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.
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.
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.
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 ) 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.