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RikkaLarn

Member Since 28 Mar 2013
Offline Last Active Feb 09 2015 02:29

#862259 Fun Idea: Random Pot Drops

Posted by Praetor on 12 April 2014 - 07:13

These used to exist in very old D&D style MMO's, but here is the idea for this game: some drops would be, instead of fusion power, a "random pot". Different colors, but the color does not indicate what's in it -- you have to drink it to find out.

 

So drink and you get a random buff OR it changes what your character looks like on the screen for some time duration (say 10 minutes). So for example *poof* you are now a Blue Squirrel. No effect on your stats but you run around as a Blue Squirrel (or sheep, or baby raptor, or whatever). No large creatures so as to not negatively impact dungeons player viewpoint, but can be character size or smaller.

 

These pots would not be bound so could be traded but of course you don't know whats in it. Could be a buff, or could be you become a small furry animal for 10 minutes. Squeek squeek!




#847821 Record PvP kills as most damage dealt rather than final hit

Posted by Neon on 10 February 2014 - 22:11

This suggestion is regarding how a "kill" is earned in a pvp game.

 

Current way of earning a pvp kill:

 

- Get the last hit on a target.

 

My suggested change for this:

 

- The person who dealt the most damage to the target is awarded the kill.

 

This shows a much more "real" K/D rather than the current system. I've seen low levels standing around waiting for other players to take a player to very low hp and then using burst damage to steal a kill, this is primarily mages using ignite to reap in the kills but other classes can use burst abilities to their advantage aswell. The current system is flawed in my opinion.




#848709 Record PvP kills as most damage dealt rather than final hit

Posted by Neon on 13 February 2014 - 02:56

Would be cool if we could get some feedback regarding this since it seems no one openly disagrees with the change.

 

We did pvp today and mage is still by far the best class at getting kills. This suggestion needs to be implemented to make pvp fair.




#851946 The state of end game Crafting & The Economy

Posted by Malthrus on 27 February 2014 - 10:39

My thoughts on the current end game crafting and economy situation are that it is extremely poor. I have reached level 40 in many gathering/crafting skills now and there is absolutely no reason to craft for anything other than grinding xp. Maybe you get to help the odd player with a craft and get a tiny fee in return, which doesn't come anywhere close to paying back the time investment spent on crafting. 
 
With no reason to craft outside of leveling up, the demand for crafting resources will run dry very quickly. This will only get worse when more people reach the maximum crafting levels and the demand for resources plummets. This essentially means there is no economy. The amount of gold you can farm by killing monsters/world bosses for the amount of resources you can buy at the moment is completely out of proportion (ie. 1 hour of AoE grinding for 3300 bronze ore or 5000 coal). Why is this? Because the demand is so low, crafting is not rewarding enough.
 
In general I feel crafting is too quick to reach the maximum level, which is mainly due to how the tier system works ie. lvl 16 and lvl 32 crafting becomes way faster. It should scale upwards, the early levels (1-15) should be easier and the later levels should take much much longer.
 
Despite that, I feel there are many ways that you could make crafting at maximum level well worth your time, by adding additional incentives and by embedding it into regular gear progression, whether crafting it yourself or paying someone to craft for you.
 
Here are a few of my ideas:
____________________________________________________________________________________
 
Gear Upgrading
 
One idea I have to give crafting a purpose once you reach the maximum level, but could also be another form of progression at the lower levels (at a reduced cost), is the ability to upgrade pieces of gear with rare crafting materials and elemental flakes. This could also be done with any piece of gear in the game not just crafted items, items would need a set cost based on their level and rarity, for example:
 
Level 40 items
Green Boots = 8 Iron bars
Rare Boots = 8 Iron Bars, 3 Pure Iron
Rare Helmet = 10 Iron Bars, 3 Pure Iron
Heroic Chest = 16 Iron Bars, 4 Pure Iron, 2 Elemental Flakes
Heroic 2H Weapon = 20 Iron Bars, 5 Pure Iron, 4 Elemental Flakes
 
To upgrade an item, you require the profession that corresponds with that armor type with the same or higher level than the item requires to equip.
 
There would be 5 tiers of upgrades which increase in cost per upgrade, could add more levels later perhaps.
 
+1 2H Weapon upgrade = 20 Iron Bars, 5 Pure Iron, 4 Elemental Flakes
+2 2H Weapon upgrade = 30 Iron Bars, 10 Pure Iron, 6 Elemental Flakes
+3 2H Weapon upgrade = 40 Iron Bars, 15 Pure Iron, 8 Elemental Flakes
+4 2H Weapon upgrade = 50 Iron Bars, 20 Pure Iron, 10 Elemental Flakes
+5 2H Weapon upgrade = 60 Iron Bars, 25 Pure Iron, 12 Elemental Flakes
 
Upgrading an item once would increase all of its stats & DPS or armour by 5% and give the crafter some xp.
 
The pure iron goes up in cost by slightly more to make them more desirable, increasing their value more. To make it so that normal iron doesn't inflate from the higher requirement of pure iron, you should add pure iron bars which require 3-4 iron ore, 1 pure iron ore, 1 coal & flux. I always thought it was strange to be crafting with ore instead of bars anyway, this addition makes more sense.
 
Currently rare materials don't have much of a use, but with my idea there would be a constant demand for them.
 
There would also be a constant demand for crafting, as every time you get a new piece of gear you will want to upgrade it. If you do not like crafting yourself you can buy the mats and get someone to upgrade it for you, which forces some social interaction to progress your gear. To make this work with bound items, make it like a trade window where the crafter can assist you with upgrading your armour or weapon. Both players have to be standing at the same crafting workstation and you can offer gold for trade in the same window for their service.
 
The costs may seem excessive or tedious but it adds an additional form of progression to the game which we desperately need. We need a reason for crafting materials other than just leveling up or they will never have any real value at end game. We also need an economy that relies on crafting for it to not be a waste of time.
 
You might ask what happens when most people have everything upgraded, well that's when you add new harder content dungeons that drop better gear. The upgrade process repeats and crafting is once again in heavy demand.
____________________________________________________________________________________
 
Salvaging
 
Equipment should be salvageable by their corresponding profession ie. leatherworking for medium, tailoring for light, armorsmithing for heavy and weaponsmithing for weapons. This wouldn't just be limited to stuff you make from crafting, you could do this for all equipment drops in the game. You require the same crafting level as the level requirement of the item to salvage it.
 
Salvaging an item will give you a small amount of crafting experience and raw materials (ie. iron ore) which can be used to process and reforged into something else. The quality of the item (green, blue etc) will determine how many resources you salvage from the item. The amount will be around 30%~ of what the item would have needed to craft, so for an item that needs 10 iron bars you get 6~ iron ore back. 
 
This might need adjusting at first until gold inflates more because it would be better currently to just vendor the item instead of salvaging it, but you get the basic idea. You could also nerf the amount that items vendor for to make salvaging more attractive. As for non-crafted gear you could just make the amount salvaged similar to what a same level item of that quality would have taken to craft. You could also add some grey (trash items) that are broken versions of gear that drop off monsters. They will be high-yield salvage items, that give you many resources when salvaged.
 
With this change instead of making 100 belts to skill up and vendoring them, adding 50g to the economy, the materials are removed from the economy as you get less and less with each craft. On top of that you will need to purchase the vendor materials again which removes a little more gold from the system. This is mostly a suggestion to fix the massive inflation of gold. With this addition and the removal of repair kits the value of gold will stop rising so rapidly.
____________________________________________________________________________________
 
Other Crafting Ideas
 
On top of this idea it would be good if we could have a chance to roll random stats on every item that requires flakes (like the TR boss loot), so you have a reason to craft many of the same rare item to try and get a perfect roll.
 
There should be better gathering tools that you can buy from a vendor for gold that are bind on pickup. This works as a gold sink and makes gold useful for improving your gathering efficiency. There are 7 of these tools (one for each gathering profession). These various tools increase the rate at which you gather resources, they are all 2 handed so you can't dual-wield them.
 
10% Increased gathering speed, requires level 10 in skill. Cost: 10G
20% Increased gathering speed, requires level 20 in skill. Cost: 50G
30% Increased gathering speed, requires level 30 in skill. Cost: 200G
40% Increased gathering speed, requires level 40 in skill. Cost: 600G
50% Increased gathering speed, requires level 50 in skill. Cost: 1500G
 
As for Cooking and Alchemy, you should simply buff the stat increasing potions & food so their effect is more noticeable, making potion and food buffs a requirement for grinding mobs and running hard mode dungeons. For example the 25 sorcery food should become 50 sorcery and the 10% primary stat potions should become 15%, with even higher stat boosting food & potions for level 45 and beyond. I also think the higher tier health/mana potions should cost 1 or 2 more berries, they are far too cheap to produce in bulk. It takes no time at all to farm several 100 of them. Otherwise when the trade system is in place you will be able to buy tons of them for next to nothing.
 
There needs to be more non-combat related items that you can make with crafting also. Some stuff for the roleplayers or perhaps some items that boost your crafting levels on use/equip. Stuff such as a chef's hat which boosts your cooking level by 1 when worn, or perhaps just a cosmetic item. Maybe a special Alchemy potion that turns you into a goblin or some other creature in the game for a set duration on use. Maybe in the very distant future some recipes for player housing which require many different skills to create furniture. I also saw a really good idea in another thread about camping tents & sleeping bags for camps for rested xp. The entire game shouldn't just revolve around combat, sometimes people like to take a break and do other things.
____________________________________________________________________________________
 
The Wilderness
 
I'm going to add a few ideas to revamp the wilderness. Trappers Atoll is currently a dead zone and there is no reason you should ever go there. Nobody will go there to gather because you can just gather lvl 48 materials from areas like cronnoch mountain where there are no monsters and the nodes sit there uncontested.
 
My idea to incorporate my crafting ideas with the wilderness is to make it so that gathering nodes in the wilderness are high-yield. This means they have more resources in them per node and they have twice the chance to contain rare resources such as pure iron. They should give you more resources per cast as well as containing more resources because they should be faster than a regular node. This gives players an incentive to risk going into a pvp zone to gather materials at a faster and more profitable rate. All gathering materials are obtainable outside the wilderness so you don't have to go there if you don't like pvp, but there is a higher reward in doing so for those who are feeling brave.
 
For this to be feasible however the wilderness needs to be massively expanded. Trappers Atoll is far too small of an area for this idea to work, because otherwise a small group of players could completely control the whole area and all of the resources. This is due to the small size of the island and the large number of choke points created by all the slopes. Trapper Atoll should be but a small island in a large open pvp area, the size of the entire wilderness should at least match the size of Eldevin East. This gives gatherers a choice of different spots to gather in as opposed to running into a concentrated area where certain death awaits them.
 
On top of this there should be monster spawns in the wilderness, which drop a lot more gold than normal monsters (5-10s per mob, AoE pulls of 10+ mobs possible), however they don't drop any green/blue items to vendor or salvage. There should be camps which have lots of monsters for AoE grinding and there should be camps which have only champion monsters, which are spread out, have a lot of health and deal more damage. These champion monsters yield much more experience and drop a lot more gold (10 times the xp yield of AoE mob and 50s-1g each). They are designed to be farmed in a small group or solo by well geared builds that do not have the capability of AoE grinding.
 
The reason I say they should drop gold is because there needs to be a risk associated with dying in the wilderness. The penalty for death should be heavy durability loss (20-30%), you drop all of your gold on you (note: you can deposit gold in your vault), any gathering materials you farmed in the wilderness and any gems or heroic equipment drops that you found in the wilderness. You will only lose those items if they are in your bags, items in your bank or vault are safe.
 
Heroic equipment drops will have a tiny chance to drop off normal monsters (AoE camps), a much larger chance to drop off champion monsters (Single target camps). There should also be a world boss in the centre of the wilderness, who has a set loot table with a bunch of unique heroic items and gems.
 
These heroic items will be unique to the wilderness and have a very low drop chance. However they should have potential to be some of the best items in the game for at least 2 out of your 13 equipment slots. They do not roll random stats, they have a chance to roll 1 or 2 sockets depending on the slot. They are bind on equip, so you can sell them to players who don't want to go into the wilderness themselves, giving pvpers an option to make money.
 
This creates a situation where you have to determine the risk factor of farming in the wilderness, that you could be killed at any moment with all the gold & items you farmed in there. You could choose to make frequent bank journeys, there could be a couple of pvp enabled banks & vaults in there that create pvp hot spots (as well as the mob camps, high yield resources & world boss).
 
All in all I think this makes for a fairly complete and dynamic open world pvp area which would be well worth the risk venturing out to. I tried to avoid suggestions such as full loot because I realise the game will probably not get rid of bound items and I know a lot of people would hate it if the death penalty was too harsh (such as losing a bunch of your 10k gold worth gems), but these penalties and rewards seem fair to me.
____________________________________________________________________________________
 
Conclusion
 
I purposely left out more dungeons, harder bosses, larger group sized dungeons (raiding), multiple tiers of end game gear, rated pvp & pvp rankings/titles etc. Because I know some of that is well on its way to being complete. I wanted to focus mainly on crafting, its impact on the economy and open world pvp.
 
I would love to hear in this thread what other people have to say and their thoughts on the state of the end game. I know HCS is working hard on it currently and most likely have lined up many activities for us to do at the intended maximum level of 50. But while us, the players can't see what is going on behind the scenes it would be nice to hear what the community thinks and what could be done to improve the game. Maybe some of our ideas will make it into the final product.
 
tl;dr version - there isn't one, read it all or don't bother posting.



#825589 Official Stance on Bots

Posted by Mojawk on 05 December 2013 - 14:24

Hey folks, 

 

Just wanted to make it clear that we do not allow using any sort of bot.

 

A bot (or afk macro gaming) is a method of controlling an character by an automated means that does not require direct interaction from a player. 

 

If you suspect a character is being played by a bot, please submit a ticket with the username of the suspected bot to https://www.huntedcow.com/support

 

If one of our Game Masters visits you, please respond to them, if you don't respond in an appropriate time and they deem you to be a bot your account will be suspended from the game for up to a week and a warning issued. If this happens again your account will be permanently suspended from the game.

 

~The Eldevin Team




#818379 Farming

Posted by Irradiated on 03 November 2013 - 16:23

At higher levels, and over time, you begin to see a bit of an improvement with crop dust.  But that might just be wishful thinking :).  IMO, crop dust is a complete waste for the reduction in desease.  I only use it when farming cloth for tailoring, to get the slightly better odds on etherals, never for food or 'quest' farming.

 

As far as using 2 crop dust/compost.  It's not really any different then using one, with only five per jar.  You get used to it.  And it leaves room for future modifications to farming.

 

The scarecrow effects yield.  Compost decreases the time it takes to grow the crop.  At higher farming levels this is extremely useful.  Less time = less desease.  And higher level crops require a second 'water' to finish without compost.




#812946 NON optional mass Boss dungeons for Dungon lovers.

Posted by Alpion on 23 September 2013 - 20:05

There is a nice quest at the Tree of life where you are to beat 5 spirits. Just loved that little Terra at the end. Perhaps that is the most interesting and not boring quest i ever seen in whole game.

Then this is not the game for you.  There are so many enjoyable and AWESOME quests throughout the game that this comment is actually a slap in the face to the developers.

 

You keep adding suggestions for PvP or dungeon killing for uber rewards, which is fine...but you fail to see the other side of the game.  Dungeons already have the best rewards in the game.  There is no point for crafting as it is now, as nothing you create is worth anything compared to dungeons.  The crafted heroics are pointless as to the time it takes to make them.  If anything, there needs to be more balance put forward in terms of crafting and not so much time spent with instance dungeons and PvP.

 

I don't care for PvP, but I will take part in it.  It's an aspect of any game I play.  But in no game I have played is it ever the most important aspect that it needs more attention than anything else.  Every game I've played that has succeeded has been because of a high level of questing and crafting, with group dungeons and PvP as an enhancement, but not overpowerment to the game.




#811793 Lottery. Bet your general loot

Posted by Bryn on 16 September 2013 - 22:35

i'm all for fortune junk trade :D

 

attachicon.gifbank.PNG

Your missing an old boot dropped by Crimson Pillagers. ;)




#808536 Manners Maketh Man

Posted by Fizban on 26 August 2013 - 17:07

(and Woman)
 
Ok, so it seems to me that a lot of players lack basic common courtesy, so i'll start a thread here explaining unwritten rules that original testers adhere to.
If i miss anything, please add to this thread, these are not in any particular order, but are meant as a guide to those players who don't understand the concept of good manners.
 
When a player is Prospecting/Mining a particular node, it is extremely rude to start on that same node, especially when there is another node right next to him/her, please mine a different node.
 
If you ask a player to craft something for you, be sure to have all the materials required for the item/s, including the materials from the Vendors, don't expect the player that is helping you to spend his/her cash on your items.
 
Please/Thank you, shouldn't really need to explain this, but many players seem to lack this basic courtesy, always say please and thank you to players that help you.
 
When doing instances/group runs, i see a lot of players choosing need on all drops, have consideration for others in the group, (more so if helping you with quest instance) only choose need if you really do need the item and it is for your class, otherwise choose greed and let the RNG decide who gets the drop. 
 
If a high level player asks if you need any in game help, reply to them instead of ignoring them, even if it's 'no thanks' they are trying to help you and there WILL come a time when you will need help and if you've ignored people, chances are they will not help you.
 
If i have missed anything here please add to the thread and i hope that the rude players will read this and learn manners


#808244 Fort Pirigarde repair point

Posted by Crofil on 24 August 2013 - 11:30

Good point +1

 

yes makes the quest really simple to complete 

 

the repair point is their for the resurrection point so i think the quest needs to be tweaked in some way :)




#807814 Account/Char tracking (friends/block lists)

Posted by Neon on 22 August 2013 - 13:31

I fully support your idea, Rikka. It would be a major convenience update to current game-play.

 

I also fully support the log in as "invisible" option.. this really needs to be added. :P

 

I would like to add onto these ideas with another one. If a player adds you they can not see you as "online" until you add them. Or you will need a "friend request" confirmation notice.

 

I would also like to suggest being able to customize how you want to receive whispers, for example. You only want to receive whispers from friends, anyone or no-one (turned off).

/ This is not me being spiteful, but a suggestion which allows some players to play in peace. :)




#806866 Party balance. Group planning\tactics or "why should we take that gu...

Posted by ZooksterGaming on 17 August 2013 - 13:35

I can agree mage is more suitable for going solo atm. But it's not useless in group still :P

I am currently going with some kind of Crit-build on my mage. So I'm mostly using Incinerate and never takes on more than 3 mobs.

If I would go in group I would have upgraded my Overload earlier together with Blizzard. To clear those instances faster. But that would leave me a bit weaker at bosses.

I'm not a great classbuilder tho, so I just go with what I feel I need when I get my talents :P

 

Right now I think that Prophets are the best class for both solo and group. I'm sure many would agree on that.

Imo rangers are the worst thing right now. I just hate them, haha, even tho they probably are pretty good.

 




#806846 Party balance. Group planning\tactics or "why should we take that gu...

Posted by Mongo on 17 August 2013 - 11:56

I do not think assassins, rangers or mages are useless in dungeons... I have run many dungeons with players of this class and they have always been an asset.

 

I do not think dungeons should be made harder either, remember not everyone is going to be "as good" as everyone else.

 

Some players just want to have fun and kill stuff, let them!  :P

 

I think the dungeons are fine as they are... Fun, challenging for the average player, rewarding, promote team play.

 

This is just my opinion though.




#804543 Refining the gem drop system

Posted by Neon on 05 August 2013 - 11:47

This suggestion is a small addition that should clear up the blank spots in the gem-drop/craft system.

 

The current rare gems:

Cracked quality - This gem is now dropped by all mob's in the level range 2-10

Jagged quality - This gem is now dropped by all mob's in the level range 10-20

Flawed quality - This gem is now dropped by all mob's in the level range 20-30

Fair quality - This gem is now dropped by all mob's in the level range 30-38

Glimmering quality - This gem is now dropped by all mob's in the level range 38-45

Defined quality - This gem is now dropped by all mob's in the level range 45-50

 

All other qualities will be crafted, however in the future when more content is released more gems could be added to the drop table.

 

Instanced bosses:

All instance bosses will now no longer share the "rare gem drop table" this was causing the gems to flood the instance boss drops and also didn't share the old "instance boss always drop heroic" theme.

 

Instance bosses will now have a chance to drop level specific gems WITH unique or higher than the current level, gem properties.

 

Examples:

 

Vault -

All-slot gear gem, heroic tier and is now on the drop table from the vault bosses.

Suggested stats for the gem or gem's:

. +2% damage to plagued monsters

. +20 melee/mage/range attack power (Higher than jagged but less than Flawed)

 

Temple of Three - 

All-slot gear gem, heroic tier and is now on the drop table from the TO3 bosses.

Suggested stats for the gem or gem's:

. +5% accuracy (can only be equipped in the helm)

. +38 melee/mage/range attack power (Higher than fair but less than Glimmering)

 

NOTE - The heroic gems from the instances will not be able to be crafted or upgraded, they are simply like all the current instance gear.

 

This system would work really well, it still has use of all the current rare gems and it clears up the current unfair amount of gems you can gain. It also gives a reason to farm instances (for unique gems).

 

The point of this is not to make the rare gems obsolete or unusable (the top tier crafted rare gems will still be the best/among the best).




#804552 Refining the gem drop system

Posted by Mongo on 05 August 2013 - 13:06

Nice idea Jamie!  :)

 

I would also like to see the boss's drop a gem AND a piece of gear in each loot chest, rather than one or the other... as some of them are doing now.

 

Would give players in a group more chance to gain some useful loot for each run of an instance, nothing more annoying than coming away with nothing for your troubles  :D






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