I totally agree with your idea, i believe sro wasn't meant to stuck at 1 cap, but more like evolvin with new stuff, new cap like all mmos out there. Even if 2 months is too low, the point here is to play Silkroad with higher rates & new features under the watch of a pro & active team (unlike joymax). So intead of switching servers every 2months, you commit into a very longterm server where you can build your reputation & achieve much stuff with your team, all that in a evolving srostyle pserver. Here is some suggestions/ideas to fill your backpack :
- First of all, each cap has its own system, skill balance, features if you wanna stick to the sro model. You could start with 70 cap up to 125cap like sro-r, and on each cap a new skill balance (since euro wil be implemented) new features etc..
- Botting allowed, for various reasons that ill explain later..but under specific conditions : Implement HWID Limit (a very hard one to go through), ip limit : 2 or 3, nullify gold botting (very low gold rate, items prices set to 10 or 20%), and ofc the right elex & stones drop rates.
- To keep it fair & affordable for everyone, you got 2 options : items mall are untradable but non donators would be fcked, so the best option is to make 2 types of mall items : 1 type dropable from uniqz, special mobs that are tradable & others that you can get by donating (same items)
- Race/Skill balance : from cap 70 to 80, balancing the ch race skills is kinda simple. The big issue is cap90+ when you have to implement Euro race. Basically, you have to work on a different balance each cap, since new skills with new effects will come along. I suggest you get a bunch of pro testers who can exclusivly work on the balance for each cap. Bcuz the main issue, is the Euro group skills, as you cant compete while being CH (bottin or even jobing). I highly recommand to use SRO-R masterys beyond cap90, especially for CH.
(Extra: you could make a super powerful skill for every mastery that could kill a very large number of mobs/npc job spwns/uniq with a long cd, in order to make CH hunters reliable or just botting group skills)
- If the server gets 2k+ players, i suggest to set the guild limit to 40 & union 4, why ? imagine ~1000 players at hotan FW attacking you while you guyz are 2x40 (union limit = 2), there is noway you could defend it. Or you could just set the union limit in fonction of the population you get.
- SOX : sox should be redefined , while you have 2 different ways to get em, 1/all sox are dropable with a lower drop rate for the best items (you fix the rates), so you could bot to get it AND 2/ Coin system, u gather coins from various sources (ctf,ba,job,uniqz, events...) to be able to buy som/sun items from a npc. The coins required for those items could be untradable, while som,sun items are tradables (avoid ppl buyin coins fast & get best gear easly).
SoStar = last tier +3, SoM = last tier + 6, Sun = Last tier +9.
You dont have to worry bout sun being +9 since its a very longterm project (sro style) so at best, 2-5 players in the whole server will drop sun item or weapon quickly.
- Create a lot of new uniqz, every new cap, with various lvl of difficulty, which drop good mall items. Would be cool to have 4 kind of uniqz : str + normal Euro uniqz (only euro can attack it) & str+int Ch uniqz (only ch can kill it), would solve that uniq hunt disparity btw ch & euro.
- Gold should be the main currency, so to make it happen create different npc where you can buy : stones, elexirs, items mall, Special items (GDF, scrolls, etc..)
- CTF & BA : ctf should have a lvl limit & res disabled (fairness issue), BA parties & guild should be available more often than random one (more teamplay, more fun), in both BA & CTF afk ppl should be auto teleported in town after 2min of inactivity.
- FGW : i suggest to use the fgw talisman quest (8 talismans) as a way to get a sun weapon, you create one npc who sell talismans for golds & FGW coins, so you avoid dropin the same talisman again & again. The fgw boxes drop "fgw coins" with same probability as previous talismans. The idea is to be able to get one talisman every 2 week or 3 since its the most powerful weapon, those talismans should be untradable ofc.
-Jobbing : in my sro experience, jobbin is one of the best part of sro, so it requires a serious attention in order to make it enjoyable & a sustainable source of income.
First, Traders & Thieves should have a weekly contribution income beside the trades income. Also a Job points limit per week if you gonna use job coins or job points.
Then, implemeting a new lvl system for jobbers, like from lvl1 to 50, each 10lvl u get a new skill & a new buff(academy buffs). The incomes rises with your job lvl aswell.
In order to attract more ppl to thief/hunter job, you could implement a feature which is: the best thief of the week got a "Wanted" title for thieves & "Hero" title for hunters that allow em to use mercernary scoll (once a day) while best trader got a special Pet (with 99999999 hp & lil bit faster).
3 days penality sounds good to me.
Special Customized job suits can be added for different job lvl.
Special trade routes can be set with higher rates, but with high lvl mobs (full of elites) to make it more challenging (otherwise everyone will just take that route).
Create special pets available at npc for golds & coins (u pick which coin), with higher hp & speed.
Implement a system which can number the score in the job cave, so for ex : ppl kill each other in job cave (you can also bot there) and on the website you have the score Theives vs H/T , & every week the job who wins, get a special reward.
- BOT or GM events : i personnally dislike that event bot (trivia or wuteva) you can find in various pservers, i rather see a special GM for events that get ppl attention & set up some nice & orginal events as a source of mall items & Fame !
- FW : you could customize FW to make it harder, increase buildings hp, add more npc soldiers (way too low), new flags, open all FW, increase every FW population limit, etc..
- Alchemy : one of the most entertainin part of sro (huehue), as told bfore, its sro style, so i suggest to keep alchemy at low rates (+7 should be hard as fuck & +9 unique).
- Implement achievemnts, thats a nice way to motivate ppl to push their limits, & seek new stuff. The reward can be silks or special items.
- To avoid creating a char to stall stuff, just make sure you fix the consignement npc. Its very useful & oldschoolish.
Ill add more ideas when i find something interesting. PEACE