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mixplikt
10-14-2009, 04:38 PM
Increase all resources nodes extraction by 3 times. Mining,chopping trees and bushes are not fun at all, and how do you expect to increase battles and sea battles, with people taking forever to extract resources to equip themselves and to build things.

Increase loot from low levels mobs and increase the number of spawns around starter cities.

There is not use anymore to metal armors, only to PVE, everyone in pvp uses bone set. Increase magic protection! There is no sense in use a metal armor when you still take 50-60+ damage from spells.

Revise siege mecanics, actually in sieges you have to take control of your own city, because people siege when nobody is online. Medieval/Fantasy sieges you should defend you city and what happens is that you get expelled by enemies, by them destroying your city slots before that sieges really happens. Players are like any normal human beings, this really diminishes the moral and the fun to play, when you lose a city, without have a chance to fight, and cities should give a good defensive point.

Balance AOEs, dont let people cycle for the 5 schools of magic AOEs nukes.

Increase stats and meele skill progression. Spells and archery are with a good skill progression, but meele skills and stats still far behind in the skill increase speed up.

Whirlind/Knockback/Powerattack dont increase the base skill, I bought a book of Whirlind and when I use whirlind it doesnt increase the base skill, There is no sense in use whirlind with a sword ten times, and dont skill up swords base skill.

Kay Rica
10-14-2009, 04:41 PM
Spoiler: Join an alliance that is active if you want fun.

DeManiac
10-14-2009, 04:57 PM
Siege Mechanic


My proposal in how to make it more fun, doesn't solve that you can chose to siege during night time etc, but gives you an option.



Wager, at the moment, you have to pay a certain amount of gold to be able to siege or use your own holdings as wager.
This benefit those with a holding already and / or allot of gold to spend.
What it doesn't benefit are those that don't have a holding yet.


At War
What would make a difference is if the current requirement that you are at war with a clan to siege them is left, but the way you proclaim at war is changed.
To be able to set at war, you have to fill a set amount of gold, this amount is the wager you're willing to pay to siege them, and the amount of gold, they can buy peace with.

So, what this means is that, if you put enter 3k in at war statement, the clan you "got to war against", will be able to hand you 3k, from their clan vault, and thus buy peace, and revert that at war statement.


If it's near the night and someone proclaim at war with your clan, you can pay wager, and thus revert that statement, to avoid a siege at night.
They would have to wait 24h + to set at war again.


Benefits small clans, since they can set at war 3k, and get 3k handed to them, by clans that don't want to bother.
That way they can earn cash, and if they don't get their payment, siege for nearly no cost.
Do it 3 days a week, and they pay each time, and you have earned 9k, set 9k as wager, and they don't pay it, siege them, and if you lose, you haven't lost a gold for doing so.


As soon as someone declares at war, it takes a set amount of time before it actually is "at war" thus you have some time to pay the wager even if they stand inside your clan holding and set wager at 1g, ready to siege the second it goes at war.



This would make sieges more common, but also give those being target of sieges, a way to pay them selfs out of it.

If later on, it's possible to buy a 12h siege protection shard, that would solve the late night sieges, if you felt like it.
Having something to farm for in the clan aswel, once you have that wonder, if you grind 12k together in the clan / day, you would be able to keep that at night protection up every night, for hamlets it could be like 3 or 4k, anyhow it should be one protection / holding, not all holdings.



Mobb Spawns

Some random ideas to make spawns more fun.

Number of mobbs adjusted to the speed the mobbs are killed at
Making them at first just with 1 or 2 at most, mobbs, depending on the people there, and the rate of them being killed, it increases.

Always when you take out a spawn, it should completely respawn as soon as you take away the graves, either as harder then before, or easier.

What could do this is a set number, if you kill them within 60 sec, and the approximate time is set to 60 seconds, nothing changes, when they re-spawn it's the same spawn, if it takes 120 seconds, the spawn is halved, thus instead of 2, 1 spawn, and so on.

Always adjusts, and since it's only the mobbs in the area and it's a value sent from client to server, it shouldn't strain the network traffic to much.


This change should not exceed a set value even so, say a normal goblin spawn, that one is most suited for say 5 players( in a world where only noobs are there), if it's 5 normally, that can exceed to 10, or something like that, if you kill them faster then that, you would have to find more spawns.
If you kill them slower, so you're alone there, it might be lowered to only 2 that spawn.
Even so, the respawn rate should be tied to the amount of graves, so if you let 2 or 3 graves stay, you have directly reduced the size of the spawn.
If you loot them quick, they re-spawn faster.


Spawn that upgrade them-selfs in more ways then just number of mobbs.
All that have played Warhammer Online, have tried the Area quests, I don't know the exact name for them, but it has stages, the spawn evolve, and finally a chest spawn, in that you can loot a bonus, according to how good you performed.

So it starts out with normal goblin scouts, kill them it changes to goblin fighters, kill those it's goblin marauders + goblin shamans.
Kill all again and it's 1 goblin warlord.
Kill the warlord, and he dropp regents and higher rank items, + random piece of good gear.

If same way was used at every spawn, so you started with zombie lolzor, it moves to zombie warrior, to black zombie of doom, to Zombie boss.

And it would make sense to stay at a spawn until that last one spawn, and he is actually worth it, would make doing the title quests easier, since you would first kill the henchmen to the ones you need less of.



Damage Calculation / Protections


The way all damage is calculated and the protections against them should be redefined, in a perfect world a good piece of armor should give you high survivability but not nullify the effect of spells.

What does this? % absorbing, rather then a set value.
I'm not going to go into math to show you how it works, il just make an example quickly.

If a fireball is reduced by 10 from 90, it's 80.
If an arrow is reduced by 10 from 40, it's 30.

That's about the protection you achieve easily.
If that was % instead, the Fireball would have done, 81. and the arrow 36.

Now with a system that gives a high protection vs weak attacks and a bad protection against high attacks, it's not fair.
All damage sources that are not nukes of big proportions will have most of their damage absorbed. (AoEs have their damage calculated and removed before and split over time, so 90 over 10 sec, would do 80 over 10 sec)


What should be done is make some protections give you higher threshold aka the current system, but most being % of the whole attack.

What could be done is to lower protections from all gear by a huge amount and give passive protections * modifier by 10, and that's the % absorption.
So if you have 5 to arrows, that's 5 in threshold and 50% of base attack.
would make that arrow do . 35, then that split in 2, 17.5 damage.
With 5 in fire protection, that fireball would do, 85, split in 2, 42.5 damage.


It's still a big difference in the amount of damage they do, but it's still not so you can nullify an arrow, but a magic spell does sick damage.



Speed of Skillgain and possibly stats.


If you use an attack against a mobb, the speed at which you skill that particular attack, should scale according to how many times you have done so.

That way your first attack would give you twize what your second would do, and it being halved each time.

This gives you benefit in doing different spells/attacks/skills.
But also major benefit in changing spawns.


Another thing that would work with this, would be that, the more times you do that particular attack, the more effect will it have, so if you have done a Fireball 10 times, it won't nearly grant you any skillgain, but it will do like 50% more damage then it did to begin with.

That way if you're there just to grind money, and not skills, you kill the spawn faster and faster, thus you pay less gold for doing so in regents.

See it like you learn the weak spots of your enemy ( would only work against mobbs ofc).

If you're worried about network traffic for this, since your journal track all your kills, it shouldn't be to hard to implement this into it, tracking the kills of that type of mobb for the day( didn't mention this, this history would be cleared at server restart) and through that work out how much skill you should gain.

stingerII
10-14-2009, 04:59 PM
Spoiler: Join an alliance that is active if you want fun.

this. the core fun in this game can only be experienced in an active clan

@ OP's suggestions:
- hasten harvesting?
No. Besides, it doesn't directly affect the fun factor

- inc low lvl mob drops & spawns?
No to more drops from low level mobs, otherwise ppl would never leave starter towns.
No to more spawns. It does not increase fun, it just gives more of the same. If anything increase mob population at spawns

- inc metal armour resistance to magic?
No. As you point out metal armour is not much use against magic. It's built against archery and melee. It's a fault in the armour its just that everyone uses magic and so the armour becomes redundant

- revise siege mechanics?
You say you don't like how they are currently working but you haven't suggested any better alternative ...

- Cycling 5 high-end nukes
People should not have ever been able to get all the high-end nukes in the first place! :(

- Increase stats and meele skill progression
I'm not too sure what you are suggesting here, but if you're saying that melee should be able to compete with archery and magic ... well, I rather not comment.

- Whirlind/Knockback/Powerattack should increase the base skill?
I agree with this last point 99.9%. Special attacks should improve base skill. Just not through skill books. However regular use of special attacks should definitely improve your base attack


Overall, I don't see your suggestion really helping the fun factor at all tbh. But your last point was a gd one

Njoerd82
10-14-2009, 04:59 PM
very good suggestions. i would love that.

Aoranar
10-14-2009, 05:34 PM
As stinger said, increasing harvesting doesn't make it more fun, it just increases the ability to create things, and there is already an abundance of gear in general.

Loot doesn't really need to be increased. You can get shitloads of money farming high end mobs with a few friends, even though you split up the drops.

Metal armor is useless, but as stinger said its only cause magic is the more useful form of combat in most situations. If melee and archery could be improved to different situations, rather than the specific ones they have now, this problem would be fixed.

Stats are fine, i think. But melee should really go up faster. It doesn't make sense at all from a time spent perspective, that effectively learning to use a sword, takes longer than wielding magic. How old was Aragorn compared to Gandalf?

And magic should have some restrictions. Being a fire mage and water mage at the same time is kind of absurd. I wouldn't mind only not being able to cast a fire spell than a water spell, but they should go the whole 9 yards and restrict water if you trained fire, and restrict fire if you trained water. They should make it changeable, however, maybe X gold changes your ability to cast one or the other, and it locks the previous one where it is, or puts a decay on it of some sort.

And whirlwind and power attack should increase base weapon skill.