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Old 05-15-2016, 08:56 PM   #91
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Quote:
Originally Posted by Kimahri_Ronso View Post
Why did NGD add Vigilant spirit?

IMO they added it for lv 30-49 to be able to go to the "War zone" and participate in wars and thus level up by war, instead of killing mobs. Grinding in "war zone" is also an option indeed (killing mobs), but for that that extra 30-40 dmg and +HP and mana won't be much of a help if you get killed within 20 sec by a lv 60 WM who wears WM jewells.

Armour bonus, resist phisical and magical dmg, doesn't matter which one(s), but Vigilant spirit needs something more than just mana, HP and main class attribute so it will be worth for low(er) levels to level up by war faster.
Sure. How about a reduction in received damage by 1% per level remaining to 50th? So a 30th level would receive 20% less damage before other protections are applied, and a 49th level would receive 1% less damage.

We already have this in various forms in the game (amulets, mostly); it's a matter of copying code and doing some (perhaps extensive) modifications.

Rinky
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Old 05-15-2016, 09:30 PM   #92
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From the updated Roadmap:

Quote:
End Gameplay
Objectives:
- Determine a new formula for performance in war, more related to group objectives than individual ones, but also including the individual objectives as well.
- Access to the Battlezones related to the war in order to avoid affecting them. The performance in war will be key to this feature.
- Group coliseums and the possibility of being a spectator of the current matches.
- Simple crafting system to obtain new weapons or skins for the existing ones.
- New skills for the Warmaster tree.
I encourage group coliseums/arenas. Many players comment that the older arenas were more useful for war training than the current ones.

I hope the crafting system is actually, you know, crafting. Maybe we can use some of those monster loots we gather.

I'm thinking about those noble quests you got rid of. I agree with that decision, because the noble quest was diverting many players to noble when the prime objective was the gems. Otoh, I think some other quests need to replace those. And I think they should be for not nearly as many WMC, if any. XP, sure; WMC? I don't know. Plan must be as workable for low population servers (Haven) as for high population servers (Ra), and be fair to all, not giving advantage to any.

And in terms of fairness and gem access, not so sure that's really working well right now.

So I'm going to toss some suggestions onto the table:

1. Have some really kick-ass mobs defend the gems. Like, oh, Vesper's children. Or Alasthor's. 3/4 the power of their parent. And inside an instance, but when you beat him or her, you get the realm gem, regardless of the number of players involved.

2. Put each gem in a TDM arena (6 v 6 v 6). Winner gets the gem. Exiting the realm might be a little dangerous for, say, the RED team if BLUE is invading GREEN, but there are possibilities. For example, non-defending TDM winners could EXIT into a particular area of the Warzone of the invaded realm (not too far from the Gate, but not too close either). Defenders would exit to their realm. If the defenders succeeded, that gem could not be challenged again that invasion. Obviously, there would be two challenges, one for each gem. The same players could not participate in both. This has the effect of making a really underpopulated realm not worth invading.

Possibly enlarge the TDM arena and allow for as many defenders and attackers as want to participate, but with EVEN ODDS (10v10v10, 20v20v20, 39v39v39, etc).

3. Build a fortress (of ice, or sandstone, or wood) around each gem. The fort built for defense, so hard to attack. It's supposed to be difficult to get the gems. Not impossible, but difficult. Teleportals inside the fortress, from one fortress to the other, only for its own realm defenders. Teleportals do not work when the fortress is captured by attackers. These forts not enterable except when wall is vulnerable or captured.

4. Some combination of these... Such as, combine 1 & 2, allowing the defending realm to ally with the dragon's children, possibly in a large TDM setting.

Just some ideas to think about.

Rinky
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Old 05-15-2016, 10:01 PM   #93
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From the updated roadmap:
Quote:
Recurring Events
Objectives:
- Creation of a system of objectives in specific zones, allowing a more favourable use of the map. Example: when entering a zone, such as the "Swamp", every X hours there is an objective that when fulfilled will give prizes to the first places.
Other games do this, and these events do encourage participation. Not gonna mention names unless asked.

For example: in the Swamp there might be an invasion every 6 hours of wills of the wisp, rather hard to hit, fast moving, hard to catch, and each is visible for 30 seconds before disappearing. The objective is to catch them, hit them, anything. If you kill someone who has some, you can take them from him/her. All who participate get a reward (some gold for each target caught), and the three who catch the most get a more significant [but still minor] reward. The PARTY that catches the most gets a significant but minor reward. Maybe a potion of invisibility (30 seconds of "camouflage").

Another example: Every 48 hours, the Entire warzone is filled with attacking Ninja Aquantis for 10 minutes. They wander around, not anchored to any particular area, double speed, attacking as many players as possible; the objective is to kill as many as possible. They will fight, they can kill you. They're not very intelligent, but any player they wander within 20m of, they attack. The objective of the event: kill as many as possible. They have 90% resistance to damage, so it takes some doing (fortunately, they don't have that many hit points... about 2000). The three PARTIES that kill the most get rewards; the seven individuals who kill the most get rewards (in this case, perhaps the reward is a potion of blinding speed) Anyone who kills one gets loot and a minimal reward (gold, for example).

Third example: [this will need work, I think] the Cyclops, Trolls, Orcs, and so on have allied. They have taken EVERY fort on the map, and will invade the realms and take their gems for their own purposes (taking them on the boats to Christmas Island...). How do you do this? You ask for volunteers to play the mobs at the forts, and to invade the realms and take the gems (the players who do this are rewarded with something. Perhaps some ximerin). The mobs respawn at the forts. The rest of these creatures in the WZ have their aggravation zone and wander zone radically increased for the duration of the event (to 250m, say), and they have their attacks increased for the duration also. Obviously, the player goal is to take back their forts. Or, maybe, to steal the gems from these "player mobs" to take to their own realms. Like I said, though, this one looks like some serious work to program.

The idea here is to encourage group participation, and to encourage player participation. Small zones have smaller reward groups; large zones (such as the entire wz) have larger reward groups. Rewards should be significant but minor, becoming more major for the nastier contests. Yes, they could alter play styles.

I can come up with more if you want.

Rinky
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Old 05-16-2016, 04:34 AM   #94
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Quote:
Originally Posted by Healerous View Post
thats just sarcasm, right?
Hey man, be real, as if wm marks gear wasnt the worst of all aviable.. I'm not a friend of current marks, back then when we had excapist (old one) and there was something to do closer-range .. , it was good-times. But its quite obvious that this wm crap is ... crap.

More stats wont help improve that class though..
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Old 05-16-2016, 04:37 AM   #95
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Originally Posted by rinky View Post
..
Really, 9iple post? could you supply a tl;dr?
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Old 05-16-2016, 05:40 AM   #96
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@rinky (and everyone else who is willing to post anything),

Please, stop riding ahead in the Roadmap with your ideas, NGD is still working on the second stage, also, please stop hopping back to the first stage that has already been completed.
Everything will have its exact time when you can share your thoughts, if you can't wait till they're getting on the table, or don't wanna forget your suggestions, start to make notices, or open up a new thread!

Thank ya'll!
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Old 05-16-2016, 05:59 AM   #97
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Quote:
Originally Posted by _Enio_ View Post
Hey man, be real, as if wm marks gear wasnt the worst of all aviable.. I'm not a friend of current marks, back then when we had excapist (old one) and there was something to do closer-range .. , it was good-times. But its quite obvious that this wm crap is ... crap.

More stats wont help improve that class though..
wm crap? wait Enio... werent we talking about the ala set bonuses?
if so, yes no doubts, Marks ala set bonuses are weak just the same as Barb ones. Obviously Knight and Hunter bonuses are the best.
Conju and Lock are tricky imo. Locks "%Spell Focus" should be something like "+%Int Spell Damage" or whatever u wanna call it.
For conju the 10% healing bonus doesnt make that much of an impact imo (even with the 15% Domthan = stacked 25% healing bonus).
The Heailng Bonus of the set could be changed to something like "%Healing Power", which will affect Self AND Ally-Heals.
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Old 05-18-2016, 05:50 AM   #98
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Quote:
Originally Posted by Kimahri_Ronso View Post
Please, stop riding ahead in the Roadmap with your ideas, NGD is still working on the second stage, also, please stop hopping back to the first stage that has already been completed.
Everything will have its exact time when you can share your thoughts, if you can't wait till they're getting on the table, or don't wanna forget your suggestions, start to make notices, or open up a new thread!
Your opening post to the thread set an example of "riding ahead" of where NGD was. If there was somewhere posted some other set of expectations (about, for example, "riding ahead") for this thread (other than this message you just posted), please let me know where it is so I can read it.

Thank you for your request.

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Old 11-15-2016, 04:27 PM   #99
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OP updated regarding their "first two stages", Character progression and End Gameplay.
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