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Skorne

Member Since 23 Oct 2012
Offline Last Active Oct 12 2015 17:32

#892518 Legacy Roadmap 2014

Posted by Zorg on 03 October 2014 - 08:56

So the first discussion is over, I've selected the ideas I think have a lot of potential. Below are the ideas I've selected and my personal thoughts on them.

 

Firstly, the 5th gang idea. I'm not going to waste a lot of time shooting this idea down again. Basically, it's a temporary fix and given a few months people will be tired of a new gangs politics just like the old gangs. I am however going to throw a different take on the 5th gang idea in to the mix that I think could work.

 

Rogue Viability

Rather than add a 5th gang I like the idea of allowing Rogues to use the Wasteland. So you go rogue, you get a "days as rogue" counter much like the "time as a member" counter for in a gang. Gangs can then white list you against their guards.

 

So if you're white listed by a gang that gangs guards will not attack you, you will also gain the ability to spawn from their HQ. If you're not on any white lists you will spawn randomly in to the Wasteland. You cannot capture land, but you can help degrade gangs control down to 0% if you sit on a square. You can attack anyone but you'll only be able to phase in to white listed gangs territory or neutral / contested squares.

 

The idea of this would be both 'Mercinary Clans' that help the highest bidder and an out for players who enjoy warfare but are tired of gang politics.

 

Warfare Enhancements (Original Post)

I'm not fond of the idea of a smaller Wasteland for non-avatars as it excludes almost the entire current player base. I'm not opposed to expanding the current Wasteland systems with more structures and such though.

 

Warfare Shop Items (Original Post)

I think this idea is needed as current Warfare Point rewards are mostly irrelevant. I'd like to see new items that cost a small fortune go up but are viable alternatives to Ventrix's items.

 

Arena System (Original Post)

I like the idea behind this, like who can defeat the most waves of enemies. But I think these sort of concepts would be better incorporated in to the Raid System idea below.

 

Raid System (Original Post)

This idea needs some work but I really like it. I think players would form groups (the same way they do in Fallen Sword) and then fight enemies in an asynchronous fashion i.e You're in the fight whether you're online or not. This could also be combined with the arena idea, having the group confront enemies in waves and see how long they can last.

 

Inventory Revamp (Original Post)

It's quite a bit of work but I'd still love to give all players far more item slots and add a proper drag / drop / stacking system to inventory. Maybe with nicer controls for combining crystals and socketing items as well.

 

Hospital Revamp (Original Post)

Apparently the hospital closing is putting off a lot of new players, maybe it's time we ditched that idea. Very little work but may be controversial.

 

Crystal Levelling (Original Post)

I think this idea would need to be simplified to be viable. I like the idea of using crystals for more things but I'm not sure I fully understand the mechanics and purpose of this system.

 

That's a summary of all the ideas I liked from the previous thread. Discuss further then we'll take out a few of the unpopular ones and put it up for a vote!




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