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This gold sink really should be commented...


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#1 Cat Girl IRL

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Posted 31 July 2011 - 19:08

So im going to give a little suggestion over here about new game element participating into every former game area there is. So I shall start the introduction:


This game element, would be introduced as item class. Item class that would be brought up to the game by all game areas and as new element on it, would be forced co-operation with other players. To tighten trust- and trade relationsships. What creates unity, mostly creates intresment. Also it would include brand new gold sink wich would be very effective if used like I want to describe in my description coming below. It will also include former gold sinks in most situations. So let me begin this(totally planned by me and any small details can be changed.):


There would become new item class, class called "Magical" items.
Learning these magical recipes would require you to select Alchemist class skillpoint.
There would be 3 different class. Those would be Alchemist, Game Hunter and Illuminator.
You achieve 1 skill point to be used on any class every 100 levels. You can go by all 3 classes, but to master one of the classes for your level requires you to spend all in one class.

Alchemist can learn higher level recipes and create more powerfull class items.(There could be their own classes inside magical items.)
Also alchemist would receive some sort of bonuses to ordinary inventing.(Maybe create 5 levels higher level potions etc.)

Game hunter, would work so that it would loot extra drops from creatures. You would require skill point filling to allter your looting to ordinary, legendary, super elite and titan class creatures. Also the level of the creature would be mattering thing aswell.
Game hunters bonuses would have something to do with drop ratios and stuff.

Illuminator would have abilities to use skill on them giving them skeletal snap shot of the area. Skillpoints would affect the size of the area and rarity of the chest they are seeking. So that they could roam maps finding chest with their abilities and find chests that other classes cannot.(Theres a bonus on itself already.)(It would either require gold or stamina to use that skill.)


Now that the classes are introduced, might we introduce the items.

No player in the game liks to see something more over powered that has come, they hate and would hate if there would be better items than epics, as they are superrior items. Balanced game mechanics keeps the players happy. So we aim them to have new abilities and being not too over powered.
Id say it would be time to have those items something more than stats and enchantments. Maybe unique buffs. Like: "Spear of asfaloth" Gives 1000 attack, 100% piercing strike and "force penetration".(Would be able to pierce 50% of the skill force shield when activated.)

That is just an example.

Now to the gold sinks. The new and relevant gold sink would be, that there would be placed a shop to the cathedral of ways, that is specialized to fix those equipments. Each item would have 100 durability, and the shop would be the one being able to repair the item. Fixing 10 durability would cost 100,000 gold + purplet plant. The shop would also offer to handle the purplet plant, but it would cost 200,000 gold instead to fix it.

As mentioned at the unbreakable thread it would be too drastic to remove ub working from guild items, and it seemed better idea to just get rid of ub 200 options. So the gear would aswell get damaged and thus would had to be repaired.(Disarm FTW of this.)

So another gold sinks are that each game area is participating. Get recipes from arenas, pvp ladder components required,chest keys required, hunters particles required, temple blessings required and so on till the chanches run out.

I have thought of long term effects and I can't see problems in this. As now I am about to also introduce how it would be nice to introduce the element to the game.


Give 3 skillpoints for level 1.
Open the shop to the cathedral, theyd be selling level 5 daggers recipe that would have some magical powers not over powered though. Have a quest there that locates one chest for you(with illuminators powers at snow path), to bring up a chest component required for the job. Have the snow leopards drop tooths(Game hunters part and skill point required.) And then the Alchemist part would be that you are able to learn the recipe bought from the shop. Have 100% chanche of a succes.

That would be easy start, but further from there, introduce new SE for example, that drops normal drops and horns for example required for magical items, that only can be looted by game hunters. Also introduce new chests that can be only found by illuminators and so on. :-)



Thanks for the clarification btw FORN. :)




From the feedback:

:arrow: Shops could be allocated in several places, next to portals or realms, that the gold cost would increase while using portal.

#2 Cat Girl IRL

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Posted 01 August 2011 - 03:20

Glad it atleast inspired someone. Thanks for the feedback, now waiting more if there is to come. :shock:

#3 Cat Girl IRL

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Posted 01 August 2011 - 14:20

Is this thread gonna die to 1 single feedback? :roll:

#4 sweetlou

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Posted 01 August 2011 - 22:14

tl;dr

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“When you tear out a man's tongue, you are not proving him a liar, you're only telling the world that you fear what he might say.” -GRRM


#5 Tazarian

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Posted 02 August 2011 - 05:19

Nice idea, I like it.

However, maybe spread the repair shops (just the repair shops) over a larger area (perhaps every 100 levels or so.

This will create another gold sink (small one that it may be) of using portals to get to one place to another. Some people maybe next to a portal and, just use it immediately instead of the Krull button in the Prefernces.

Have the repair shops located when the person enters the particular realm from the portal, he/she is close to the repair shop. Or place it next to a portal.....

Either which way, this would be an intresting thing to try and get HCS to look at. A way to evolve the game and, provide (like buffs) a choice of what you'd like to focus on or get.

You got my vote (if it would count for anything) on this idea.

#6 Cat Girl IRL

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Posted 02 August 2011 - 05:42

Thanks for the feedback, I will add suggestions on the bottom feedback section, its lot of reading though. :S

#7 Cat Girl IRL

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Posted 02 August 2011 - 19:42

Really good feedback HCS. Forn. :roll:

#8 rebtex

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Posted 02 August 2011 - 19:47

Really good feedback HCS. Forn. :roll:


Quit complaining, its been up all of three days. And it's not something they would implement anyways. WAY to much work to fix something that isn't broken.

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#9 Tazarian

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Posted 02 August 2011 - 20:00

Well, so far as I can tell, to code your idea into the existing format HCS uses for FS wouldn't be hard.

I wonder if there's a better way to get their attention for ideas other than having threads open on it? This one could be something they could do (down the road abit) that would be great for the game.

#10 Cat Girl IRL

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Posted 03 August 2011 - 08:39

Well Ive tried another way, but hcs wanted to see other players feedback too, and to reach that, well propably need shorter thread that people can read it. :lol:

#11 Cat Girl IRL

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Posted 05 August 2011 - 08:34

Posotive feedback so far yes, can anyone give more details?

#12 Cat Girl IRL

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Posted 08 August 2011 - 15:10

Bumps up

#13 etrigan778

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Posted 08 August 2011 - 15:54

sounds like you're trying to turn FS into sigma...and we all know how well that does

#14 Cat Girl IRL

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Posted 09 August 2011 - 19:02

sounds like you're trying to turn FS into sigma...and we all know how well that does



I don't play sigma though. :cry:

#15 Cat Girl IRL

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Posted 01 September 2011 - 11:47

So far theres no feed back on how this would affect the game in the long run, no suggestions to better it up, and still no comment from hcs, I would really appreciate one cause I was told over a month or 2 ago that you want to comment here.

#16 goolsby7

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Posted 02 September 2011 - 13:13

i really like the idea, but one small tweak. instead of making it every 100 levels, make it 50. actually... 75. it works a bit better.

as for future, it would add a new element to the game. i for one think its better then the gem/shard idea they have now. that idea needs work.

pros/cons to your idea:

pros: better drop rates/chest(and chest finds)/smal potion level increase.
something else to focus your character with
gives a sence of character class

cons: hmmmm...... cant find much really XD (added) ah! give it a level cap. say 500 mabey? if you stick with 100lvls get a point ^_^


as im more hunter/potion maker i had an idea four bounus drop rates (per point in skill)
DROP RATE
common-- +10% per level (+50% max)
rare-- +9% per level (+41% max)
unique-- +6% per level (+30% max)
super elite-- +4% per level (+20% max)
legendary-- +1.5% per level (+7.5% max if 5points at lv 500)
NOTE: these do not legendary is low as it is neccesary with recent flood of gear. and its better anyway

going with the 100 levels gets you a point, id think thats fair. of course, with a beggining level of one through a selected quest would only give +1% so that its not to strong at lv 500 (this 1% is aplied only to first selected class, but you can still upgrade the others)

(ill edit the potions one in)

POTION BONUSES
level 1-- +2% success chance, plus 3 levels to crafted potions
level 2-- +5% SC, plus 6 levels to crafted potions
level 3-- +8% SC, plus 9 levels to crafted potions
level 4-- +11% SC, plus 12 levels to crafted potions
level 5-- +15% SC, plus 15 levels to crafted potions

#17 Cat Girl IRL

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Posted 05 September 2011 - 04:32

Thanks for the feedback I am pleased, just the every 100 level point thing, it would work like skill points though, that there are different things to enchanche, you can choose to enchanche other things. Ofcourse single different skills should be capped, but more choices would be cool. :-)

#18 goolsby7

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Posted 07 September 2011 - 18:28

cons: hmmmm...... cant find much really XD (added) ah! give it a level cap. say 500 mabey? if you stick with 100lvls get a point ^_^


as im more hunter/potion maker i had an idea four bounus drop rates (per point in skill)
DROP RATE
common-- +10% per level (+50% max)
rare-- +9% per level (+41% max)
unique-- +6% per level (+30% max)
super elite-- +4% per level (+20% max)
legendary-- +1.5% per level (+7.5% max if 5points at lv 500)
NOTE: these do not legendary is low as it is neccesary with recent flood of gear. and its better anyway

going with the 100 levels gets you a point, id think thats fair. of course, with a beggining level of one through a selected quest would only give +1% so that its not to strong at lv 500 (this 1% is aplied only to first selected class, but you can still upgrade the others)

(ill edit the potions one in)

POTION BONUSES
level 1-- +2% success chance, plus 3 levels to crafted potions
level 2-- +5% SC, plus 6 levels to crafted potions
level 3-- +8% SC, plus 9 levels to crafted potions
level 4-- +11% SC, plus 12 levels to crafted potions
level 5-- +15% SC, plus 15 levels to crafted potions


these would be the main skill classes ^_^ sublasses within them would be like a booster for extractor (potion/alchemy class) and mabey attk/def/damg/armor boosts?

#19 fs_kingofwar

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Posted 09 September 2011 - 00:37

I don' t like the idea of having to pay more than you do now to repair items. Having a higher cost will force guilds to close when the bank finally drains from repairs, that's just what I think.

#20 goolsby7

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Posted 12 September 2011 - 17:30

I don' t like the idea of having to pay more than you do now to repair items. Having a higher cost will force guilds to close when the bank finally drains from repairs, that's just what I think.


well, how about illuminator also can put points in a skill to improve gold gain? it would be reatively decent. id say a max of 50% extra gold gain from BASE gold drops. that way your not geting a giant gain due to doubler, treasure hunter, and merchant ^_^


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