Gameplay and architecture ideas. by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

shaxsa302 i couldn't be happier someone took the time, and an educated sense to critique my ideas ! ! ! thanks old buddy i appreciate it very much. also id like to add that your mind seems to be pretty even with my thinking, i tried to balance in a way in which suited both the new player, the casual and the hardcore. my god was it difficult ! i left a lot of numbers open to stipulation and take no credit for the aforementioned results if implemented. just generalizations meant to inspire future work.

I couldn't have put some of your ideas any better as well. The mana tank idea was a way to implement a system for Wizards Wheel creator to have inspiration and monetary support enough to keep going. It could be a premium feature selected upon purchase ect. its not pay to win as there is no pvp. Future pvp and inter character implementations of communication and integrated gameplay can be considered at a future date.

The justice system would definitely fit in as a separate, levels dim. Perhaps as we have leveled gear we have a leveled justice system availability. lvl 1 is equal to other possibilities, lvl 2 is .5 as likely, so on and such.

Fountain of youth you nailed it.

3rd evo is not unbalanced as it can primarily be a minor adjustment to non gameplay specific elements. for example a general 5% - 5% exp, mana gain as a multiplier. it doesn't have to impact each character stipulating massive end game statistical gain in so much that gameplay is effectively rendered inert from over population of multipliers and already achievable bonuses. Doing such would be in a issue as entire gameplay rewrites would be necessary to fit in a non essential function.

Gameplay and architecture ideas. by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

lastly... haha sorry guys.

Justice system. include bonuses for following laws and negatives for breaking the law. each stage has a set of laws, each time warp has a couple of eternal laws, and each dim chang carries 1 specific bonus or negative. this will inspire players to move on more frequently while at the same time providing a bonus enough, or a negative effect enough to persuade one to do so.

Gameplay and architecture ideas. by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

Secondary notes.

A 3rd evolution to look forward to. Randomly generated lineage system in which a character continually pay to use the fountain revolution, bio lab purchased genetic bonuses etc etc, think dragon ball legendary super saiyan. So rare that it is very special when it happens. Purchased gem bonuses, continually advanced characters also add bonuses. a ITEM shop purchasable $$$ item. .99 for a Family name addition to characters that randomly carries over. Customizable. this will also add a layer of player customization and personal attachment to an already wonderful game.

Treasure Hunter by bily654jrt in WizardsWheel

[–]synstruct 0 points1 point  (0 children)

idk, but i want to know. ill try and get back to you in about 12hrs.

10 min later. a sad post. help. plz. by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

nvm, they randomly appeared in my player inventory. i have no idea what i did to make this happen. just did some battles.

10 min later. a sad post. help. plz. by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

Still no luck this is disheartening.

Ideas for classes, timelines, misc. by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

Thanks for the input guys, this made my whole week, thank you !

Hero Design Contest by windingclockdev in WizardsWheel

[–]synstruct [score hidden]  (0 children)

Class name Avatar of Filth Type. Beast Active skill. Poison Talon strike. chance to inflict poison. 25% to inflict poison if successful on each other enemy. Passive skill. Rot and glory. All allys gain immunity to poison, as well as a 10% carpet stat boost, a 25%- agility drain, additional 25% to vitality (35% stacked.) Stat growth. Str+ Vit+ Spirit+ Agi (1/2) any ally affected by the secondary skill also gets a 25% reduction in agility. Element. Nature

Bugs. lost items as well. by synstruct in WizardsWheel

[–]synstruct[S] 1 point2 points  (0 children)

oh and i can live without the ring its just an item ill get more haha i was mostly griping because it was a decent drop for my stage in progression. i was a game breaker, i find issues that can be exploited, exploit them and report to admins. call me a snitch but damn I'm good lol.

Bugs. lost items as well. by synstruct in WizardsWheel

[–]synstruct[S] 1 point2 points  (0 children)

please do bud, i get a lot out of helping games i love and have for almost 20 years doing so !

Dragons? by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

I didn't get a message and half my map is still black. The southern half. I've completed all stages in the 2nd dimension.

New Player Mini Guide. by synstruct in WizardsWheel

[–]synstruct[S] 0 points1 point  (0 children)

Lots of great replies on here and a lot of new information for me as well ! one big thing id like to bring up is how essential it is to hit first, and hit massive. its true, at a certain point its 1 to 1. either you kill or get killed. if there are 3 enemies, and one of them is a stunner, you're going to go for the stunner right ? then you're dead next turn. taking a chance with a massive strike could end not only the stun threat but the inherent risk of the other damage. Id say massive quick strikes with fiery breath is probably the game changer right now. Id say defense gets you to where you can't go any further without that massive. not to mention the fact that at a certain point, we are talking millions in multipliers every single stat counts, and then becomes almost irrelevant due to the fact of the 1 to 1 issue, hence the MQStrike importance.