As the title says, I'm just gonna spill out the many server ideas I've had in my head. What kind of ideas? Ideas that enhance the classical ways of good ol' CO and ideas that are completely custom and targeted for player's entertainment. I think of ideas that encourage players to stay on the server and have things to look forward to on the server. I have posted lots of things on private server's forums, and I bring them here (with my COPY+PASTE powers) while typing along with other new ideas. Note: These ideas are ideal for 5065 servers or less! Notice how there are no ideas for talismans, ninjas, steeds, or other overkill crap TQ added after that!
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CLASS CHANGES
(to flourish the classes's abilities and characteristics, but not upset the balance of PvE and/or PvP)Warriors -
The 120 armors are very alike between Trojans and Warriors. Not by the looks. Both armors round near 1.2k, VERY CLOSE to each other. The plus damages are slightly different. What's 200 extra defense than a Trojan armor gonna do when 43.5k attack is going to hit it? See how different the gap between the Archer and Taoist physical defenses are? I think a Warrior should stand out more. There's no defense gems in the game, so defense is a really critical need. I personally find these stats usable -
SuperPhoenixArmor(+12)
Defense +1889
Ph-Defense + 2828
Because.... Toaists have ~400, Archer have around ~700 (300 more), Trojans have around ~1200 (500 more), and the Warriors should continue that pattern adding around 700 more, becoming 1800ish. What about magic defense? The pattern is still the same. Warriors 49%<Trojans 63%<Archers 80%<Taoists 80%. See how that works out? It should work the same for defense and magic defense.
And for the shield. How come Trojans get to wield a level 70 shield, when Warriors can't wield 2 level 70 weapons? The SHIELD belongs to a Warrior. 2 hands with WEAPON wielding capabilities belong to a Trojan.
The helmet and shield, in fact, are very weak. I hate to say it, but it really is... The 2.8k defense in the left hand of a Warrior can't compare to the 6.6k attack (with 210% of dragon gems) of a Trojan. The coronet is like a slightly weaker version of the helmet, making the difference not very different at all. Trojans' defense is already able to sustain mobs, and so are Warriors'. So now, that extra little defense isn't going to have any use when it's up against DragonGems and super high base attack. Well, I think as being a Warrior, this class should have the ability to tank PvE (cause Trojans can do the same anyways) AND be able to tank PvP. Isn't that what Warrior's are made for in the game of Conquer? Having heavy defense to sustain long battles. If I personally changed this, it would be
SuperDragonShield(+12)
Attack 347-347 (because WTH is 173 useful for?)
Defense +1767
Ph-Damage + 2333
SuperPrismHeadband(+12)
Defense +868
Ph-Defense +2741
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Archers -
Increase the bow's attack, or NERF the dodge of boots. An archer is completely defenseless trying to hunt alone when someone invades his cozy spawn. I feel kinda bad when 17s tickle the invader, and he/she/it hits 10,000 more on you than what it hits on them.
The magic defense is equal to taoist's. Kinda makes the Taoist's not known for their hardcore magical defense. I say it should reduced to 77% maximum when its 120 and super, making the archer still very strong to magic, but taoists stronger.
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Taoists -
Cap or earrings? Earrings. What's the use/difference of the cap? Well, nothing really. It has the exact same stats as 120 earrings and isn't used at all. I say, we should give it physical benefits as well, make it even BETTER than the earrings.
SuperWhateveritsnameisCap(+12)
Defense +533
Magic Attack +303
Magic Defense +15%
Ph-Defense +812
M-Defense +749
Wouldn't we see more Cap Taoists then? The 120 ears held by ALL classes are now not equal to the UNIQUE Taoist class's cap.
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For PvP lovers!!! -
The FB/SS Tourny - An NPC asks you to watch (for free) or fight (costs 200 cps to join). There is a room. See the attachment about it. Watchers and incoming challengers wait in the Watcher's Area. Duelers fight in the battle area. There are 10 battles to win 10k cps, and whoever gets hit 5 times gets teleported to the Watcher's Area, while another person gets sent in. When the match is over, the winner recieves full stamina again, and the fights continue constantly until 10 battle are over. Then, when the 10 battle limit is reached, everyone is teleported out, and the winner recieves 10k cps as well.
Different Arenas with different changes -
1 PK arena is cool. But there could be more!
- Stam Grasslands - Like TG, except take out the stakes and make it a PK map. Infinite stam and mana! OH the fun! But this will depopulate the free PK arena, so let's make it cost 500 cps to enter. This admission fee also encourages players to get more money - doing more quests and hunting!
- Money Palace - A rich, luxurious room with lots of furniture and corners. and isn't a regular square room. You pay 1k cps to enter, but for every kill, you recieve X amount of CPs and gold. The furniture and corners of the room make it harder to PK, but makes it fun to see players challenged not by just the other players, but the room itself lol.
- A tournament/duel system, cause I don't know anyone who hasn't suggested that idea. I suggest a 1v1 or Team VS Team. The NPC shall stand next to the TC palace, and ask you whether to have a deathmatch of 1v1 or Team VS Team battle. All skills and potions are allowed, and it ends when all the players of 1 team are ghosts (or have left the map). This allows players to use the abilities and features of all classes in an epic showdown. The NPC randomly selects a small city PK map to fight. When a team wins, they are teleported outside of the TC palace with 50k cps in their bag. I think that's a fair deal for a win of a 2-5 minute battle.
Pop-a-Cap - NPC takes you to a PK map. A message broadcasts to all the players in the map, "XXXXXX is the victim!" All the players target that person, and may compete with other players (PK others beside the victim) to kill that person. The killer receives 100k cps, and is now the victim. Restart cycle. Pots/all skills are usable. You have to talk to the NPC on the map to leave. This thrills players with hunting/survival skills, and urges players to alliance for victory.
Mega-Deathmatch - A huge PK map. 1 NPC way in, no way out (unless you die, get taken back to TC). You cannot enter the map while a battle is taking place. Basically, players talk to the NPC to get teleported to a "lounge" to wait until the room fills up with 20. Then, players are scattered onto the field and fight to the death. NO pots, ALL skills (except Revive and +HP skills), NO scrolls. If you die, you can watch as a ghost or revive into TC and wait again. Only the strong will survive, and all classes can survive in many ways. Archers fly to evade trojans but are attacked by fires. Waters melee hit and run with divine hare, hoping scattering archers or hercing trojans do not find them. Fire taoists strive to inflict as much damage as possible before their time comes. Warriors shrug the damages and continue to fight mercilessly. Trojans herc, melee, and range hit with their top notch attack. I love this idea! The winner gets 400k cps!
Capture the Flag - 2 teams (guilds or team function), 3 PK maps. A home map has a portal and a scroll (called a "Flag"). There are two home maps for both teams. But there is a battle map with 2 portals leading to both home maps. Here, players can defend and invade the home maps and battle. A player may sneak into the portal of the enemy home map, kill the defenders, kill the person with the flag, take it, and risk the adventure back into their home map. But that won't be easy, anyone on the team can carry their flag and hide it. The only conditions to win are to have - 1. Both flags in their home map. 2. Both flags are carried by players of same team. The teamwork effort of defending and invading are mighty exciting, and the rewards for winning are 200k for each winning team member. An NPC takes you to battle map, and an NPC on the battle map takes you back. Pots allowed/all skills (even cyclone, flying, divinehare) allowed), scrolls are not (The only way to get out is by NPC).
InterClassPKEnvoy - Class versus class. (OR... Classes versus classes?) Archers versus fire taoists? Warriors versus trojans? Or water taoists versus trojans? Archers versus fire taoistss? What combination will occur? Which class will win? Can the mighty trojans be topped by a barrage of arrows? Or will fire taoists pierce into the soul sof water taoists? The InterClassPKEnvoy functions just like the regular ClassPKEnvoy, and the reward for each player is 200k cps!
Who's Pro? - A PK map (like a smaller version of PK arena). No damage is recorded, given, or taken. When an FB/SS strikes a player, it is counted on a messaging system. "XXXXXX has 3 hits!" or "YYYYYY has 7 hits!" When a player reaches 10 (or a set amount of hits), both are teleported back to TC and the winner recieves 150k cps.
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GW change...
- Guild War to me sounds like 2 guilds need to battle it out. Use a different map for GW with 4 places for a guild's pole. The object is to protect your pole, or lose. The last guild with a surviving pole wins. Same rules apply to guild war, whatever they are. Plain, easy, awesomely fun. This pulls the teamwork of players together and the need for water taoists (revive and skills), fire taoists (using magic to defend the poles), warriors (beastly tanks), and archers (pole rapists). Players unite themselves because only 4 guilds are allowed on the map at a time (only the larger guilds). Ally guildees must turn on each other when the enemy guildees have lost. The losing guilds cannot enter the map until the battle is won or the guild war time is over. Whichever team has more HP in their poles or survives wins the CP reward, whatever the amount is.
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Edit the stats of XP skills or regular skills so they can be useful once more.
WaterElf - This is the last resort for a Water Taoist to PvP a strong meleer. But... it's too weak and not worth leveling. If they knew it had 30k attack, 15k defense, and 10k hp for 30 seconds, would it be worth leveling and for PvP?
Golem/Robot - Known as the "Tank" in the good ol' days. The 50k hp is fantastic. But with it's low defense, slow speed, and weak attack, it's not use when for GW or PKA or any kind of PvP. Well, if the defense got a steroid boost to 30k, would you find that reasonable to level it up? Oh, for awesomeness, the robot could get 25k attack and be 2x as large!
DivineHare - The escape for a Water Taoist when in need to evade the danger of the scene. It's speed boost and magic defense are incredible. But yet, it's unusable in a situation of a demanding combative field. Why waste 100% stamina to run away and wait for a long long time to get it back? I think switching it to 50% stamina would make the skill easier to level, and more effective in combat.
NightDevil - You can't forget this legendary skill! Back then in Classic CO, only lucky people bestowed this ancient and powerful skill. But to match it up with private server standards, it needs a heck more a lot of attack and defense! 40k attack, 10k defense, and 25k hp... Useful XP skill, don't you think?
Invisibility - I still see you. I don't find it hard at all to see you like that. How about making the character very ghostlike but still have a really glowy Yin-Yang shadow. That sounds useful...
Accuracy - XP skill for Warriors and Trojans. With +12 level 129 boots, we have to rely on weapon skills for a melee hit. And the info for "Accuracy" is to "attack 300% faster"? O_O That doesn't make any sense to me, haha. How about 90% chance to hit opponent in the next three minutes? A 2-hander would enjoy that! We can let StarofAccuracy increase the hit rate!
Roar - A warrior's beastly scream. Gives 20 exp to team. How many times have we seen a Warrior use this? I haven't seen one. If it gave 50 exp... I'd see a Roaring warrior everyday!
FlyingMoon - Ehh, you have to wait like 3-5 minutes for a crappy comet to tickle someone. +5890 magic damage SEEMS good, but you'll realize it only kills level 70 noobs in 1 hit. I'm not hoping for this skill to be a 1 hit KOer, but if it comes every 3-5 minutes, it better have use. If the magic attack was about 75000 instead of 5890, according to my calculations... [ 75000 * 0.7 (second reborn) * 0.5 (bless) * 0.25 (max trojan magic reduction) ] - 2k (max trojan magic subraction) = about 4623 damage with Flying Moon. Not bad, eh? I would use this every 3-5 minutes!
SpiritHealing - Very hard to level for such little hp to regain. Impossible to use in combat too. We don't need to change numbers, but what if it took half the stam to use? A weary trojan fought an epic battle with another one, and has half of his stamina and 3k hp left. He gladly uses it to heal 1.3k hp back for the next to arrive. Trojans are stamina based war machines. They can't find room to use this skill in the heat of combat for hercules, FB/SS, etc... This helps the leveling speed and the ability for usage. Though some numbers could change... "I shot an FB for you for 13k damage out of your 21k, what now!?" "Hold on, let me SpiritHeal 1.3k of it back in the 20 seconds that you're dead!"
Intensify and RapidFire - Two very important PK akills for archers. Sadly, the +12 129 boots are simply too strong, even if your attack on your archer is maxed out. A character of another class is going to take your spawn! Let me sit down, charge, and get my fixed intensify/rapidfire ready! A barrage of 17s tickles the Trojan and he quickly FBs you in 1 hit. Haha, I personally believe intensify/rapidfire should be strong enough to take out enough HP of another class to scare them away. After that, the archer can annoy them to death with poison arrows until they leave the spawn. I'm not saying archer should be really strong in PvP, but they should get a chance to defend themselves! If you guys increase the power of these two skills, it would be helpful for lonely hunting archers.
Thunder/Fire on classes other than Taoists - Seriously, if possible, make it so the time intervals between each zap is like 3 seconds for Trojans/Warriors. It is simply awful to see a melee class relying on magic/range to fight. They can still use the skill, but just not as fast. When archers are in the air, they still get a chance to repel with a posion zap. But it won't be effective in ground combat. I like this idea, anyone else?
Fire Taoist's skills. How about changing those effect up, like Fire Ring doing a random hit of 500-2000 damage? Or the other skill using less mana?
PETS! USELESS! GUARDS! USELESS! Who had the idea of making them useful again? From looking at the servers, no one! But I do!
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GEM USEFULNESS!
The only seemingly useful gems are the DragonGems, PhoenixGems, and MoonGems.
Can the poor little KylinGem find as much use a mystical MoonGem?
Do RainbowGems work?
Does that FuryGem's 15% accuracy compare to a DragonGem's 15% attack?
I personally find them useful, seeing how the accuracy of 3 FuryGems (along with 100 dex, and a dagger/blade combo) 3/4 of the time lands a melee hit, and 1/5 of the time, a sweet 1 hit KO with penetration. Had so much fun with that combo, lol.
If I wanted to change things, I would try to alter their stats reasonably, but effectively -
KylinGem - 200% more dura, +5% weapon activation rate (<-- if possible. 5% is not too much, and not too little for 1 gem. if a trojan thought about packing his weapons and ring with a kylin/moon combo, he will decide whether to give up 150% moon gem exp for 15% weapon activation + 3x durability to stay on the GW gates longer...)
FuryGem - 15% more accuracy and 15% attack rate. I would totally use 1 or 2 of these in my gears, rather than a simple 15% attack boost..
RainbowGem - 25% of the exp AS you level, similar to the effect like having an exp pot on. The RainbowGems on the server now just give a tiny extra exp boost when you finish off the monster. This way, players decide on using maximum attack (full SDGs), or... more exp (SRGs).
VioletGem - 100% weapon proficiency. Same, but make leveling proficiency worth it. I recently found that when I got my blade proficiency to level 13, I received no change in my attack, maybe because weapon prof attack boost doesn't really work at all. If I found out I'd get a 7% increase in my attack if I got it to level 20, I would try use these more often.
TortoiseGem = -7% damage. A little tweak can give players second thoughts about using them.
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BRINGING OUT CLASSIC CO QUESTS
to make private servers have use for them while you still get that feel of Conquer 1.0!
I personally would take the time to code and edit the rewards of these missed, beloved quests for amazing rewards. Here's a complete list -
Coach Li
The Alchemist's Ingredients
Deliver The Murderer's Drugs
The Stolen Army Token
Deliver the Letters
The Heresy Snakeman
Joy's Mission
Rat Fangs
The Windbell
The Water Ring
Peace Jade
Save the Villagers
Moon Gem
Moon Box
Stone Spirit
Here would be my tweaks to intensify common and awesome quests-
Blue Mouse <-- This... needs to be the money-maker quest. I remember working like crazy on RealCO with this fun quest. However, those mine caves sure look empty without any risk of death... How about you scatter a lot of red FireRats with 435-862 attack in there? And then RatBosses that are magical with 1453 magic damage on the deepest levels (also where the Blue Mouse should mainly spawn too!)? Whew, I can see noobs wanting to fix their DivineHare and wanting to live. Rewards - It's been awhile, but they depend on what the player gets from the quest - 800,000 silvers, 16 Met Scrolls, 20k cps (or whatever amount you want), or Super +7 -5 boots (Boots? WTH, why? Well... reason being, ALL classes WEAR/NEED them, and they are very important.) Other than that, nothing else really needs to be changed.
Moon Spring <-- Haha, this guy says he can kill you if you don't get out of his sight. Let's make it so you lose 3k HP if you don't go away, and if you live, you can do the quest. It adds interest to the start of a quest, lol. Now, I noticed the mobs are very scattered, making this quest a bore to hunt for monsters. That can be fixed, and the reward could be brought up to X amount of silvers. Worth the doing? I think so!
Snake Islands <-- Try to play with their magic attack and see what happens. Make the boss undefeatable, and the mobs REALLY annoying haha.
Ancient Devil <-- Same as Snake Islands, make it TOUGH.
Dis City <-- REALLY needs to be changed. Since the private server offers players to get stronger easier, the challenge, risk, and fun of this quest is taken away. These Dis City monsters need to get LOTs stronger to fight the powerful players. The reward is very satisfying if you want exp, but the other rewards are crap, lol. The Chinese Minority Dress could use some stat edits - Attack +368, Defense +1180, M Attack +142, M Defense +70%. This would be awesome for level 100-119 players, and their armors will surpass theses stats.
Treasure Labyrinth <-- We could make some use of those diamonds! Exchange 17 Sun Diamonds for 4 Meteor Scrolls, 17 Moon Diamonds for a Dragonball (or maybe 5-6), 17 Star Diamonds for a Super gem of your choice, 17 Cloud Diamonds for an Ancestor Box (with random prize, as good as rare items up to +9s, -7s, 2 socs, or refined lol)
Sky Pass <-- Amazing and forgotten quest that made my CO days so fun, and hopefully here too. The monsters sure do need attack/HP boosts, and the box rewards should be more risky...
Box 1 = 2 Met Scrolls, 3-5 Dragonballs, and 5k cps.
Box 2 = A refined club, a Unique hammer, 4 meteors, or 30k cps
Haha, I like this idea.
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Weapon skills that make weapon combinations more favorful!
Glaive skill, Wide Strike - Well, this is very unused everywhere. My idea is to make it the "Nix" of the 2H's, with a very high activation rate at around 70%. The awesome power of a poleaxe, or the reliability of a glaive? Hmm...
Halbert Skill, Stranded Monster - This skill "supposedly" promises the ability to stun monster/players. Read further down for what I have to say. It should have the same effect as an axe or hammer.
Dagger Skill, Penetration - Make it passive while manual with the cost of 100% stam. Would Penetration worth leveling again?
Hook Skill, Seizer - Some people have never even heard of a hook. I would revise this whole skill. It will take the same amount of experience needed for Penetration and Phoenix to level up. But why? When fixed, it gives a 9% chance for a 1 HIT KO...
Axe Skill, Earthquake and Hammer Skill, Boom - Personal favorite of mine, if IT WORKED. I would give it the promising STUN effect to it, freezing the mob/player for 2 seconds. When I mean "freeze", no melee hits or weapons skills or class skill can be used, while they also lose the ability to move (jumping, running). Holy crap, that would be AWESOME!!!
Scepter skill, Celestial - Pierces through defense (meaning defense has absolutely NO effect when this is activated), and also leaves a track of poison onto the enemy. Great, don't you think?
Whip Skill, Roamer - The laughing stock of all CO weapons. But I take this into consideration. The skill can be passive, or manual... Manual, costs the same amount of stamina as FB/SS, while producing the same effect onto the enemy. When you think it through, it's like... half a herc with less range, about 3x stronger than a herc, about 1/2 the stam of a herc... Who's laughing now?
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PURE CLASS SKILLS
Or pure skills made even better!
Pure skills made even better -
Water Taoist's Pervade - Nonstop, and gets stronger and stronger with each hit, until the user is attacked or moves! Who said leveling/PKing as a water was hard?
Trojan's Cruelshade - Take off the damage cap, and you've achieved maybe the greatest skill in the game going pure tro. Those insane bosses can cry when you take out 12k of their HP, even if the other Trojans make 1s on it!
Fire Taoist's Dodge - Not only adding more dodge against archers, it adds 30% more M-def (the subtraction kind of magic defense).... Hmmm....
Archer's Poisonous Arrows/Freezing Arrows - No change needed!
Warrior's don't have a pure skill?
Purer Skills - for characters who've gone completely Trojan, Archer, Taoist, or Warrior through all their reborns.
Pure Warrior's Berserk Rage - Costs 100% stam. What in the world does it do? Makes you completely invulnerable and 3x's your attack for 5 whole, ownage seconds! The Warrior gets a BLAZING red aura around it and a skull smokes from it when the Warrior kills something! That sounds insane, yet awesome!!!
Pure Trojan's Chi Mastery - Costs 80% HP stam. What does this do? It enhances the Trojan abilities by DOUBLING their HP and giving infinite for 3 minutes. More HP and stamina in battle, imagine the punishment you can place onto other players, lol! Man, Pure Tro or no?
Pure Fire Taoist's Apocalyptic Kratos - Costs 100% stam and consumes 150 Mana per second it is used. What does it do? It summons a freakin' barrage of flames and lava onto a player! It's like, nonstop Fire Meteor, but with more laggy effects and lots more damage and rape. Nado could hit 1.3k on Trojans, but this skill could send two 2.2ks in a second! Holy crap, the only downfall is that it rapes mana and stops the Fire Taoist dies!
Pure Water Taoist's Astrological Aid - Costs 800 mana and 800 HP. What could this do? Well, glowing stars that look like giant, bright squamas randomly crash onto your screen and to the screens of the people near you. Teammates, friends, and guildees receive generous amounts of HP, mana (except you!), and maybe stamina, as it does the opposite effect onto everyone else!
Pure Water Taoist's Soul Martyr - Costs 100% stamina. Strange name? Well Water Taoists are such loving and sensitive (and VERY useful), this skill gets a 50% chance of 1 Hit KO'ing another person, but the Water Taoist always loses his body in the process, meaning this is a sacrificial skill for a chance of killing someone. Hey now, this makes the Water Taoist even more useful xD
Pure Archer's Hawk Eye - Costs 10% stamina and 1 arrow. This skill just shoots an arrow at somebody by right clicking the skill. No biggie, you may think? This skill AVOIDS dodge, meaning those 17's the archer used to hit is REALLY going to hurt you now. 10% of stam = 10 shots = 10 arrows. Who said Archers suck in PvP or can't kill monsters their own level?
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Custom Quests to enhance the server!
The Adventure Zone Legend - A mystical beast reigns upon the regions of the barren Adventure Zone. What is so spectacular about this monster? It's den beholds the greatest treasures alive to the Conquer Realm. It's powers surpass the imaginations of even the greatest legends. OldManRogers in the MetZone (xxx,xxx) is the only person who lived to tell about his experiences. Talk to OldManRogers. He tells the story and about a friend he lost in the act. He asks you for X amount of CPs/money. Tells you to go to the last map and bring him 5 WhaleFish dropped from WaterDevils. (WaterDevils need deadly stats!) He cooks the WhaleFishes and asks you to find FishermanJoe in the last map to obtain a MetalTrap. Find FishermanJoe and collect the MetalTrap, and bring it to OldManRogers. He says "The mythical beast has one weakness that saved me from death. It is silver and is found in the mines of Desert City, or if you're lucky, in the mine nearby. You may now lure the beast out from his cave with this bait, but I recommend bringing silver ores." You say "Thanks". You can A-Go fight the dragon at its full force (65k hp, 40k defense, 30-60k attack, 80 dodge, 80% magic defense, 50% damage reduction...), B-get a SilverOre to reduce it's power by 25%, or C-Run away and never come back to the Adventure Zone. After you fight an epic battle against the beast, you are teleported to an underground map, LITTERED with CPmoneybags and Goldbars, and at the end of the cave...a GoldCup. You find an NPC, it's OldManRoger's friend. "Is it dead!? Really gone!? OH MY GOSH! Let's escape together!" You click "Sure!" and get teleported to the MetZone.
Desert City Invasion - Rumors spark up in the Desert City map by GossiperWang at (xxx,xxx). He tells you a story that ginormous hordes of BladeGhosts, SandMonsters, HillMonsters, and RockMonsters are going to overtake the city. He tells to find OutpostManJohn at (xxx,xxx) to confirm it. You find him and he says he is weary and wants to drink 2 bottles of Amirata. You give him that, and he tells you that the monsters are not acting the way they usually are, as if they were all drunk and obnoxiously angry. He says "Watch out!" and a MASSIVE amount of DC mobs surround you and attack you! They are not regular DC monsters - they are MUCH MUCH stronger. After you defeat them all, he tells you that maybe something is disturbing them. He also says something is very strange going on in the MoonSpring, and you should talk to the StoneBandit there. You take off and find the StoneBandit. He says he fears for his people because a giant scorpion beast has overruled the minds of the creatures in DC. You ask him "Where?" and a GIANT UGLY SCORPION APPEARS IN THE MOON SPRING! It's HUGE, and insanely strong! If you run away, it disappears, and you must talk to the StoneBandit for it to reappear! After a long deadly struggle, you kill it and collect a ScorpionStinger. You show the StoneBandit and he rewards you with his gratitude and X amount of CPs.
Quests further down the thread, this thread is already too massive.
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There you go, that's a crapload of stuff that I thought of while trying to suggest things to improve/enhance servers. Feel free to agree/disagree/use these ideas. Just give me credit if you use them! xD






