Quote (MrMoJoRising @ Jul 10 2012 06:26pm)
I enjoyed the thoughts of a fun ladder slasher though..... OH.. what could be!! The POTENTIAL!!!

I think i will keep the wall down this time... so only quoted last line of text... BUT... I will be posting replies based on AREAs that are of interest...
1. Counterclass:Based on the replies / comments, I will be re-posting this with some additions... mainly need their own ABILITIES. Now with that said... and after reading it over again.
I will say that the stat placement on those toons are the same amount given to the characters we use today... not really overpowered... basically they are designed for that counterclass.
Sage = No Heals... well, with the abilities NOW, they benefit, also, IF the "Phalanx etc" suggestion was implemented, Sage would be a great choice to use. ALSO... will help economy with
FISH / COMFREYs etc... those skills will be utilised. (shit... getting ahead of myself here...

)
2. Skull Dungeon:This idea are for the people that have put alot of time, effort and $$$s in the game... and to be honest needs to be added for even new people to strive to try.
NOW... you are right about there being re-occuring items... BUT some additions to this area needs to be implemented and here are some more thoughts on it:
A... If a person in a group exits this area, they can NOT rejoin that group. So if all leave, they have to restart a new one.
B... NO ACCESS to your vault while down there... otherwise it just makes it TOO easy
C... When you die, Items are left on the ground for monsters to use... THIS ALSO INCLUDES what you have in your INVENTORY.
EDIT: Yup... a level 55 area...

Okay... with those 3 things above, this is what COULD happen... Say 20 people have died, about 5 of them picked up some great items from there, the BOSS monster
has a treasure room and is using the best items of that treasure... Monster is a Hybrid... Heal / Melee or Cast / heal. Your group kills him... it is a mad scramble (5 second rule)
to grab the best of the best items laying about... yup... you better make sure that you have room. What ever is left is left and when the 5 seconds is up, you automatically go
to town. (yup... may need a bit more thought, but that is the general idea I think)
NOW to answer your addition of Group vs Group... duelling should be left to PvP arena (can work on something later for this)... so... I still think you are on the right track, but,
maybe we can see other groups in there as well... message pops up... "Another group has entered to reap the rewards", you can NOT see a path to them and vice versa. NOW
the hard part... these groups race to the CORE, and yes... there should be "SPINS" to make it harder to get there. Once a group has entered the CORE, no other group can until
other group has finished... NO... it is not over yet... other group enters to kill BOSS... a new boss respawns for them... only thing is this... only 1 item from the remaining treasure
will be accessed... 2x weapon (random) / 2x armor (random) / 2x charm (random)... NOTE: may need to re-evaluate the amount to 1 of each... not sure.
3. Phalanx of Bjorn:Okay... this is also a 1-5 area, and when I mentioned 50% heal for them to appear, I should have been more specific that once
1 person gets to 50% health, they
will appear and physical attacks will work. Also, this suggestion was for CASTER GEAR in mind... could you imagine once again caster gear being usable? A good team balance is also brought into
the mix here... where healing, casting and melee is required... look at some of the old posts saying that catacombs are easy with KILLSPEED being major concern then healing being secondary!
Yup... faster killing means less damage taken and thus less healing required and keeping your actions high. Not only that, but this area MAY make use of some of those other abilities that we
do NOT even use... Monks, Ninjas may use their casting abilities... more diversity... I will look into this suggestion a bit more later on... I think it can have value... OH... once again... once you leave group,
you can not re - join... and NO ACCESS to your vault... remember, you are away from town.
4. Elder Well:Dang I knew this would be taken a bit differently to what I was suggesting... should not have used the word "Well" ...

This is actually another dungeon, but you enter a "Well" and you decend into caverns... so it is like doing MQ in a sense... as you decend, you pass the plaques of the fallen, OR Victors of Old.
To keep it simple, maybe the LAST 10 entries... "Fallen" or "Victors of Old"... they can appear as text in our Message Box to keep it simple and ppl can copy/paste for records. So... Victors of Old
will get this message with there character name added once they complete it... their little pride of completion....
Now... Once again... this can be 1-5... and yes... it is a single well just on the outskirts of town where the old town use to be (see the picture here... OLD LS) again rules are... NO Vault access, no leaving.
Yes you can do this solo... I bet that alot of people will go with a very strong caster again like the old days... BUT, you may still need the helpers as they say to reduce some dmg. Not biased for melee, these
areas are created to give diversity to builds, bring back the value of some items for those that want to do different areas et cetera... now... once again... Fish/Comfreys are back into the mix... woot.
On another thought... we HARDLY ever see tokens, maybe some of these areas have an increase drop rate for them? ... No objectives at all. Also... MAYBE there is an OPTION you can tick for SOLO in anyone of
these new areas where you do not have to NAVIGATE like the old well... this way it keeps it open for guilds to get groups together to maybe recover lost items from one of their fallen? Pretty much endless additions
for these.
__________________________________
There are alot of things that need to be identified in all the above suggestions... the key points for them are simple... (as you have said earlier)
1. More diversity brings in more players... each individual is different.
2. Economy needs to be increased to where it was for each core etc.
3. Skills are getting obsolete because of the diminished amount of people gaming
4. Great gear holders finding a challenging and reward like they use to... some incentive to play more ... maybe even get them paying $$$S again.
Remember each area created there targets certain areas where the game may have died in some form... and skills, profs included need some places
for that type of gamer....
Yup... I am at work posting this up...

and again... got to get back to the grindstone... yup I have more to say... but started noticing that things were starting
to go around in circles... so... when I get more time... I MAY post up some suggestions etc...
Goodluck all and Have fun...
tl;dr... yup...
Regards
Rex
This post was edited by izParagonzi on Jul 10 2012 06:38pm