Trappers atoll (open world pvp area) for those who don't know is quite a boring place. Yes once we have 50 content the 48 resources will open up, but what then? You can only gather the extremely easy-to-get materials for a short time before you become bored.
The area has a lot of potential to bring hours of fun to pvp orientated players and gathers/roamers. Sadly it seems that the area was added in it's basic form then left so HCS could focus on other aspects of the game and hardware.
This suggestion is to throw some ideas at HCS that (in my opinion) would bring life to the area and create a means of "end-game replayability".
Basic changes:
- Remove the second "save zone" that is deeper in trappers atoll main island.
This safe zone really doesn't make the zone feel risky atall, what's the point of "venturing" deep into island if you are in reach of another safe area. This needs to be removed to make the area "risky" to those who wish to venture deep into the island.
- Add an invisible barrier to the main safezone.
What will this barrier do?
The barrier will stop players who have entered combat going straight back into the safezone, this prevents trolls, safing and griefing.
Once someone has engaged in combat they receive a debuff "fighting" the debuff will prevent them from entering a safezone for 10 seconds, this debuff refreshes everytime you take a hit (ignores poison damage).
To enter the safezone while in combat, you must double click the barrier, and even if you are in combat you will be granted access to the safezone within 10 seconds. So if you are fighting someone, or being run down you can click on the barrier and once the 10 seconds are up (even if you have the fighting debuff on you) you will be allowed to walk into the safezone for the next 1 minute. Once you walk into the safezone this "resets" so you can't keep running in and out.
/ I know this was a lot to take in, but I feel these two suggestions will finally make trappers atoll a more competitive place, rather than a "run in, run out" zone.
Gathering changes:
- Full rework of gathering nodes and a larger main map.
I understand this may take some time, but I think this will create a much better pvp and risky environment.
. Remove all current level 48 nodes from the map.
. In the place of the 48 nodes add a level-increasing resource map.
So when you leave the safe zone, the first chunk of the map you are in will contain all resources that are level 1.
The second chunk of the map (around where the second safezone is currently located) the level 16 resources will be.
Now the map will need to be expanded.
The third chunk of the map will contain the level 32 resources
The final chunk of the map will contain the level 48 resources.
I hope everyone understands that the "further" you venture into Atoll the higher access resources you will have available to you.
(This doesn't necessarily have to be one map strip that you go forward to reach the end, it can be broken off into other islands, where you have to venture across bridges.. etc).
The map design is up to HCS, I have an idea in my head but theres no point in going to detail when I have no idea if such a huge change will go through.
Creature changes:
- Add "new creatures" of the main gathering level increase.
Ok what I mean by this is, add new creatures to the map, preferably branching off into their own different areas. The creatures added (for the beginning) would be level 1, 16, 32 and 48. Each of them would be skinnable.
These creatures would be in huge groups.
Give these creatures unique drops, so that players not looking just to train skinning while gaining valor points can farm them.
Mini-boss caves:
- Add caves that are spread across the maps.
These caves will each contain a miniboss (around the same difficulty of a late-game quest boss). So they are soloable but still difficult.
These minibosses will give the player a 10 minute buff, only active while in trappers atoll.
The minibosses would be levels 1-50? (or 45) depending how you release content.
If you kill a level 1 miniboss you would receive a level 1 buff.
If you kill a level 50 miniboss you would receive a level 5 buff.
The buffs these minibosses would give could be unique, such as:
- 1% chance to get double the valor when you deposit tokens (level 1).
- 5% chance to get double the tokens from a resource (level 5).
- 3% chance to find some tokens when you are in a non-safe zone (level 3).
Possibly more to come soon (had little time to write this, reserved)
If you disagree with one of my suggestions please provide your reasons in a formal manner. I understand.. how should I put this.. some people are "butthurt" (quoting what others have called me) when I post. I will no longer tolerate being flamed and instead of going along with it and having a laugh I will instantly report any flaming attempt.
Edited by Neon, 09 February 2014 - 02:16.