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04-21-2013, 05:29 PM | #41 |
Master
Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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hehe I cant help it that the same thing did work on you twice :3
but you know.. Im really curious about what you'd change if you were in charge you know.. besides the bedrooms
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. |
04-21-2013, 05:37 PM | #42 |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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I'd increase level cap to 80 so everyone quits, that'd be crazy :3
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04-21-2013, 10:58 PM | #43 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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Want crazy? I'll give you one.
I would go with a level 80 cap. However, everyone would start at 80 (stat wise and basic spell set) and the levelling up would be simply the level gear you can equip and extended spell set. The mastery scrolls would work the same way. Equip level 20, 40 , 50 gear. Boosters works same way, as do lucky boxes and gem boxes. The Xp you gain you then use it to choose to buy either skills or gear equip level up. Yes that would mean building a new game from scratch ... |
04-22-2013, 07:42 PM | #44 |
Baron
Join Date: Apr 2009
Location: Montana, U.S.A.
Posts: 690
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Late to the thread, but nonetheless I'll get into specifics for posterity:
1. If the invasion dragons are to remain, I'd make all three dragons spawn at the same location at gates (one not further out than another) and have the same range/level of agro. 2. I would move Ignis' CS and Market closer together but collectively further from Meni and Alsius' WZ (equidistant from Alsius and Syrtis warzones)...probably closer to Ignis OC. As well, I'd make Ignis OC have more of-level mobs on par with Alsius and Syrtis OC. 3. Birka save would be moved to the front of town to be on par (distance from gate) as Rearia and Medenet saves (which are both much closer to their respective gates). 4. Syrtis OC would be moved to the same proximity to their save as Alsius' OC and its size would be increase to be on par with Alsius (and ignis if my changes were made). 5. Resist/Evade mechanics would be completely revamped and made to occur 1/10th as frequently as now. Spells which utilize bonuses for evades or resists would be changed in a more dynamic way to reduce negative spell effects and/or duration by a certain %. 7. Skip #6 entirely out of protest for CISPA. 8. Would give archers a new class of weapon: Medium Bows. These would be useable with either shortbow or longbow tree but would increase the spell-casting time or mana consumption of spells. They would come in a wide spread of range (min of shortbow to max of longbow) as well as attack speeds, opening the door to all archers to new and diverse (less cookie-cutter) builds at the same time as not requiring an entirely new spell tree. 9. The way in which armor reduces damage would be recalculated to a %-based system (as suggested by either Artec or Immune, I forget which). 10. All offensive mage spells would be made reliant on Int for duration and damage. 11. Berserk would be made like recharged arrows: activateable (since it removes evade chance). If my suggestion #5 were implemented, I would reduce it's +% damage from +50% to +35%. Also, alternatively, I would raise it to +60% and do away with fulminating entirely or change fulminating to a DoT mana-bleed spell 12. I would add a bunch of Realm-specific "costumes" such as surcoats, capes, shield-covers, and the like either to the premium item mall or the warmster NPC vendors. 13. Clans would be allowed to design clan logos (sigils) which would be submitted for approval. They would be images with a maximum of 5 colors which would require a high-cost of gold from the clan to create. Also, for another large cost of gold, each clan's leaders/founder can design rank-specific "uniforms" which each rank of the clan would vary in appearance (sort of like how in medieval times a man-at-arms would differ in appearance than say a lord or commander). This would increase clan activity and exposure while simultaneously making a new demand for gold. 14. Clans would also have powerful tools, like instanced clan-halls, and clan banks/treasuries (or stashes) which can take deposits from all clan-members but only leaders can access (for the donation of items for the clan's use or for auction to raise money for clan sigils or uniforms.) 15. Create a realm-based "community" clan (sort of like a Realm's official "army") which a GM or Dev or some assigned veteran player can lead. This would be especially useful in giving new players an outlet of community and not feel alienated early on if they are without a clan. These sanctioned "realm clans" (1 per realm) would also have their own sigil and uniforms but designed by NGD for each realm, and would be heavy on that particular realm's theme (sigil, colors, style, etc.). 16. Would add a new section of premium spell effects and character animations (as suggested previously by Indoril). 17. Would make a serious attempt at implementing ALL of Immune's "joke" April Fool's update thread. 18. Would hire out contract game testers and consultants to review every aspect of balance of Champions of Regnum and based on their inputs begin a staged implementation of it.
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Kyrottimus: 60 - Barbarian (WM) RIP || Rykor: 60 - Knight (WM) RIP Vanosen Sagesight: 60 - Marksman (WM) RIP || Orykus: 60 - Hunter RIP |
04-23-2013, 08:26 AM | #45 |
Master
Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. |
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