I did a lot of suggestions back in the previous Zyain thread.
Zitat:
Is it possible to disable that bot feature for PT hunting atleast? For solo you can leave because soloing is really boring. In a PT though, the bot users mess it up completely.
This would help to improve PT play because a bot pt never can be good. Also, there only should be that ingame-bot and no other types of bots working.
Zitat:
I still have a few more ideas for improvement in my mind. I decided to post them:
1. Battle Arena needs a rework! I checked BA manager. The prices for accessories are crazy (isro prices I guess). It will take ages to get a single egy accessory that you might turn into a 12D legend one. Moreover, BA is a really nice place to have some PvP action going. That's why you could expand the items available in BA manager: proof stones, 7-day-pet-clocks, 7-day-premium, 7-day-devil-spirit-res. These items should be account-bound, repair hammers.
2. You also could offer item mall items in some kind of login events. That would boost activity and motivates non-donators to keep playing. On top, non-donators would have a slight chance to keep us with donators.
Note: I'm just promoting a "well-balanced" game between donators and non-donators (Joymax never did that, it got worse every time Pay2Win...). With "7-day-items" you won't lose much cash. Donators still will get things faster and more easily. That leads me to the next point.
3. Proof stones. I think it is fair for everyone to get one proof stone of his choice (12, 13 or 14D) for free per day. For example by completing some daily quest. This will have the same effects like mentioned above. Make them account-bound to prevent abuse. For a non-donator it still will take very long to get an end-set with only one free stone per day. It took me like 16 proof stones in jsro to make my 13D legend weapon +7.
4. [...] My suggestion: make premium 5% overall.
5. Account-bound end items.
6. For job equipment you need some silk items too if I recall correctly. Maybe add them as a reward for trading.
A fair balance between donators and non-donators is VERY important for many players. If non-donators can reach the same things like donators by doing ingame activities, this will be good. By this I DO NOT mean buying it with gold from donators but by completing dungeons, quests, go in PVP areas etc. Login events that provide 7-day-versions of Silk items is a nice way to keep activity and motivation up, too. One of the most critical points are the Proof stones tho. If you keep them as Silk-only-item this will not be successful. One (only 1 !) proof stone for free per day is not making an huge influence. Non-donators still would need long time to make a competitive endset. I heard of a person that "wasted" 30 proof stones to end up with an +3 item. Imagine: that would take 30 days of playing/login in case of 1 free stone per day.
Zitat:
Hey folks, it's me once more
I thought about BA again. What's the most annoying in there? You guessed it! Players that go AFK and are not supporting their team and coin farmers. Players that are AFK for more than a minute should be disconnected automatically. No idea if that's possible but it would help.
Another thing I came up with concerns Consigment. Considering the majority is just playing one character, the consigment system requires some improvements:
1) Remove consigment fee.
2) Add more options for silk items (I think a few can't be put into consigment yet).
3) Remove or extend the time limit.
4) Extend the available slots.
This will make consigment more popular and lower the stallers amount. A plus for everyone, casual and hardcore players!
Zitat:
Please, don't add multiclient. [...]
Also, I'd suggest to remove the honor buffs from Academy system as it is getting abused sooner or later anyway. You could add the honor buffs in later updates as some kind of title in Survival Arena (similar to title Warrior of Courage) - maybe time limited.
Zitat:
About the quests: as some others mentioned already, the killing/collecting requirements are pretty high. I'd appreciate it when they get lowered even though I totally hate questing.
Also as far as I know you only can take the quests when you are same level as the monsters of the quest. Would be nice to take the higher level quests in earlier levels already, so you can finish them while doing a PT. Quest mob minus 10 levels should be fine, e.g. that you can take Penons quest at Lv 44.
I think this is obvious. PT play should be rewarded with 1) faster finishing of quests and 2) being able to make quests at mobs that you can't solo yet (up to 10 Lv higher than the char). Also, make it possible that every mob that is killed from a pt is counted for everyone who has the quest in the PT - same for drops. That one killed mob can drop quest items for several players in the PT.
In the following I'll list a few more suggestions about a "perfect" server. Feel free to discuss and tell me what you might dislike.
A server should have a focus on group-based activities and offer a really fair balance between donators and non-donators.
Almost every private server out there doesn't fit my expectations. Usually they reward selfish gameplay including CTF, Uniques and rewards for kills. This is absolutely a NO-GO. Here is why: It results in strong players getting even stronger and only little build variety as obviously some classes got an advantage over others when it comes to kill count. New players will have a hard time catching up. Most likely they will give up after a few days.
In my imagination a server should focus on group activities as Silkroad is supposed to be a MMORPG. You should interact with other players.
Strict non-botting- and 1-character-policy! To keep the same chances for every player and have interaction between the community.
EXP rates:
High rates until [Level Cap] minus 10 or 15 levels. For example: Cap 130 → High EXP from Lv 1 to Lv 115. After that, rates should get lower. That way PT hunting is required to level up fast and new players have a good chance to join PTs with capped players.
Equipment:
-Different ways to obtain equipment because everyone has different preferences. Hunting, dungeons, PvP, Uniques, Jobbing. Your current attempt looks like you HAVE to do every aspect to "succeed". It's better to leave the choice to the players what they want to do in order to get their equipment in my opinion.
-Equipment should be account-bound to prevent pay2win.
-Last tier equipment wearable at cap level.
-Only one type of SoX (one type of endgear). Nobody wants Sos or SoM.
-Auto-Equipment (except last gear).
-Last tier equipment slightly better than last tier auto-equipment.
Coins:
-Required to buy weapons, gear and others.
-1 type of coin that can be obtained from different activities (see above).
-Coins are account-bound to prevent pay2win.
-Activities need "restrictions": dungeon entry limits, questing (x times a day), jobbing limits.
-Daily and/or weekly limits.
Battle Arena (BA):
-One of the most important aspects.
-Types: random BA, PTBA mainly. Guild and Job BA not so often.
-Schedule: about 6 times per day.
-Realistic amount of coins to obtain equipment.
-Rewards: endgear, 7-day-versions of item mall items (Premium, pets, clocks, devil spirit etc.), Berzerk -pots with a cooldown.
-Disconnect AFK players automatically.
Survival Arena (SA):
-New titles similar to "Warrior of Courage" with specific effects → Specialization possible. You can only have one title activated at once.
-Damage increase, Damage absorption, STR, INT, Lucky, Berzerk gain, Critical, Block, Parry Ratio, Atk Rate, Monster Defense Ignore etc.
-other idea: Honor buffs available from SA. Lower buff required to get the next higher one. Bronce → Silver → Gold →King Buff.
|