Started by bonecold, Nov 10, 2021, 09:38 AM
Quote from: bonecold on Nov 10, 2021, 09:38 AM1) Gear choices - at least for my witchunter there's almost always a 'best' choice for most gear slots as I level up. In game design you hear the word 'agency' thrown around a lot, which I've personally come to find that term really annoying, but the idea makes sense. As a player I should have more agency over my item choices, for example giving up some AC to get more max damage. Stuff like that. Again I don't know how this is for the other classes, but I think introducing more varied items and allowing players more optionality is a good thing. Along these lines, the choice of race seems slightly less impactful overall, maybe that's just my perception, but this could maybe be helped by adding some race specific items, which would again increase optionality for players.
Quote from: bonecold on Nov 10, 2021, 09:38 AM2) Weapon choices - this is tied in to the above but wanted to call it out separately as we briefly discussed it. I again admit I'm not intimately familiar with the combat system, but as far as I can tell, smashing is the superior attack for most classes that can utilize it from about level 30-50. And in that level range, nothing is better than the tree trunk, BY MILES. I think it's ok to have a top tier weapon like that, but there should also be a little more optionality for smashers, as the 'meta' gets stale when it's all based around the tree trunk. How about instead of only a 30-100 super slow weapon, why not a 25-90 super slow weapon, that's a little more easy to get than a 1% drop on a 3 hour regen? Or 40-80, for less max damage but more consistency in damage? Again this just goes back to the idea of 'agency' and not having just 1 choice.
Quote from: bonecold on Nov 10, 2021, 09:38 AM3) Bosses/quests - I think players that are at keys more often should be rewarded, compared to those who just script 24/7. This could take the form of more bosses as well as some kind of daily quests. If you can script at 1mil/hr at your current level, and you are at keys and decide to go take an hour to walk somewhere, get some special key (or whatever) and kill a boss or three, you should be rewarded with more exp than you would have got if you just scripted for that hour. As it is right now, I don't think there are enough bosses with low regen timers at the main level ranges that would support this style.
Quote from: bonecold on Nov 10, 2021, 09:38 AM4) Late game in PVP / "Winning" PVP - I haven't experienced this myself but I think there are valid concerns from some people about the gated content as well as how you measure success/winning in PVP, which I think is significantly different than PVE. I won't comment on that too much except to say that I don't think PVP should be judged just based on who has the most exp, OR who has the most pvp kills (which can kinda be gamed). Instead, I had this crazy idea, which hasn't been totally thought through and might just be garbage, but I'll throw it out there anyway: What if there was some item, which I'll just call a 'token' for now, that many of the main bosses drop (at a 5% rate or something), as well as having 50 some odd tokens randomly scattered and hidden throughout the realm. And then there is a mechanism to turn in the tokens, and who has turned in the most tokens is tracked on an individual and per-gang basis, and 'winning' is judged that way. You can still steal/pvp someone and take their un-turned-in tokens, and it rewards people that explore and kill bosses. And then here's the kicker that might help the late game aspect -- what if after level 75, you could reroll, but it adds a flag to your character, and now every token you turn in is worth 2 points instead of 1 point? And if you make it to level 75 a 3rd time, and reroll again, now your tokens are worth 3 points? I think this has the potential to help solve that late game grind that goes on for months with (what seems like) very little interactivity. I also think there is a lot of early game/low-level content that is really cool, and that never really gets utilized or seen again as everyone grinds away at the higher levels, and adding an intentional re-roll mechanism helps keep the utilization of that low level content up.
Quote from: bonecold on Nov 10, 2021, 09:38 AM5) Consistent release/reset cycle - I don't see this as a problem but I just think it would be nice, and to have some overall 'hall of fame' leaderboard from each push as a record of the top performers from that push. And also just to know that each year (or whatever timeframe) there will be a reset. Would also be cool to allow the 'winner(s)' (however it's determined) of each push to add a little content to the game, within reason. A new small area, an item they design, something like that.
Quote from: bonecold on Nov 10, 2021, 09:38 AMSo obviously I added my disclaimers above but just wanted to say one more time, feel free to take all, some, or none of my ideas to heart, I mostly just wanted to throw it out there. There's probably other stuff but that's what's been at the front of my mind as I've been playing the last month. And most importantly, thanks again for all your (unpaid, completely voluntarily) work over the years on this legacy game.