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Changes

Posted: 19 Feb 2016 15:31
by Laurel
1. No brute till at least rising hero. Possibly titan. (not my idea, but I like it)
2. All items always save. They just fade out, but at the speed of (example) the crescent axe or the gigantic sword. All of them. You can estimate by looking how long it will serve you (similar to gems in corrupted mithril weapons).
3. No items are no-break (not even the great code of weapons from Onyx).
4. Items as easy to break as runed falchions, bloody skull clubs, etc. are improved to one standard - slow dull/wear out.
5. Players can go through a painful and long quest chain to receive own indestructible sockets (one/two per char) to use imbues without the fear of breaking it from the next hit. These last for a set amount of time (not play-time!) - longer than pt. 2, but shorter than 2 Armageddons.
6. Maul/plex can still break armours.
7. Plex can still break weapons.
8. Instanced (or whatever you guys have promised) grinding areas which discourage scripting are finally introduced and give better rewards than current scripts. Stop talking - start implementing.
9. Death penalty is changed - to what, I don't know, but suggested solutions should be tested on the whole population for a few months. My idea for now - all your gear suffers 90% time loss.
10. No more obscure additions to the game are made. All new items, locations, quests, mobs are auto-introduced via a dedicated board or page section - in RP fashion, but no more "code shit for self/friends".
11. Guilds are no longer ran by players, but there are hard-coded indicators when punishment/expell is introduced.

Feel free to discuss above and add your own.

Re: Changes

Posted: 19 Feb 2016 15:53
by cotillion
Brutality should still just go away.
As quest xp has been rewarded in events, weekly quests and with different multiplier levels over the years its just not a good mechanic.

Variations of 2-4 have been discussed and it's likely something like it will be implemented soonish.

Re: Changes

Posted: 19 Feb 2016 16:14
by Laurel
cotillion wrote:Brutality should still just go away.
As quest xp has been rewarded in events, weekly quests and with different multiplier levels over the years its just not a good mechanic.

Variations of 2-4 have been discussed and it's likely something like it will be implemented soonish.
Cot - 8. pls.

Re: Changes

Posted: 19 Feb 2016 16:24
by Laurel
12. Implement fatique restoring imbue.

Re: Changes

Posted: 19 Feb 2016 16:32
by Ody
13. Finally make a bow skill imbue.

Re: Changes

Posted: 19 Feb 2016 17:01
by Kitriana
Good ideas Laurel.

I would suggest Death Penalty in PVP should change.. not sure about all Death Penalty.
I'd want to see it possibly reduced to 1-2 fantastics loss/setback.
And make recovery not work on PVP deaths since it will be so much more minimal of a setback.
Also - still feel some kind of reward should be implemented for killing in PVP .. either guild/faction based... or personal.

Re: Changes

Posted: 19 Feb 2016 17:18
by gorboth
Love this stuff! Thanks, Laurel, for taking the time to post serious ideas for improvement. That's the sort of thing we do need to hear, and stuff we really do consider.

G.

Re: Changes

Posted: 20 Feb 2016 06:03
by Amberlee
Removal of Death Penalty fixes nothing.
It just makes the current issues even more prominent.
Introduce a hard cap for size.
All other EXP could be rewarded in another way, like using excess EXP to buy imbues, or like Laurel mentioned unbreakable sockets.

Re: Changes

Posted: 20 Feb 2016 11:15
by Draugor
Amberlee wrote:Removal of Death Penalty fixes nothing.
It just makes the current issues even more prominent.
Introduce a hard cap for size.
All other EXP could be rewarded in another way, like using excess EXP to buy imbues, or like Laurel mentioned unbreakable sockets.
We'd have the problem of imbue balance again then, but it would atleast be a WAY more leveled playing field

Re: Changes

Posted: 20 Feb 2016 11:59
by gorboth
Amberlee wrote:Removal of Death Penalty fixes nothing.
It just makes the current issues even more prominent.
Introduce a hard cap for size.
All other EXP could be rewarded in another way, like using excess EXP to buy imbues, or like Laurel mentioned unbreakable sockets.
Really? You'd advocate for a hard stat cap? Maybe I'm misreading your suggestion?

G.