1. Guild Hall Expansion
2. Self CP View
3. Style Tab Expansion
4. Spirit Weapon Revamp
5. Bigger Gold Pouch or Get Rid of Them
6. More -CP Wears, Enchant, and Titles
7. Melee Overhaul and Rebalance
8. Total AP Counter
9. Alchemy Buff
10. Complete Dungeon Renewal and Overhaul
We will translate the contributing post and send them off.
Thanks for everyone for your suggestion and if your suggestion did not make it, don't worry and try again the next time!
Quick review:
[SPOILER="1. Guild Hall Expansion"][SPOILER="By Clarey"]
[/SPOILER][/SPOILER] 2) Allow guild leaders to customize and expand guild halls, similar to the way homesteads are customized, maybe allow them to put up banners, or add more seating, expand the amount of tables, maybe even add life skill items for things like blacksmithing, carpentry, tailoring, various transmutation alchemy ovens.
[SPOILER="2. Self CP View"][SPOILER="By Homin"]
[/SPOILER] 1) We can see our own CP : CP is the main point of this game. Why are they hiding it?
[SPOILER="By Ravendor"]
[/SPOILER][/SPOILER] I came in to suggest the very same thing, but looks like I just got beaten to it.
Being able to read CP would make things so much easier when it comes to adjusting the levels for proper skill training, and for someone like me who doesn't use mods it would remove a lot of headaches.
Heck, we don't even need to be able to see each other's CP if it's an issue, just being able to see our own and the CP of monsters would be enough. (Alternatively, being able to go into options and setting your CP to visible or not, like with journal or equip view would be handy as well, so people could hide their CP from other players if they want.)
[SPOILER="3. Style Tab Expansion"][SPOILER="By Takuji"]
[/SPOILER] Separation of eye and head wear
I'm not sure if this needs much detail it's fairly straight forward
Eyewear like shades, glasses, eyepatches should be separate from regular head wear just to provide more aesthetic choice in how a player wants their character to look. It would make some fashinogi's happy and they can simply be an aesthetic piece like robes (can't be enchanted, upgraded, reforged, provides no defense or protection)
[SPOILER="By Kapra"]
I want this last idea the most and want it in the game asap. . .
[QUOTE=Psy;1145923][Image: http://imageshack.us/a/img13/5936/5n19.png]
Adding a fashion slot for Hats, Wigs, and Glasses/Goggles. Now, Glasses would be the easy part, would only take a bit of renaming. Wigs on the other hand, wigs unlike hair models only have the entire hair, not clones of the hair that have parts of the hair missing. (Such as when wearing a hat, when wearing a headband, when not wearing a hat/wearing glasses, or when wearing a robe hood. These are all different.) But, that would be easy to do even with my level of computer modeling experience.
Pose and suit. If you put a normal clothing in suit and it does not have a pose, and you put nothing in the pose slot, you'll just wear the suit as normal. If you have nothing in the suit or robe slot and put a clothing in the pose slot without a pose, you will just appear to be naked like normal. If you wear something with a pose, like the Kaito Suit, in the Suit slot, and a random poseless clothing in the Pose slot, you will have the default standpose. If you wear a Kaito Suit in the Pose slot and a Leymore Suit in the Suit slot, you will be doing the Kaito Suit's default standing pose with a Leymore Suit.
Robes in the fashion slot now only go in the robe slot, and wings only go in the wing slot. At the minute, you can wear wings with robes, but you have to wear the wings in the fashion slot an the robe in the normal slot (and having nothing else in the fashion slot besides the wings or you will become naked). Not like you're paying more money too have them not lose dur at the minute, so why not?
To clarify this last idea, the normal slots for hat still accepts all three types of hats/glasses/wigs, but it only accepts one of each, of course. And that means only the reforges/enchants of one.
This last idea would be great because not only would it allow more room for fashion and uniqueness in character design, it will also promote the fashion slots and persuade more to spend money on pons, so they can wear a hat, glasses, and/or wig at the same time. Not to mention not punish players for wanting to wear wings and robes at the same time, and make clothing with poses less limited in fashion, which would make players want future clothing with poses more than just weighing it on how it looks.[/QUOTE][/SPOILER][/SPOILER]
[SPOILER="4. Spirit Weapon Revamp"][SPOILER="By alphafox"]
[/SPOILER] -spirit weapons : stat uncap this is self explanatory , more spirit weapon attacks and elimination of the other cooldown and for the damage of the attacks to scale with its own stats even a spirit weapon incarnate summon that attacks in assistance with the player .
[SPOILER="By Kaeporo"]
[/SPOILER] 4. Request a Spirit Weapon Renewal
- Increase level cap.
- Improve effectiveness of spirit weapons.
- Allow players to form contracts with new spirit weapons.
[SPOILER="By Koakuma"]
[/SPOILER][/SPOILER] Okay, well I guess I'll expand on this since I didn't exactly explain it. :v
-Bringing Eiry back. (And ego revamp, I guess)
What?
A lot of people have been wanting egos to make a comeback.
-Stat buffs.
-Change how awakening works
-Choosable personalities, like partners!
-Choosable artwork, so a F blunt might look like a F sword.
-Bring Eiry's artwork back! So many people miss her it's not even funny!
Why?
-Egos don't hurt hard enough. A spirit weapon should represent its user's mastery of their weapon, no?
-Awakening. Make it so awakening is a percentage. As the awakening bar rises, the power of the ego rises.
When the awakening bar hits 50%, the user can activate Spirit Awakening. This consumes 20% of the awakening bar.
If the bar is at 80%, the user will be able to use two consecutive awakenings. (80% -> 60% -> 40%).
The awakening skill the ego gets changes with the chosen artwork.
-Choosable personalities/artwork. This would make it so the ego feels more like an extension of the player. A kindred spirit.
Bringing back Eiry's artwork and giving her a 3D model and her own awakening skill will make a lot of players very happy.
(Maybe she could say "I missed you~" or something when you make her your ego again.. :D...)
[SPOILER="5. Bigger Gold Pouch or Get Rid of Them"][SPOILER="By Krystalys"]
[/SPOILER] New, bigger gold pouches. Ideally something in the 3x3, or even 4x4 size that can hold 500k.
Even at 4x4 for 500k the best alternative in that space is 8 Lorna Gold boxes with a capacity of 400k, so they're still an improvement, and making them 3x3 would be a huge space saver to people who do a lot of moderately expensive NPC transactions. A complete set of repairs for some people can take half a dozen trips to the bank to "reload", or requires an entire inventory of pouches just to handle it. With the other financial limits expanded this was overlooked.
[/SPOILER]
[SPOILER="6. More -CP Wears, Enchant, and Titles"][SPOILER="By Silverkun"]
[/SPOILER] Oh right, major one! How could I forget?
We need more methods to lower your CP. Sure, Raccoon Cub and such is significantly more available these days, but the CP of players is much higher these days too. I had like 800 CP a year ago. Now I have like 1800, and it only increases. And there are many players with much higher CP than me, who can't lower theirs enough to train certain skills even with all the -CP gear they can get their hands on. It's just not enough...
Really, this is a big deal I think. Especially considering how annoying some skills are to train even with appropriate CP (I'm looking at you, Support Shot).
[SPOILER="By Silverkun"]
That we need some more ways to reduce your CP. Reasoning: Players are getting more and more CP these days and at some point, I think the current options stop being enough.
[/SPOILER][/SPOILER]
[SPOILER="7. Melee Overhaul and Rebalance"][SPOILER="By Osu"]
[/SPOILER][/SPOILER] I believe that [S]swords[/S] all melee weapons need a bit of an overhaul. It's truly ridiculous and offsetting how the best swords in the game can't even really stack up to lances because they pierce.. and if they don't want to make them stronger, they should at least make more weapon-based skills that are exclusive.. even if only one or two per weapon.. It honestly annoys me like hell to see -everyone- carrying a lance when they get out of something, because they've turned melee into lance or nothing with how outdated swords, axes, and blunts have been made. So they really need to throw in something to keep interest generated in the items.. lest they just wash away as more and more updates come in.~
I think two handed weapons could use a bit of a buff as well.. their own masteries perhaps? That smash bonus just isn't enough to be practical if you ask me.. Plus you should be able to pull off more crushing blows with bigger weapons.. more so than the smash, I mean there should be attacks that leave marks in the ground, ya know?
[SPOILER="8. Total AP Counter"][SPOILER="By Clarey"]
[/SPOILER][/SPOILER] 1) Below the total level counter, add an AP on the character counter that keeps track off all the ap, that has been invested into skills, when people put up level caps for things it doesn't do justice to the people who farmed ap from events and are able to do a lot more then what their total says they can.
[SPOILER="9. Alchemy Buff"][SPOILER="By Tropa"]
* Remove Additional damage from Water cannon and Flame burst, make Alchemy Mastery, Water Alchemy and Fire Alchemy effect the end-multiplier of those skills.
Why?: As of right now, there is no real reason to rank the passive masteries for Water cannon or Flame burst damage.
* Chain Cylinder's Cooldown is reduced while dual-wielding cylinders.
Why?: Pure alchemists should not worry about charging their offensive skills in most combat situations.
* Add in Elemental Wave effects for Rain casting, Barrier Spikes and Hydra Transmutation.
Why?: Seeing how Elemental wave effects alot of utility skills, I don't see why those three aren't up there in the list.
That's all
[SIZE="1"]* The change I want the most.[/SIZE]
As it stands, it's a waste of AP to rank Alchemy, Water and Fire masteries.
V Reason V
[Image: http://puu.sh/46d8m.png]
[Image: http://puu.sh/46dbL.png]
[/SPOILER] More flesh? well here goes something.
[SIZE="3"]1.[/SIZE] Remove Additional/Extra damage from Water cannon and Flame burst, make Alchemy Mastery, Water Alchemy and Fire Alchemy effect the end-multiplier of those skills.
Why?: As of right now, there is no real reason to rank the passive masteries for Water cannon or Flame burst damage due to how the formula works.
[SPOILER="The problem"][Image: http://puu.sh/46d8m.png]
[Image: http://puu.sh/46dbL.png][/SPOILER]
[SPOILER="My Solution"]Watercannon
Normal Damage
[(Base Damage * Distance Reduction * Charges) + (Current MP * 0.3 * Charges) + (Water Damage Enchants * Charges + Damage Enchants)] * Critical Modifier - Enemy Magic Defense} * (1 - Enemy Magic Protection)
Final Damage
Normal Damage * (Alchemy Mastery + Water Alchemy) Modifier * Cylinder Modifier * Elemental Modifier
Flameburst
Normal Damage
{[(Base Damage + Fire Damage Enchants) * Charges] + (Current HP * 0.08 * Charges) + Damage Enchants * Critical Modifier - Enemy Magic Defense} * (1 - Enemy Magic Protection)
Final Damage
(Normal Damage * (Alchemy Mastery + Fire Alchemy) Modifier * Cylinder Modifier * Elemental Modifier [/SPOILER]
[SIZE="3"]2.[/SIZE] Being able to load Alchemy Skills while Running.
Why?: I believe alchemy would be more of a true talent if we were able to load crystals into our Cylinders while moving, we can reload our guns while moving.
Alchemy Skills that can be loaded while moving
[SIZE="1"]Watercannon
Flameburst
Windblast
Sandburst
Frozenblast
Shock
Life Drain
Heatbuster[/SIZE]
[SIZE="3"]3.[/SIZE] Add in Elemental Wave effects for Rain casting, Barrier Spikes and Hydra Transmutation.
Why?: Seeing how Elemental wave effects alot of utility skills, I don't see why those three aren't up there in the list.
Rain Casting
Lightning Damage increased
Radius increased +500
Watercannon boost increased +15%
Barrier Spikes
Health increased +50%
Three Barrier are summoned in front of the user in a half-circle form.
Hydra Transmutation
Duration increased +10sec
Damage increased +20%
Radius increased +250
[SPOILER="By Kaeporo"]
Request an Alchemy Buff:
- Increase Heat Buster stamina coefficient from 0.45 to 0.8.
- Increase Heat Buster splash radius to 7m at r1.
- Increase Heat Buster splash damage to 100% at r1.
- Fire Alchemy now influences Flame Burst final damage.
- Water Alchemy now influences Water Cannon final damage.
- Equipping two cylinders removes cylinder modifier penalties.
[/SPOILER]
[/SPOILER]
[SPOILER="10. Complete Dungeon Renewal and Overhaul"][SPOILER="By Slayerj"]
1) Dungeon revamp asap.
Warning, giant walls of text.
[SPOILER="1) Dungeon revamp."]
Dungeon update
Every dungeon now has a dungeon board inside near the alter. At the dungeon board you can do a few things.
Buy any pass for the dungeon (will go into detail later)
Take up to 10 party quests for the dungeon. (Will go into detail later)
Request a pass modification (Will go into detail later)
Every dungeon room you clear will give you and your party a bit of exp. The exp is not split and is a fixed amount unless you are using a larger party. (This is self explanatory. You get x amount of exp depending on dungeon and room type. For 4 orb rooms, you get exp based on how many orbs where hit. EVERY monster in the room MUST be dead unless a summon of some sort.)
Hallway mobs will not give room style finish exp.
The boss room will give you both a large amount of exp and completion gold and exp. Similar to shadow missions and theater missions.
Nearly every dungeon boss buffed in some way. Most being ADV heavy standard and raid style HP.
Every dungeon gains a Hard Mode (maybe not Peaca...not sure.) and an Abyss. (Abyss dungeons still need passes from shadow and now theater missions.)
Every dungeon gains a boss rush mode.
Barrier spikes can be used inside of Abyss dungeons.
Now for some details.
Buy any pass for the dungeon
Take up to 10 party quests for the dungeon
Request a pass modification
Edit: Also some dungeon spawns now have healer mobs and 'buff' mobs that can buff the mobs in the room with similar effects like that of bard. (They tend to only have 1 or 2 buffs and they're instant and always on for as long as that mob is alive.)
Edit 2: I forgot to go into detail on something. Depending on the dungeon and modifications and difficulty, you are advised to go with x amount of people. For really hard stuff it's generally a full party. Going with the wished amount doesn't really do anything, going in with MORE than that decreases exp by a small % per person depending on their CP, ignoring -CP stuff.
Also normal passes are a thing but not a drop. You can still drop anything to do into a dungeon.
Revamp of Iria Dungeons.
They still must be found every time they poof. Exploration exp for finding them buffed greatly (if there is any to begin with).
Just like the other dungeons they too get a dungeon board but no hard mode variants.
Each room gives a slightly smaller exp amount but also gives an expl exp amount. This goes for the boss rooms too.
Dungeon boards here do not let you buy statue parts. You still must get those on your own but once you have them you can trade them in for glowing ones. 5 of x part and some gold or ducats will do.
You can also, without doing the expl quest, turn statue parts into statues here for a little bit of gold or ducats.
You can only modify completed statues.
There are 4 modification slots here. If you modify here you MUST use a slot on amplified HP. This is why there are 4 slots. You still get the exp and now exploration exp bonus for the amplified HP. The exploration % increases is still smaller than the exp increase however.
New modification for both Udalh and Iria dungeons.
Title modification. It adds a very small exp and expl exp buff. Selecting this also doesn't cost that much in gold or ducats. It makes it so that every room has a large change of spawning monsters with titles. Titles depend on dungeon and difficulty.
Continuing my dungeon revamp:
Upon clearing a dungeon you get a buff/debuff to completion exp/gold depending on what you did.
All of these require you to be in a party of 2-8.
Designated doorman: Open the most dungeon doors out of everyone in the party. +5% exp +1% gold
Chest man: Open the most dungeon chests out of everyone in the party. +2% exp +.5% gold
Orb smasher: Activate the most orbs out of everyone in the party. +1% exp +1% gold
Designated healer: Heal the most HP points in the party (must heal over 2k hp). +2% exp
Tanker: Take the most dmg in the party and have the least amount of deaths (must take over 2k dmg). +4% exp +1% gold
Strong man: Deal the most dmg in the party. +3% exp +.5% gold.
Slayer: Defeat the most mobs out of everyone in the party. +1% exp
Phoenix: Revive the most party members out of everyone in the party (pets do not count, must be more than 5). +3% exp
Invincible: Do not take any damage at all (You cannot get this unless you are the only person in the party to get it. Only for hard mode) +5% exp +5% gold
Treasure hunter: Open at least 3 chests in a treasure room. +.5% exp +5% gold
Room hog: Open the most chests without at least half of the party in the room. -5% exp -2% gold
Dead man: Die the most in the party (must die over 5 times.) -1.5% exp -.5% gold
Potion problems: Drink the most hp potions out of anyone in the party. -2% exp
Glory hog: Defeat the boss without any party members entering the room. -20% exp -20% gold
Speedster: Spend more than half of the dungeon mounted on a pet. -2% exp -5% gold (total time on a pet > total time on foot)
Iria dungeon buffs only:
Artist: Sketch at least 5 mobs +2% expl exp +.5% exp
And idk if this should be both or just one of the two...
Monster tamer: Tame at least 10 mobs. +5% exp (or expl exp)
[/SPOILER][/SPOILER]
[SPOILER="By Tarvos"]
[/SPOILER] My other suggestion is make more incentives to visit dungeons.
Crank up the exp gained at the end for one. Change the pass system as well. I think it would be a lot better if getting a pass once means we can forever access that dungeon through a board (they can put another stone tablet next to the boss rush record or something). It gives completionists a reason to go and get all the passes through multiple runs, newbies a reason to try out all the dungeons at the very least once, and saves us the trouble of having to rehunt passes. More people will do them if you make them more available!
In exchange, add new enchants/items, but because of the new accessibility, turn down the drop rates slightly to encourage more people to re-run, making items more valuable. I want to see those lobbies filled up again like the old days.
A daily dungeon quest would be pretty cool too. One dungeon a day, any difficulty. Revolves in a pattern. (also please fill in the gaps in difficulties in Math and Coill. That's always bugged the shit out of me)
[SPOILER="By Pallie"]
[/SPOILER] Revamp dungeon level design. Add an actual assortment of caverns instead of just rooms with monster spawn button in the center how about making actual traps and trip wires. Like this can be added by having trapdoors and if you step on one you fall into a room with a random boss monster like for example a adv ciar golem and if you kill it without dying you get a free extra end chest at the end of the dungeon with boosted reward and droprate. Replace the long boring copy paste rooms with caverns kinda like ant hell add traps at the end of halways like panels that shoot poison arrows or something. Make alby look darker with giant webs and stalactites and stalagmites and stuff in the dungeouns and make exploring the dungeoun more confusing and dangeroous and actually tough. but make the rewards actually good instead of 1 demonic ore.
Someone help me expand on this idea I got nothing.
Increase drop rates of dungeoun passes to like 30 percent drop rate.
[SPOILER="By Kaeporo"]
[/SPOILER] 2. Request a Dungeon Revamp:
- Statues of the goddess now behave similarly to shadow mission boards.
- Players may select a generic dungeon variant prior to entering.
- A random dungeon is selected as the daily similarly to the daily shadow mission system.
[SPOILER="By Carlonia"]
[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]
[SPOILER=Rest]New bandits:
Bandit Elf Mage
HP between Imp and Goblin Archer
Can cast Icebolt and Ice Spear, not chain-cast.
1.2x Elf running speed.
Exp reward same as Bandit Giant
Bandit Elf Archer
HP between Goblin Archer and Goblin
Has access to Mirage, Magnum, Elf Ranged, Crash Shot.
Regular Elf running speed.
May spawn mounted on a Bandit Shire and can use mounted archery. However, while mounted they cannot steal goods from Commercers.
Range of Bone Archers.
Exp reward same as Bandit Giant
Bandit Shire
May spawn with Bandit Elf mounted. Otherwise will not spawn.
HP: 750 always.
Will not attack.
Has regular Pet Shire running speed.
If all other bandits are defeated, will automatically de-spawn.
No Exp reward.
[/SPOILER]
I'm fresh out of ideas as to what 'New Monsters' could be for new dungeons.
I did my best, criticise, add, remove, discuss!
I should cite Kaeporo's idea as inspiration.
[SPOILER=Dungeons]
2. Request a Dungeon Revamp:
- Statues of the goddess now behave similarly to shadow mission boards.
- Players may select a generic dungeon variant prior to entering.
- A random dungeon is selected as the daily similarly to the daily shadow mission system.[/SPOILER]
[/SPOILER]
[/SPOILER]
Thanks,
Kenero