Quote from Isida;1154950:
Will vote for endgame content (dungeon/sm), AI and glithes fix ideas.
[SPOILER=Boom?]
Dungeon & Mission re-vamp:
"Oh boy, that's a big topic.."
Minimum party restrictions removed, maximum remain; for example, Defensive Battle can be entered with 1-6 people.
Certain Dungeon difficulties re-assessed and new difficulty levels added (Coill*, Math, Rabbie, Barri, Peaca*)
Dungeons with Party restrictions removed, rewards added into full-party available variants. I.e. Ciar Adv for 3 rewards become part of Ciar Adv rewards.
Daily Dungeons added.
Belvast 'Merchant Missions' implemented.
'Mercenary Employment' system added for Commerce users.
Commerce Bandit difficulty re-assessed.
Enemy AI is renewed to deal with newer skillsets. (Enemies will react to Puppets by a 50% chance to target the puppeteer, for example)
*Considering Abyss dungeons coming, may or may not make Advanced Peaca or Coill.
Dungeons:-
Dungeon Passes for Basic, Intermediate and Advanced no longer exist. Instead, players will interact with the Statue of the Goddess in the Dungeon lobby in the same way as the Shadow Mission Bulletins.
Players may choose from the difficulty levels of: Beginner*, Normal, Basic, Intermediate and Advanced. Hardmode variants available in the 'Old Room'.
All Dungeons now possess a Hardmode variant with x10 strength monsters, with twice the defensive capabilities of regular diffculties, and better rewards. Require Skilled or above Talent to enter Hardmode.
Difficulty entrance requirements are set the same as Shadow Missions (with the exception of Hardmode variants being available at Skilled).
Special dungeons (Rundal Siren etc.) still require passes, and may be selected from the 'Special' menu at the dungeon lobby Goddess.
*Beginner where applicable.
Dungeons now guarantee at least one rare reward per chest.
Dungeons also now give Experience and an increased amount of gold for completion, like Shadow Missions.
Difficulty rewards:
Beginner: 2500 Experience, 1000 Gold
Normal: 5000 Experience, 2500 Gold
Basic: 10000 Experience, 5000 Gold
Intermediate: 18000 Experience, 8000 Gold
Advanced: 30000 Experience, 12000 Gold
Hardmode Normal: 50000 Experience, 25000 Gold
Hardmode Basic: 100000 Experience, 50000 Gold
Hardmode Intermediate 180000 Experience, 80000 Gold
Hardmode Advanced: 300000 Experience, 120000 Gold
Daily Dungeon selected at random, can be completed at any difficulty level for 2x Experience and Increased chance of better rewards. Quest rewards 75000 Experience and 20 AP Coupons.
Math Advanced now re-named to Math Basic, accordingly Math Intermediate and Math Advanced are added with new monsters and spawns.
Coill is given Basic and Intermediate.
Rabbie is given an Intermediate difficulty.
Rundal is given an Intermediate difficulty.
Barri is given an Intermediate difficulty.
Peaca Basic is re-assessed and small Ghast spawns are added. Additionally, Peaca rewards are twice that of other dungeons, given it's difficulty.
Alby dungeon's Normal is given a second floor, monster strength is also increased. Basic and Intermediate monsters are also powered up by 2x, given the new rewards. Arachne will always be the dungeon boss of an Alby Advanced, regardless of number of players.
All Dungeon Bosses have doubled stats.
Shadow Missions:-
Advanced monsters have increased Defense and Protection and HP (1.5x)
Hardmode monsters have increased Defense and Protection (1.5x) and 50% Elemental-reforge immunity.
No longer require Passes to enter Elite difficulty. Accordingly, Elite monsters have doubled stats and 100% Elemental-reforge immunity.
Lord Missions can be entered from Taillteann.
The missions 'The Smell of Wine' and 'Protect Corrib Valley' no longer require passes to enter.
Advanced to Elite Missions now have 1.5x their rewards.
All Lord mission monsters are elemental immune (if this wasn't already the case) and have their stats doubled, with the exception of Bosses who only possess double attack power.
Theatre Missions:-
Magical Spinning wheel removed. Play Pages are now used as currency to Marlow to purchase Theatre Missions.
Gold, Silver, Bronze and Faded Pages are removed. Replaced by regular Play Pages. Any mission costs 5 Pages to purchase from Marlow, on any difficulty.
Elite Theatre Missions are added.
Similar difficulty scaling to the Shadow Mission alterations.
Period between spawns in Fortinbras' Expedtion has been increased by 10 seconds. However monsters are now 1.25x stronger for this mission alone.
Rewards for Theatre Missions are increased by 1.25x (New King's Request Advanced: 54,000 EXP, 2,400 Gold -> 67,500 EXP, 3,000 Gold
NPC Martial Arts Tournament enemies are made Elemental-reforge immune, and the first 3 rounds have increased stats (1.5x).
Belvast 'Merchant Missions':-
Similar to Abb Neagh Convoy Escort and Episode 9 of Saga.
Player(s) must accompany an NPC wagon around a Town. Spawn locations are completely randomised. Wagon will stop when enemies spawn.
Enemies will either attack the wagon, attempt to steal goods, or attack the player(s).
The Wagon must make stops at certain houses around the Town; Monsters are guaranteed to attack at these times, there will be three waves per stop.
Missions are available in any Town, including Filia, Vales and Cor. Locations Excluded: Qilla Base Camp, Tir Chonaill, Calida Exploration Camp, Bangor.
Board for these missions is located in Belvast.
Instead of Difficulties, per se, the missions are more difficult depending on which location is chosen.
Each mission can only be taken once per real-life day for full reward. Subsequent completions are at 50% reward. Item rewards are unaffected.
List is Easiest to Hardest;
Emain Macha - spawn numbers are only 4-8 enemies for randoms; 8-12 for stops; 4 stops. 20 Goods. Reward: 100,000 Exp, 25,000 Gold, 25,000 Ducats
Cor - spawn numbers are fixed at 6 for random; 10 for stops; 4 stops. 20 Goods. Reward: 100,000 Exp, 25,000 Gold, 25,000 Ducats
Vales - spawn numbers are 7-10 for random; 12 for stops; 5 stops. 25 Goods. Reward: 150,000 Exp, 35,000 Gold, 35,000 Ducats
Filia - spawn numbers are 8 for random; 10-14 for stops; 6 stops. 30 Goods. Reward: 150,000 Exp, 35,000 Gold, 35,000 Ducats
Taillteann - spawn numbers are 10-12 for random; 14 for stops; 8 stops. 40 Goods. Reward: 200,000 Exp, 50,000 Gold, 50,000 Ducats
Dunbarton - spawn numbers are 16 for random; 18 for stops; 4 stops. 20 Goods. Reward: 200,000 Exp, 50,000 Gold, 50,000 Ducats
Tara - spawn numbers are 14 for random; 15 for stops; 12 stops. 60 Goods. Reward: 225,000 Exp, 60,000 Gold, 60,000 Ducats
Belvast - spawn numbers are 18 for random; 20 for stops; 15 stops. 75 Goods. Reward: 300,000 Exp, 75,000 Gold, 75,000 Ducats (Belvast is considerably harder, with more chance of random spawns, and a much further distance between stops).
When Goods are stolen, the reward for the mission will decrease ( rate of; Reward x (number of goods lost / number of goods at start) ) . Attackers will take ~4 seconds to steal 1 Good. The enemy will then try to run (similar to bandits during commerce) if a player kills this enemy before it gets 2000 distance away, the Good will be returned.
Mission fails if: All goods are stolen or Wagon is Destroyed.
Enemies include; Grandmaster Bandits, Master Bandits, Veteran Bandits. (taking into account renewed bandits, as explained later).
Bandit Bosses will spawn at designated stops at Master level, except with Belvast, where Grandmaster Bandit Bosses will spawn.
Sometimes Bandit Outlaws may spawn, at either random spawns or designated stops.
'Mercenary Employment' system:-
Commercers may post on a board next to any trading post requesting for 1-3 'Mercenaries' to join their group.
Board is universal and can be accessed from any trading post. If the Commercer is starting in a different town, Mercenary(-ies) will be automatically warped to their location.
When a Commercer has Mercenaries with them, bandit spawns will double in number and increase in difficulty by one tier (up to Master). Additionally, Commercers may not attack the bandits while accompanied by Mercenaries.
Mercenaries will be rewarded when the Commercer reaches a trading post and sells their goods.
Rewards for Mercenaries are calculated as:
Experience = (Commercer Experience + Commercer Ducats)/1.2
Gold = (Commercer Gold + Commercer Ducats)/2
Ducats are not rewarded for Mercenary work.
Bandit Renewal:-
Veteran and Master Bandits have their Defense and Protection doubled.
Veteran Bandits have their damage increased by 1.25x and HP increased by 1.5x
Master Bandits have their HP increased by 1.5x
Grandmaster Bandits added, 3x stats of Master Bandits.
Bandits Bosses will now spawn in Pursuit Mode.
Bandit Giants now use Fighter skills
Bandit Humans now dual-wield Longswords, but do not have access to Final Hit.
Human Bandit Bosses use Warhammer and Avon Shield. They have access to Assault Slash and Charge.
Bandits will now aggro mounted players in Outlaw Pursuit mode, as they will also naturally aggro the pursuers pets.
[/SPOILER]
So there's a character limit?