Buff Idea Check
This buff would be great IF +20% MAX to the XP you would get (before or after AL/EH?) with kill streak of 1000+ at level 175. Reduces gold per kill 40% MAX at level 175. Gold sink part is always double XP gain part. If HCS really wants a gold sink, why not hit it at the source?An XP buff like Death Dealer but with a maximum of 10% XP gain per creature and a required kill streak of at least 500 for it to work.
Equation could be:
For every 5 kills in a row, without dying, you gain +0.0005% extra XP per point (Max 20% and vs. creatures only) and a gold reduction from creatures by .001% (Max 40% and vs. creatures only).
XP: 0.0005 * (Buff level) * (kill streak/5 rounded down) = Bonus XP %
Gold Reduction: 0.001 * (Buff level) * (kill streak/5 rounded down) = Reduced Gold %
Would make a good use of a kill streak instead of the 60 kills for DD at level 175 plus did I mention what a gold sink it would be?
PvP Idea
After the release of Prestige, I tried it out to get my 10% to see the stamina useage vs XP gain and I was enthused about the idea. But I got most of my Prestige came from attacking inactives. I tried to hit some players for Prestige but the XP loss from one 10 stamina hit was too much to make getting Prestige an incentive for others. Also with the limited amount of players at higher levels, the few that can attack each other would end up losing more XP then they gain even by losing and gaining PvP from the BB to get the most Prestige per hit. The Prestige as it is currently is aimed for lower level players with more targets in their range.
I would like to now complain about the advantages lower level players and newer players have over higher level players (or longer playing players). I realize there are some exceptions, players who joined Dec/06 at level 100 and players who joined Oct/09 that are level 1000 (These are made up statistics.) Lower level players have much better equipment now then when the senior players were at that level. There are many new buffs that increase XP that weren't around when senior players were at that level. And now with the added Prestige, it is just another benefit they have to level more efficiently than most players had. So I wanted a way to let this new feature be enjoyed by all and still contain risk like it does at lower levels. But since higher level players risk losing more until an XP loss fix is balanced I want to propose the following idea until, or instead of, tweaking XP loss at higher levels.
Most RPGs have NPC characters that offer quests, interact with trading items, and can go with you around the world depending on the game. FallenSword has NPC's for quests but not anything else. Yes, you know where this is going, but I promise this is a well thoughtout idea.
I would like to propose the introduction of NPC characters. Ideas for the NPCs:
- NPCs would be able to be attacked by up to a 25 level difference.
- NPCs would spawn randomly in any realms based on levels. A level 1 NPC could spawn in realms with levels of 1-25, a level 25 could spawn in realms with levels of 1-50 and so on according to the proposal above.
- After an NPC is killed there could be a respawn time or it could be instant respawn.
- NPC's would have hooftest like stats based on the level. Meaning a level 25 NPC would not have 10,000 defense but a level 700 NPC would.
- NPCs would not carry any gold, so attacking them would be purely for PvP and Prestige.
- NPC PvP Rating would be random. I do not have any ideas for the range in which it would lie. It could go from 1 - 3000, 1000-2000, 1500-2000. It could also be based on the level. Starting players have 1,000 PvP so a max of 1500 for low level NPCs would be sufficient.
- There would be multiple NPCs throughout the game.
- Optional Idea: NPCs would appear on the map like Titans do, so you would know if one is near.
- Optional Idea: NPCs, if not killed in 24 hours, would move to a new realm.
So far there has not been any risk involved with this proposed idea. I just made this break to move away from reading a list. I figure you might want a drink now, or to use the bathroom before reading the next part (it is short I promise).
The Risk
Here we go. My idea for adding risk would be:
- A random number would be generated.
- The random number would then be used to determine the number of attacks a certain NPC could take. (This would be the total attacks on that NPC.)
- After the random number of attacks is reached, the player who hits on the last attack would be bountied by the NPC for 10 kills at the minimum amount of gold for the bounty.
- After the bounty is placed, a new random number would be generated and the kills on the NPC would be reset to 0 so the process could start again.
- Optional Idea: The amount of bounty kills would be equal to the random number. If the random number were between 10 and 20, then possible players attacking NPCs could be bountied for 20 kills at maximum 5 levels lost. This would mean more risk because there would be a better chance for players to lose 5 levels.
Arena Idea
I've been reading threads on the Arena, including the thread for development. Most of the feedback has been good and I agree with it. The only thing I noticed that needs a good fix is the defensive setup that players use to try and get a judges decision win. To add a speck of reality to it, if two gladiators were fighting in an Arena but just circled each other the whole time, they would get the lions released on them and both lose. Since lions costs a lot of money to buy and raise it wouldn't be easy for HCS to send them to your house when you fight Arenas using only defense. So I got to thinking of how defense setups could be affected by simple implementation and here is what I have come up with.
Items have a durability, and after a certain amount of time the item weakens and the stats become lower. This is the sort of addition that would help remove the judges decision completely. So I address the problem that could occur and a solution to that problem.
Problem - Players that fight with Crystaline items in the Arena would be frustrated with spending gold to Forge items and they would lose durability over time.
Solution - While it does seem like a good idea to make the value of Crystaline items be more because less would be in the game, I think when items take durability damage in the Arena it stays in the Arena. If you were to check the item after using it in an Arena the durability would be the same as before the Arena. This would only be used to determine the real winner.
Durability would only start to deteriorate after a set number of moves (say 20) and each move after the 20th would reduce the items stats until a winner is determined OR until the first hit is made. I would like to see a winner instead of a lucky bloke. With this addition it could also bring in new moves.
Disarm - % chance against certain offensive moves that 1/2s the durability of the weapon.
Smash - % chance against certain defensive moves that 1/2s the durabilty of shields.
Puncture - % chance of 1/2ing the durability of armor.
These moves would not be based off the 2% chance to hit. Rather if Disarm was used against Piercing Strike and the chance of activation was 20%, than it would have the chance of 20% NO MATTER the defense of the opponent. That is the problem with most moves introduced into the game. They have 10% chance to activate from a 2% chance to hit making it a .02% that it actually works. Numbers are up for change but 1/2ing the durability seems like the best option and 20% seems to work for me on activation.
Temple Idea
This is not anything major. Just my take on something that will bring a little more excitement at 0:00 gametime. The items that are available from the Temple are junk. I propose that new items are introduced that are only available in the Temple, replacing the current list of items that circulate. They could be new potions, or new LE items. Also, the gold/FSP rewards could be removed and the two other gods could carry items. For the purpose of a gold sink, and this is just to throw it out there, since the Temple is lottery draw, why not go back to purchasing tickets with gold to increase the chances of winning? Everyday gold would go out of the game. If the items were worthwhile to purchase tickets for then it could be a great sink. One of the potions that could be put up in the Temple could be the Lightfoot 750. Some items that could be put into the draw could be components to invent Super Elite items or Epics.
The main purpose of this idea is to remove the gold/FSP rewards and replace them with cool new items or at least ones with higher values.
These are the ideas I have come up with so far. All ideas are open for better suggestions, and if you don't have suggestions then get some votes in and let others know about them from the forum link. The more aware players become of this topic the better to get them looked at as real ideas for the game.

