ALL CURRENT IDEAS AND SUGGESTIONS!

If you have ideas to improve this great game, post them here!

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Secular
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Re: Temples/churches

Post by Secular »

This seems like an interesting idea - players could perhaps pay a 100,000> gold fee to be blessed.

The blessing (5 minute timer?) could offer a slight speed boost, maybe a 10,000 life bonus, a temporary attribute boost (str, dex) or maybe even an increased life/mana regeneration rates.

Thoughts?
Sarevok - Lv. 169 Swordsman
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nt300
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Re: Shop Hiding fix

Post by nt300 »

I fully agree with this safe zone issue, but when someone is in the shop selling and shopping, and he cannot see thegame screen, he or she should not be able to get killed because it's not fair.

But I have to admit a save zone for noobs is a good thing. Especially when you have an overwhelming high level opponent, and the noobs is trying to escape. Obviously he has every right to escape his opponent.
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sandspur32
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Re: Shop Hiding fix

Post by sandspur32 »

nt300 wrote:One more point, for example, if Secular or say Smokey sell an item such as say a lvl 200 helm to a shop, that same helm should be available for sale in that same shop. Selling unique items should be resold by the shop to players. In a 1st come 1st serve basis, unless that item is originally selling the item(s).
I agree with this idea. It would really make some players mad, though(bonus). Because, for example, the Odin helm is with worth 1 million at the shop, but players sell them for around 10 million to other players.
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Secular
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Re: Shop Hiding fix

Post by Secular »

sandspur32 wrote:
nt300 wrote:One more point, for example, if Secular or say Smokey sell an item such as say a lvl 200 helm to a shop, that same helm should be available for sale in that same shop. Selling unique items should be resold by the shop to players. In a 1st come 1st serve basis, unless that item is originally selling the item(s).
I agree with this idea. It would really make some players mad, though(bonus). Because, for example, the Odin helm is with worth 1 million at the shop, but players sell them for around 10 million to other players.
I personally believe Odin Helm sale price should be increased.
For an item with a .001 or 1/1000 rare drop rate it should be sold for around 10 million...
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
sandspur32
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Gambling Arena

Post by sandspur32 »

It would be cool if there was a map, or an area within an existing map where players could go to PvP, but to fight there you would have to bet an item or gold.
Other players would be able to watch and bet other spectators for their favorite to win.
No logging to escape, no border hoping. Once you pay to fight, it's to the death.
Spectators, again could bet but can leave at any time, but whatever item or gold they wagered goes to the other spectator.
That way you couldn't place a bet, then run out and not pay up, just because your guy is losing.
blitzcraig
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Here are my thoughts to this point

Post by blitzcraig »

Forgotten Tales – suggested class changes

This thread was started before skills were introduced into the game…Obviously, a lot has changed since then.  These skills have done a lot in balancing mage vs. non-mage.  I think the following ideas would still be beneficial.

All Classes – (Kaws has some awesome ideas…I’m trying here to make much smaller changes…If you want to revamp the whole system, let everybody know to give input to his ideas, they’re a great place to start…but assuming you don’t want to do that yet, here are some smaller changes) -- change HP formula so armor is multiplied by .4 instead of .5 – this will lower HP of all characters a bit, without changing too much.
-- change vital bracelet to 33% gain instead of 50% (gain every three seconds instead of 4)
-- no HP regeneration while under attack.
-- allow all skills to act independently, like mage spells do (even allow using multiple at a time)
-- rearrange skills to allow level 30 to help pvp most, level 60 to help grinding most. (see below) also, include "armor piercing" on all level 60 skills (green flow already does this)


Mages – change spells into skills.  Lvl. 0 = yellow flow. And heal.   Lvl. 30 = slow.  Lvl. 60 = green flow. Lvl 100 = Haste (feel free to decide what you think this is…I’m seeing it as a self-buff walking speed spell)  Obviously something at 140 like other classes seem to be getting…but I’m not worried about what that is yet (probably something more useful than armor)
-- add mana from gear into damage formula
-- change flow cast rate to 7 or 8 casts per second, also instead of tapping, cast at max rate by holding down button.
-- Multiply HP for mage only by 0.6 (mages will have 60% of current HP)
-- Don’t allow mages to wear vital bracelet, replace it with Mana Bracelet.  25% mana gain (gain every four seconds instead of 5)
-- mana does not regenerate while walking/attacking
-- change green flow spell (gained at level 60) to 4 mana cost instead of 5.
-- change armor for mages to not block physical damage, but rather work as magic resistance (works against in-game magic users (dark mages and warlocks…) and PvP mages.

Archers – Lvl 30 = slow arrow (freeze arrow is too powerful against swordsman, ogre and dwarf), Lvl. 60 = double speed attack, Lvl. 100 = 30% damage arrow.

Swordsman – multiply Attack and HP by 1.1 (increasing both by 10%) Lvl 30 = freeze attack, Lvl. 60 = double speed or damage attack or something that helps with grinding,  whatever on the rest.

Ogre – multiply attack by 1.2 (increasing damage by 20%.  Lvl. 30 – freeze attack, lvl. 60 = double damage attack, whatever with the rest.

Dwarf – multiply HP by 1.2 (increasing Life by 20%).  Lvl. 30 = freeze attack, lvl. 60 = something that helps with grinding, whatever with the rest.

This should balance mage vs. non-mage… should create a bit more difference between three hand to hand classes, and should slow down mage vs. mage slightly (low HP, high ATT is just too fast right now at low to medium levels… armor acting as magic resistance should help.)

What do you guys think?
Last edited by blitzcraig on Sat Feb 01, 2014 2:52 pm, edited 1 time in total.
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blitzcraig
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As promised... a new clan system idea

Post by blitzcraig »

Forgotten Tales – suggested PvP and clan update

1. If you are not in a clan, you cannot attack another player. (If non-clan killing is preferred, at least institute “enemies list” as described in thread of that name)

2. If you are not in a clan, you cannot be attacked by another player, except when you are in “de-clan” status. (to be explained later…possibly call this “outlaw” status, but I didn’t want it confused with current outlaw rules.)

3. There is no level restriction on attacking another player, but the reward is on a sliding scale (to be explained later)

4. Recommend increasing startup cost to at least 10 million to establish new clan. (maybe 50)
- Of course, existing clans should probably remain intact… structuring to be done by Dukes.

Clan Hierarchy: 1 Duke (creator of clan, or person designated by old Duke when he/she leaves clan)
Up to 3 Lords, up to 9 Marshals, up to 27 members. (limiting higher ranks should help avoid too many extremely high level players in the same clan.) Only Dukes can promote/demote. Duke, Lords and Marshals may invite new members. Duke also sets allies and enemies. Any clan not set as ally or enemy will be considered neutral. You cannot attack an ally clan. You can attack a neutral clan, but will not increase your clan’s standing by doing so. (no prestige points, though you will still receive xp/gold.) The idea is to make it more important in choosing enemies, because killing them is the only way to improve clan rating. Also, clan rank would be displayed along with clan name and character name for all to see.

Leaving Clan: If a player leaves a clan (either by choice, removed by Duke, or clan disbanded) He/she is placed into “De-clan” status. This status will last for 7 days, during which, his/her name will appear black to all players. When in de-clan status, all clan members of all clans can attack the player, regardless of level. The player may retaliate immediately, but cannot initiate any attacks. This should be significant enough to help avoid clan hopping. If the Duke leaves the clan, he/she MUST select replacement. Buildings will remain, but half of clan gold will be lost.

Clan Prestige: All clans will be ranked according to “prestige”. A signpost will be placed in top left corner of clan map, by forester’s house on start map, and at entrance to Lord Silverwood’s castle. When viewed, the sign will display the following information: Top ten clans, ranked by prestige. Bottom two clans, ranked by prestige. (All clans if that is possible. Also, it would be great if you could select a clan from the list and see all the members. Hopefully, this would be updated daily during server reset perhaps.) There is a 1,000 limit on prestige, to ensure no clan ever gets so high that it seems impossible to surpass them. If a clan should fall to -1,000, the clan is automatically disbanded; all buildings are removed from map, all clan gold is lost, and all players in the clan are placed in “de-clan” status. When a clan is formed, prestige starts at 0 (zero). When anybody in the clan kills an enemy member, the clan gains +1 Prestige. +2 for killing enemy Marshal, +5 for enemy Lord, +10 for enemy Duke. Likewise, when a member of your clan is killed by enemy clan, your clan loses -1 Prestige. -2 for a Marshal getting killed, -5 for Lord, and -10 for Duke. (If possible, each clan member’s prestige gains and losses would be tracked individually and displayed along with clan lists)

PvP experience gain/loss: 1 on 1 PvP kills will follow this formula for experience gain/loss: If winning player is lower or equal level (a level 60 kills level 65) he/she receives 2% of total exp. Needed for next level ((61^3 x 15)x0.02=68,094) So level 60 player gains 68,094. The killed player will always lose the amount the winner receives. If this loss puts them below zero, they will not lose the level, but xp will be recorded as a negative number. (as an alternative, it could just stop at zero if that’s a lot easier to program) If winning player is higher level (level 500 kills level 65) he/she receives 2% of total exp. Needed for next level of other player multiplied by the ratio of levels (((66^3 x 15)x.02)) / (500/65) = 11,216) or a level 70 kills level 65 (((66^3 x 15)x0.02)) / (70/65) = 80,090) Notice that you gain very little for killing somebody much weaker than you. You may wonder why the level 70 would gain more XP for killing the level 65 than the level 60 did for killing same… it’s to avoid (or at least cut down on ) abuse… if it went by exp. Needed for higher level player, you could very easily let your level 1 character kill your own level 200 character one time and gain nearly 2.5 million exp. Also, notice the level 60 player received 2% of needed xp, while the level 70 player received only 1.49%. (a level 100 killing a level 100 gains about 309k ... 91k less than a red cyclops)

2 on 1 (or more) PvP kills will work this way: no exp. Gain at all. Yes, this seems severe, but the goal is that 2 on 1 is for clan purposes, not individual grudges… with that in mind, clan prestige points will be lost by the one killed, and gained by the first to attack only, but no Xp will be gained or lost. (a simple alternative here would be to award xp to the first player to attack, or it could split according to damage dealt, though that gets more complex when dealing with sliding scale awarded)

PvP gold gain/loss: Here is where it is beneficial to be higher rank in clan… you may have noticed that for prestige purposes, there is no reason to promote anybody past rank of “member” except to help that player feel good about him/her self… well, now that changes. When a member kills somebody from another clan, he/she is given 1% of the person’s gold, with an additional 1% going into the clan fund. When a Marshal kills somebody from another clan, gain 2% and 2% into clan fund. 5% and 5% for Lord, while a Duke gets 10% of the person’s gold with none going into clan fund.

PvP item/gear drops: could go a million different ways, though I’d hope classes are balanced a bit more before this is gets any more an issue than it is ;-)

I’m sure I’m missing a lot here, and I know this is a LOT to code…but I tried to use as much of the existing system as possible while evolving it into something that people talk about…please add well thought out ideas and concerns, if you have questions about how something would work, ask a specific question and I’ll try to give a specific answer (i.e. what happens when a level 22 mage kills a level 65 player who was already in the read from warlocks?...)

Creator, If you have no interest in upgrading the clan system this extensively, I understand…Just please say so to help us not waste time further developing these ideas…thank you.
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sandspur32
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Re: friend chat

Post by sandspur32 »

Great idea! I've often wanted to be able to chat with a friend in another part of the map. Outgunned or outnumbered? No clan members. on to help? Call a friend. Cool idea.
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Secular
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Re: Gambling Arena

Post by Secular »

This idea is fantastic Sandspur! A portal leading to a duel arena would be amazing & honestly, I could see many veteran players spending their time here wagering bets, accumulating millions of gold for their clan.

Once inside the arena/area a new option would appear (when clicking the player) with a wager match option, a screen would then show up where each player could bet items then 'accept' the duel if the match seems to be a fair stake.
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Leone
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Re: clan improvement

Post by Leone »

I really like your idea to make use of the noticeboards. It's little things like this that could make an interesting difference to the game and personalise it for us all that play and enjoy it so much.
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