â?¢Pyramid Armor and Item Advancement:
Redesign the armor ranks to have more flow and also reflect more uniformity.
- Level 1 - 20: Simple Armors
- Level 21 - 40: Supernus Armors
- Level 41 - 55: Eximius Armors
- Level 56 - 70: Rare Armors
- Level 70 - 80: Carus Armors
- Level 81 - 90: Mysterious Armors
I suggest altering the current FOC armors to reflect being the highest level armors for their class and redesigning their mechanics to be equivalent to other armors of their class. Maybe recycle some of the level 30, 40, and 50 drop armors skins to be the new FOC armors. As well as make the number of armor parts flow. This would essentially remove the shoulder pieces from the Eximius FOC armors, but it would require pieces to be added to the drop armors. For example:
Level 1 - 40 Armors: 4 Pieces
Level 41 - 70 Armors: 5 Pieces
Level 71 - 90 Armors: 6 Pieces
Also, implementation of Rare and Carus 'trash' armor would be required. Their drop rates can scale lower as well, and with their low reduction rates, it will keep the likely hood of obtaining said xeons still lower than the others.
Rare and Carus 'Skill' enchants would also have to be able to drop, but like with lower levels, they should just drop with nightmare mobs among the levels.
This would also help create a more fluid economy with better price scaling in the Auction House. Xeons would no longer sell for millions of times their NPC sale price.
Armors would also scale better in price with the new FOC armors, since the rare and Carus FOC armors would help with controlling the 'Rave' of players desperate for Raid armors. In this new economy, players would have a choice between Raid armors and PVP armors.
Now, with some raid armor and weapons, it might be a good idea to change their levels to reflect a more fluid advancement through out their level branches. For example:
Ruinhorn: 60
Biskra: 65
Doom Cheras: 72
Lord Werinumen: 74
Robo/Plugger: 76
Tyrant: 78
This system would put FOC armors being Levels 20, 40, 55, 70, 80, and 90, which will make people still consider the raid armors over FOC because they would be quicker to obtain. However, those that are patient enough to obtain the level requirement needed to wear a 'balanced' armor would not be disappointed with something that is just eximius.
â?¢ New Job Classes:
Job Advancing can remain the same as well, requiring level 50 to 'graduate' to a higher job. However, I think a third advancement would help diversify the game community. Looking into the abilities of the current 'Advanced' classes, two 'Master' classes can stem from them as well, which will specialize in one aspect of its previous class. Like The Radiant specializes in the defense and healing abilities of the Templar, two classes can be created, one that is a master at healing and another that furthers the Radiant's defensive skills.
Or, with some classes, add new game mechanics. Like with Protectors, give them an option to further their defensive and HOT skills, or allow them a new branch to increase theirs and others HP pools. This would help secure their role of tank and make the whole 'Armor War' pointless.
If we diversify the gaming community, there would (hopefully) be less complaining by the game community due to monotony or 'OP' classes. 32 final classes would be more than enough to make sure everyone is truly happy with their character. It would offer for several choices for tank, healer, and DPS so that a party can be versatile enough to take on the bosses that we currently have to glitch to verse effectively.
â?¢ New Level Restrictions:
Add new level restrictions to battlefields and dungeons.
FOC/Ion Mine/Theme Battlefield:
Level 1 - 20
Level 21 - 40
Level 41 - 55
Level 56 - 70
Level 71 - 80
Level 81 - 90
Level 91 - 100
This will keep the battles in PVP more balanced and keep more experianced players from getting on a team with less experienced.
Dungeons should require a minimum level to enter. For example:
Prison Mine: Level 20
Ruins Of Lament: Level 30
Ancient Temple: 35
Secret Lab: 50
Wrecked Ship: 55
Ruinhorn's Lair: 60
Biskra's Lair: 65
Dark Sanctum (Roundelroot): 55
Dark Sanctum (Ksiphon): 55
Dark Sanctum (Lord Werinumen): 70
Doom Cheras: 70
Robina Mines: 60
Jacob's Shrine: 70
Secret Temple: 75
This will prevent people from Power Leveling lower toons in a higher dungeon. (Essentially making it where they can gain EXP faster than going to dungeons their own level and using one of your EXP scrolls.) It will also make sure that people that CAN use the drop items, or are close enough of a level to justify obtaining them. This will also make those players grind dungeons that will give them the best EXP for their level. Now, instead of just jumping to Jacob's Shrine at 65, you still have to grind to at least 70 to be allowed in. If you make them work for their dungeons they might appreciate them more.
â?¢ EXP scales with Level
With the current Monster EXP system, the amount of EXP they give gets exponentially worse with each increase of level as compared to the EXP needed for that level. If you are going to make the EXP needed for level 75 almost 25% more than 74, then the mobs at level 75 need to give 25% more EXP than those at 74. It's essential to making sure that the game doesn't become boring and repetitive, and players won't get bored or frustrated with leveling.
â?¢ Rank and Fame system:
Make quest series repeatable, but after the first time of completing a series quest, instead of giving EXP, give Fame. Each city and Bivonac will have Rank systems that will keep track of a player's Fame and at the end of each month, the player with the most Fame in each city and bivonac will be rewarded with an increase of 5% EXP from Mobs only, 5% increase in Lant drop, and 5% increase in Item drop through out the month, but they will lose 100% of their Fame generation for that month, ensuring there is never the same winner each month. This will encourage all players to play longer to generate more fame to win that month.
â?¢Add interesting Mini-games:
Use aspects of the game to create Mini-games.
Wing Rider Brigade: While on the Wing Riders, allow players to participate in a bombing of the mobs along the Wing Rider's path. The Player's Camera will be fixated above them, giving a wide view of the ground underneath them. Mob levels will act as points, and at the end of the trip, the points will be totaled and the player can be rewarded with anything from a Vital/Spirit Water to a Xeon fitting the map (I.E. Simple for Turba, Supernus for Nova, etc.)
The Great Races: Give players a choice of mount (Speed, Defense, and Jump Height) and have them race other players in period races that begin on the hour in each map at a specific designated location (Kurt in Turba, Mercy Gate in Nova, Trifri in South Hammerine, etc.) and have them race through the map to another location through the mobs. Give the mounts a specific health pool (Fair to each location) and make them only a temporary mount (can not be re-summoned). Each city has a betting pool (Fair to the map location and player level). The winning player wins the lant pool (Minus a handler's fee of 5%) The mounts can not enter water, can not fly, and can not climb surfaces any normal player can not climb. Other players can keep track of the race on a leader board, which updates as each player in the race crosses check points. At each check point, the player will have their current placement in the race displayed to them in the middle of the screen.
The Crusade: To help clean up the mutants that developed after the Great Event, Temperions were created to protect the citizens. Now, Crusades are forming to rid the world of the demons that plague the land. As a mass raid, players will be joined by their peers of differing levels to display their skill and devotion to Xenovia. To join a crusading party, you will talk to The High Priestess, and then a raiding party will be formed from other players in your level bracket. Then, you will be placed on a map (Den of Arachnoids). Your party will make its way to the five altars of summoning, triggering the altars, and ending with the middle altar each altar has a group of 50 nightmare monsters ranging in levels (Levels depend on the bracket level. When you trigger all the altars, in sequences from left to right, then the middle, you will summon the demon in the center opening of the map. The demon summoned is any one of the Raid bosses, Ruinhorn, Biskra, Doom Cheras, Lord Werinumen, Robo Guard, Plugger, and Tyrant, respective to bracket level. After summoning the boss, you have 15 minutes to defeat him. If you win, each member of your party will be rewarded with a Compression Xeon appropriate for your level bracket. If you lose, only a single appropriate xeon will be given (This game will not grant any EXP, however, there will not be any EXP penalty for death) (Theme Battle (Strongest) Armor may be used in this game) You can automatically be respawned at either of the two spawn points. This game can be attempted once every 12 hours.
Edited by HeavenlyPride, 18 January 2011 - 04:35 AM.