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Neon

Member Since 06 Oct 2012
Offline Last Active Apr 11 2017 18:39

#792117 [Implemented] "Overkill" Instanced boss attribute

Posted by Neon on 29 May 2013 - 20:42

Okay this idea strikes me as a reason to have damage dealers in a group for an instance.

 

Basically right now you can complete a standard instance (it will be slow of course) with just a tank/semi-tank and a healer or two.

 

The Idea: Bosses inside an instance will go into "Overkill" once a certain amount of time has passed, and they have not been killed. For example:

 

Garai coliseum "first boss" a tank and a healer are 'duoing' the instance, it will take them approx 15 minutes to kill the boss. "Overkill" Kicks in after 10 minutes and the boss has it damage and haste/movement speed doubled. This will result in the squad wiping as it out damages the tank to the point where the healer can't cope.

 

This idea will now force, grouped instances to actually require a group of the standard/semi-standard builds. Of course as the player levels they will be able to wipe the bosses faster and still solo/smaller groups.

 

These instances were meant for players of all classes to play a part, and are meant to be completed within groups (hence the grouping systems).

 

The bosses would of course resetand not stay in "Overkill" if a group "wipes".

 

/Just want to note I'm not basing this idea of a biased opinion of when the games goes live, wanting to be a "damage dealer" but basing it off the fact groups will actually require damage in an instance for reasons other than speed.




#789771 [Implemented] Achievement Suggestions?

Posted by Neon on 17 May 2013 - 16:09

Profession ideas:
 

Farming beginner - Reach level 5 in farming.

Farming intermediate - Reach level 15 in farming.

Farming expert - Reach level 30 in farming.

 

(Applies for each individual profession)

 

The professional - Reach level 30 in all professions. (if more are introduced into the game the player has to re-acquire the achievement).

 

General ideas:

 

New to nature - Kill 50 creatures on your travels.

Bane of the Wildlife - Kill 500 creatures on your travels.

Dissector - Kill 2,500 creatures on your travels.

Who created these? - Kill 10,000 creatures on your travels.

Am I the only one who knows the secret? - Kill 50,000 creatures on your travels.

Maybe I'll stop and try out cowboy style. - Kill 5,000,000 creatures on your travels. 

 

Am I a hero now? - Acquire a Heroic item

 

I thought this was max level? - Reach level 30.

End-game..or is it? - Reach level 50.

 

The cows personal cleaner - Harvest 50 Dung piles.

 

Also the date the achievement was acquired next to each one :).

 

I could sit here and come up with loads more I love this sort of thing lol.




#789001 New Player Feedback

Posted by Neon on 10 May 2013 - 12:12

  • What was hard to pick up when you first started playing, why was it hard and do you have any suggestions to improve this

Hmm I didn't really have any trouble when I first started, some things were a little confusing and took some thought but that went after about reaching level 15 In-Game (After I had learnt how to play by the basics).

  • Did you get stuck anywhere?

I didn't get "stuck in the terrain" if that's what you mean. But as for "Stuck with the content" I did have stages on quests where I didn't know where to go due to the markers, I think for most of them I reported it in a ticket though.

  • How was the tutorial (void realm) for you?

It was fine. It gave me the very basic knowledge needed to start and wasn't too long so I did listen to it all :P.

  • What are your opinions on the "extended" tutorial, i.e.: Othalo and the basic quests (Basic Melee, Basic Archery, Basic Magic)

They were great, however as for the profession "tutorials" I found myself missing a lot of them just because of their locations, some I couldn't figure out how to get too and the others were too far apart.

  • How are you finding the current tutorial tooltips, are they clear enough?

I've had no trouble with the game since day 2 (day 1 learning and progressing). The only thing I could say that was slightly confusing was quest markers which mislead me a few times.

 

My experience - I have been playing a handful of different MMORPGS for around 7 years.




#787712 [Implemented] Reducing level 45 abilities to level 40

Posted by Neon on 30 April 2013 - 13:32

http://forums.hunted...showtopic=56179

Note the mention of responding with +1. We have a like post feature. You don't want to enrage Zorg do you? :D

I was gonna reply with this but I feel too nice when people support my ideas xD. Thanks for doing it for me L3fty  :ph34r:.




#787429 [Implemented] Reducing level 45 abilities to level 40

Posted by Neon on 29 April 2013 - 00:36

As the title suggests this topic is to explain why reducing level 45 abilities to level 40 would be more suitable.

 

There is a massive gap between abilities once a player reaches level 25.

Experience wise it's also a huge difference.

So first of all I will give a rounded estimate of the experience between the levels and new abilities.

Level 30 (5 levels after new ability acquired) - 10.2m total experience

Experience increase start at 1.1m increase adding 100k experience each level (rounded estimate).

Level 31 = 11.3m total experience

Level 32 = 12.4m total experience

Level 40 = 21.2m total experience

Level 45 = (Added 100k increase.. estimate) 27.2m total experience

Of course these experience rates are basic assumptions and most likely millions of the correct experience.

However this estimate is "the minimum" in reality these numbers will be larger.

 

So as you can see there's already a minimum of 11m experience increase from level 30 (25 is the ability level, however I have no idea of the experience so I had to use 30). That's for level 40.

 

Level 45 (Current level) = Minimum 17.1m experience increase from level 30.

 

Inb4 HCS correct my experience assumptions  :ph34r:.

 

That was just to give a small idea of the gap we're talking about between the two abilities :).

 

Why would it be nice for the level 45 ability to be lowered to 40?

- For the short term, it gives an "End-game" ability to work towards until level 50 content is released

- It makes more sense to have the ability lowered, due to the gap exp and level wise.

- Talents will not be effected, nothing in the game will be changed with this adjustment.

- 30-50 will be slow levels, it would make sense to earn an upgrade half way (level wise) in the long-term.




#787313 Suggestion for both PvP and PvE Players

Posted by Neon on 28 April 2013 - 11:05

While useful, I do not want to see it in the game.  Deciding on abilities should require trade-offs.  Besides, isn't the possibility of multiple characters per account still on the table?

Multiple characters yes.

However you should not need to level a character all the way to maximum level, re-gear them just to play 'pvp or pve'. It could still be limited to those who pay for it in the Eldevin shop, and the restriction time of switching talent trees would result in no unfair advantage. 




#787267 Suggestion for both PvP and PvE Players

Posted by Neon on 28 April 2013 - 01:09

This has crossed my mind a few times but I haven't really thought about posting about it until now :).

 

The suggestion is: The ability to have 2 saved talent trees (An extra talent load out) . The idea is so players can have a PvE and PvP build.

 

Why would this be good for the game?

 

 

Well, since the removal of "Serenity-potion" Potions can no longer be spammed. Therefore PvP is now going to require players to be careful with their mana, mages can't just go spamming incinerate and heals etc. Yes these are abilities . but what I'm getting at is that mages will change their talents to boost the damage of abilities so they can deal greater damage at less mana costs but slower rates "pvp style" this applies for all classes.

 

PvP will be completely different in comparison to PvE. We can already see that from the arena (This is good). But this will require build changes, fighting will be difficult with the opposite scenario builds.

 

How would you prevent your idea from "Multiple class abuse" such as someone switching continually between say 'Prophet' and 'Warrior'?

 

This is quite easy and I have a few ways which all have great potential (In my opinion) of this idea being successful.

 

 - Limit this option to the "Eldevin shop" as a one time buyout for a reasonable amount (Only supporters can buy it). If a supporter who has purchased the option stops paying for supporter they will not lose the ability to use two bars. (The supporter part is debatable, but either way an extra "talent load out" would be a nice addition to the Eldevin shop.

 

- Once you switch talent load out you cannot switch back for another 30 minutes. (This really negates all abuse to this idea).




#284510 Official (Un-Official) Suggestions Thread

Posted by Neon on 27 March 2013 - 12:04

It would seem everyone has forgot this one:

 

Highscores

 

This will let players see who's ontop, message people who have levels where they could use their services and generally ive you that sense of 'achievement'.

IMO High-scores is almost necessary for this sort of game ;).




#283009 Eldevin Basics Guide

Posted by Neon on 21 March 2013 - 12:58

Hey! I have a few questions. :)

 

1. How to repair equipment?

2. Can we sell the equipment that we no longer need to NPC?

1. Yes you can repair equipment at specific NPCS such as a 'master' Prospect trainer.. it's limited to the amount of npcs that have the ability from my perspective :o.

 

2. Yes you can sell all gear to NPCS that have a 'Sell' option, including bound items.




#282019 Eldevin Class Introduction

Posted by Neon on 19 March 2013 - 09:16

Loving the build diversity :)




#281720 Eldevin Basics Guide

Posted by Neon on 18 March 2013 - 18:59

Nice guide Varkaz :).






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