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How should best items be obtained? |
1. Rare Drop (Like rainbow belt, but only from say earl ice gargs) |
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33% |
[ 5 ] |
2. Areas like Prison or cohors (repeated runs for a chance to get the gear) |
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13% |
[ 2 ] |
3. Bought with gold (hundreds of k or even millions per piece) |
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0% |
[ 0 ] |
4. Crafted through proffessions (For lots of gold also, and max blacksmith, soulbound meaning not tradeable)) |
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6% |
[ 1 ] |
5. Like tower end items (which i feel is too easy and building new areas is very hard/timely) |
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6% |
[ 1 ] |
6. Something else (name it in comments) |
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6% |
[ 1 ] |
7. A combination of all of 6 of these options |
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33% |
[ 5 ] |
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Total Votes : 15 |
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| Obtaining the best gear | |
Motoko
Major General
Joined: 17 Jul 2016 |
Posts: 349 |
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Posted: Mon Aug 29, 2016 7:18 pm |
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When I say best items, I mean weapons similar to champ, ankh belt, prison ammy, etc. Things on those levels, meaning noble. |
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Labfiveonly
Major General
Joined: 26 Jul 2016 |
Posts: 347 |
Location: Kuwait |
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Posted: Mon Aug 29, 2016 7:49 pm |
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How hard would it be to code multiple rewards to players damaging an NPC?
There would be damage limiters obviously as not to have someone cast Blast 1 time and he is part of the raffle.
Raid type of mechanic but not an actual raid (Like rpgs), because, It could be soloed, but, it would obviously be easier if there were more people hitting it.
Area Rank Restriction. Lets say Cadet, Officer and Noble.
Mechanics:
- 12Hrs / 24 Hrs respawn.
- A Player has to do at least 10% or 15% of health damage to the NPC to enter the Random dropped item raffle.
This would encourage actual fighting from everyone but it would also allow a caster to do some damage and then focus on spelling or healing or crowd control etc..
- Random drop types that are bound to the character.
Items would be divided into lets say 3 main categories, Magician (Hara and Sorc), Fighter (Temp and Warr) and Hybrid/whatever(Seyan and Necro).
A Warrior can get a random drop of either of the 3 categories. He/she shall farm until desired (warrior) item drops. Even if he gets Magician or Hybrid/Whatever, he wont be able
to equip it as it is race specific.
- Players/player kill/s the monster.
There could be different ranks for each item. Lets say, 3 belts, one would be for cadets, the other for officers and one would be for Nobles.
Of course, the former rule shall Apply, rings could drop in Magician, Fighter etc... types.
- Each Area could have 2-4 Npcs who help the boss, a stunner, a healer, a warrior and hmm something else.
This would make people actually want to group up unless they were just on the rank where they could solo it.
- Bosses would have tons of health, they wouldn't be impossible to kill, but they would be very hard to kill and pose a good fight, 30-40 mins or so of fighting (enemies respawning, chaos ensued etc...)
This would encourage players to bring their best stuff to these fights and actually pay attention.
- Health damage / monsters spawn.
Different rules as to missing health bits, say at 20% down the boss will spawn 2 times the mobs, and 50% he will add another 4 plus the previous 8, and then at 70% he will spawn 16 adds or so, something within those lines.
This will make it sort of like a live quest, because there would be some kind of "interaction" to triggers, like when we are killing the Staff throwing the LQ he/she will spawn Peace keepers so he/she doesn't get owned But the boss doesn't have peace keepers so we shall all be happy.
More Ideas or mechanics shall come later. |
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Motoko
Major General
Joined: 17 Jul 2016 |
Posts: 349 |
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Posted: Mon Aug 29, 2016 8:01 pm |
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Labfiveonly wrote: |
How hard would it be to code multiple rewards to players damaging an NPC?
There would be damage limiters obviously as not to have someone cast Blast 1 time and he is part of the raffle.
Raid type of mechanic but not an actual raid (Like rpgs), because, It could be soloed, but, it would obviously be easier if there were more people hitting it.
Area Rank Restriction. Lets say Cadet, Officer and Noble.
Mechanics:
- 12Hrs / 24 Hrs respawn.
- A Player has to do at least 10% or 15% of health damage to the NPC to enter the Random dropped item raffle.
This would encourage actual fighting from everyone but it would also allow a caster to do some damage and then focus on spelling or healing or crowd control etc..
- Random drop types that are bound to the character.
Items would be divided into lets say 3 main categories, Magician (Hara and Sorc), Fighter (Temp and Warr) and Hybrid/whatever(Seyan and Necro).
A Warrior can get a random drop of either of the 3 categories. He/she shall farm until desired (warrior) item drops. Even if he gets Magician or Hybrid/Whatever, he wont be able
to equip it as it is race specific.
- Players/player kill/s the monster.
There could be different ranks for each item. Lets say, 3 belts, one would be for cadets, the other for officers and one would be for Nobles.
Of course, the former rule shall Apply, rings could drop in Magician, Fighter etc... types.
- Each Area could have 2-4 Npcs who help the boss, a stunner, a healer, a warrior and hmm something else.
This would make people actually want to group up unless they were just on the rank where they could solo it.
- Bosses would have tons of health, they wouldn't be impossible to kill, but they would be very hard to kill and pose a good fight, 30-40 mins or so of fighting (enemies respawning, chaos ensued etc...)
This would encourage players to bring their best stuff to these fights and actually pay attention.
- Health damage / monsters spawn.
Different rules as to missing health bits, say at 20% down the boss will spawn 2 times the mobs, and 50% he will add another 4 plus the previous 8, and then at 70% he will spawn 16 adds or so, something within those lines.
This will make it sort of like a live quest, because there would be some kind of "interaction" to triggers, like when we are killing the Staff throwing the LQ he/she will spawn Peace keepers so he/she doesn't get owned But the boss doesn't have peace keepers so we shall all be happy.
More Ideas or mechanics shall come later. |
Pretty hard to code this, probably take several months of testing and evaluation.
Nothing like this currently exists, and the boss doing different things when his health is at different points is a lot more code.
I like the idea, but this would be a toooon of work, and it's not something I can do as it would require code.
However, I could make something like monster lotto (where you teleport in) and are surrounded by mobs, meaning no baiting/luring.
It could be limited to maybe 4 players with fast respawn times on trash mobs and then a boss. |
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Kane
Staff Sergeant
Joined: 19 Apr 2016 |
Posts: 52 |
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Posted: Mon Aug 29, 2016 8:35 pm |
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How about craftable via blacksmithing using materials found in cohors and prison? Makes you grind both areas and require max blacksmithing to make.
There are no raid bosses but maybe shiva can carry a key ingredient for the absolute best item. I heard hes unkillable atm or at least seems so. Heard a group of nobles consisting of seyan sorc and ah getting wiped but heard nothing of maxed out ATs joining |
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Motoko
Major General
Joined: 17 Jul 2016 |
Posts: 349 |
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Posted: Mon Aug 29, 2016 9:01 pm |
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Kane wrote: |
How about craftable via blacksmithing using materials found in cohors and prison? Makes you grind both areas and require max blacksmithing to make.
There are no raid bosses but maybe shiva can carry a key ingredient for the absolute best item. I heard hes unkillable atm or at least seems so. Heard a group of nobles consisting of seyan sorc and ah getting wiped but heard nothing of maxed out ATs joining |
I've thought about using prison gear to make it craftable into other stuff. Problem is it kills the soulbound of the item, meaning you can use someone elses cloak to make your own new cloak.
if LL could make a flag to retain the soulbind that would solve this, meaning you couldnt use someone elses item to create a new item for yourself.
IE Kane's prison amulet could be used by motoko to make a new improved prison amulet via crafting. |
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Asmodeus
Major
Joined: 15 Jun 2016 |
Posts: 169 |
Location: Montreal |
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Posted: Mon Aug 29, 2016 9:38 pm |
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I vote for rare drops. Easy to implement, rewarding when it happens.
Please no more of the garbage RNG chests like prison and cohors where some players spent dozens if not hundred of hours and still have not obtained the full set. |
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Motoko
Major General
Joined: 17 Jul 2016 |
Posts: 349 |
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Posted: Mon Aug 29, 2016 10:18 pm |
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Asmodeus wrote: |
I vote for rare drops. Easy to implement, rewarding when it happens.
Please no more of the garbage RNG chests like prison and cohors where some players spent dozens if not hundred of hours and still have not obtained the full set. |
Agree rare drops are win. |
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Asmodeus
Major
Joined: 15 Jun 2016 |
Posts: 169 |
Location: Montreal |
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Posted: Mon Aug 29, 2016 11:04 pm |
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With the dev cycle here (not LL's fault) we need to look at the fastest options. Some of these poll answers imply very significant amounts of build/code.
The fastest are probably rare drops and professions. Only issue is that professions are gated behind a significant grind and only a few players have access to highest tier of blacksmith which will bottleneck the production of these items. |
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LazyWarrior
Baron of Aranock
Joined: 03 Apr 2016 |
Posts: 760 |
Location: Temple of Aranock |
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Posted: Mon Aug 29, 2016 11:11 pm |
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Asmodeus wrote: |
With the dev cycle here (not LL's fault) we need to look at the fastest options. Some of these poll answers imply very significant amounts of build/code.
The fastest are probably rare drops and professions. Only issue is that professions are gated behind a significant grind and only a few players have access to highest tier of blacksmith which will bottleneck the production of these items. |
I also agree for rare drops, smithing is like you said locked behind very few high level smiths. Currently 2 people on the server having more than level 50 blacksmithing and neither of them play, and its a very poor system as is(too tedious to use). |
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Labfiveonly
Major General
Joined: 26 Jul 2016 |
Posts: 347 |
Location: Kuwait |
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Posted: Mon Aug 29, 2016 11:15 pm |
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How about a trigger moto?
Say, 4 people enter a room, after they have collected keys etc.. etc..
Boss awaits, once they port in, a timer starts ticking, so instead of health, you have a respawn X ammount of monsters every few X mins.
Have say 4 Chests, each chest will unlock depending on how many players are inside (you have to trust your friends not to steal your reward.
If 1 person goes inside, 1 chest unlocks, if 2 then 2 chests and so on. |
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Motoko
Major General
Joined: 17 Jul 2016 |
Posts: 349 |
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Posted: Tue Aug 30, 2016 12:22 am |
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Labfiveonly wrote: |
How about a trigger moto?
Say, 4 people enter a room, after they have collected keys etc.. etc..
Boss awaits, once they port in, a timer starts ticking, so instead of health, you have a respawn X ammount of monsters every few X mins.
Have say 4 Chests, each chest will unlock depending on how many players are inside (you have to trust your friends not to steal your reward.
If 1 person goes inside, 1 chest unlocks, if 2 then 2 chests and so on. |
More difficult code, anything dynamic will be tough to do.
The easiest thing is to start the fight, with x monsters, and they all have a specific respawn time and set stats. |
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Labfiveonly
Major General
Joined: 26 Jul 2016 |
Posts: 347 |
Location: Kuwait |
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Posted: Tue Aug 30, 2016 12:32 am |
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Motoko wrote: |
Labfiveonly wrote: |
How about a trigger moto?
Say, 4 people enter a room, after they have collected keys etc.. etc..
Boss awaits, once they port in, a timer starts ticking, so instead of health, you have a respawn X ammount of monsters every few X mins.
Have say 4 Chests, each chest will unlock depending on how many players are inside (you have to trust your friends not to steal your reward.
If 1 person goes inside, 1 chest unlocks, if 2 then 2 chests and so on. |
More difficult code, anything dynamic will be tough to do.
The easiest thing is to start the fight, with x monsters, and they all have a specific respawn time and set stats. |
1 boss per player going through a portal is hard to do?
You can spawn 1 boss+ adds, per player passing through a portal or a tile, or something |
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Asmodeus
Major
Joined: 15 Jun 2016 |
Posts: 169 |
Location: Montreal |
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Posted: Tue Aug 30, 2016 1:52 am |
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Labfiveonly wrote: |
Motoko wrote: |
Labfiveonly wrote: |
How about a trigger moto?
Say, 4 people enter a room, after they have collected keys etc.. etc..
Boss awaits, once they port in, a timer starts ticking, so instead of health, you have a respawn X ammount of monsters every few X mins.
Have say 4 Chests, each chest will unlock depending on how many players are inside (you have to trust your friends not to steal your reward.
If 1 person goes inside, 1 chest unlocks, if 2 then 2 chests and so on. |
More difficult code, anything dynamic will be tough to do.
The easiest thing is to start the fight, with x monsters, and they all have a specific respawn time and set stats. |
1 boss per player going through a portal is hard to do?
You can spawn 1 boss+ adds, per player passing through a portal or a tile, or something |
I think we should refrain from centralizing gear into certain spots this removes participation in other features. |
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Labfiveonly
Major General
Joined: 26 Jul 2016 |
Posts: 347 |
Location: Kuwait |
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Posted: Tue Aug 30, 2016 7:03 am |
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Why one area? you can have 4-5 areas with the same mechanism. |
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Motoko
Major General
Joined: 17 Jul 2016 |
Posts: 349 |
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Posted: Tue Aug 30, 2016 1:24 pm |
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Labfiveonly wrote: |
Why one area? you can have 4-5 areas with the same mechanism. |
this is a lot to build.
Would anyone have a problem with adding weapons or other items that are difficult to obtain (based on this thread) that are as strong or stronger than champion weapons/ankh belt/prison amulet etc? |
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