suggestions
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+ | ===== Easy to Code, Highly Desirable ===== | ||
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+ | ==== Mob Aggro Issues ==== | ||
+ | Aggro ranges also seem to be problematic from zone to zone as it seems quite different in Gazluk compared to Serbule and there' | ||
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+ | One particularly egregious area where aggro range is just too far is Rahu's Plateau. If you are a player used to shorter ranges and it changes, seemingly for no reason, it doesn' | ||
+ | |||
+ | It even seems like sometimes the " | ||
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+ | Again, I don't want to upset anyone, but this is kind of one of those "how did this ever get out of testing?" | ||
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+ | Lastly, it's really difficult to feel like I am playing a game where my experience is rewarded when things like aggro range change from map to map with no explanation as to why. If it's to make things harder, cool, but at least say something about it or explain it with in-game lore or something. | ||
+ | |||
+ | ==== Mob Density | ||
+ | So, I've avoided saying anything about this for a long time because I realize this is a game that is a work-in-progress and even having any suggestions here might not really help if I'm not positive about them, but there' | ||
+ | |||
+ | The most glaringly problematic is Rahu Desert where the combo of three things: water requirements, | ||
+ | |||
+ | The Rahu archers that pull you around in the lower "Rahu mining" | ||
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+ | Gazluk is the other zone where this is what I would consider a huge problem. It's just not simple for a level 70 to contend with both the elemental problems of this zone as well as the mob density problems, especially with regards to Orc Camps where the walls and aggro range make playing here unpleasant. One issue is enough to cause many players to forgo grinding in the zone, but the combo of both just makes it not fun. It's possible though that the purpose of Gazluk is to just serve as a repository for the dungeons in this zone as well as the Yellow Crystals, in which case I guess I understand the design decision, but it'd be nice if there were a good way to still fight some of these mobs safely. | ||
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+ | The current iteration of Kur is actually worse than the old one in this respect, too. There' | ||
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+ | The Fae Realm isn't horrible, but it can be dangerous for a higher level 60ish player leveling here to unlock content for when they are 70. Again, the aggro range increase with no explanation really hurts players. | ||
+ | |||
+ | Povus is actually one of the better zones, but here it's the tree density that is an issue with respect to the mobs. I was a player that took advantage of the 0 tree draw distance bug. I get that the zone wasn't supposed to be exploited in that way, but now that we have forced trees, I will mention that it's very difficult to see if I'm in a safe position to engage now in Povus. (and while we're on this topic, parts of Gazluk are pretty much unplayable now that I'm forced to draw trees). | ||
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+ | One zone that is bad but where it's not a major problem is Sun Vale. For some reason this zone has a much more agreeable aggro range compared to these other large zones, and it makes for a much more enjoyable experience. Except for the SE island with the roaming Ranlon, but at least there, there' | ||
+ | |||
+ | Again, I don't see how mob density got out of testing without anyone ever mentioning it. It's so bad that I have told friends that leveling overworld ends in Eltibule and Sun Vale and after that they are going to be leveling from 40 to 80+ in dungeons only. I've avoided making a leveling guide on this site because I keep hoping these issues are going to be fixed, but I'm realizing they probably never will be, sadly. :( | ||
+ | |||
+ | ==== More Info Changes (Inks and other special abilities) ==== | ||
+ | More Info could be improved in a few ways for certain items... | ||
+ | |||
+ | Some of the items like Inks, Knives, and Trollbane oil do not tell you what skills or abilities they are used for on the More Info tab. I think there might be a need for another tab where it tells you what special abilities use the item or the first tab should include this as another section. | ||
+ | |||
+ | Additionally, | ||
+ | |||
+ | Lastly, while it is easy to see who Barters *FOR* an item, you can't necessarily tell who will barter *THE ITEM* for something else. It should probably do this as well as tell you who you can sell the item to. Just knowing who you can sell an item to would be a huge benefit, even if you wanted to lock it behind a skill like Retail Management, but I think an argument could be made that it shouldn' | ||
+ | |||
+ | The More Info changes put into the game midway through 2024 were great, btw. | ||
==== Crossbow and Aggro ==== | ==== Crossbow and Aggro ==== | ||
I think one of the main reasons why I ignored Crossbow while playing is that it doesn' | I think one of the main reasons why I ignored Crossbow while playing is that it doesn' | ||
+ | |||
+ | When the entire server gets together to do egg runs and other mass group content, I think having Xbow users doing the pulls would be such a good thing, too. | ||
+ | |||
+ | ==== Better Grouping Options ==== | ||
+ | An automated way to group for the Casino Daily. Consider even making it more WoW-like (I know, not exactly a good example, but their auto-group solution is an example of one thing that did work well) in having it so you can queue for the next group and even just auto-TP to the dungeon once the group is full regardless of what zone you are in. The reason why an Auto-TP and Auto-Group is in WoW and so many other MMOs is because it is convenient and they want to encourage grouping. | ||
+ | |||
+ | Also, grouping with people regardless of what zone they are in probably needs to be a thing. This would just be a quality of life improvement. Or maybe it could be allowed if you have a specific item if it's supposed to be gated like this normally. The more new zones are added into the game, the less likely you are going to be in the exact zone of your friend at the time of grouping. A new item allowing this could also introduce new optional abilities like " | ||
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+ | In any event, I think a LFG or automated grouping system would be relatively easy to code based on a bot I made that essentially did this for defense of certain strategic regions/ | ||
+ | |||
+ | ===== Hard to Code, Highly Desirable ===== | ||
==== Gear Swapping and Loadout Options ==== | ==== Gear Swapping and Loadout Options ==== | ||
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The small box of space is one solution that might work for this for me, but I'm currently using it for buffs/ | The small box of space is one solution that might work for this for me, but I'm currently using it for buffs/ | ||
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- | ==== Better Grouping Options ==== | ||
- | An automated way to group for the Casino Daily. Consider even making it more WoW-like (I know, not exactly a good example, but their auto-group solution is an example of one thing that did work well) in having it so you can queue for the next group and even just auto-TP to the dungeon once the group is full regardless of what zone you are in. The reason why an Auto-TP and Auto-Group is in WoW and so many other MMOs is because it is convenient and they want to encourage grouping. | ||
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- | Also, grouping with people regardless of what zone they are in probably needs to be a thing. This would just be a quality of life improvement. Or maybe it could be allow if you have a specific item if it's supposed to be gated like this normally. The more new zones are added into the game, the less likely you are going to be in the exact zone of your friend at the time of grouping. A new item allowing this could also introduce new optional abilities like " | ||
==== Player Economy Needs Tweaks/ | ==== Player Economy Needs Tweaks/ | ||
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Sorry if it seems curt to just request an auction economy, but this is the one single thing about this game I simply do not understand. I cannot readily sell staples like Quality Phlog or Cotton directly to players that I know could use them, instead I have to craft a box that costs leather and wood resources and doesn' | Sorry if it seems curt to just request an auction economy, but this is the one single thing about this game I simply do not understand. I cannot readily sell staples like Quality Phlog or Cotton directly to players that I know could use them, instead I have to craft a box that costs leather and wood resources and doesn' | ||
- | When I go to price items in the stalls, it needs to be high enough that some high level with unlimited resources doesn' | + | When I go to price items in the stalls, it needs to be high enough that some high level with unlimited resources doesn' |
- | There are some staple items in game that simply MUST have an auction for there to be a robust player economy. Specifically I'm thinking Animal Skins, Cotton, and Phlog fall into this category, actually. At the very least add in an auction for these and see if the playerbase thinks it's a bad thing after like, three months. If everyone hates it, I'll admit it was a bad idea, but I think certain staple goods *should* be auctionable and I think players will love it if auctions existed for such staple goods, too. | + | Also, the downside to selling some goods for reasonable prices is that we have to rent a vendor and use an alt that goes to a Poetry Jam to be able to optimally sell things. Not a huge problem, but new players don't really know to do this. |
+ | |||
+ | There are some staple items in game that simply MUST have an auction for there to be a robust player economy. Specifically, I'm thinking Animal Skins, Cotton, and Phlog fall into this category, actually. At the very least add in an auction for these and see if the playerbase thinks it's a bad thing after like, three months. If everyone hates it, I'll admit it was a bad idea, but I think certain staple goods *should* be auctionable and I think players will love it if auctions existed for such staple goods, too. | ||
In short, I think some of the barriers to player trading that exist in PG don't make sense. This game is already played by a bunch of us on the autistic spectrum, so we honestly need more incentives and facilities to directly trade with other players than less, IMHO. :D | In short, I think some of the barriers to player trading that exist in PG don't make sense. This game is already played by a bunch of us on the autistic spectrum, so we honestly need more incentives and facilities to directly trade with other players than less, IMHO. :D | ||
- | EDIT: Sorry if that was rant-like, when I initially wrote this I was angry that someone bought out all my stock of Cotton and was selling | + | I do realize a full-fledged auction system would be difficult to code well, but I do think it's needed. |
- | + | ==== Automated | |
- | ==== Automated | + | I would even consider adding money-only dungeons as higher level duo/ |
- | I would even consider adding money-only dungeons as higher level duo/ | + | |
Optional: Tokens from these could then be turned in once per day for either money or time-locked items like Vervadium and Fae Silk. Money isn't enough of a reward depending on the time sink and having to find other people. Another option: allow bartering loot from these dungeons for high level seeds like Red Rose, Muntok Peppercorns, | Optional: Tokens from these could then be turned in once per day for either money or time-locked items like Vervadium and Fae Silk. Money isn't enough of a reward depending on the time sink and having to find other people. Another option: allow bartering loot from these dungeons for high level seeds like Red Rose, Muntok Peppercorns, | ||
- | I should probably just participate more in the Aurum Rest (spelling?) dailies to see if this already kind of exists with those or something, but I think the lack of great grouping abilities for this sort of thing has impeded | + | I should probably just participate more in the Aurum Rest (spelling?) dailies to see if this already kind of exists with those or something, but I think the lack of great grouping abilities for this sort of thing has impeded |
+ | ==== Augmentation and Extract Problems ==== | ||
+ | Players should be able to know exactly what mods they are likely to extract when they use the extract ability and put in a gem. One way to fix this might be to make Extracts work like the newer Transmutation table, where you can drag the item and see what can be extracted, you select the one you want and it both tells you and requires the appropriate gem before it will extract. | ||
- | ==== Gossip System ==== | + | It's hard enough getting |
- | Exploration-like quests could be used to get new players to travel or learn more about important things without having to reference a guide or wiki. More players need to know about basic essentials like the More Info skill and the Casino Employee back door sooner, for example. I understand that it is possible the main quest line might get expanded to take the players in this direction, but a good kick in the right way may also supplement that exploration itch in the 20-40 combat skill level range for a new player. | + | |
- | It might help if there is a new skill called " | + | I'm not sure how difficult this would be to code, but since there's a ton of gems and I've been playing |
- | Some of the Gossips could even require Goblinese or Orcish or even increase skill in such skills and perhaps other random skills similar to how Corpse-Talking works. They could be loot from humanoid NPCs (Skeletons/ | + | ==== Mob Ranged issues ==== |
+ | Again, unfinished game, so I understand this might still be something that needs worked on. | ||
- | Here's a few examples of Gossips/ | + | If a player can't do it, a mob shouldn' |
- | - Did you know Nightshade really likes a particular Orcish potion that Fairies have been known to barter for Heartshrooms? | + | |
- | - The Casino back door in Eltibule is locked, but Elven adolescents are known to climb in another way. | + | |
- | - Rubywall Crystals are often used by early crafters | + | |
- | - Early adherents of Arisetsu were required | + | |
- | - Dreva never considers those without reasonable skill in some form of combat. | + | |
- | - Some alchemists talk of the ability to use chemistry offensively and mold stone creatures for war instead of just to make tinctures. | + | |
- | - Rakshasa in the Ilmari desert are able to keep the sands there fertile using dead animals. | + | |
- | - Recently discovered Necromancy texts reference large lizards and other animals that once roamed the forested areas of Povus. | + | |
- | - It's not just Povus town that is cursed, prospectors tell of bands of roving Ratmen that foil plans of any stakeholders there. | + | |
- | - Coopers often spend lots of time learning Carpentry and Blacksmithing before becoming experts. | + | |
- | Even fourth wall breaking texts might be okay if necessary, though | + | Poison dmg itself |
- | - No monsters spawning in for you to fight? Try burying their corpses | + | |
- | | + | |
- | NOTE: It looks like a LOT more hints were added to the loading screens, so thanks for that. I still think maybe an NPC Gossip system might be kind of easy/fun and be super unique for PG to implement. | + | I'm putting this under hard to code because |
- | === Gossip 2.0 === | + | ===== Easy to Code, Desirable but not Highly ===== |
- | If done correctly, | + | ==== Gear Ingredients ==== |
+ | I'm also still a bit confused on why certain high level crafting ingredients are ridiculously hard to get. Should making high level gear really be random when you are spending resources on ingredients that already | ||
- | Perhaps maybe after a certain amount are turned in, NPCs give free Treasure Rumors to tie it into that skill? | + | EDIT: Okay, I found out that if I really want to grind for Orcish Steel the best place is Prestonbule, but there wasn't really |
- | + | ||
- | Here's an example of this. Blanche is concerned about other happenings after you discover the red crystal and promises to pay you for any intel you might find while traveling. You kill a crazed cultist | + | |
- | + | ||
- | I can go even further, maybe NPC chatter, while seemingly random, actually has a purpose. You can level your " | + | |
- | While this does require a bit more work to code, player created tips in the game could essentially be turned into NPC-repeated gossip. Players could rate the gossip on a roleplaying scale even, ensuring that the NPCs are only repeating chatter that works and that the players are looting gossip that fits in with the game as a whole. Problem gossip could be reported or reviewed before the NPC starts actually saying it. This actually could get really complex, too, but I'll stop there. Again, maybe all this is more of a 2.0 feature, but I think a robust system like this would add to the uniqueness PG brings to the MMO genre. | ||
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- | ==== Augmentation and Extract Problems ==== | ||
- | Players should be able to know exactly what mods they are likely to extract when they use the extract ability and put in a gem. One way to fix this might be to make Extracts work like the newer Transmutation table, where you can drag the item and see what can be extracted, you select the one you want and it both tells you and requires the appropriate gem before it will extract. | ||
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- | It's hard enough getting the exact right items with the exact right mods, IMHO. | ||
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- | ==== Endurance Training ==== | ||
- | Endurance may need to be a bit more defined or slightly easier to level around the mid-game. If I play the game well, I don't get hit, which means I have to actually play the game poorly or level a secondary pair of slow-tanking-based combat skills to properly level Endurance. | ||
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- | I'm removing most of my comments on a different system because I just don't know how to balance the game around this. Maybe a Dodge skill would work if done in tandem with endurance, but it just seems weird that to get tankier you need to get hit more. I guess it's not that weird as an in-real-life interpretation of the skill, but it is kind of weird in a "I want to be a better tank, let me just go AFK farming for a few hours spamming my basic attack and First Aid at some bears in Eltibule." | ||
==== Work Orders ==== | ==== Work Orders ==== | ||
The Work Orders system makes leveling a lot easier and more efficient, but there should be questing, rumors, or favors that lead the players to the appropriate Work Order boards for the various crafting skills or should be turned into a system whereby WOs are turned into boards/NPCs in certain areas based on level instead of what appears to be inconvenient assignments. | The Work Orders system makes leveling a lot easier and more efficient, but there should be questing, rumors, or favors that lead the players to the appropriate Work Order boards for the various crafting skills or should be turned into a system whereby WOs are turned into boards/NPCs in certain areas based on level instead of what appears to be inconvenient assignments. | ||
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Alternatively, | Alternatively, | ||
+ | ===== Hard to Code, Desirable but not Highly ===== | ||
- | ==== More Info ==== | ||
- | "More Info" deserves multiple mentions during the early part of the game. Perhaps the first few times the player' | ||
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- | I think I see it in the loading screen now. I guess maybe it's alright because I don't hear as many questions in game about how to know what to do with certain items, but it's hard to know how new players learn about these things. | ||
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- | ==== Armor ==== | ||
- | I don't know if this is as big of an issue, but I think tanking is needed to solo in the late game, but space is also an issue, too, so Cloth gear is also still necessary. One hour of Povus-grinding basically fills up most player inventories, | ||
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- | ==== Gear Ingredients ==== | ||
- | I'm also still a bit confused on why certain high level crafting ingredients are ridiculously hard to get. Should making high level gear really be random when you are spending resources on ingredients that already have a 24h time frame for how many you can farm? It seems like you either want random and it can be grinded/ | ||
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- | EDIT: Okay, I found out that if I really want to grind for Orcish Steel the best place is Prestonbule, | ||
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- | ==== Legendary Solutions / Imbuing System / Classifying Treasure Mods ==== | ||
- | Recent changes were made to drop the extra treasure mods that made balancing hard. I like the idea of Mastercrafted items, too. What I think could be done as a solution to give players a little bit of a boost to gear without adding treasure mods is making the new legendaries that are crafted " | ||
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- | Maybe you head out with your yellow gear and it gets a unique but not overpowered mod based on which type of " | ||
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- | Otherwise, an example might be that a Dark Chapel " | ||
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- | A higher level (for 60-120, maybe similar or the next step up from the Aurest Mission) Daily system would imbue gear with one more mod above level 60, making it go from yellow to orange like Legendary to " | ||
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- | I'm not saying this is a great solution to the problem of balancing crafted vs. looted gear, but it's one option that might make crafting less necessary but still beneficial for high level gear yet still encourage people to fight mobs to get the "best gear". | ||
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- | ==== Stopping Global spam / Words of Power woes ==== | ||
- | Words of Power should only work in Nearby/ | ||
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- | Additionally, | ||
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- | EDIT: Still a problem as of March of 2022. I attempted to use a Human Illusion WOP that I had made about a year ago and never shared with another soul and it didn't work. This needs fixed or at least should be addressed or acknowledged for new players. | ||
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- | ==== Early NPC/Favor Issues ==== | ||
- | I don't hear about issues with Marna not buying items in chat anymore so this might not be an issue anymore. Now with Cleo Conyer in Serbule Hills, this might not be as big of a deal. I also think maybe something was introduced to explain to new players how Marna' | ||
==== Orcish ==== | ==== Orcish ==== | ||
Other than a hangout with an NPC in Gazluk, what is the intended way to legitimately increase Orcish? I don't get at all why the Orc books are #1, so rare, and #2, give really really horribly low amounts of XP. More common drop rate or a better system is needed or at least a portion of Gazluk (outside?) needs to be soloable and safe from the elements, IMHO. And I do understand that there is an NPC in Gazluk that provides a way to get better at Orcish, but it's not exactly intuitive to know anything about them or to tie an end-game dungeon to a language learning process. Also, I play mostly solo, so it's very hard for someone like me to get to that NPC. | Other than a hangout with an NPC in Gazluk, what is the intended way to legitimately increase Orcish? I don't get at all why the Orc books are #1, so rare, and #2, give really really horribly low amounts of XP. More common drop rate or a better system is needed or at least a portion of Gazluk (outside?) needs to be soloable and safe from the elements, IMHO. And I do understand that there is an NPC in Gazluk that provides a way to get better at Orcish, but it's not exactly intuitive to know anything about them or to tie an end-game dungeon to a language learning process. Also, I play mostly solo, so it's very hard for someone like me to get to that NPC. | ||
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(Update January 2024) My opinion on this one hasn't changed. Orcish was notoriously difficult for a solo player to learn. I think if the drop rate on Orc texts from mobs in Kur and Gazluk was increased it might help, but getting those early levels is extremely difficult. Also, I am very much not recommending it be as easy as Goblinese is to level or that every Orc should drop a text item. I just think it should be easier for solo players. | (Update January 2024) My opinion on this one hasn't changed. Orcish was notoriously difficult for a solo player to learn. I think if the drop rate on Orc texts from mobs in Kur and Gazluk was increased it might help, but getting those early levels is extremely difficult. Also, I am very much not recommending it be as easy as Goblinese is to level or that every Orc should drop a text item. I just think it should be easier for solo players. | ||
+ | |||
+ | This is in the hard to code section because I'm assuming we'll need the Orc playable race before we get the zone to make Orcish learning easier. | ||
==== Cooking Suggestions ==== | ==== Cooking Suggestions ==== | ||
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(Update March 2023) Still hard to reliably get things like Almonds, Juniper Berries, and Muntok Peppercorns. Fairy Juice is something I've just accepted I'll never have since I'm a solo player. Another suggestion I might have is to make a goat NPC or Goat Milk available in a future Orc town/zone maybe just to increase the availability of this slightly. Or add a goat NPC or two to the Orc Camp in Povus?. Right now its only possible to make this relatively easy if you have a character that can get to the right spot in Rahu Sewers solo. | (Update March 2023) Still hard to reliably get things like Almonds, Juniper Berries, and Muntok Peppercorns. Fairy Juice is something I've just accepted I'll never have since I'm a solo player. Another suggestion I might have is to make a goat NPC or Goat Milk available in a future Orc town/zone maybe just to increase the availability of this slightly. Or add a goat NPC or two to the Orc Camp in Povus?. Right now its only possible to make this relatively easy if you have a character that can get to the right spot in Rahu Sewers solo. | ||
- | ==== Kur needs a few newbie-friendly changes ==== | + | I'm guessing these will be added in later sections of the game, but I don't know. For now, I' |
- | A players first experience with harsh environments needs to be a little bit easier. Kur is the first zone in the game where the RPG aspect turns into something many MMORPG fans have never seen before. It's a huge shock to them. Over time, it's a net positive immersion-wise to have this environment be this harsh this early, but it takes a while to acclimate to it, I think. | + | |
- | + | ||
- | I've removed most of my suggestions here, because again, I just don't know what to do to fix this really aside from some sort of cross-zone quest that gives the player an objective. But I think finding Nightshade is already a planned quest now with the main storyline so this is probably not going to be an issue anymore. I think Kur is still a shock for new players, but maybe it' | + | |
- | + | ||
- | I think with the main quest line leading into Kur and a likely suggestion as part of that to bring a piece of wood for the fire at the start of the zone, this is going to be more than sufficient. | + | |
==== Keeping Gazluk dangerous while encouraging more player use ==== | ==== Keeping Gazluk dangerous while encouraging more player use ==== | ||
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Then, to counteract that, create a new type of campfire, that, like what I describe above for newbies in Kur, lasts for 15 minutes or more. This campfire requires a Rubywall or glowy yellow crystal, however. It's a special campfire that negates the speed debuff from glowy yellow crystals or even provides a benefit to speed only in Gazluk, but it also lasts significantly longer, so that players will be more inclined to actually play in and level characters in this zone. The reason why I recommend a Rubywall crystal or glowy yellow crystal is that it seems like a good tradeoff for someone who is already at surveying levels that they would be in Gazluk, and it also gives a bit more demand for new players to farm. | Then, to counteract that, create a new type of campfire, that, like what I describe above for newbies in Kur, lasts for 15 minutes or more. This campfire requires a Rubywall or glowy yellow crystal, however. It's a special campfire that negates the speed debuff from glowy yellow crystals or even provides a benefit to speed only in Gazluk, but it also lasts significantly longer, so that players will be more inclined to actually play in and level characters in this zone. The reason why I recommend a Rubywall crystal or glowy yellow crystal is that it seems like a good tradeoff for someone who is already at surveying levels that they would be in Gazluk, and it also gives a bit more demand for new players to farm. | ||
- | I think if the zone logs are checked, it may show that most players basically avoid Gazluk unless they are collecting yellow crystals. I would love to farm mobs here more, but I'd need a good solid way to do that and the only real way is to load up on campfires and deplete tons of wood. I could check to see if this is feasible now that I don't really use logs for any crafting skills, though. | + | I think if the zone logs are checked, it may show that most players basically avoid Gazluk unless they are collecting yellow crystals. I would love to farm mobs here more, but I'd need a good solid way to do that and the only real way is to load up on campfires and deplete tons of wood. |
- | If there was a reliable way to set down a campfire and then keep pumping it full of logs so I could fight more enemies, it might encourage more of this gameplay. Right now the Orcs protect their campfires, so it seems a bit difficult to even get to the point of owning a space or area like that. I'll have to see if it is viable and if the loot justifies the work. (Update in August 2022. I tried taking over a Gazluk Orc Campfire, it didn't work and it's too hard to zone Ranged Mobs in this Orc spot. Needs to be more walls or debris to hide behind or something.) | + | If there was a reliable way to set down a campfire and then keep pumping it full of logs so I could fight more enemies, it might encourage more of this gameplay. Right now the Orcs protect their campfires, so it seems a bit difficult to even get to the point of owning a space or area like that. I'll have to see if it is viable and if the loot justifies the work. (Update in August 2022: I tried taking over a Gazluk Orc Campfire, it didn't work and it's too hard to zone Ranged Mobs in this Orc spot. Needs to be more walls or debris to hide behind or something.) (Update in mid-2024: It's still ridiculously hard to clear one of these Orc Camps as a level 85) |
Another thing I was thinking might be good is having the zone get dark, like super dark, or limit the player' | Another thing I was thinking might be good is having the zone get dark, like super dark, or limit the player' | ||
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Lastly, consider having perma campfires in this zone at both the entrances to the zone from Povus and Kur. It's not a huge deal, but it lets players take a second to plan out their actions and such after their deaths. Being on a timer while traversing a zone is complication enough, if players have a spot where they can " | Lastly, consider having perma campfires in this zone at both the entrances to the zone from Povus and Kur. It's not a huge deal, but it lets players take a second to plan out their actions and such after their deaths. Being on a timer while traversing a zone is complication enough, if players have a spot where they can " | ||
- | I also mention mob density | + | EDIT (November 2023): |
- | EDIT (November 2023):So, I've been playing with a Fire/BC build and I think Fire-based builds can survive just fine in Gazluk with reasonable food buffs. Perhaps this was the point. | + | I don't know if there should |
- | ==== Mob Density | + | ==== Saddlery |
- | So, I've avoided saying anything about this for a long time because I realize this is a game that is a work-in-progress | + | There's a problem late game where there isn' |
- | The most glaringly problematic is Rahu Desert where the combo of three things: water requirements, aggro range, and the Skeleton Dickweeds are so annoying I have to question if this was the original intent for this zone to be so difficult for level 50 or 60 players when level 70 and 80 players can regularly die here just running straight from Rahu to the Povus or Ilmari warps. I think if there were altars, graves, or other points-of-interest or something that mobs " | + | Again, assuming that this requires more end-game content |
- | The Rahu archers that pull you around in the lower "Rahu mining" | + | ==== Safecracking ==== |
+ | This is an awesome skill and logic game. Continue to add more to it so we don't have to do War Caches 250+ times to get the synergy levels from this skill. | ||
- | Gazluk is the other zone where this is what I would consider a huge problem. It's just not simple for a level 70 to contend with both the elemental problems of this zone as well as the mob density problems. One issue is enough to cause many players to forgo grinding in the zone, but the combo of both just makes it not fun. It's possible though | + | I really, really like the idea of logic puzzles as mini games or side quests, but I'm just not sure putting this into the War Caches works as well unless there were multiple safes to open. That said, I like that some rare and even really rare items are in these War Caches, so maybe I *should* |
- | The current iteration of Kur is actually a little worse than the old one in this respect, too. There' | + | I'm going to assume there' |
- | Povus is actually one of the better zones, but here it's the tree density | + | ===== Old Ideas ===== |
+ | These are old ideas I had that have mostly been fixed by other game changes or by me understanding | ||
- | ==== Mob Ranged issues | + | ==== Gossip System |
- | Again, unfinished game, so I understand | + | Exploration-like quests could be used to get new players to travel or learn more about important things without having to reference a guide or wiki. More players need to know about basic essentials like the More Info skill and the Casino Employee back door sooner, for example. |
- | If a player can' | + | It might help if there is a new skill called " |
- | Poison dmg itself might just be really high, btw. In Rahu sewers if there' | + | Some of the Gossips could even require Goblinese or Orcish or even increase skill in such skills and perhaps other random skills similar to how Corpse-Talking works. They could be loot from humanoid NPCs (Skeletons/ |
+ | Here's a few examples of Gossips/ | ||
+ | - Did you know Nightshade really likes a particular Orcish potion that Fairies have been known to barter for Heartshrooms? | ||
+ | - The Casino back door in Eltibule is locked, but Elven adolescents are known to climb in another way. | ||
+ | - Rubywall Crystals are often used by early crafters to safely make new items without wasting precious gems. | ||
+ | - Early adherents of Arisetsu were required to bury the dead from the plague every night for two months before even being considered for priesthood. | ||
+ | - Dreva never considers those without reasonable skill in some form of combat. | ||
+ | - Some alchemists talk of the ability to use chemistry offensively and mold stone creatures for war instead of just to make tinctures. | ||
+ | - Rakshasa in the Ilmari desert are able to keep the sands there fertile using dead animals. | ||
+ | - Recently discovered Necromancy texts reference large lizards and other animals that once roamed the forested areas of Povus. | ||
+ | - It's not just Povus town that is cursed, prospectors tell of bands of roving Ratmen that foil plans of any stakeholders there. | ||
+ | - Coopers often spend lots of time learning Carpentry and Blacksmithing before becoming experts. | ||
- | ==== Mob Aggro Issues ==== | + | Even fourth wall breaking texts might be okay if necessary, though I'd avoid maybe being this direct about it: |
- | Aggro ranges also seem to be problematic from zone to zone as it seems quite different | + | - No monsters spawning |
+ | - Kelim, a Rakshasa | ||
- | One particularly egregious area where aggro range is just too far is Rahu's Plateau. If you are a player used to shorter ranges and it changes, seemingly | + | NOTE: It looks like a LOT more hints were added to the loading screens, so thanks |
- | It even seems like sometimes | + | === Gossip 2.0 === |
+ | If done correctly, a trading system for Gossip (humanoids would have a chance to drop these, maybe the cultists in Eltibule, or the Mantises in Serbule) could even be implemented, | ||
- | Again, I don't want to upset anyone, but this is kind of one of those "how did this ever get out of testing?" | + | Perhaps maybe after a certain amount are turned in, NPCs give free Treasure Rumors to tie it into that skill? |
- | Lastly, it' | + | Here' |
- | ==== Saddlery ==== | + | I can go even further, maybe NPC chatter, while seemingly random, actually has a purpose. You can level your " |
- | There' | + | |
- | ==== Safecracking ==== | + | While this does require a bit more work to code, player created tips in the game could essentially be turned into NPC-repeated gossip. Players could rate the gossip on a roleplaying scale even, ensuring that the NPCs are only repeating chatter that works and that the players are looting gossip that fits in with the game as a whole. Problem gossip |
- | This is an awesome skill and logic game. Continue to add more to it so we don't have to do War Caches 250+ times to get the synergy levels from this skill. Consider maybe something like this one? https:// | + | |
- | I really, really like the idea of logic puzzles as mini games or side quests, but I'm just not sure putting this into the War Caches works as well unless there were multiple safes to open. That said, I like that some rare and even really rare items are in these War Caches, so maybe I *should* | + | ==== Tutorial Island Changes ==== |
+ | Add a vendor that will buy any gear and have a window that explains early on about price or sell limits for vendors. Cleo Conyer has helped, but introducing players to how vending in the game is different, even early on tutorial island, might be warranted. | ||
- | ==== More Info Changes (Inks and other special abilities) ==== | + | Come up with some sort of way to let players get Mentalism or maybe Fire Magic on the tutorial island. I think Mentalism makes more sense and it would just be another way players could deal with the dummy. It also gives the impression early on there is more than one way to play the game and gives players a way to get off the island without being forced into thinking they have already sunk too much time into unarmed or sword and thus are required to stick with a melee skill. |
- | More Info could be improved in a few ways for certain items... | + | |
- | Some of the items like Inks and Trollbane oil do not tell you what they are used for on the More Info tab. I think there might be a need for another tab where it tells you what special abilities use the item. | + | ==== Armor ==== |
+ | I don't know if this is as big of an issue, but I think tanking is needed to solo in the late game, but space is also an issue, too, so Cloth gear is also still necessary. One hour of Povus-grinding basically fills up most player inventories, | ||
- | Additionally, | + | ==== More Info ==== |
+ | "More Info" deserves multiple mentions during the early part of the game. Perhaps | ||
- | ==== Tutorial Island Changes ==== | + | I see this is in the loading screen now. I guess maybe it's alright because I don't hear as many questions in game about how to know what to do with certain items, but it's hard to know how new players learn about these things. |
- | Add a vendor that will buy any gear and have a window that explains early on about price or sell limits for vendors. Cleo Conyer has helped, but introducing players | + | |
- | Come up with some sort of way to let players get Mentalism | + | ==== Stopping Global spam / Words of Power woes ==== |
+ | Words of Power should only work in Nearby/ | ||
+ | |||
+ | Additionally, | ||
+ | |||
+ | EDIT: Still a problem as of March of 2022. I attempted to use a Human Illusion WOP that I had made about a year ago and never shared with another soul and it didn't work. This needs fixed or at least should be addressed or acknowledged for new players. | ||
+ | |||
+ | ==== Endurance Training ==== | ||
+ | Endurance may need to be a bit more defined or slightly easier to level around the mid-game. If I play the game well, I don' | ||
+ | |||
+ | I'm removing most of my comments | ||
+ | |||
+ | ==== Legendary Solutions / Imbuing System / Classifying Treasure Mods ==== | ||
+ | |||
+ | This section was moved because it looks like we are getting a way to use Combat Wisdom to buff the Foretold in Prophecy items. | ||
+ | |||
+ | Recent changes were made to drop the extra treasure mods that made balancing hard. I like the idea of Mastercrafted items, too. What I think could be done as a solution to give players a little bit of a boost to gear without adding treasure mods is making the new legendaries that are crafted " | ||
+ | |||
+ | Maybe you head out with your yellow gear and it gets a unique but not overpowered mod based on which type of " | ||
+ | |||
+ | Otherwise, an example might be that a Dark Chapel " | ||
+ | |||
+ | A higher level (for 60-120, maybe similar or the next step up from the Aurest Mission) Daily system would imbue gear with one more mod above level 60, making it go from yellow to orange like Legendary to " | ||
+ | |||
+ | I'm not saying this is a great solution | ||
+ | |||
+ | ==== Early NPC/Favor Issues ==== | ||
+ | I don't hear about issues with Marna not buying items in chat anymore so this might not be an issue anymore. Now with Cleo Conyer in Serbule Hills, this might not be as big of a deal. I also think maybe something was introduced to explain to new players how Marna' | ||
+ | |||
+ | ==== Kur needs a few newbie-friendly changes ==== | ||
+ | A players first experience with harsh environments needs to be a little bit easier. Kur is the first zone in the game where the RPG aspect turns into something many MMORPG fans have never seen before. It's a huge shock to them. Over time, it's a net positive immersion-wise to have this environment be this harsh this early, but it takes a while to acclimate to it, I think. | ||
+ | |||
+ | I've removed most of my suggestions here, because again, I just don't know what to do to fix this really aside from some sort of cross-zone quest that gives the player an objective. But I think finding Nightshade is already a planned quest now with the main storyline so this is probably not going to be an issue anymore. I think Kur is still a shock for new players, but maybe it' | ||
+ | |||
+ | I think with the main quest line leading |
suggestions.1707113296.txt.gz · Last modified: 2024/02/05 06:08 by unhandled