This game needs a major overhaul to compensate for the updates levelling from 71 to 101 etc...
I posted through this thread... some responses were good... and I read alot of the posts during the other 11 pages... thing is,
it won't make much difference to what the designer has or wants incorporated (considering the amount of insufficient removals have done to the game)
Quote (izParagonzi @ Jul 4 2013 10:23am)
Only got back yesterday to play and test out the new updates, so far, not too shabby, now to some of the ideas.
Question: How many PERFECT Mystical(+), Level 35(+) items have been found?
Answer: To my knowledge ZILCH, NADA, NONE... maybe there should be a way to either find or make a perfect item other than TierIs
1. Autopilot = needs to be faster and have it follow either left or right wall (intelligent driving to a point, since the map can make changes).
... increase % chance of TD & Well spawning when autopilot is used, this will also encourage the use of it.
2. MCC / Arena = NO F WAY, I hated it, and when I found out that Life Steal was nerfed, no wonder people QQ and quit.
... We need a new area completely with a reward at the end of it based on a grading system for amount of people in group or solo.
... Start over again (new map) if a person leaves the group or DIES while exploring (this means no shrining).
... Maximum (normal) monster spawn per member in party / 50% minimum EP spawn per member in party
... Prize is calculated based on X amount of kills over X Time divided by amount of people in group = XP & dropped items (treasure at end)
... (this needs more work I think)
3. Vault = 10 Slots FREE / 1 Slot @ 5fg per 20 Days ( = 20 slots for 20 days = 100fg)... make the purchase of singular slots.
... Bulk Buy 100 Slots @ 4fg each over 20 days... NOTE: you are still receiving the 10 extra slots FREE
... Additional day purchases NOT NEEDED.
... Guild xfer days = (this is a monthly only basis): X number of MQs = X amount of guild transfer days awarded for that following month.
... Example: 50 MQs = 1 Guild Vault Transfer (GVT) / 100 MQs = 2.5 GVT / 150 MQs = 5 GVT / 200 MQs = 8 GVT etc...
... EDIT: You can purchase say 10 Days vs 100fg
4. Objectives = Need a major overhaul.
... All of them should be available when solo'ing as well as group play, reduce difficulty to 4 corners & Soften the sneaky shell when solo'ing (especially when only a melee character)
... Reduce the level requirement for: Elemental Education (45 to 30) / NMNM (55 to 45) / Mirror Maze (70 to 55) [this will help completing maps]
... Note: objectives and rewards are not great, thus people only spin on the spot from 1-45 and then explore, or 1-71 no explore. SOOOO
... If a reward for completing ALL objectives was created (that was useful), then it may ensure that players complete them ALL before MQ. (Maybe 5fg each person)
5. Selling Whites = No Sorry, this just means people with ML gear will just buy up level 45-55 whites, well them and resell junks to muters (or they are muters)
... Basically those that can bridge, will just hunt a level 1 Well, bridge upto higher level and just well the crap out of them, and they would not even
... need to play the game for profit, they just play another game, make fg fast, buy out the whites and just wells them... basically whites will sell for more fg
... than skillable items, or maybe the wellers will sell the junks off at higher prices to recover loss of fg. This does not also include well organised guilds that utilise their skillers in game or xfers.
END NOTE: As most of you know, I probably have more to say, but, at the moment I will just leave this wall for now.
6. (EDIT) Higher Tier items... in levels of 10 from 55... 65 / 75 & 85, no other tier in between and 85 being the last tier
Quote (izParagonzi @ Jul 4 2013 02:00pm)
This is only an idea spawning from the "Magical Stats" table:
No Changes TO:
Jubilance / EE / Dex / Strength / Vita / Int & Heal Mastery
Changes TO:
+ % Mods increased by 0.75% per Tier Round down
+ X Mods increased by 1 per Tier
Increase the % chance of perfect mod items dropping no matter what Tier level they are... OR... make a new area that has a boss that is extremelly hard to kill that will drop at least 1 perfect Mystical + item based on the map creation level... yes, map areas could be another way of doing this.
EDIT: Cata driving... remove monster spawn when turning on the same spot. This will increase map clearing speed and increase the chance of clearing objectives while also removing the "Spin Black" level up, they will have to find a road to go over... basically only moving forward will spawn monsters....
Stated on page 6
Quote (izParagonzi @ Jul 20 2013 02:57am)
Well, there will be people that will buy or sell off whites, and I am sure those that find lvl45-55 whites will normally well them themselves.
High level whites are far and few in between... only way I see them being collected: Ambush & Shaman hunting... that means dedicated group
that will explore. As for Hardcore, that is like asking for a miracle...

Here is an idea for drops (alot of people will say no because of skilling etc):
Level 16-30 = Monsters do NOT drop TierI items
Level 31-45 = Monsters do NOT drop TierI / TierII items
Level 46-60 = Monsters do NOT drop TierI / TierII / TierIII items
Level 61-75 = Monsters do NOT drop TierI / II / III / IV items
Level 76-xxx = Monsters do NOT drop TierI / II / III / IV / V items
Above does not change much at all, in actual fact, it can help skillers and new people out.
As of Page 7
Quote (izParagonzi @ Jul 28 2013 06:29pm)
9-12 hour solo run from 1-71 (gear dependent)... I solo 95 to 99.99% of the time on hardcore, and my gear is sufficient... not great.
7-10 hour 2 man group run 1-71 (gear dependent)... hardly do this, but that is my estimate based on the same objectives.
Note: The time frame is dependent on clearing maps, TD's and the number of EPs you encounter.
That is not a solo climb for a lock.
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@ Teash again... for group play, the game needs an overhaul to entice more gamers... as for me, since I am a simple person and enjoy gaining proficiencies, I don't mind Solo'ing,
in actual fact, solo'ing is the fastest way for a person to gain the most proficiencies for Weapons / Casting and healing.
I play other games to make FG to buy LS items, the droprate for GOOD items is pathetic... you get 89% more chances to find low end wellable items and about 3% higher level wellable
items... and then there are the EP encounters that drop low level items 85% of the time, 5% same tier level of the monster drop and the 10% with no drops.
NOTE: numbers in example above is about 99% correct, even if it does not equate to 100%
With the items now in existence, I doubt there would be anyone that can solo 71-101 without a death (unless they spin on the spot).
The objectives a a minor incentive, but in reality... +1-2 stat points mean nothing... even 100 max life of mana is nothing... I solo'd
Sneaky yesterday... got 2 vita stat points for it... thing is... it did NOT give me any extra hitpoints (I was level 58) like you would placing
a stat point there... Note: items with vita/int do not give more life / mana, but when you gain stat points, you SHOULD.
EDIT: Oh yeah... objectives are more oriented for DEXTERITY builds (even though some can be used universally).
Pinch / Bits / Treasure Pest / Ambush... thers are the easier ones, then there is Face and Four corners... which is like pinch, can put towards Dex.
Funny thing... one of the strength objectives... No maze no more... kinda sad really
And again Page 8
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End note... just postin up the same Ol Shite....
