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✪ Todd the Turtle Terrorist

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✪ Todd the Turtle Terrorist last won the day on September 1

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  2. It could instead give a specific amount of bullets from 5-30 to prevent HUGE rampages?
  3. How about it instead refills the clip regardless of the amount of hits, like 81%-100% on tier I (so a 20% range per tier, if that is too much maybe just a 10% range).
  4. Exactly. It is an inventory server after all so the drops play a big role. People not getting drops get frustrated, frustrated players probably won't come back.
  5. 0.01% which means 10000 rounds for 100%. That's about 2 weeks of pure playtime. Normal players come on for what, 1-2 hours a day? So one guaranteed drop every trimester? And it isn't even a 6-mod necessarily. This is supposed to make the player experience more satisfying and not more aggravating I get the point. I think the numbers are somewhat reasonable but it needs to be adjusted after actually trying it in a realistic environment. On the other hand, I don't think the counter will ever get past ~25% which is why I prefer the alternative where it is more like a battle pass. I wrote "might need to be adjusted" a couple times because in my head, the numbers sound reasonable but in the end I don't know how it will turn out if it were implemented with those numbers. I think the 3 heart drops is a general experience on the server. You get spammed with junk and vintage weapons which have no value at all and usually I am happy if I drop a common weapon, once in a few days, and then get even more frustrated when I don't get a shard out of it. I understand that rare things should be, well, rare. But I for example have over 2 weeks (close to 3 weeks I think) of playtime and dropped 2 or maybe 3 OWs. And then there is no way of guaranteeing a shard drop when deconstructing either.
  6. Luck stacks The idea is very simple: For the different pure RNG mechanics (currency drops, end round drops and crafting) there will be stacking systems that will increase chances or compensate you for your bad luck, reducing RNG a bit and creating a more satisfying experience. Luck of the Looter You have a visible Luck-meter showing your stack for end round drops. You get stacks based on the drop you get each round. 3 (or 2) stacks for no drop 2 (or 1) stacks for junk drop 1 (or 1) stack for vintage drop <- Possible Luck-meter (fills up with lighter green) Each stack increases the drop chance by 0.1% (might need to be adjusted idfk) and it resets when you drop a 5+mod gun. Alternatively (probably a lot easier to implement and I think at this point I prefer this idea), you could recieve 1 stack per round played without getting moved to afk (with at least 4 players or so). The stacks go up to 1000 (will have to be adjusted, I did a very rough average round length calculation with an average of ~1 minute 40 seconds, you'd get one 5mod+ extra for every ~28h playtime) 2592 (which, at an average round time of 1:40 mins or 100 seconds would be 3 days of active playtime which would take well over two weeks for the average player to achieve and even for hardcore players who play for 8 hours on the server daily, it would still take 9 days to get) with guaranteed drops for a random inevitable (at about 25%, then a 5mod (at about 50%), a confused or 5mod (at about 75%, you get the idea) and last, at max stacks, an OW, then the stacks reset. Also, possibly a cooldown so you can't get these drops more then once a month. Hephaestus’ Blessing When crafting, gain stacks based on crafting outcomes. 1 stack if you got the lowest possible mod count and 1 more if you used currency with a 50%+ chance to apply and it didn’t. Also, 5 stacks if you used 1 confused shard and the confused effect applied to the craft. Once a certain threshold is reached, it can be activated for the next craft to have increased chances for a good craft. Alternatively, using it could give the choice for guaranteeing success for 1 aspect of the craft (max mods from available shards, get implicit from gun, apply currency effect) or applied to one of the possible outcomes of the craft to increase its craft chance or maybe even to eliminate one possible outcome. Greed’s frenzy This will grant stacks, which increase rare currency drop rates, every round you didn’t drop a rare currency and will reset once you drop one (I think the stacks should not increase heart drop chances and rounds where you drop a heart should not grant a stack or reset it either since hearts aren’t really that rare, can be acquired through daily mission and their current value barely sets them apart from tomes) Alternatively, stacks could go up to a set amount at which you get a guaranteed rare drop or are given a random rare directly.
  7. So, I have a couple ideas still lying around on my google docs and thought I'd post them on here as well to see what you guys think and maybe get some good ideas for more. My idea was to have these as event currency or maybe as a quest reward to limit access. Red Cap Rerolls suffixes with higher chance for life extending modifiers (shield or healing). An important ingredient in many healing potions and ointments. Blue Dotted Pinhead Rerolls all modifiers with a higher chance for damage modifiers to occur. This mushroom is said to increase a warrior’s might and rage. Superior Mimic Only rerolls the tiers of the modifiers, is more likely to upgrade then downgrade. I think this was the wrong mushroom, it tastes blue but sounds like orange. Hornet’s Stinger Rerolls all modifiers with a higher chance for damage over time modifiers. It looks pointy enough to stab you but it is spongy and soft. Touching it will likely kill you though. Dissolving Devil Apply this to a crafted weapon to return one random shard used in the craft as well as a 10% chance to return one of the currency used. Will destroy the gun. Formed like a horn, it is filled with a sweet smelling liquid used to lure in and dissolve insects. Sometimes even mice or birds.
  8. I get that you want it to feel balanced but I honestly think that it has too many limitations and downsides to be a rare as it is. Especially this part: It is super rare, somewhere between a mirror and a coin. Both guns you use it on are corrupted. You can only use weapons with the same modifier count. So, in order to max out an OW, you have to "destroy" another OW or hearted 5mod (though that is probably even more expensive then an actual OW). Also, corruption lowers value, even if the gun were perfect, some people prefer other rolls, etc. To really balance it, the rarity should be lower (like a tome or heart maybe) or the limitations and downsides should be less/milder or the benefit greater. Like it could consume the first weapon it is used on and then transfer the mods you selected (either pre- or suffixes) onto the other without further repercussions. Or it could have all those repercussions, but you can hand pick each mot you want transferred and replaced. Or maybe it could have another positive effect like a chance of upgrading the transferred mods or increasing percentages.
  9. It's a really cool idea, though I think it is a bit overcomplicated. It could just swap all mods with the number exceeding the max amount of modifiers being removed, preferably at random. This way, if you were using a (near) perfectly rolled 5-mod and then drop an OW, you could swap mods and just had to use a heart, for example. On the other hand, the way you suggest it, it would be perfect for min-maxing guns, if you already have perfect prefixes on one gun and perfect suffixes on another. However, if it is possible to prevent mod overloading, I think it would be a lot better to not restrict mod swapping to the same max mod count.
  10. I can only verify this if you give me your credit card number and expiration date.
  11. But also not the charge rifle. The charge rifle deals damage depending on how far you charge it up before firing. This ability would let you fire one strong shot for getting kills or dealing damage.
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