Semper Fi. OORAH! :salute:
My Classes In MMs2:

BrianTheCorrupt - M/MM: Lv 638
BrianTheEnraged - AM: Lv 708
BrianTheGunzerkr - WM: Lv 318

My Map Projects (All on hold):
DM-Tourian
DM-DarkAgonWastes
DM-CargoTrain
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

BrianTheCorrupt wrote:Just having some ideas on mods that I think could add some new gameplay tweaks.
[hr]
  1. New Weapon Magic Type: Slag (Based off of Borderlands 2 elemental damage type) - Increases damage to monsters for a short period of time of all non-slag weaponry.
    Duration of the 'Slag' time and chances to 'slag a monster would be affected by the Magic power level [glow=red]{+1 = 3 seconds at 6% chance to slag; +2 = 5 sec at 12%; +3 = 7 sec at 18%; +4 = 9 sec at 24%}[/glow], +4 being the max of Non-Adrenaline Masters (Not going to factor in the AM abilities to Over-max and Double Enchant, but for each power level: Add 2 seconds and 6% chance).
    The Slag magic type would be a great tool to help Lower Level Players get kills when Higher Level Players use them in combat.
    As with most magic types (Freezing, Petrification, Knockback, Poison, anything that affects monsters would affect you too if the weapon is an Area Of Effect [AOE] weapon), Slag weaponry would have the same chances as listed above to affect the user if he/she damages themselves with it, allowing more damage to penetrate their [glow=red]Damage Resistance[/glow] while affected [glow=red](Basically nullifying their DR by a To-Be-Determined percentage temporarily)[/glow].
    The Slag magic type would allow more damage to be dealt to Monsters by any and all other weapons, but Damage done to a Monster with Slag weapons while it is 'Slagged' will stay the same, encouraging you to switch weapons in order to do more damage [glow=red](Slagged Monster + Slag Weapon = Base Damage dealt [affected by the player's Damage Bonus])[/glow]
  2. New Artifact: Random Weapon Generator (RWG for short) - Allows 1 weapon to be randomly generated in front of a player to pick up (Similar to the Treat Bags/Trick or Treat Bags for the Holidays)
    A fairly simple Artifact, it could be helpful for a player (that isn't a Weapon Master) when they need a certain weapon, but can't risk leaving a safe-spot to retrieve a specific weapon or isn't on the map (For better or worse).
    The RWG would give players a chance to claim a weapon that they could use against the hordes of monsters, be it a simple/plain weapon, to a highly desired (or undesired if unlucky) Magic weapon, to even a Super Weapon such as a Redeemer, Ion Painter, Target Painter, or EONS Nuke Layer (The RWG would be [glow=red]Completely Random[/glow] with the weapons it generates, but the [glow=red]Chances[/glow] of getting a Super Weapon would be Very Low - Low compared to [glow=red]Normal weapons[/glow]).
    The RWG would be possibly great for players that aren't WMs and allow them a chance to get a specific weapon so they don't have to ask, or more commonly known as 'Beg' a WM to toss them one. [offtopic]I personally find it annoying when I ask a WM (to which I feel might annoy them) if I could get a Mine Layer from them when they're busy fighting Monsters (or not) or like to keep what they got. :sdull: I just do better with a ML from personal experience. :ssmile:[/offtopic]
  3. New Experience (Exp) Shard pickup: Purple/Magenta Colored
    This shard would act just as it is meant to, to reward Exp when picked up, just a higher amount than the [glow=red]Red Shard[/glow] and for a [glow=red]High Level Range[/glow].
    These [glow=red]Purple/Magenta Exp Shards[/glow] would appear larger than the [glow=red]Red Shards[/glow] seen dropped by Monsters.
    The Exp rewarded I believe would be great somewhere between 2500 and 5000 Exp (but the amount is up for debate, as it could cause a conflict with the [glow=red]Wildcard Exp Shard[/glow]).
    The [glow=red]Required Level to Pick up[/glow] the shard would be at least Level 500 (again, this is up for debate).
[hr]
I hope these ideas will be of interest to the DW community and could be a topic of discussion. :stalking:
[hr]
Semper Fi. OORAH! :salute:

Hey Brian,

I am all for updates to the server to add new things. My concerns are these:

(a) New Art. I don't think I have the time to make new art assets unless they are very simple. I really don't want to do 3D modeling, particularly UV unwrapping / texturing them. If/when I get to making new stuff I will try again (I've looked several times actually in various locations) to find a reliable 3D artist. There's probably 20-30 different new artifacts or pickups I'd like to create and it's just not realistic to me to take on adding a lot of new content to that side of the game without having new visual representations.

(b) Upsetting existing balance. Fact of the matter is, a lot of players are really resistant to change. If I add a new weapon type, it reduces your chances of getting other types. That means fewer Vorpals, Energies, etc. Same thing with the way the loot system currently works: Dropping a RWG would reduce your chances of getting an Infinite Generator, Exp Shard, etc. So this system isn't really designed to scale too well with additional items and I'd like to get around to developing an alternate solution for loot handling that would be more flexible. Exactly what form that could take is very up in the air, but ultimately it sounds to me like it's another dramatic change, and again, dramatic change is going to upset some people.

In the past I backed off from doing a lot of cool stuff for Monster Mash primarily because players generally wanted things the way they were and lacked the imagination to see how they could be. At this point I'm not sure what's going to happen, but I'd like to make some bigger changes and see how they go, using Server 1 as a bit of a testing ground. That's just my plan and no guarantees it will happen.
BrianTheCorrupt
Killer in Training
Posts: 34
Joined: Fri Apr 05, 2013 7:25 pm
Location: Virginia, USA

Finished my Post on MM Server 2 Updates and going to put my mentioned Skill Purchase idea here.

Since Slag was a Borderlands 2 inspired idea, I thought to add another. The Commando's (Axton's) skill 'Grit'

Grit would allow a player to have a small chance to ignore lethal damage while regaining 50% health in Borderlands 2. For every Level of Grit the player had, they'd gain 4% chance for Grit to trigger, with a max of 20% when Grit is maxed.

I think it'd add an interesting twist to the gameplay if a player has Grit, although I do realize that there might be adverse effects from such a skill, like Grit triggering multiple times in a row to make a player seem invulnerable without Globe, or possibly interfering with the Ghost and Ultima triggers when a player's health reaches 0 HP.

It'd be an interesting Skill to have, but I think it shouldn't be available until a Player reaches Level 200 or 250 and up, as it could make a Low Level player have a slight Overpowering mechanism that could trigger randomly with the 20% maximum chance of doing so.
[hr]
Anyways, I'll come back to this topic for any future Ideas.
My Classes In MMs2:

BrianTheCorrupt - M/MM: Lv 638
BrianTheEnraged - AM: Lv 708
BrianTheGunzerkr - WM: Lv 318

My Map Projects (All on hold):
DM-Tourian
DM-DarkAgonWastes
DM-CargoTrain
BrianTheCorrupt
Killer in Training
Posts: 34
Joined: Fri Apr 05, 2013 7:25 pm
Location: Virginia, USA

Had an idea for Artifacts and wanted to post it.

Managing Artifacts in a preset rotation can be a hassle sometimes and I think tossing them onto the ground and picking them up again presents a few risks, especially to Adrenaline Masters. I think an Artifact Manager could be helpful, not just for AMs, but for all classes.
As an AM, you'll spawn with your Artifacts in a Custom Pattern that would ease the use of Selecting and Activating/Deactivating of the Artifacts you have.
As a Medic Master, Weapon Master, or even a No-Class, when you begin picking up Artifacts, they'll arrange themselves to the pattern a player sets.
As for the integration of such a feature, I think a Menu Interface with the Icons and Names of the Artifacts could be used to customize the rotation of the Artifacts to better suit an individual player's preferred style.
[hr]
If I have any more ideas, I'll continue to post them here.
My Classes In MMs2:

BrianTheCorrupt - M/MM: Lv 638
BrianTheEnraged - AM: Lv 708
BrianTheGunzerkr - WM: Lv 318

My Map Projects (All on hold):
DM-Tourian
DM-DarkAgonWastes
DM-CargoTrain
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