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Hardcore characters, solo characters and solo hardcore characters.


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#1 Precrush

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Posted 12 June 2016 - 10:32 AM

So first of all I'll run trough what these mean, though they should be pretty clear. A hardcore character is deleted after it dies, a solo character would only interact with other people trough socializing and pvp, and a solo hardcore character would be a combination of these. All of these modes would be a relatively easy way to increase the games content, as they'd put a different spin on the game and increase replayablity.
 
Here's a way to go about it, it's not the easiest way but I'd think it'd be possible.
 

 

Hardcore character

 

 
With a hardcore character every dungeon run would be a real adventure, and every boss could be your last. So better gear up and prepare well! The hardcore aspect would only be a factor in pve, pvp would work as it normally does.
 
So that you wouldn't feel like you would've completely wasted your time after your hardcore character died, your account would receive "Hardcore points", an account wide currency that could then be used to unlock a few different kind of medals on the character the player chooses to buy it from. On hardcore (and solo hardcore) characters they could be used for restricted double up potions, insurances, souls and other such useful items that would help build up your next try.
 

Spoiler Example of how hardcore points could be gained and used

 

 

Solo character

 
Prove you skill and knowledge in this mode, where every resource is scarce. Want those Paris wings? You better go spend those hours in Drakos then! Get a sense of achievement like never before when you finally get that much needed item.
 
Trading, mails, account vault, gifts and market all disabled, as well as parties. Other features can be used as you would normally. We already have ways to gain the important gear upgrading items (insurances, randomizers) just in game, so no new systems would necessarily be needed. How ever, I will propose a few changes to make life a bit easier and fairer for these players.
 

Spoiler Solo character changes

 

 

Solo Hardcore character

 

Looking for the ultimate challenge? Look no further, this is were true legends are born.
 
The combination of hardcore and solo modes, both rules apply. Consequently both changes also apply. Only the formula for "hardcore points" would be different.

Spoiler Solo hardcore point formula

 

 

Additional things

 

All of these different kinds of characters would have a small icon at the end of their name to show that they are hardcore, solo, or solo hardcore characters. For example hardcore characters could be indicated by a small skull and solo characters by a tiger head. A solo hardcore charater icon would combine both of these in one icon.

 

All of these character types would have their own ranking (if we ever get those back :P) based on lvl for a lack of better measurement of skill. Hardcore characters could also have a playtime based ranking.

 

Hardcore and solo characters could be made to unlock once a player got one normal character to 80, and then solo hardcore characters once a player got either a hardcore or solo hardcore character to 80. This would ensure that a player wouldn't have nothing left especially when losing a hardcore character, and make these modes be clearly about replayablity. Could also just open them up for everyone though.

 

It could also be made possible to turn solo and hardcore characters in to normal ones if the modes wouldn't be pleasing anymore. This would lower the barrier to entry. In this case the small benefits I proposed here could have to be tweaked a bit to ensure there'd be no way to abuse them. I think they should work fine like I proposed them though even in this case.

 

 

Why?

 

Now clearly these different kinds of characters would in a way double or triple the amount of content in the game, which is great. Replayability is an important thing in games. It would also cater toward a more "hardcore" player, vanilla Dragon Saga is mostly pretty casual. In solo mode the game would feel completely different, as most items you would have to work hard for, or settle for a replacement that's easier to find.

 

Now you might say that anyone can already play by these rules. That's right, and a valid point, despite the fact that there are not those little tweaks I proposed available in the game. However when these play styles are enforced by mechanics in game which cannot be cheated or twisted, it makes it a more proper experience. You would be less likely to all of a sudden wonder "Why am I doing this?". Everybody could see what you were doing, and you could more legitimately share the sense of achievement, without people doubting if you were doing it for real or not. Competition between other people you knew to do this could drive you forward. All in all, it'd be a much more complete experience if it was supported by in game mechanics.

 

 

 

 

That's all I've got for now, there's probably things here I didn't come to think about. It'd probably take a considerable effort to implement these systems, but I wouldn't know how much to be exact. If anyone read this small novel here, feel free to comment and share your thoughts!

 

EDIT: Well already remembered one thing I forgot. Gifts would also need to be disabled for solo characters, but they would still need to be able to use the IM market for obvious reasons. Added gifts to be disabled above as well.


Edited by Precrush, 12 June 2016 - 10:53 AM.

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#2 Turpi

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Posted 12 June 2016 - 10:59 AM

wasnt that suggested already at a livestream?

 

I think a staffmember said that it wont happen at this server. Maybe im wrong..

 

The idea is cool tho


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#3 VModChimichanga

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Posted 12 June 2016 - 11:14 AM

Other games have already done this. It really seems to be a fad in my opinion.
If I recall, the staff of our game said that this will not happen.
One of our players, Mike, was streaming a "solo" character at one point, but he's been busy and unable to play much. Hasn't even been texting me much. :P

Edit: a score heavily based on logged in time isn't a very good idea in my opinion. Windy farm.

Edited by VModChimichanga, 12 June 2016 - 11:16 AM.

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#4 Precrush

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Posted 12 June 2016 - 11:41 AM

I did ask if they had ever thought of a hardcore mode in Aprils Q&A livestream I believe it was. Dragonlark said in then that there are no plans for a hardcore mode and if it did happen, it'd be far in the future. I just decided to add on it here.

 

The hardcore mechanics in games are definitely not a fad, those have been around since like for ever! The solo thing is more of the new stuff, but I think it does fit MMORPGs well, as it really does change the game to feel a whole lot different.

 

I think the play time thing has to be there, since if it was only levels you'd lose all of the time you spend getting gear, which is most of the game. How much you get for it is a different thing, the examples above might be a bit big ye.


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#5 5143121023173906760

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Posted 12 June 2016 - 11:43 AM

Dragon Saga have no items that can be interesting to make a decent hardcore mode.

If you want to really go on hardcore, try making your skills level 10 or do a boss speedrun noob weapon % ;)
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#6 Agitodesu

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Posted 12 June 2016 - 04:14 PM

I dont understand, You don't even need that much gear to do anything in this game, with the exception of elga/paris and maybe some other things. You could potentially just save up everything and basically get a free level 85 set at the end, while chilling with +5 gear. I never recalled dying except when I afked in libra and someone dragged a little skeleton and made it whack me for a good 25 minutes and maybe a paris reflect when I spammed it for a couple hours at like 3 am so I wasn't paying attention.

 

Just maybe, in hardcore, your gears actually give less than it's supposed to. Basically +20 gear is equivalent of a +5 gear lol. Killing bosses in like 1 second isn't very hardcore also considering that even normal players can get to level 85 with only level 1 gear and a  couple weapons switching off.

 

Edit: Actually I died like 2 times from those starry lala or lolos doing that spin move of death when 4+ of them spam that. Curse you starfishes!


Edited by Agitodesu, 12 June 2016 - 04:18 PM.

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#7 Precrush

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Posted 12 June 2016 - 10:19 PM

I don't think hardcore mode is much about items, solo mode is and for that I believe we do have tons of things to farm in the game.

 

Most of the game is pretty easy, true. But I don't think there needs to be too much danger for hardcore characters to feel more dangerous, there just needs to be the possibility in the back of your mind. A hardcore mode could cater to players that maybe don't feel enough thrill going trough Dragon Saga. Elga and maybe Paris would probably be the only ones that would have the danger be very real, I think that's enough though. In a way its a good thing that you don't die a lot, means you're gonna be able to get far. But considering that the rewards for hardcore need to be pretty low. 

 

It wouldn't be very hardcore, but I think it's hardcore enough for the kind of game we have here :P


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#8 Fliederduft78

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Posted 12 June 2016 - 11:06 PM

Hardcore, why not?

 

For those who like a challenge this could be something. :p_smile:

 

But....

If I get it right once you die everything you have is gone for good, right?

But what about the IM these people invested, like for example for the Best Unity Set (example picked for worse case scenario)?

Or what about the 20+ legend Zau they farmed (again worse case scenario here)?

 

If all is gone for good those things would be gone too......poof....

 

I think that one kind of players is like "okay so be it, no risk no fun"........but there are other kinds of players too.......ones that can't deal with this kind of "situation" very well..........I assume you know what I'm talking about...

 

So, what would you do with IM stuff loss/enchanted, soulcrafted stuff loss/ this kind of players within your idea?

 

 

 

 


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#9 Precrush

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Posted 13 June 2016 - 03:50 AM

Well if you aren't ready to lose it, don't have it. Or just play the game normally. Buying IM on a hardcore character would mean you'd get better gear and last longer, but also that you'd lose more. On a solo character IM would be really beneficial.

 

The hardcore points were kind of what would be used to compensate for losing that character in the end in this model of it.

 

Like I said, could also make it possible to turn all these different kinds of characters back to normal ones, or additionally make it possible for solo characters to send items away but not receive anything. But either of these would mean the bonuses I proposed above couldn't exist, or would have to be much smaller. 


Edited by Precrush, 13 June 2016 - 03:51 AM.

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#10 Xmd06

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Posted 13 June 2016 - 11:04 PM

The hardcore character will suffer under the mischievous hands of the instability of the server on certain occasions.
 

Also, speaking as a mostly solo character myself, the anti-social demeanor is completely possible. Just do it as you would. I don't trade, fight, party (except with my actual pal), or even join guilds. I have them at auto-reject. Replay value solely relies on the game's present content. I also realized the game is more fun once I open up to other people in the game.

 

What would be interesting is to have solo achievements in missions. Previous games I've played let you wear a shiny title to brag about your skills and cunning for conquering a party-dungeon all by yourself. These usually have good stats, but not game-breaking. I know the reward is the feeling of achievement you already have by beating a really hard boss alone, but the title, ah, that will stir up some bragging rights. Super casher-pay2win peeps will most likely take advantage of this but hey, they did it so they earned it.

 

Let me end by saying I wish this game had an offline mode. As in, completely adjusted to offline play.


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