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Arterra
01-15-2011, 12:20 PM
...into one, big, huge, MAEGA suggestion.

END GAME CONTENT SOLUTIONS
/all together, makes the game one HELL of a thing to finish.

-Remort, Phoenix mode-

So, in addition to PL and other games, both on and offline, I play on a MUD. A MUD is a multi-user dungeon...basically this without the pictures and blisters on your thumbs. At any rate, we only really have one or two huge quests for the topmost characters, and not as wide a variety of equipment as PL (we probably have about 200 pieces of EQ that anyone would actually want)...so when you get to the top, you basically have two options. You can continue to rack up gold and bank it away for auctions (sound familiar?) OR you can remort.

Remorting is what I want to suggest for PL, or something like it. Basically, you can start over at Level 1 if you so choose. You keep all of your equipment...of course, you can't exactly use it until you meet its level requirements again. The trade off for starting over is a special ability or bonus that would be applied to your character for the second (or subsequent) round. Some of them are things like abilities that cut the mana cost of spells in half or bestow a health and mana bonus upon killing a mob. Another increases the duration of your skills by 50%, and perhaps another affords a bonus to some or other statistic. Anyway, I think this would give people reason enough to play through the lower levels again and come up with new strategies and new combinations of skills and abilities. There might even be "remort-only" equipment. And when they climb back up to Level 50, they could stay and farm and quest or head on back to Level 1 again, picking up another ability in the process. The game I play on limits you to 5 such passes like this, and people have been playing there for years. :)

Anyway, thanks for reading!

true.... i LOVE this idea, since i like earlt content anyways, but that is a problem. (leeching to top)

solutions?
1)exp needed for next level dramatically increases after remort: imagine lv45-50 from 30 onwards. harsh, but could drastically make it suc for those not serious.
2) requires a set amount of "battle experience" which means more than, say, 7.5k kills? maybe depends on class, or how you leveled. str characters (not only bears) have a harder time. basically it will make a new form of power-leveling (powerkilling) but every layer we add we make it less worth it.
3)the character must have played in every single map made so far, including elite dungeons and boss brawls.
4) the character must have been within loot range (as in battle with) every boss in order to do it, maybe even spawning bosses.
5)etc. let it be HELL for those quick gamers.
6)once you remort, you develop a "sense of justice, and wisdom" so that you simply CANNOT enter dungeons above your level range. i promise you, if all else fails, that will kill all powerlevelers.

edits:

synopsis: you get to top, and you can replay with the character in order to unlock a special ability, or for being proven elite. I added a few rules later in thread to suggest methods of making it a true elite experience.


-Hero Class choosing-

I dont know if this is exactly what you are looking for. However, I still feel that this game could facilitate a change like the one below:

6 New Hero Classes

Once a character reaches the Max Level as a Ursan, Avian, or Elf you then are required to choose a Hero Class and each Base Class will have 2 Hero Classes associated with it. When you reach max level you are then prompted to decided which path you will venture. You will start again at level 1, however you will have all the spells up to the max level of your base class. But, you will gain the equivalent of that many spells in your Hero class that will go on to specialize your character even more. Once you transformed into your hero class, you would unlock all of the zones on Heroic level which would be twice as hard. Players who had not unlocked Heroic Mode on their character could not play in the Heroic Zones, however a Hero would be able to go and play the normal zones. Once you became a Hero Class you would not longer be able to use potions. They would be transfered to your next highest level character that is still able to use potions, if none meet requirements then you would be funded gold for the equilivent of potions you have.

The classes will go as follows Avian will be able to become the Hero Class of Ranger or Assassin. Rangers will be bow specialists, these classes will be masters of death from above. They will learn the art of traps and master the precision of arrownautics

The Assassin class will be the specialists of daggers, shiv's, and talons! These backstabbing rogues will be one with the shadow. They will master the art of sneak and perfect the critical strike. These will be your true weapon specialists, mastering the precisions of dagger movements.

The Ursan Base class will have a choice to transform to either a Guardian or a Berzerker.

The Guardian is the epitome of a meat shield. These enraged ursans use thick armor and daring shields to deflect even the strongest of blows from the mightiest foes. This will be the true tank in a group and will be needed if a group is to venture to far into the wild.

Berzerker is the opposite of the Guardian, they are the enraged ursans. These damage dealers are specialists in taking damage and dealing more damage. These are not the best option for a tank, however they can take a lot of hits and will be standing at the end of the round. This is the only class beside the Assassin that is capable of dual weilding.

The Elf base class will transform into either a Templar or Wizard.

The Templar is the God Healer, these chosen few take Healing to another level, they have mastered all forms of healing and specialize in preventing death from their allies instead of dealing it to their foes. Using Holy spells these physician's call on their powers to aid the weak. This Hero Class has also mastered the art of Curing.

The Wizard is the Master of Spell Damage, no other class can match the insane damage afflicted by these magic moguls. They control at will the properties of the elements (Earth, Wind, Fire, and Water) and wield them as a assassin would their sword.

Subclasses:

At level 40, you can unlock a quest that will allow you to have a sub-class to go along with your main-class.

The quest would involve collecting a rare drop(5%) from each of the monster-types. (Skeleton, Troll(me), etcetcetc).

Once the quest is complete, you are able to gain experience as both your main-class, and your sub-class(You choose your subclass upon completion of quest, must request to change it, exp is reset).

The subclass is exactly half of your characters level (starting at 1, exp capping when your sub-class reaches half your main-class level).

You may upgrade, and use skills from your subclass, according to the level requirements of each sub-class.

For every 2 sub-class levels, you obtain one skill point.

For example: You may become a 50 Bear/25 Enchantress, and upgrade/use Heal, Revive, Firestorm, etc.

I always thought that would be incredibly neat. :'D


synopsis: you get to replay as a whole new uber class. if you liked you first 50 levels playing one style, you can choose to expand upon it. maybe even start a little before getting to 50 in order to choose more wisely



Overview: The remort idea fits perfectly with the expansion of the classes. in fact, adding them together, you get a long-lived playing experience that only the truly worthy are able to go all the way with.

Arterra
01-15-2011, 12:20 PM
saving, reserved

-putting together item suggestions-




Extensive Crafting System

Crafting is something very special to me, I throughly enjoy the art of crafting. To be honest I want to model crafting in this game after Everquest 2. I think that crafting in EQ2 is incredible. It is not boring, but it is an active process, you can't just keep on hitting "Craft" skill like you do in WoW and the item will just chance it. In this system you will have buttons at the bottom of the crafting window that will do certain things while you are crafting, their will be 3 levels of success and there will be Combo's you can achieve in the crafting room. Like it might ask you to push a certain crafting button, if you do, you will get rewarded in the quality of your item. There will be # different types of harvesting required to complete crafting. Mining, Foresting (Chopping Wood), Foraging (Food Units to Cook), and Fishing (for Cooking). All of these items will work on a Tier Base. Like Forest Haven is Tier 1, Darkwood Forest is Tier 2, Balefort Castle is Tier 3, Fathom Crypt is Tier 4, The Lost Expedition is Tier 5, Ancient Swamps is Tier 6. There will be two types of quality of harvesting, either Common or Legendary. The common's are what one will use to craft the majority of items. The Legendary's are what Legend Level items will be made from, these will be very rare, they will come form the same place just by chance you will get a rare. When you level you can purchase the scroll of your level's tradeskill items from a Merchant by the crafting tables along with fuel (Which will be differentiated by tier), however to sucessfully craft a Legend Level item you must find the Master Scrolls off of a mob, these are equilivent of Pink drops and are tradeable. The Legendary(Rare) harvest items are also tier based. (Ex. If you are making a Level 4 Legend Item you will need a Tier 1 Legendary resource) The types of crafting will be Armorsmith, Weaponsmith, Jeweler, Alchemist, Woodworker, Tailor, Chef, and Carpenter. The armorsmith will make all the plate types of armor. The profession will craft chest and helmets. Weaponsmiths will make all weapons that are wielded by ursans. Jeweler's will make jewels and will imbue weapons. Alchemist's will make potions, Elixers, and will Imbue Armor. Tailor's will make leather, and cloth armor. Chef's will make food and drink that will increase your H/S and M/S respectively. Woodworkers will make Wands, Staffs, and Bows. Carpenter's will make every item that will be placed in your home, or guild hall.

Arterra
01-15-2011, 12:23 PM
saving, reserved

-instance compendium, battles-




10-Man Raids

This is essential for your hard core players. This would be the first real end-game content. This would enable you to properly place Pink items in the game, instead of them being common loot for farmers of regular level bosses. This should be bosses that require the most elite form of teamwork and great communication between all players, requiring pinpoint placement of each raid member to ensure victory. There would be no pots allowed in raid zones. Remember, Raid's are set-up to try and fail the group, they are supposed to be extremely hard. Most of the time, raids are not completable by "common" players who do not play the game alot and have the best gear or best players around them.

Arterra
01-15-2011, 12:25 PM
saving, reserved

-mapping and randomization codex-

-Randomized maze maps-

I was thinking a while back about a maze map. One that scrambles each time and the map pointers don't work -- have to find your way out the old fashioned way. Could even have a Minotaur in the middle with epic loot ;)
And for those who just can't find their way through, just leave and try again another time.
I think it would be interesting, since people can't just memorize the map and race through it. Different kind if challenge.


-Spectator PvP-

A bar with a free pvp areana so we can relax with our drinks after a hard days campaign, and watch the pvpers punch it out.

With the chance of a random boss spawn that beats the snot out of everyone.

Lesrider
01-15-2011, 12:27 PM
Oo I like that hero advancement thing -- choosing an advanced class. Perhaps there can be benefits for both staying the same class vs adavancing to the next? So not everyone would advance.

Refriedchicken
01-15-2011, 12:54 PM
I'd like to add to this, the "hero" suggestion.

Subclasses:

At level 40, you can unlock a quest that will allow you to have a sub-class to go along with your main-class.

The quest would involve collecting a rare drop(5%) from each of the monster-types. (Skeleton, Troll(me), etcetcetc).

Once the quest is complete, you are able to gain experience as both your main-class, and your sub-class(You choose your subclass upon completion of quest, must request to change it, exp is reset).

The subclass is exactly half of your characters level (starting at 1, exp capping when your sub-class reaches half your main-class level).

You may upgrade, and use skills from your subclass, according to the level requirements of each sub-class.

For every 2 sub-class levels, you obtain one skill point.

For example: You may become a 50 Bear/25 Enchantress, and upgrade/use Heal, Revive, Firestorm, etc.

I always thought that would be incredibly neat. :'D

Refriedchicken
01-15-2011, 12:56 PM
PS: Very good idea to compile these into one thread, +3 for you.

PSS: I know that there will be 8 pages of comments that these suggestions are from (mmo here)

KingFu
01-15-2011, 12:57 PM
WATERFALLS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:p

Xanthia
01-15-2011, 01:06 PM
If you check out my guilds long post, it contains a lot of info related to this topic.

http://www.spacetimestudios.com/showthread.php?2780-Venom-Guild-Post-%28LONG-POST%29

Check it out, it is something you need to sit down to read! The most important parts to me are the Hero Classes, Crafting, and Guilds!~

Arterra
01-15-2011, 01:16 PM
If you check out my guilds long post, it contains a lot of info related to this topic.

http://www.spacetimestudios.com/showthread.php?2780-Venom-Guild-Post-%28LONG-POST%29

Check it out, it is something you need to sit down to read! The most important parts to me are the Hero Classes, Crafting, and Guilds!~

lol you just gave me literature

i could appreciate if someone dug up old crafting thread suggestion. i plan on adding my pallet change idea for color rarity, but need general crafting stuff.

Xanthia
01-15-2011, 01:35 PM
lol you just gave me literature

i could appreciate if someone dug up old crafting thread suggestion. i plan on adding my pallet change idea for color rarity, but need general crafting stuff.

There is general crafting ideas in my post, you can either follow the link or it is in the Suggestions and Feedback forum, under "Venom Guild Post (Long Post)"

Arterra
01-15-2011, 01:37 PM
edited into reserved area, thank you. still, there are variations i wish to capture in this thread.

edit: i added another category to reserved list: mapping and randomization. it is a must for future gaming. might be hardest to track down.

Kujen
01-15-2011, 02:09 PM
Arterra, could you add links to specific threads for each suggestion mentioned here?

Refriedchicken
01-15-2011, 02:34 PM
On a related/unrelated note: I wonder how extensive PL will be this time next year.

nazgulking
01-15-2011, 05:39 PM
Again, look at my perks suggestion :)

Arterra
01-15-2011, 06:32 PM
Arterra, could you add links to specific threads for each suggestion mentioned here?

In each quote here is a little arrow that directs you to the original thread! Try it.

And nazgulking, sorry but cant think of where it is. Icanhassa link?

Kujen
01-15-2011, 06:40 PM
I never even noticed that arrow :eek: Thanks!