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Thread: Purple Lotus, Lachiesh Plains, Poitain, Ideas!

  1. #31

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    You could use these npc to give quests to improve the craft :
    • for each craft building add a chest to stock components or resources. Its size could be increased with these quests and the size by default could depends on the level of the building.
    • for each craft building add a trader who can sell component directly to players by City Traders. These sold items could come from the building chest and the number of sold items in the same time could be increased by quest
    • Quests to add different type of social pets who can help the crafter to do his job : these pet can buff the player with experimentation to improve the success or decrease the craft time for example.
    • Add the possibility to manage a team of npcs who can do his job offline : these npcs could do the research components against money with a possibility to improve them (better stuff, xp wih quests, guards to protec them, horses to carry more ressources and improve performance). No need to make animations or events, a simple interface monitoring will be better.
    Last edited by Kesha; 5th June 2013 at 12:05.

  2. #32

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    Player housing.

    Decorating should be available to us for the guild cities as well. The buildings in guild cities are boring because they already come pre-decorated. We can't personalize them.

    Chopping trees down in the region could give us materials for furniture crafting. Livestock produce could be used in cooking. Plants for cooking and alchemy, etc.

    The game already has MASSIVE amounts of stuff spread throughout the world that we could pick up and place down in our homes, why not make some of it collectable? We could go into an instance (a tavern, an alchemy shop in Tarantia, etc) and deciding you like that chair/table/bathtub/plant/bed/candle etc. You decide to take it with you. This way our homes are a reflection of where we have traveled.

    Adding Khitai and Turan style homes would be ideal. You could sell types of homes in the cash shop as well as new guild city building models for the various races in the game.

    If raising livestock and plants are implemented make them optional as a shared task OR allow it to be a planting system where your crops/stock only require you to water/tend to them once and they will not die if you are offline for 5 days.

    There could be two different housing systems. This caters to ALL players.

    PvP region housing can be sieged. It can have areas up to 200 houses which are controlled by whichever guild captured the region. Players can build massive castle walls around it to defend it. Whoever owns the region is the guild you pay taxes to and thus, they allow you to keep your home there. Homes in PvP regions can be destroyed when a new guild claims the zone, but players get to keep everything that was on their land and simply place it down in a new spot when they find one.

    PvE region housing cannot be sieged. You pay taxes to an NPC. No one else can come destroy your home.
    Last edited by Grizzly; 5th June 2013 at 00:23.

  3. #33

    Default

    Player housing. If you don't have the resources to implement it, then use monetization through the in-game store for parts of the housing.

    Use each zone to implement factions for Stygia, Aquilonia and Cimmeria (maybe you choose one, or they unlock at different levels etc), that rank from playing in their respective zone, have a chain quest, give access to sets of local vanity armour, a player house and maybe, at level 80 rank 4, a couple of level 75 or 80 purples to chose from.

    Add godslayer version of the dungeon in each zone, like frost swamp etc.

    Add a wagoneer to hub city to easy to go somewhere from the resource zone.

  4. #34

    Default

    Player housing

    Random roaming epic bosses (rare, like once a day)

  5. #35

    Default

    Just leave them for the players to gather resources and keep two crafting systems together symbiotically.

    Do not misplace crafting experience into PVP or PVE experience.
    Last edited by Grizzly; 5th June 2013 at 00:24. Reason: Edited to keep inline with thread guidelines

  6. #36

    Default

    Mass PVP 18h Boss spawn areas. 2 bosses in each area. Bosses drop tokens and a random item of T5 level. Works excellently for Anarchy Online (though it's faction based there)

    For the rest of it, make 5 or 6 random spawn (as in their location) camps on random 4h-6h timers all over the place with T3-T4 level items not available anywhere else. Level 90+ mobs. Aimed at groups of 6-12 to force both population and roaming into the area.

    Give a reason to "force" groups in the area and compete for the loot. Make the loot worth fighting over. Perhaps drop T4 rares as well. Perhaps have a league of "most boss kills" each week with additional benefits.

    Remove any benefit from PVP level and AA's during PVP.. Level the playing field so that when you're fighting someone else AA's and PVP level don't give such a massive advantage.

    Meh, probably plenty of holes from doing that but can you imagine the activity in those areas if you did.

    Buff

  7. #37

    Default

    its an excelent oportunity to add more constructable buildings to guild cities, while incorporating factions and pvp objectives.

    add faction representatives in guilds.

    add cultural themes to guilds, make it possible to build stygian,cimerian, etc type of buildings.

    reguarding housing in guilds, they could be made to expand gameplay to this game by having the houses in guild cities have lootable items and even some simple lock system.
    http://img5.imageshack.us/img5/1811/...picture002.jpg
    http://img191.imageshack.us/img191/6...picture003.jpg
    housing in guild cities could be integrated without further instancing with locks like that in picture recognizing guild members or even particlar persons only to allow entrance.
    further more would be awesome to have introduced an adiciotional lock picking skill to game to open those same guild doors.
    some simple nodes inside the houses to allow simple developments to it like beds trunks to work as an adicional distinct storage compartment to players.

    wich should be lootable for non character binded items and resources.

    this would make guild housing both interesting for players for the extra storage and for pvp to add simple objectives to steal oposing guilds resources.

    the 3 resource areas should be pvp enabled.

    each zone could have 1 raid boss requiring some cerimony and special items to spawn like lurker boss, recycle existing epic bosses and make them harder and dropping crit rating blue potions and some vanity special items and futurly add special resources dropping from them.
    the darfari light armor/cloth is realy nice looking would be a shame to loose access to it so plz keep it in game.


    this would make spawning bosses a guild activity to have and with extra danger/excitment if instances where pvp enable so other people would get in the way of kill, given this perpectives bosses shouldnt have to strong habilities

    i realy liked the pve siege sugestion maybe link it to valor amounts to grant active guild more activities to do as a guild and to make them be more active to have those pve sieges happening.

    would be interesting to have the 3 group instances associated to the resource areas turned to scalable solo instances with unchained mode dropping one rare from last boss so those crybabies who dont like to play with other people would shut up.
    FORUM PVP LVL 10

  8. #38

    Default

    There a plenty of rooms and interiors they could use to start this. People could get them as rewards or from the store, same with decorations, stable, item specific storage like weapon racks, armour stands, and chests, and add the invite mechanic they use for the guild thing in OT to let other players in. A lot of demand and earning potential.

  9. #39

    Default

    Make those areas for housing and defending the homes!

    Let people buy a place, build a house, fit it with interior (Vistrix Head for example as a rare raid-drop) so other players can visit or view the interior.

    From time to time let a world-boss spawn in the area and attack the homes, so people are forced to fight together against the boss (like it was on the 5-year-event) to defend their homes.
    I don´t repeat the great possibilities for Funcom of earning money by making unique looks like buying colors and stuff in the Shop.

    Let the houses become ruined if the player stops making effords like repairing or living there. If a player stops playing the game, the house can be sold or burnt down after a year or so to prevent a ghost-town.
    Ich ignoriere die Beiträge von Zatochi und gehe daher nicht auf sie ein!

    "Ich besteh ja zu 90% aus Ellenbogen und 10% Herz... Und Gehirn natürlich... nochmal 30, 40%. Durchsetzen - mit Charme und Köpfchen!"
    [Stromberg]


    Das bin ICH!(That´s ME!) Meine Videos: Ein Tag in KhemiEin Tag in ConarchOutside Khemi

  10. #40

    Default Hi

    A place that i can call my home and invite my closest friends to and feel like i can rest and recover b4 i go into battle and just relax and have fun. Please use those areas that arn't been used for player housing.
    Last edited by Grizzly; 5th June 2013 at 00:28. Reason: Edited to keep inline with thread guidelines

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