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  1. #7
    The GMs can fix the game with the tools they got if they REALLY wanted to. (with the exception of skill reviews which would rely on Korea but some class balance changes can be done through items just like the talisman system was intended).

    Event server, item creation and quest creation is all you need to make any update independently. Event server being the most under utilized tool, you can test out all items beforehand and test the waters to see how people react and how it will affect class balance as a whole. The development cycle would be something along the lines of: make item, initial testing, test on event server, build implementation system (hidden from players to make it more of a surprise) and finally implement on official server.


    Want to make farming a thing again? make exchange quests that require tradable goods (voucher like items think: hween event right now but limited to a SPECIFIC spot) from various dungeons across the game. Connect all the lategame exchange quests together into a web-like structure which requires all the dungeons be farmed adequately (so you never have over-saturation of a certain farm spot/item). Players can sell those items on the EM for ecash and I had an RNG pouch system that I had come up with but im not gonna explain it here.

    Want to make class balance? While skill changes themselves are harder (and rely on korea) we can buff various classes with the balance talismans. By giving more bonuses to various classes you will open other players up to play the other classes. There are only 2 classes (save your builds argument for someone else) that are more or less useless in pvp 1st being scouts and 2nd being sages; every other class (guardian, defender, priest, templar, ranger, savage, berserker, wizard, warlock) all have a use in pvp. Minor buffs (like the ones the talisman can deliver) will be more than enough to make them "playable" and I use that word loosely because I know all these classes are already good in group pvp but people are hellbent on 1v1s and who can hit the hardest in 10 seconds which is not what the game is about. My personal recommendation is that talismans be re-explored with some weapon options (mobi/attack speed/block/crit/wa etc.) instead of just giving 300 in their primary stat and some HP.


    Want to liven up pvp? dont take a hint from this

    Quote Originally Posted by LadyIntegra666 View Post
    cmon PA is most boring thing I ever saw in this game, and the fact you gotta log on certain time for something that requires no skill, or team play is just a no.

    The fact that the last thing 'cuz of some people were playing i.e. boss pvps,
    Certain situations living on a clock is important it gives people a chance to show their group pvp skill. The boss is at 6:30 pm and all my friends are from the east coast yay lets show the other side what we got! and power arena is a great pvp scenario especially on isen where you cant switch sides. You gotta pvp with whoever you got and most importantly you gotta protect the noobs its a game of exchanges and map control how is that not fun?

    Also the idea of boss drops is not really any good for the game it forces people to join a single guild and work their way up the chain to get virtual items who wants to spend a year like that? Also it fuels an elitist fire which encourages unfair play (cheating, scamming, bug abuse, BM play etc.) due to the imminent demand of being level with these elitist players. I think isen had the right idea but crones was the wrong approach id rather the best ring be given through a quest and then the boss drops be exchanged for some of the items needed for the quest (like a faster way to get the same thing).

    To liven up pvp and activity in the game as a whole you need to make it so there is always something to do which is what these farming exchange quests do players are scattered across 5+ dungeons gathering those resources and bigger fish are on the hunt to control various supplies for their own gain. Not to mention even bigger fish are out to hunt the pkers in a cycle of cat and mouse. Right now you have a bunch of useless grind/farm spots where people can go uncontested for hours leave come back dead no big deal we start again. Change that to where a player logs in and is instantly called to help out player x whos being hunted by player Y or player x whos guild is in a battle with guild y over dungeon z.

    Want to make the game more fun? streamline the lower lvling process with boost quests at certain milestones. (lvl to 30 get boosted to 40, 45 boosted to 55, 60 boosted to 80, 85 boosted to 95 etc.) Get people up to the endgame lvl faster so they are not alone like they are at lvl 40.


    We went a bit offtopic but I want to answer OP's suggestion: Gambling on a side is just not viable because people will end up throwing to get the most out of it. (especially in an isen-version power arena where you cant switch sides) a guild would just assure the side with the most guildies wins in exchange for profit sharing. You dont make as much off your bets but you are guaranteed to make crones which means you will never lose out.
    Last edited by ShadowAce; 11-02-2014 at 06:31 PM.

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