kurato
Member
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Hi, my suggestion are base off my concern/feedback regarding lack of things to do, item scaling crafting and dungeon/mob scaling to player, so I want to explain myself first. With the scaling to player level (heartwood), area mob, to dungeon and gears, it make the player lose all sense of progressions, or at the very least, that how I feel. mob scale to level aren't bad if done right, like an event, daily boss, pvp where there a need for balance as those will be access by player of all level. But in a dungeon, where a lvl 30 would take the same time as a level 7 killing a mob in a dungeon REALLY make you feel lost in player progression. And gear scaling suffer a similar issue. My suggestion are for long term fix for: lack of thing to do in the game, scaling issues, variety in equipment (stats, not cosmetic)/build. ---------------- Armor/equipment set bonus + random bonus stat: Set bonus- many game have this system, wear 3/3 armor part from this set give bonus stats "+ 100 attack", and maybe wear 8/8 even give skill bonus E.g "increase X skill damage by X%" or "reduce cast time for Y skill by 20%" or relevant power E.g Vampire set at 8/8 "leech 5%hp from attack damage" random bonus stat- rarer gear have bonus stat slot. E.g common/uncommon have 0 random stats, awesome have 1 random stat slot, epic have 2, legendary have 3. Random stats can be like "50 attack" or "1% attack" where flat stats is more beneficial for low level player and percent stats are more appealing for higher level player. With this, even with the same set, a player can farm a spot for the perfect armor set that work with their class. And combine with smithing (see below), this allow you to make set with more focus on certain stats to fit certain classes better without worrying about the last set that suitable for X class was 10 levels ago. edit: concept in image form Blue item with random stat and set bonus Purple item with random stat and set bonus -------------------------------- Profession system: This is something I feel like you have a lot of resource ready for it already, but not really going anywhere with it, like fishing. Also, I think it better if we make it more of a passive class rather than ranking up with quest. Where you gain exp from successfully doing appropriate task. ---------------- Gatherer/hunter: gathering material for other profession, higher level yield more materials. Collect herbs/hunting certain animals/fishing for alchemist/cook. Mining ore/gem or cutting wood for blacksmith/enchanter. Herbs can be get from field or dungeon, click on bush/plant. Wood can be found in field, click on tree/attack tree like heartwood, need axe equipped. Hunting need to be done with traps in order not to damage the meat. Killing the animal will yield lower resources. Similar to what we have in Heartwood, but less frustrating. Fishing need bait to get better fish. ore, gem and elemental shard can be found in dungeon, similar behavior like tree, need pickaxe. This would encourage player to revisit lower level area. or buy thing from low level player if trade is implemented. ---------------- Smithing: This is where you would make item scale to player without making it feel like there no progression. And give some lower level gear with set bonus mention above worth keeping. Smithing level would always scale to game max level, (e.g lvl 1 can't make lvl 30 gear). The material would reflect the gear level where it obtain from. E.g copper from greenwood would allow you to upgrade your gear level 1-10, iron from doomwood for level 11-15, ect. Basic smithing, each time you successfully upgrade the gear, it would have it level increase by 1 and cap at your max level(level scaling), a fail upgrade would degrade the gear. Advance smithing, unlock when your gear have same level as you (in most rpgmmo, this is the normal blacksmithing, Where you upgrade the weapon/armor and give it additional stats). E.g a sword with +1 give 10% more damage, a sword with +10 give 100% extra damage. advance smithing use gem, and +10 is max (x2 stats). the higher the bonus, the higher the chance of failure, which is offset by blacksmith level. If a gear is upgrade via basic smithing, it will lost 1 advance smithing upon success/failure (prevent someone making a lvl 1 gear with +10 and keep it the whole game). Upgrade success/failure: -2 epic failure -1 failure 0 no changes +1 success +2 epic success Other uses: crafting consumable weapon like throwing knife, traps (like tengu forest), special ammo for pirate gun or the upcoming ranger that is consumed when auto attack or use skill. Dissemble gear and learn to make better version of it (e.g break uncommon gear and able to make rare version of it after making X amount of the item, repeat to epic gear). ---------------- enchanting: not much to say here, just basic elemental bonus effects, E.g Earth = short stun, Wind = lower enemy defends, Fire = Damage over time, Water = slow down enemy, Light = minor heal, Darkness = mana leech. Use elemental shard, higher the upgrade, higher the chance it activate. Similar to advance smithing, +10 max and can fail. ---------------- cooking/alchemist: we sort of have this in the game already with farming material for making potions. But I think we can expand on it. We have interacting with the environment system in the game already, we already have mob dropping material. With this I think we can allow the player to make better consumable. with cooking, i'm thinking flat healing (with cool down lower than potion) or/with bonus effect. And potion is just % heal with long cool down like we have now. Example, lvl 1 food X heal 100hp, CD 6 second, lvl 1 potion heal 15% and cooldown 15 second. lvl 5 food Y heal 700hp, boost haste by 10% for 10 seconds, CD 6 second, lvl 5 potion heal 30% and cooldown 45 second. lvl 10 food Z heal 2000hp, boost damage by 10% for 10 seconds, CD 6 second, lvl 10 rare potion heal 100% and cooldown 3 mins second. cooking/crafting: instead of having a list of things to craft from, have a menu where you choose which ingredient to choose from. So it possible to make something like "X food heal 100hp with boost haste by 10%" or "Y food heal 700hp, boost haste by 1%". So it have a base ingredient and and special effect ingrident. Higher level give higher chance to successfully cook/craft something. E.g lvl 1 cooker have 1% of cooking lvl 10 food or lvl 10 cooker have 95% cooking lvl 10 food. Failure would make "Food?", eating it will give random effect, most likely bad. ---------------- Hard mode dungeon: this is where I feel mob scale to level are appropriate, when entering a dungeon in hard mode, mob are scale to your level. But it also give more exp and increase material drop chance for profession materials or to make whatever gear that you're making. ---------------- Edit: processing profession maybe have puzzle/mini game that "emulate the profession", higher rank have higher difficulty. doing well in mini game would give bonus to success chances. So this would make the profession not as boring and clicking craft with RNG. E.g Smithing: rapid clicking (emulate hammering temper blade). more hit in = better, but the weapon will cool down and need reheat (swipe left or right), hitting the weapon with the hammer when it cool down will crack it (give negative bonus to success chance). https://i.imgur.com/6Nr6AP2.png https://i.imgur.com/mJpzqVi.png Alchemist: connect the pipes type of game with multiple stage, where each stage would need and exclude certain ingredient. https://i.imgur.com/C1byAEe.jpg enchanting: Simon says memory type of game, mini game flash a bunches of runes in an order. Either that or it flash a rune and you have to redraw it (like dragonfable if I remember correctly, it been too long). https://imgur.com/7JF7CJh Cooking: can't think of any relevant puzzle/mini game atm. suggestion image to describe the mini game will come soon when I have the time.
< Message edited by kurato -- 7/17/2020 2:19:29 >
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