As a game designer/director working on a few indie titles, as well as being a MMO junkie and Requiem being one of my vices, I have a few suggestions for the development team. Yes, these things are a bit hard to execute with the pathetic amount of resources being provisioned by WP/Gravity to the team, but they would potentially increase income by 1) More people would be willing to subscribe and 2) More people would be able to advance to the point of needing to purchase item mall points to reinforce their equipment and compound their end-game gear.
QoL Improvements
(Premium Dungeon)
Each zone (Turba, Parness, S. Hammerine, N. Hammerine, Numaren) would have their own independent premium dungeon designs. These would coincide with instances within their respective zones or level ranges. Turba would have the Ion Mine (Current PD design), Parness would have Ruins of Lament layout, S. Hammerine having SL, N. Hammerine have WS, Numaren having RM. These may seem inconsequential but running the same dungeon design becomes a bit bland and something as simple as having a change of pace from time to time could inspire people to maybe purchase a premium account.
(Premium Account Bonus)
EXP increase of 75-100% instead of 50%. This would assist higher level players in reaching the point where they would need to use item mall purchases to upgrade.
Lant Increase of 150%. Let's face it, the economy is retarded. Farming lant is a fools errand. It would take days or weeks to obtain the lant needed to purchase, well, anything. A bit of equalization would be ideal.
Maintain current drop rate formula. Currently, there are little to no adequate level-appropriate drops out there. I'm lv84 and still pick up only Eximus grade items.
Forge Bonus of 10-20%. Don't freak out on me now. Forge events are few and far between. This would encourage players to purchase reinforcement tools, reinforcement xeons, etc more regularly. There would still be a spike of purchases during forge events due to the even greater chances of success, but it would potentially increase long-term income.
(Quest Improvements)
Have the community, interns, volunteers, or whatever you want create quests and quest lines and implement them in stages. Provide item mall points as a reward for the quests that are to be implemented. The community could create the description text, determine the enemies to be killed, items to be gathered, and reward items. Lant and EXP rewards could be based off of the current formula.
This is the list of the easier improvements. Other improvements would require significant amounts of work, such as adding new instances (we have the entry points, after all), new armor/accessories from those instances, etc. Requiem has always had a ton of potential, but was executed in a way that only provided buffer funds for other titles. I don't know if the game can actually be saved, but I'd like to see effort into doing so.
Hello Daemus,
I am very happy that there are passionate gamers (and designers) that want to see Requiem succeed. Ideas that are presented here are pretty close to what we have discussed internally. We are desperately giving it our all to make Requiem a more enjoyable game. While of course there are those in the office that want to create super fantastic game changing things, we all realize that a lot of the small things should be realized and fixed as soon as possible.
When we first got the game, our analyst quickly realized that a vast majority of the players were quitting our complaining vocally about the lack of content and the lack of quests ranging from levels 80-90. This was a direct causation from the past developers not adding appropriate level content when increasing the level cap from 85 to 90. It was pretty hideous, seeing the numbers of old veterans quitting because of the lack of content. So as any developer would, we had pretty much an all hands on deck situation trying to create content for the higher levels. Which while it did slow down the damage, it pretty much gave us a pretty shaky area to stand on. Why? well one, we just got the rights back then and we did not have a full staff to start development. Two all the documentation of the game was in Korean. And three we had to quickly hire and train while learning the tools ourselves.
While I think the Frost Blade quest hub in the end brought a good amount of content to Crescent, we think it would have done a lot better if we had the tools and better documentation at the start. Going forward it looks a lot better now than before. Quest writing and implementation has been more streamlined, as well as having a proper spawn tool is great (remember Vigilante Jane and the Santas running around? Yea that was all GM staff hand summoning them... no respawn generation at that time).
So on to your suggestions.
1) Premium dungeons, we like this idea. Actually we were thinking of doing some sort of mission dungeon system separate to the Premium dungeon. What our designers were thinking is that there would be a dungeon system that gives players random dungeons appropriate for their level that has various quest givers there that gives a goal to the player to finish the entire dungeon. For instance, player gets a key and goes to the dungeon, he warps. During the warp process the player get a random roll in the system that randomly give him a dungeon. He enters the ghost dungeon. Exorcist Bob is injured doing a exorcism to a known Deamon Witch, asks the player to stop her in 20 minutes or she will be permanently possessed. If player makes it he will give a Xenon Exorcist box that gives random goodies. What do you think?
2) Premium improvement. HA! this is quite funny but we just finalized the idea of improving the Premium service. We had a lot of talks in our design discussions on how to improve this service. One of the ideas was to give more character slots, but the problem of what if they unsubscribe premium? Can they still access the character? So that had to be scratched. Another was giving a free reduction tool to those who subscribe but that turned out would take a couple months for our DBAs to implement. Adding a free forge bonus, can't system will giving independant bonuses to players, adding this function would also take a lot of time. But we like the idea of giving more EXP/Drop bonuses.
3) Quests improvements. The improvements are on the way, currently a couple of our quest writers are working on the next quest hub for the level 70's. Cool thing is if you don't need the rewards, you can compound the stuff to turn into Frost Tokens. We discussed the idea of giving mall points as either daily rewards or quest rewards, but due to issues with our billing system, awarding points does not work and does not register as currency to the player. We have other ideas to do this rather than issue mall points.
So there you have it. Now I want to discuss about some of the things we want to change.
-Class Balance. Helium knows the game better than I do. I am not touching the class balance stuff as it would probably ruin a lot of things haha. But I am part of the design group that gives a more broader ideas to the classes. For instance Commanders, a lot of us agree that the Commander class is a very confusing class to new players. Often times New players will think it is the DPS counterpart of the Protector even though it has a lot of defence abilities. One thing we want to bring to that class is the the commander should be the damage counter part and should take a more "commanding role". How this will be done? I don't know, but I am confident Helium and the class staff will make it awesome.
-Zone restructuring. So this idea comes from the fact that not too long ago, the past developers decided, F leveling, lets make 1-30 in 20 minutes. I don't know where they got that idea, but we want to bring back leveling. Turba is quite boring. I think everyone agrees that just landing in Kurt with nothing will not entice any new player to play the game. We want to bring players closer to Nova Lux and start players off in Parness. We have other plans for Turba. A lot of us are thinking of making it a high level zone of some kind or making it into some long lasting Battlefield. This part is still in discussion.
-70 Quest hub. So there is another response here that talks about we need a data analyst. So we do analyze data and have found that there are 3 major dropping points in the game for new and old users. Early Level, level 70's and level 87-90. We know the early levels are terrible, we know, we have people working on this with the Zone Restructuring. Level 87-90, we agree, that is why the quest hub in Crescent was added and more ideas are on the way! Now the level 70's! We are currently working on a story that has to do with the whole Temperion Project, and the Alpha Temperion Project (we know the pet is weak, there was a bug in some of the formulas and we are fixing it. Woo buffer pet!). Players will do a storyline quest and this will unlock the daily quests for the level 70's. We are trying a new way of doing the daily quest by making players go into an instance to do their hunting. We heard a lot of reports of players not liking to fight each other for quest mobs so we will try this out. The rewards from the quest will give you tokens that can be used to upgrade Xeons that affect CAD/SCAD and crits.
-Where the hell is Voxyon and Level 90 armors?! We apologize for how long this is taking. We want to make this right. There is a lot of testing going on with Voxyon, and we promise she will come out soon.
I really like the ideas a lot of you guys bring out. If i'm not looking at our forums, ShazamO and Helium always bring up threads to me whenever you guys have ideas. I'm not talking out of my ass like some people may think. If you have a cool quest idea that fits Requiem, post it on our suggestion forums, if it works we'll use it. Got a cool idea for a weapon? Draw it out, if it looks cool, we'll have our artists take a stab at it. Hell if your idea for an item name is better than ours i'll change it lol.
But anyways I'm just rambling now. Thank you for your suggestions, and keep'em coming!