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Strife
10-15-2009, 06:56 PM
ADVERTISE!!!!! PUT BOXES IN STORES!!!!!

Archery

Add in a multi-shot skill - 5-10 second cool down, longer draw time, shoots 2 - 3 arrows max at the same time side by side
Add in an AOE(exploding arrow), 20-30 second cool down, longer draw time, uses same aiming options as regular arrows, except when the arrow lands, it explodes and causes AOE splash dmg and a small DOT.
Introduce jump shooting(like already mentioned in dev notes)
Introduce Mage Killer(like already mentioned in dev notes)


Magic

Limit elemental schools to 1 or 2(toggle which schools are available once every 24 hours in your journal(like the title quest buffs)
Limit characters to have to choose between spell chanting and witchcraft


Armor

Decrease the melee/archery resistances in Bone Armor(Make comparable to leather)
Add in more armor types, even if they are comparable to other armors currently available... anything to add some diversity to what players wear
Add in the ability to dye armor
Add in capes(just for looks only, no resistance modifiers)
Increase the magic encumbrance for all armor above leather/bone/robe - casting in anything above leather/bone/robe should have more noticeable negative effects to casting
Decrease movement speed for heavier armors(nothing drastic)


Sieging

Add in 24 hour wait before a siege is live
Bindstone is only vulnerable to the GUILD that placed the siege - reasoning : cut down on add ins and cuts down on guilds creating a guild just to protect the real guild during the siege
Remove shard holders - too many disconnects, also removing these makes the 24 hour wait period viable
All sieges will be wager via gold, or wager via asset. The siege is placed and 24 hours later the siege becomes active. In gold wagers, the defending guild has to defend for 3 hours to win. In asset wagers, the asset of the guild who placed the siege becomes vulnerable when the 24 hours is up, 1 hour later the defending guilds asset becomes vulnerable. 2 hours after that, if neither is taken, it is a draw.


Weapons

Change Knife name to Daggers
Make Daggers a dex based weapon(ie, dex increases dmg output, not str)
Make using daggers increase dex instead of strength


Stat Changes

Put an overall stat cap on Str + Vit + Dex + Quickness + Int + Wisdom(something less than all stats being maxed) - for example, if your limit is 400, you have to divide those 400 between all 6 stats(just using 400 as an example)
Remove 100 as the stat cap for all races and update it to a race specific stat cap. For example, Orks 120 Str, 120 Vit, 80 dex, 80 quickness, 60 int, 60 wisdom : Mirdain 65 Str, 75 Vit, 120 dex, 100 quick, 100 int, 100 wisdom - Just an example, something balanced for all to highlight more diversity in the races
Make Int, Str and Dex have more impact on Magic, Melee and Archery/Dagger damage
Make Vit, Quickness, Wisdom have more impact on Stamina, Attack speed and Mana pool.
Make Quickness increase movement speed(a little, nothing drastic)
Give all players the ability to change their race(and character looks) one time deal - 5 day window, only happens after a major change to the game dynamics(like above).



Monster Changes/AI Changes

Add death animations to some of the harder to kill mobs(like the Red Dragon) - the fact that it just keeps flying and then disappears is a joke for such a cool mob
Give the Fire Dragon the ability to land and melee, Give other land only dragons the ability to fly(maybe not to the extent of the Red Dragon though)


General Changes

All characters should stay in game for 2 minutes when exiting the game - maybe even put an icon above their head that shows they are logging out : this is to get rid of water logging(or make it less viable of an escape route)
Remove shield after being resurrected
Make /Gui_Persist_save actually work
Add chat bubbles for public chat(assuming this doesn't decrease performance)
Remove transparency from chat boxes/minimap/party windows unless toggled on, otherwise make them solid - should increase performance
Increase payout of villages(at least double the hourly payout) : to increase the reason to hit them up
Increase bindspots to a house/cottage etc
Allow friending to a house/cottage even if you own another house/cottage
Add the ability to pay house taxes to your journal or at least be able to see how much you owe there.
Increase drop rate of runestones
Add potatoes, onions, cheese, eggs etc to merchants - no reason it should be so hard to find these.
Fix cool downs on bindstone_recall and house recall, so they are mutually exclusive
Add back in mount health regeneration


Update 10/21/09 - updates in red

**Disclaimer** I'm not claiming all of these to be my original ideas.. some are others ideas that I liked

-Law-
10-15-2009, 10:54 PM
I pretty much agree with everything here.

Lumanil
10-15-2009, 11:06 PM
I have to disagree with your sieging suggestions. Adding a 24h-waiting time before siege starts, would make bigger alliances ( like Cairn ) even more powerful.
Like its now, a little alliance could surprise a bigger one with sieging in the middle of the night.
With adding this 24hours any bigger alliance would have the time to troop the zerg and outnumber every attacker easily.

Robert1213
10-15-2009, 11:15 PM
good post guy

lanigav
10-15-2009, 11:30 PM
Advertising: Yes

Archery: Yes

Magic: Global cooldowns are much better, you can still infinite cycle big nukes with 3 90's

Armor: Bone is already weak to melee/archery why make it worse? Rest of suggestions are good.

Sieging: 24 hours is fail should be 4 hours total and cities given 8hour/day invulnerability. Shard sieges need to be capture the flag style and not dependent on the shard holder remaining connected, in essence if clan x shard sieges and carrier dies/dc's then someone from clan x must grab shard before anyone else or it is over.

General Changes: most yes, increase bindspots and more binds etc... is FAIL. There are way too many fast travel options as it is, the map is basically 20 quake style hotspots. This is also a MAJOR reason there is no real economy. Mount regen was taken out for a lot of good reasons.

They need to add FULL local banking where you can't deposit into enemy controlled banks (racial or player), this needs to be coupled with only being able to fast travel naked. Personally I think that the cooldown on runes/bindstones/house recall should SHARE a 3 hour cooldown.

Strife
10-16-2009, 12:09 AM
Magic: Global cooldowns are much better, you can still infinite cycle big nukes with 3 90'sI'm good with the cool downs option as well... but I'd still like you to be limited to only certain elemental schools... some diversity in what players use would be nice.
Armor: Bone is already weak to melee/archery why make it worse? Rest of suggestions are good.Making it worse will make archery/melee more useful against casters.
They need to add FULL local banking where you can't deposit into enemy controlled banks (racial or player), this needs to be coupled with only being able to fast travel naked. Personally I think that the cooldown on runes/bindstones/house recall should SHARE a 3 hour cooldown.Full local banking would kill the game.. But I agree that only allied guilds should have access to guild banks. And making travel slower would kill the game... IMO

Strife
10-16-2009, 12:15 AM
I have to disagree with your sieging suggestions. Adding a 24h-waiting time before siege starts, would make bigger alliances ( like Cairn ) even more powerful.
Like its now, a little alliance could surprise a bigger one with sieging in the middle of the night.
With adding this 24hours any bigger alliance would have the time to troop the zerg and outnumber every attacker easily.
It's not going to make anyone that much more powerful... the bigger alliances can already field 50+ at 3:00 AM if need be.

jamie1414
10-16-2009, 09:08 AM
Full local banking would kill the game.. But I agree that only allied guilds should have access to guild banks. And making travel slower would kill the game... IMO

fast travel options as it is now allows ganking groups to visit every hot pvp spots within 2 hours. Thats fucked up when I'll be on niflheim and get ganked by a pvp group then i'll go to rubyiat 1 hour later and get ganked by the same fucking group, THATS FUCKED UP.

Sanshi44
10-16-2009, 10:00 AM
Advertising: Yes

Archery: Yes

Magic: with archery patch cming i think magic will be fine especialy with mage killer, i also wouldnt go into addinging limitation on school but go with there approch of making a class like thing that makes something strong while loose other things maybe add a advance fire school and u then loose ur water school and same with air and earth, necro and arcane and so on with the advance school they can make it so maybe fire spell do more dmg on buildings, water able to use under water and so on

Armor: Would love to see more armor and armor dye however i agree with guy up a couple posts bone already weak against archery and melee

Sieging: i acualy agree with ur seige suggestion mainly because atm when u seige a city u take it over and play defences while the defending team is playing offence, with 24 hour timer this would be much much harder to do cause people will log off and sleep and what not while they wait for timer 2 get a bit closer this will allow defender 2 acualy defend there city not attack to try taking it back so therefor defending team will have that slight advantage.

General Changes: i would like to see mount regen hp again but i would say only when they r in ur bank so u can have like 2-3 mount or whatever and cycle through em and having them mostly healed up when u need another.

(They need to add FULL local banking where you can't deposit into enemy controlled banks (racial or player), this needs to be coupled with only being able to fast travel naked. Personally I think that the cooldown on runes/bindstones/house recall should SHARE a 3 hour cooldown.) This i would like to see cooldown on rune and stuff doesnt bother me if it there or not but this is a good sugestion added from the post above its annoying getting raided and enemies using ur bank in my option give bank an option like guard towers for the clan holding the city can put in the clan names that they want to be able to use there bank.

Eleventy
10-16-2009, 10:16 AM
Advertising: Yes

Archery: Yes

Magic: Global cooldowns are much better, you can still infinite cycle big nukes with 3 90's

Armor: Bone is already weak to melee/archery why make it worse? Rest of suggestions are good.

Sieging: 24 hours is fail should be 4 hours total and cities given 8hour/day invulnerability. Shard sieges need to be capture the flag style and not dependent on the shard holder remaining connected, in essence if clan x shard sieges and carrier dies/dc's then someone from clan x must grab shard before anyone else or it is over.

General Changes: most yes, increase bindspots and more binds etc... is FAIL. There are way too many fast travel options as it is, the map is basically 20 quake style hotspots. This is also a MAJOR reason there is no real economy. Mount regen was taken out for a lot of good reasons.

They need to add FULL local banking where you can't deposit into enemy controlled banks (racial or player), this needs to be coupled with only being able to fast travel naked. Personally I think that the cooldown on runes/bindstones/house recall should SHARE a 3 hour cooldown.

you make no sense you say there are 20 hotspots and then you say 3 hour cooldown on runes and recalls... are you stupid? there are like 1k people playing a game that is supposed to hold 10k plus. how would 3 hour travel cooldown solve ANYTHING

Azraine
10-16-2009, 10:46 AM
some of the others are alright, but id prefer to wait till the patch and discuss balance, but your proposed change about players being in the game for 2 whole minutes after they log is rubbish. To fix water logging, they just need to fix their coding. If it was 2 whole minutes, anyone logging out in shoal would be instantly come hithered into the acid. Anyone logging out in the wild could get set upon when they think no one is around etc. Leave it as it is. Just fix water logging.

MikeJT
10-16-2009, 01:20 PM
ADVERTISE!!!!! PUT BOXES IN STORES!!!!!

Magic

Limit elemental schools to 1 or 2(toggle which schools are available once every 24 hours in your journal(like the title quest buffs)
Limit characters to have to choose between spell chanting and witchcraft




I don't think they should limit spell choices are available at any one time. I would just like to see them up the mana costs for alot of spells, mainly the higher level ones.

In PvP videos I've seen people buff nearly 10 team mates, then buff themselves up with several buffs, then chain 4 nukes one after the other, then 4 massive AoE's, then mana-to-stamina multiple times, stamina-to-health multiple times, then heal-self and witches brew, and they've still got a tonne of mana left without downing a single mana pot.

I have 50 wisdom and 22 intelligence and I've only levelled Lesser Magic to about 76. None of my LM spells are over 50 and my greater magic is around 7, yet I still have about 190 mana last time I checked.

If L100 nukes cost 100 mana, by the time anyone got to them, they would still be able to fire atleast 2 of those off, or they could use 1 nuke and a whole bunch of smaller spells, or just use a whole bunch of smaller spells.

The only time that a magic user has to worry about mana is when they're going up against other magic users of a similiar level.

Jango1337
10-16-2009, 01:27 PM
I agree with about eveything, but for archery I think they should add in different types of arrows (exploding arrows) that cost more to make it would add more to combat imo. Also I've always hated the idea of shard carriers like wtf you killed a guy and it's like "OH NO HE DIED AND NOW WE CAN'T SIEGE THE CITY FOR 24 HOURS MAGICALLY!

Strife
10-16-2009, 03:04 PM
I agree with about eveything, but for archery I think they should add in different types of arrows (exploding arrows) that cost more to make it would add more to combat imo.

I wouldn't be against that, but imo they would have to add in skills to use those arrows and then basically make those arrows as a reagent for the skill(like magic).

Strife
10-21-2009, 11:15 PM
Updates - Updated in body as well, colored red


Decrease movement speed for heavier armors(nothing drastic)
Change Knife name to Daggers
Make Daggers a dex based weapon(ie, dex increases dmg output, not str)
Make using daggers increase dex instead of strength
Put an overall stat cap on Str + Vit + Dex + Quickness + Int + Wisdom(something less than all stats beng maxed) - for example, if your limit is 400, you have to divide those 400 between all 6 stats(just using 400 as an example)
Remove 100 as the stat cap for all races and update it to a race specific stat cap. For example, Orks 120 Str, 120 Vit, 80 dex, 80 quickness, 60 int, 60 wisdom : Mirdain 65 Str, 75 Vit, 120 dex, 100 quick, 100 int, 100 wisdom - Just an example, something balanced for all to highlight more diversity in the races
Make Int, Str and Dex have more impact on Magic, Melee and Archery/Dagger damage
Make Vit, Quickness, Wisdom have more impact on Stamina, Attack speed and Mana pool.
Make Quickness increase movement speed(a little, nothing drastic)
Give all players the ability to change their race(and character looks) one time deal - 5 day window, only happens after a major change to the game dynamics(like above).
Add death animations to some of the harder to kill mobs(like the Red Dragon) - the fact that it just keeps flying and then disappears is a joke for such a cool mob
Give the Fire Dragon the ability to land and melee, Give other land only dragons the ability to fly(maybe not to the extent of the Red Dragon though)