Ltbd78
04-07-2011, 02:44 PM
I'm a big fan of all types of MMORPG and played all types. Here's some suggestions to implement in the game.
• Dodge
- dex should contribute more to dodge than strength
• Parry
- Str modifies the chance of parrying
- Negates a melee attack
- Adds more survivalbility to PvP (No more 3 second kills)
-Warrior could have a passive parry skill
- Some melee weapons granting parry
• Block
- Only shields can block
- Successful blocks have 50/50 %chance of [80-99%] or [100%] damage reduction (not all blocks are perfect)
- Block% is determined by shield: Warrior's > Archer's > Mage
• Diagram: Player Hit% [yes/no] (if yes)--> Opponent Dodge% [yes/no] (if no)--> Opponent's Parry% [yes/no] (if no)--> Opponent's Block% [yes/no] (if no)--> Successful Hit [Player's (Dmg*Crit) - Opponents Armor]
• Achievements (with x gold/plat as rewards)
- Kill an opponent under x seconds
- 100k!
- Completed x quest
- Played for 5 hours straight
- Purchased Platinum
- Finished x Dungeon under y seconds
• Deaths
- Remove PvE death counts, allow kill count and PvP death counts.
- Deaths in PvE now gives penalty: 10% gold reduction. Usage of the Stash may help avoid such events, but gold in inventory will suffer a 10% reduction. This is to discourage deaths.
•Marketing
- Reduce auction list cost, instead adjust tax levels.
E.g. 3 hours: +5% of listed price; 11 hours +10%; 23 hours + 15%; 3 days +20%
Such adjustments will encourage lower leveled (cheaper) items in the auction house for some players can't not afford 1000g to list a 100g item. This will also encourage trade between players when dealing with large sums of money
- Add an easy item classification system to the auction house (and in general) Say a player only wanted thrown items (talons) or swords regardless of level. By the current search system, he would have to type an item name: Talon for example would only give him a list of items that has in is name "talon", but spikes, which are also thrown items would be excluded.
To summarize: |type of item| (e.g. Thrown, bows, swords, maces, 2h swords, Wings, mail, plate, leather) and |attribute|(Dex, Str, Int) classification
- To phases of confirminationn during player to player trade to avoid scams and confusion.
Phase1: Both players click Check-box
Check the box will lead to phase2
Phase2: Players can not adjust items, but can accept or decline the trade.
- Trading of platinum; (would actually benifit business if one thinks outside of the box)
•Balance of classes (during 1v1 PvP)
- An enchantress with high mana rate would be difficult to kill. Thus increase the cooldown of "heal" but also increase its healing effects
- Lower the effects of "increase armor" spell. I've seen level 30 Str mages having higher armor than lvl 30 Str warrior; the mage's armor nearly increases two fold. 65 -> 120
- Mages should have the ability/skill "Blink" x mana, x cooldown seconds, teleports user x yards towards the direction the user is facing.
•Regeneration
- All players should have a natural regen rate by default without the use of equipment or attribute points.
- Mage: 1h, 2m | Bear: 2h, 1m | Bird: 1h, 1m
- Equipments should limit their regen rate stats. Bears and mages with high HP and MP regen during 1v1 PvP are very difficult to kill.
- SIGNIFICANT CHANGE: If possible, HP only regen out of combat, and MP only regens x seconds after no spells/skills are used. If this condition is met, only then high regen rates are encouraged in PvP and PvE.
• Avatar
- Rouge character (cat or squirrel; they're both agile creatures) (highest dps, 2nd lowest armor, dual wields two separate weapons {primary weapon does 100% damage, secondary does 50% of damage} in place of shield, cannot wear shield regards of attribute build)
- Male and Female Genders (all current players are bestowed 1 free gender change; further changes would require x Plat)
• Weaponry/Armory
- Some weapons have x sockets for gems; gems grant bonus to player's stats or have special effects (e.g. green gem- 12% HP regen, 4% dodge, a chance of enemy to be inflicted with thorn roots when striked; red gem- change of enemy to be inflicted with a burn when striked, drains 4% damage caused, etc.); gems can be found in the plat store for x plat (or found in rare drops)
- Amulets/Necklaces
- Trinkets having special abilities when activated
• New background music.
• A self-generating level to increase replay value.
• Item Rolling; Drops; Loots
- Party Leader dictates the type of drop
- Default Type: Free-For-All. All looting is random.
- Type 1: Items with values higher than (green/purple/pink) will be rolled between the party. Three tappable buttons players can choose: Need; Greed; Pass. Need> Greed> Pass. If more than one player click tap on need, (or greed, if nobody taps on need) a random roll between 1-100 will occur. Player with highest number wins the item. This system is based highly on ethics, players may abuse the "need" but may be kicked by leader.
- Type 2: Leader distributes all loot between players
• Misc
- Potions having x second(s) cooldown. Play requires more thought and skill, rather than spamming the potion button. In WoW, Potions have 1-5 minute and cooldown starts after player leaves combat.
- A BIG message saying "Leaving Combat.." to inform the player he is out of combat. This helps avoid accidental "PvP/PvE death grants while leaving area", especially when player thinks he is out of combat, but is not. (Usually there is a 5-10 second interval players must wait after combat before he is safe to leave the place without a death grant.)
To people concerned about game file sizes: Most data are stored online; gameloft games are over 1 gigabyte. These minor mechanical changes won't have any significant increases in .IPA. With already an abundance of content, Version 1.7's file size is currently only 48.8 megabytes. I doubt it will go over 1 gigabyte with changes less than the file's orginal content itself.
By: Deathscar Level 33 Merchant Bird
• Dodge
- dex should contribute more to dodge than strength
• Parry
- Str modifies the chance of parrying
- Negates a melee attack
- Adds more survivalbility to PvP (No more 3 second kills)
-Warrior could have a passive parry skill
- Some melee weapons granting parry
• Block
- Only shields can block
- Successful blocks have 50/50 %chance of [80-99%] or [100%] damage reduction (not all blocks are perfect)
- Block% is determined by shield: Warrior's > Archer's > Mage
• Diagram: Player Hit% [yes/no] (if yes)--> Opponent Dodge% [yes/no] (if no)--> Opponent's Parry% [yes/no] (if no)--> Opponent's Block% [yes/no] (if no)--> Successful Hit [Player's (Dmg*Crit) - Opponents Armor]
• Achievements (with x gold/plat as rewards)
- Kill an opponent under x seconds
- 100k!
- Completed x quest
- Played for 5 hours straight
- Purchased Platinum
- Finished x Dungeon under y seconds
• Deaths
- Remove PvE death counts, allow kill count and PvP death counts.
- Deaths in PvE now gives penalty: 10% gold reduction. Usage of the Stash may help avoid such events, but gold in inventory will suffer a 10% reduction. This is to discourage deaths.
•Marketing
- Reduce auction list cost, instead adjust tax levels.
E.g. 3 hours: +5% of listed price; 11 hours +10%; 23 hours + 15%; 3 days +20%
Such adjustments will encourage lower leveled (cheaper) items in the auction house for some players can't not afford 1000g to list a 100g item. This will also encourage trade between players when dealing with large sums of money
- Add an easy item classification system to the auction house (and in general) Say a player only wanted thrown items (talons) or swords regardless of level. By the current search system, he would have to type an item name: Talon for example would only give him a list of items that has in is name "talon", but spikes, which are also thrown items would be excluded.
To summarize: |type of item| (e.g. Thrown, bows, swords, maces, 2h swords, Wings, mail, plate, leather) and |attribute|(Dex, Str, Int) classification
- To phases of confirminationn during player to player trade to avoid scams and confusion.
Phase1: Both players click Check-box
Check the box will lead to phase2
Phase2: Players can not adjust items, but can accept or decline the trade.
- Trading of platinum; (would actually benifit business if one thinks outside of the box)
•Balance of classes (during 1v1 PvP)
- An enchantress with high mana rate would be difficult to kill. Thus increase the cooldown of "heal" but also increase its healing effects
- Lower the effects of "increase armor" spell. I've seen level 30 Str mages having higher armor than lvl 30 Str warrior; the mage's armor nearly increases two fold. 65 -> 120
- Mages should have the ability/skill "Blink" x mana, x cooldown seconds, teleports user x yards towards the direction the user is facing.
•Regeneration
- All players should have a natural regen rate by default without the use of equipment or attribute points.
- Mage: 1h, 2m | Bear: 2h, 1m | Bird: 1h, 1m
- Equipments should limit their regen rate stats. Bears and mages with high HP and MP regen during 1v1 PvP are very difficult to kill.
- SIGNIFICANT CHANGE: If possible, HP only regen out of combat, and MP only regens x seconds after no spells/skills are used. If this condition is met, only then high regen rates are encouraged in PvP and PvE.
• Avatar
- Rouge character (cat or squirrel; they're both agile creatures) (highest dps, 2nd lowest armor, dual wields two separate weapons {primary weapon does 100% damage, secondary does 50% of damage} in place of shield, cannot wear shield regards of attribute build)
- Male and Female Genders (all current players are bestowed 1 free gender change; further changes would require x Plat)
• Weaponry/Armory
- Some weapons have x sockets for gems; gems grant bonus to player's stats or have special effects (e.g. green gem- 12% HP regen, 4% dodge, a chance of enemy to be inflicted with thorn roots when striked; red gem- change of enemy to be inflicted with a burn when striked, drains 4% damage caused, etc.); gems can be found in the plat store for x plat (or found in rare drops)
- Amulets/Necklaces
- Trinkets having special abilities when activated
• New background music.
• A self-generating level to increase replay value.
• Item Rolling; Drops; Loots
- Party Leader dictates the type of drop
- Default Type: Free-For-All. All looting is random.
- Type 1: Items with values higher than (green/purple/pink) will be rolled between the party. Three tappable buttons players can choose: Need; Greed; Pass. Need> Greed> Pass. If more than one player click tap on need, (or greed, if nobody taps on need) a random roll between 1-100 will occur. Player with highest number wins the item. This system is based highly on ethics, players may abuse the "need" but may be kicked by leader.
- Type 2: Leader distributes all loot between players
• Misc
- Potions having x second(s) cooldown. Play requires more thought and skill, rather than spamming the potion button. In WoW, Potions have 1-5 minute and cooldown starts after player leaves combat.
- A BIG message saying "Leaving Combat.." to inform the player he is out of combat. This helps avoid accidental "PvP/PvE death grants while leaving area", especially when player thinks he is out of combat, but is not. (Usually there is a 5-10 second interval players must wait after combat before he is safe to leave the place without a death grant.)
To people concerned about game file sizes: Most data are stored online; gameloft games are over 1 gigabyte. These minor mechanical changes won't have any significant increases in .IPA. With already an abundance of content, Version 1.7's file size is currently only 48.8 megabytes. I doubt it will go over 1 gigabyte with changes less than the file's orginal content itself.
By: Deathscar Level 33 Merchant Bird