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    Default [IMPORTANT] Suggestions!

    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
    Last edited by Ltbd78; 04-07-2011 at 03:46 PM. Reason: Changes

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