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Some wishful ideas for Wind Slayer.

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Some wishful ideas for Wind Slayer. Empty Some wishful ideas for Wind Slayer.

Post  Valkyrie Tue Oct 16, 2012 6:56 am

Some ideas I cooked up overtime had that I thought would make Wind Slayer 2 a better 2DMMO that rivals La Tale and Maple Story . I'll try to keep it simple to understand as possible.

( Scroll down for the T;L;D;R version )

First let's start off with P.V.E


Player Versus Enemy


Strong and Weak attacks :

Generally when you're attacked by monsters, regardless of how much damage they do you'll be temporarily stunned when being hit. The same thing happens when you're hit by monster's strong attack only the stun is slightly longer. This isn't a bad system I just find it lacking in terms of excitement. What I would change is that stuns would be based off the percentage % of damage done to the enemy's max health. For example.
Player A's max health : 1,000.

Rhino Turtle hits for 75 damage.

Because Rhino Turtle dealt more than 7% of Player A's total health, she'll be stunned during the hit. If Rhino Turtle were to hit more than 10% of Player A's total health.

Player A's max health : 1,000

Rhino Turtle hits for 125 damage.

She'll be what's known as a "crack" which is a longer than normal lengthen stun ( approx 1.5 seconds ) If Angel is attacked consecutively during a "crack" she'll continued to be stunned repeatedly until she is hit 5 times then she'll simply be knocked on the floor.

This would make it so that you can't simply perma stun enemies with any random attack you manage to hit them with.


Monsters & Bosses.

Some people are comfortable with a game that isn't too challenging, but not too easy. However games such as Wind Slayer 2 is too much on the easy side than neutral. An example of this is how overpowered players are compared to monsters. It is hard enough for a group of monsters to down 1 single player. Having up to 5 people to join 1 party just makes it beyond overkill for the poor monsters. It'll be a miracle if they can get off 1 attack before the entire mob dies. Why can't the monsters simply have the ability to dash like Dynamite Hogs do? What I propose is.

Monsters :

1. Increase walk speed by 200%
2. Increase health by 500%
3. Increase damage by 200%
4. Allow monsters to dash when they're too far from the players ( similar to what dynamite hog does )

Bosses :

1. Increase boss walk speed by 300%
2. Increase boss health by 5,000%
3. Increase boss damage by 500%
4. Increase boss exp by 10,000%
5. Give each boss a wide range attack that can only be dodged through timed double jumping.
6. Give each boss a super long ranged attack to use when their health is below 30% only avoidable by timed double jumping.

Mob control.

Weak attack and hard attacks should have there own set amount of hit boxes. A reason why P.V.E is so easy is because monsters are generally only able to attack 1 player at a time while players can hit up to 7 monsters at once per attack. This also poses a problem in P.V.P with 2v1 fights being a near unwinnable fight for the teamed person. Also this puts a bit of control of spammed attacking.

Basic attacks ( Players & Monsters )

1. Weak attack can hit up to 2 enemies.
2. Hard attack can hit up to 4 enemies.


Spell damage multipliers.

Because they're so many spells and skills that attack many enemies at once the more enemies that are hit at once should reduce the amount of damage done to every enemy. An example of this would be as followed.

1. Attacking 1 ~ 2 enemies will not effect the overall damage to both enemies.
2. Attacking 3 ~ 4 enemies will effect the effect the overall damage by 20 %.
3. Attacking 5 ~ 7 enemies will effect overall damage by 35 %.
4. Attacking 8 ~ enemies will effect overall damage by 50 %

This will lessen the power of spammed attacking and killing of enemies.


Combo bonuses :

I believe every game should have a combo system that would keep players on their toes making training hectic. Bonuses that would derive from higher combo count would be as followed.

1. 10 hit combo increases Exp, Gold and Option drop rate by 5 %. ( Good ! )
2. 20 hit combo increases Exp, Gold and Option drop rate by 10 %. ( Nice ! )
3. 35 hit combo increases Exp, Gold and Option drop rate by 15 %. ( Cool ! )
4. 50 hit combo increases Exp, Gold and Option drop rate by 20 %. ( Great ! )
5. 70 hit combo increases Exp, Gold and Option drop rate by 35 %. ( Excellent ! )
6. 90 hit combo increases Exp, Gold and Option drop rate by 50 %. ( Wow ! )
7. 115 hit combo increases Exp, Gold and Option drop rate by 65 %. ( Awesome ! )
8. 140 hit combo increases Exp, Gold and Option drop rate by 90 %. ( Unbelievable ! )
9. 170 hit combo increases Exp, Gold and Option drop rate by 115 %. ( Unreal ! )
10. 200 hit combo increases Exp, Gold and Option drop rate by 140 % ( No Way ! )
11. 250 hit combo increases Exp, Gold and Option drop rate by 170 % ( Extraordinary ! )
12. 300 hit combo increases Exp, Gold and Option drop rate by 200 % ( God-Like ! )

This encourages players to get in the action for the great combo benefits as well as provide players without a full party to be able to level up at a fluent pace.


Player Versus Player


P.V.P Room Option # 1 [ No Control A.K.A Unlimited ]

You battle with the same stats you have outside of P.V.P.


P.V.P Room Option # 2 [ Novice P.V.P ]


This reintroduction Is not hard implement. Preset all participants to level 30 with equal stats regardless of class and restrict usage of all skills and weapons. This P.V.P option can only be played with novice weapons.


P.V.P Room Option # 3 [ Survivorman ]

A simple and chaotic P.V.P system that allows each man to defend for him/herself while each participant has 5 lives. After a player has died 5 times they're removed from play with the last one standing reigns victorious.


P.V.P Room Option # 4 [ Castle Siege A.K.A Boss Raid ]

A random player is crowned the king and their stats is increased to :

Health : 100,000
Mana : 10,000

Strength : 255 Intelligence : 255
Dexterity : 255 Vitality : 255

Granted Immunity to stun and frost ( ice effect )

Their goal is to keep their crown after having their castle sieged by rioting towns people. A 1 Vs 10 fight.

( Implementing my 7% to stun 10% to crack stun system it is very unlikely the King or Queen will ever be stunned by any attacks )


P.V.P Room Option # 5 [ Tournament ]

This mode requires 4, 8, 16 or 32 and each participant has to pay a set amount of gold entry fee. That money is all combined into the Runner-up and Champion prize money.

1. 4 Person tournament entry fee 10,000 Gold. Runner-up receives 10,000 Gold Champion receives 30,000 Gold.
2. 8 Person tournament entry fee 25,000 Gold. Runner-up receives 50,000 Gold Champion receives 150,000 Gold.
3. 16 Person tournament entry fee 50,000 Gold. Runner-up receives 200,000 Gold Champion receives 600,000 Gold.
4. 32 Person tournament entry fee 100,000 Gold. Runner-up receives 750,000 Gold Champion receives 2,250,000 Gold.

Once each player has officially signed up they're all warped to a tournament waiting room for 60 seconds. During that time each person can socialize while their randomly paired with another player and then after 60 seconds are teleported to a small room to fight. Once a winner is declared the winner will be warped back to the tournament waiting room while the other is sent back to the open world ( Outside the P.V.P server ) Once all the first round fights are over the participants will wait another 60 seconds to socialize while waiting for the next rounds to begin and this sequence will repeat until the last 2 participants fight to determine who the champion is. The runner-up and champion will be announced through server mic.


Room Option # 6 [ The Cage ]

Never want P.V.P to end? Well in this mode you jump into an open P.V.P fight with no end, each blow you deal to another rewards more Exp, Wsp, and gold. Just keep dropping enemies and duking it out for hours.


Room Option Setting # 1 [ No bonuses ]

This setting will turn off all bonus options on gear .


Room Setting # 2 [ Mixed Teams ]

This setting will eliminate the need for balanced teams, once a match has ended the game will begin anew in 5 seconds regardless of how many participants are on both sides. If both teams are uneven, the team with the lesser amount of players will receive 50 Strength, Intelligence, Dexterity and Vitality for each player under their team has.


Character Customizations and Equipment


Equipment Grades

Equipment can come in a variety of grades.

1. Regular [ White ] No bonuses
2. Magic [ Green ] 1 Bonus
3. Rare [ Light Blue ] 2 Bonuses
4. Legendary [ Purple ] 3 Bonuses

But this shouldn't be the only thing that differentiates them from one another. The higher the rarity, the better defense it provides. This will give players more incentive to seek higher grades of armor.

1. Regular : Adventurer's Jacket + 100 defense.
2. Magic : Adventurer's Jacket + 110 defense.
3. Rare : Adventurer's Jacket + 130 defense.
4. Legendary : Adventurer's Jacket + 150 defense.

1. Regular : Adventurer's Staff + 200 attack.
2. Magic : Adventurer's Staff + 220 attack.
3. Rare : Adventurer's Staff + 260 attack.
4. Legendary : Adventurer's Staff + 300 attack.


Equipment Redistribution

It sucks when you get a gear with a very high stat bonus but it's the wrong stat. I in particular found a monk level 70 headband with + 13 Intelligence on it. Create a npc that will allow you to randomly changed the bonuses on your gear into other stats, an example of which would be as followed.

Crimson Dagger [ Rare ]

Strength + 5
Vitality + 4

Redistributed to

Vitality + 5
Dexterity + 4 ( a much more desirable bonus )

Redistribution will cost approx : 50,000 Gold at 50% chance of success.


Stat Fusion

An option that would be unique to Wind Slayer would be stat fusion. It works similar to stat redistribution except for instead of changing stat bonuses, they're all fused into 1 high stat option.

Beauritania Priest Staff [ Legendary ]

Intelligence + 2
Strength + 2
Dexterity + 6

After using stat fusion ( randomly chooses a stat to fuse into )

Intelligence + 10

Stat fusion will cost approx : 25,000 Gold at 30% chance of success.


Using equipment as fashion

Nothing's more uglier than wearing a level 70 Jack the Ripper shirt with the Shadow Assassin's Pants.

Using equipment as armor is converting a piece of gear that normally gives defense / attack into a fashion item.

Adventurer's Jacket + 100 defense ~ Adventurer Jacket [ Top ]

The Adventurer's Jacket is now a piece of fashion. Why have cash shop fashion when you can use equipment fashion? Because cash shop fashions will still have bonuses on it E.G Cupid Top [ Female ] + 3% max health. Therefore, Cash shop fashion is still superior.

Boss Gears

As with most games, players are rewarded for hunting down bosses with dropped gears. Bosses gears are gears with special bonuses on it not found on normal gear such as + 10% magic defense or + 15% mana increase. Such gears would be as followed.

Rynx Gears

Rynx's Cannon : Ghost Ranger [ Weapon ]

Dexterity +10%
Scatter Shot + 5

Rynx's Lucky Belt : All Classes [ Belt accessory ]

Vitality + 10
Movement Speed + 10%

Monkey King Gears

Monkey King's Ruby Staff : Priest & Wizard [ Weapon ]

Intelligence + 10%
Fireball +5 [ Wizard ]
Holy Strike +5 [ Priest ]

Monkey King's Funky Crown : All Classes [ Helmet ]

All Stats + 10
All Defense Stats + 20

Atomic Ball Gears

Atomic Ball's Steel Fist of Rage : Monk [ Weapon ]

Strength + 5%
Vitality + 5%
Double Punch +4
Weakness Detection + 1

Atomic Ball's Jetpack : All Classes [ Cape ]

Movement Speed + 10%
Jumping Height + 20%

Wasblanca Gears.

Wasblanca's Toxic breath dagger : Rogue [ Weapon ]
Dexterity + 10%
Poison + 5 levels

Wasblanca's SunFlower Bow : Archer [ Weapon ]
Dexterity + 10%
Poison Arrow + 5 Levels
Wolf + 5 Levels

Boss equipment that are dropped automatically have Magic grade on them with the possibility of having rare and ultimate.

When upgrading boss equipment instead of simply its stat increasing its level increases as well. Boss equipment can be upgraded using grinding stones. All boss equipment are preset to level 10 and gains 10 levels per upgrade.

Rate of success at level 10 : 90% [ 100 Grinding Stones required ]
Rate of success at level 20 : 80% [ 200 Grinding Stones required ]
Rate of success at level 30 : 70% [ 300 Grinding Stones required ]
Rate of success at level 40 : 60% [ 400 Grinding Stones required ]
Rate of success at level 50 : 50% [ 500 Grinding Stones required ]
Rate of success at level 60 : 45% [ 600 Grinding Stones required ]
Rate of success at level 70 : 40% [ 700 Grinding Stones required ]
Rate of success at level 80 : 35% [ 800 Grinding Stones required ]
Rate of success at level 90 : 30% [ 900 Grinding Stones required ]
Rate of success at level 100 : 20% [ 1,000 Grinding Stones required ]

A large very vibrant glow will emit from your weapon when it's +10. Unlike normal gear increases, Boss gears will not go down a level if failed.


Elementrium Ores

These ores are similar to what we already have in game except these give the player more control of what they want to invest in. The stat option given by each level of elementrium ore varies.

Elementrium [ Level 1 ] Price : 10,000

Elemental Damage + 1 ~ 2 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 1 ~ 2 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 50 Hp [ Fire ] + 50 Mp [ Water ] + 5 Mp Recovery [ Wind ] + 5 Hp Recovery [ Earth ] 30%

Elementrium [ Level 2 ] Price : 20,000

Elemental Damage + 2 ~ 4 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 2 ~ 4 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 100 Hp [ Fire ] + 100 Mp [ Water ] + 50 Mp Recovery [ Wind ] + 50 Hp Recovery [ Earth ] 30%

Elementrium [ Level 3 ] Price : 30,000

Elemental Damage + 4 ~ 6 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 4 ~ 6 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 200 Hp [ Fire ] + 200 Mp [ Water ] + 100 Mp Recovery [ Wind ] + 100 Hp Recovery [ Earth ] 30%

Elementrium [ Level 4 ] Price : 50,000

Elemental Damage + 6 ~ 8 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 6 ~ 8 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 300 Hp [ Fire ] + 300 Mp [ Water ] + 150 Mp Recovery [ Wind ] + 150 Hp Recovery [ Earth ] 30%

Elementrium [ Level 4 ] Price :100,000

Elemental Damage + 7 ~ 10 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 7 ~ 10 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 400 Hp [ Fire ] + 400 Mp [ Water ] + 200 Mp Recovery [ Wind ] + 200 Hp Recovery [ Earth ] 30%

Elementrium [ Level 5 ] Price : 150,000

Elemental Damage + 8 ~ 12 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 8 ~ 12 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 500 Hp [ Fire ] + 500 Mp [ Water ] + 250 Mp Recovery [ Wind ] + 250 Hp Recovery [ Earth ] 30%

Elementrium [ Level 6 ] Price : 200,000

Elemental Damage + 9 ~ 15 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 9 ~ 15 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 750 Hp [ Fire ] + 750 Mp [ Water ] + 375 Mp Recovery [ Wind ] + 375 Hp Recovery [ Earth ] 30%

Elementrium [ Level 7 ] Price : 400,000

Elemental Damage + 10 ~ 19 [ Type depending on the type of elementrium used ] Probability 35%
Elemental Resistance + 10 ~ 19 [ Type depending on the type of elementrium used ] Probability 35%
Enhancement + 1,000 Hp [ Fire ] + 1,000 Mp [ Water ] + 500 Mp Recovery [ Wind ] + 500 Hp Recovery [ Earth ] 30%


Elementrium Crystals

Similar to Ores except they increase main stats.

Elementrium Crystals [ Level 1 ] Price : 10,000 Gold.
Fire + 1 ~ 2 [ Strength ]
Water + 1 ~ 2 [ Intelligence ]
Wind + 1 ~ 2 [ Dexterity ]
Earth + 1 ~ 2 [ Vitality ]

Elementrium Crystals [ Level 2 ] Price : 30,000 Gold.
Fire + 2 ~ 4 [ Strength ]
Water + 2 ~ 4 [ Intelligence ]
Wind + 2 ~ 4 [ Dexterity ]
Earth + 2 ~ 4 [ Vitality ]

Elementrium Crystals [ Level 3 ] Price : 50,000 Gold.
Fire + 2 ~ 6 [ Strength ]
Water + 2 ~ 6 [ Intelligence ]
Wind + 2 ~ 6 [ Dexterity ]
Earth + 2 ~ 6 [ Vitality ]

Elementrium Crystals [ Level 4 ] Price : 100,000 Gold.
Fire + 3 ~ 7 [ Strength ]
Water + 3 ~ 7 [ Intelligence ]
Wind + 3 ~ 7 [ Dexterity ]
Earth + 3 ~ 7 [ Vitality ]

Elementrium Crystals [ Level 5 ] Price : 150,000 Gold.
Fire + 4 ~ 8 [ Strength ]
Water + 4 ~ 8 [ Intelligence ]
Wind + 4 ~ 8 [ Dexterity ]
Earth + 4 ~ 8 [ Vitality ]

Elementrium Crystals [ Level 6 ] Price 200,000 Gold.
Fire + 5 ~ 9 [ Strength ]
Water + 5 ~ 9 [ Intelligence ]
Wind + 5 ~ 9 [ Dexterity ]
Earth + 5 ~ 9 [ Vitality ]

Elementrium Crystals [ Level 7 ] Price 400,000 Gold.
Fire + 5 ~ 10 [ Strength ]
Water + 5 ~ 10 [ Intelligence ]
Wind + 5 ~ 10 [ Dexterity ]
Earth + 5 ~ 10 [ Vitality ]

Elementrium Reset : Resets enhancement to 1. Price 100,000 Gold.

Gold : 940,000 To enhance 1 gear to 7.
Gold : 5,640,000 To enhance 6 gears to 7.


Titles

On Top of collecting cards for a 10 % Experience rate boost, title rewards are rewarded to you upon collecting a certain % of cards.

1.Hunting Novice : Health & Mana + 100 [ 10% Card collection ]
2.Hunting Intermediate : Health & Mana + 200 [ 20% Card collection ]
3.Hunting Expert : Health & Mana + 300 Strong damage & weak damage + 10% [ 40% Card collection ]
4.Hunting Professional : Health & Mana + 500 Strong damage & weak damage + 20% [ 80% Card collection ]
5.Hunting Legend : Health & Mana + 1,000 Strong damage & weak damage +50% Movement speed + 100% [ 95% Card collection ]

1. Errand Boy : All Stats + 5 [ Complete 10% of all quest ]
2. Quester : All Stats + 10 [ Complete 20% of all quest ]
3. Adventurer : All Stats + 10 Defense + 10% [ Complete 40% of all quest ]
4. Rising Hero : All Stats + 15 Defense + 15% [ Complete 60% of all quest ]
5. Hero : All Stats + 20 Defense + 20% [ Complete 80% of all quest ]
6. Hero of Wind Slayer : All Stats + 20 Defense + 25% Magical Defense + 10% [ Complete 95% of all quest ]


Pushing skills beyond their natural limits

These are sacred skill books that allows its reader to surpass the normal limitations of any skill. A example would be as followed.

Beast Master's [ Wolf skill level 10/10 ]

Wolf skill is a second class skill therefore all monsters level 30 ~ 49 will drop the 2nd Sacred Book Of Secrets. The Book of Secrets is a mythical book that contains information that allows one to surpass normal human limitations.

1st Class : Bear Charge [ 10/10 ] + Sacred Book of Secrets = Bear Charge [ 11/10 ~ 20/10 ]

2nd Class : Poison Cloud [ 10/10 ] + Sacred Book of Secrets = Poison Cloud [ 11/10 ~ 15/10 ]

3rd Class : Triple Invisible Bomb [ 10/10 ] + Sacred Book of Secrets = Triple Invisible Bomb [ 11/10 ~ 15/10 ]

Sacred Book of Secrets can increase a skill 5 levels beyond their natural limit.

1st Sacred Book Of Secrets increases any first class skill up to 10 levels beyond the natural limit [ Only need 1 to increase skill per level ]

2nd Sacred Book of Secrets increases any second class skill by up to 5 levels beyond there natural limit [ 2 books are needed to increase level per level ]

3nd Sacred Book of Secrets increases any third class skill by up to 5 levels beyond there natural limit [ 3 books are needed to increase level per level ]

Drop Rate of each book Approx :

1st 00.80 per monster.
2nd 00.60 per monster.
3rd 00.40 per monster.


General

Path ways to travel into different areas.

It'd be nice to connect the towns through small passage ways. Having every place in Wind Slayer be connected by portals makes the game seem really lazily developed. It isn't hard to use the tile sheet used to make the monster zones themselves to make areas where the say Ozi Vilage gradually turns into Balderan then you're in Balderan.


Crafting

Instead of having actual items drop from monsters, have monsters drop misc that can be turned into usable food, craftable material, or item buffs. By double clicking on a particular item a craft window will come up. Out of all your misc items you'll be able to set how many of any particular item you wish to make and the game will attempt to craft them into the desired item. ( This would also be effected by your crafting level )

Octoboy Leg x1 ~ Octo Sushi [ Food ] Recovers a portion of health.
Scavenged bone x1 ~ Bone Plate [ Material ] Used in making potions and cures.
Yellow savaged ball x1 ~ Yellow Scrap Iron [ Material ] Used in crafting weapons.
Dynamite Hog snout x1 ~ Spicy Jerky [ Food Buff ] Used to gain temporary 10 minute buff.

A nice active alternative to standing in front of an object in the Mining / Gathering area with a heavy item left on your keyboard.


Auction House

Players can set their items in the auction house for people to buy without having to leave their PC on every night to do so. Instead of just having a purchase only or bid only system players will have to set a "buy now" option as well as a bid option. If bids fail to equal of exceed the buy now price within 24 hours the game will return your item back through mail while taking 5% of the total amount of gold wanted for the item.


Sealed Package

A sealed mail is a piece of mail that can be sent to another player and won't be retrievable until a preset ( buy the mailer ) demand on the sealed package. An example of this would be.

Safe sends Harmonix her Worm Dragon Hat, but she seals it. When Harmonix receives the mail she will see a note on it saying " You cannot retrieve contents without first setting 500,000 Gold in the money window" Harmonix would be unable to retrieve the Worm Dragon Hat unless she puts in 500,000 Gold in the Reply window. Only after she sets 500,000 Gold in the reply window can she Retrieve the hat from the mail. Safe will in return be sent the 500,000 Gold.

If the item isn't retrieved within 24 hours it is simply returned to the mailer.

This would help against scamming.


Exp for quest need to be made worthwhile

Quest exp should give at least x5 more exp.


Daily Quest

Help players keep busy, have a bulletin board that has a list of troublesome monsters in every region, Popola, Ozi Village, Amakusa etc rewarding more exp per quest. Allow all quest in the game to be repeatable every 24 hours but with 30% less exp/money rewards.


Additional Guild Options


Headquarters


Players should be allowed a 3 room headquarters for them to socialize and hang out in. Also, allow each guild to level up through quest exp instead of training exp. This would encourage players to work together and keep busy to level up their guild.


Guild Shops

There should also be guild quest that rewads guild coins with a guild shop based on the amount of coins you have. These shops will sell items similar to premium shop items but not as powerful.

The shops would sell similar items like.

Exp + 100% ( 2 hour ) Price : 5 Guild coins.
Exp + 200% ( 4 hour ) Price : 15 Guild coins.
Gold + 100% ( 1 hour ) Price : 5 Guild coins.
Gold + 200% ( 2 hour ) Price : 10 Guild coins.
Strength, Intelligence, Dexterity, Vitality + 25% ( 24 hours ) Price : 10 Guild coins.
Strength, Intelligence, Dexterity, Vitality + 50% ( 24 hours ) Price : 15 Guild coins.
ICash ( 10 ) Price : 10 Guild Coins.
ICash ( 25 ) Price : 15 Guild Coins.
Resurrection potion x 5 : Price 5 Guild Coins.
Monster card box [ contains a random monster card ] Price : 10 Guild coins.
Guild Dungeon Ticket [ Allows all online guild members to enter a secret dungeon containing extremely difficult monsters that drop unique gears, reward very high exp % gold for 1 hour. ] 50 Guild coins.

Each quest done rewards the player with a Hero's medal which can be converted into guild coins.
10 Hero Medals = 1 Guild coin.


Guild Level Benefits

Guilds should have more benefits from being in higher level guilds instead of just being in a guild that holds more players. With each level benefits should be rewarded for players within the guild.

Guild [ Hero Type ]

Level 1 [ Guild Quest Exp 0 ~ 155 ] 10 Max Player Limit
Strength + 1
Intelligence + 1
Dexterity + 1

Level 2 [ Guild Quest Exp 155 ~ 465 ] 15 Max Player Limit
Strength + 2
Intelligence + 2
Dexterity + 2

Level 3 [ Guild Quest Exp 465 ~ 1,395 ] 20 Max Player Limit
Strength + 4
Intelligence + 3
Dexterity + 3

Level 4 [ Guild Quest Exp 1,395 ~ 4,185 ] 30 Max Player Limit
Strength + 6
Intelligence + 4
Dexterity + 4
Max Damage + 5%

Level 5 [ Guild Quest Exp 4,185 ~ 16,740 ] 40 Max Player Limit
Strength + 8
Intelligence + 5
Dexterity + 5
Max Damage + 7%
Min Damage + 2%

Level 6 [ Guild Quest Exp 16,740 ~ 33,480 ] 50 Max Player Limit
Strength + 8
Intelligence + 6
Dexterity + 6
Max Damage + 8%
Min Damage + 3%
Gold + 5%

Level 7 [ Guild Quest Exp 33,480 ~ 66,960 ] 55 Max Player Limit
Strength + 10
Intelligence + 7
Dexterity + 7
Max Damage + 8%
Min Damage + 3%
Gold + 6%

Level 8 [ Guild Quest Exp 66,960 ~ 200,880 ] 60 Max Player Limit
Strength + 10
Intelligence + 8
Dexterity + 8
Max Damage + 10%
Min Damage + 5%
Gold + 8%

Each quest done by a player adds 5 guild Exp to the guild.


Stats

The current stats encourages players to simply go 90% Str/Int/Dex and 10% Vit. This is a very bland system. Each stat should have an additional effect on stats.

Strength : Increases physical damage ( all classes ) Increases defense & total health 50% of Vitality value.

Intelligence : Increases skill damage, Cooldown, and total mana.

15 Int = + 1 Skill Elemental damage.
10 Int = + 0.1 Second Cooldown reduction.

Dexterity : Increases critical rate, movement speed, jumping height, and attack speed.

40 Dex = + 1% Attack Speed.
25 Dex = + 1% Movement Speed.
20 Dex = + 1% Critical Hit Defense
15 Dex = + 1% Critical rate.
10 Dex = + 1% Jumping Height.

Vitality : Increases total health, physical & elemental defense, and block rate.

15 Vit = +1% Block rate.


Parties

I like games where the more players participating in the grinding the faster the Exp is. Parts would level up just like players and when the party Exp reaches 100% the party levels and the party leader is able to allocate party Exp points into a variety of options to help the party in there task.

When the party levels up it'll receive 1 skill point to add into different party passive skills.

Party Exp + 4%
Party Gold +5%
Party Item drop rate +4%
Party Rare item drop rate +1%
Party Max Damage + 1%
Party Min Damage + 1%

This makes it so that a group can focus on different task. Using this system could be used for gold farming, rare item farming as well as training.

Party Exp is gained by defeating monsters within 5 levels of your own. 1 monster = 1 party Exp.
As the party levels up the party will require more Exp to level.

Level 1 [ 0 ~ 100 ]
Level 2 [ 0 ~ 200 ]
Level 3 [ 0 ~ 300 ]
Level 4 [ 0 ~ 400 ]
Level 5 [ 0 ~ 500 ]
Level 6 [ 0 ~ 600 ]
Level 7 [ 0 ~ 700 ]
Level 8 [ 0 ~ 800 ]
Level 9 [ 0 ~ 900 ]
Level 10 [ 0 ~ 1,000 ]

( needing 100 more monster kills per level )

In order for a group to start receiving great Exp/Drop Rate/Gold/Damage all participants would have to chip in. Obviously, this would greatly discourage leechers.


Too Long Didn't Read

This section is the same as the more detailed sections, just, without all the details.


P.V.E

Strong & Weak Attacks : The chance of stun should be based on the % of total damage taken rather than being whenever an attack is landed.

Monsters & Bosses : Increase movement speed, damage, and overall health.

Mob Control : The more enemies being damaged at once, the less damage the attack does.

Combo Bonuses : The higher the combo, the more Exp, Gold and a better drop rate you'll receive during the combo.


P.V.P

Unlimited P.V.P : Bring Unlimited back.

Novice P.V.P : Bring Novice P.V.P back.

SurvivorMan : Free for all, each player has 5 lives, when a player has died 5 times they're eliminated.

Castle Siege : A boss raid with 1 player consisting as the boss.

Tournaments : A tournament in which everyone bets gold and the runner-up and champions receives all the gold.

The Cage : A open P.V.P that any player can jump in and out. No time limit no rules a simple endless free for all. Exp, Wsp, and Gold is determined by how much damage given, taken and enemies killed.

No Bonuses : Players fight without influence of stated gear.

Mixed Teams : Allow unbalanced teams while given stat buffs to the team with less players.


Character Customizations and Equipment

Equipment Grades : The better the grade, the more attack, defense the gear has.

Equipment Redistribution : Allow players to randomly change the stat being given on a piece of gear.

Stat Fusion : All the stat bonuses on a piece of gear is fused into 1 large stat bonus.

Using equipment as fashion : Lock a piece of gear and convert it into fashion ( no benefits )

Boss Gears : Every boss should drop a rare pieces of gears.

Elementrium Ores : Stat ores that gives players more control of stat what they want to enhance on their gears.

Titles : Titles that give stats.

Pushing skills beyond their natural limits : Special items that allow skills to exceed 10/10


General

Path ways to travel into different areas : Need small passage ways to connect each town.

Crafting : All Crafting items drop from monsters themselves.

Auction House : Self explanatory

Sealed Package : Allow a preset cost that recipients of mail need to pay to abstract mail.

Increases Exp Reward for quest : By at least x5.

Daily Quest : Allow all quest to be repeatable once every 24 hours.

Guild HQ : A Special area reserved for specific members of a guild.

Guild Shops : A shop that members of guilds purchase special items.

Guild Level Benefits : The higher the guilds level, the more stat benefits each guild member receives.

Stats : Change each stat so that they're all required to make a great character.

Strength : Max/Min damage, Defense 1/2 Vit Value, Health 1/2 Vit Value.
Intelligence : Skill damage, Cooldown Reduction, Total Mana.
Dexterity : Critical rate, Movement Speed, Jumping Height, and Attack speed.
Vitality : Physical & Element Defense and Block Rate.

Parties : Remove full party exp in place of party levels where players can decide which bonuses they would like come from being in a party.


Lemme know what you think.
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Post  BardOfLife Tue Oct 16, 2012 12:41 pm

This.....is.....GREAT!!!!
If all this was in windslayer, it'll make the players more active in PVE, as well as, PVP. I would literally die from the excitement. I would definitely spend my day doing cage match. It's just so.........BFJSBJFNAV:N:NAN amazinsj HVBJSbvhg. This makes me want to grab Hamelin and show them this. There is nothing here I would disagree on.

Some things I would like to add to the PVP. This is a PVP game after all
>u<

PVP: Tag Battle


Before Entry
Two players enter the room, Player A and Player B. Player A goes on red, Player B goes on blue. The player's battle doesn't start yet because you need more than 1 person to tag battle. A third person comes along, Player C, and attempts to join the red team player. Now Player A has the option of letting Player C join his team. If Player A wants someone else to join his side, or is waiting for another player they know to come, they have the option of rejecting Player C. Player D comes along and attempts to join Player B. Player B accepts, they are now a team. Player C join Player A, the match begins.

Process
Player A and Player B stand alone head to head, while Players C and D are in their waiting area. Player A doesn't wish to fight at first, and switches out with Player C. Now Player C and B are face-to-face. The Player in the Waiting room has no say in switching in or out, so all players need to stay alert. There's a cool down for the switch exchange so teams won't be instantly switching back and forth. Switching out has the same process of using a skill, can't use it in the air, can't use it being hit. Once both players on 1 team are dead, the match is over.

Notes
Everyone has to stay alert during this mode. HP and MP will be increased due to the insane combos a tag team can pull off, and the lack of player capacity. This mode will allow players to work together,and change the way the fight alongside others.

PvP: Guild Team Battle

Before Entry
Two Guilds sign up, and meet each other for a battle. The master/admin of one guild who declared/accepted war chooses who gets to join the fight. If they choose a player from their guild, that player has the option of signing up or not. There can be at most 6 players in the tourney. There will be a list of numbers 1-6. The master/admin has an option on who's going to be number 1/2/5/4/etc.

Process
The battle begins with a 1v1 between Team A and Team B. Number 1 from both sides go head-to-head. If Number 1A were to die, Number 2A gets sent out, and faces Number 1B. Number 1B also gains a 20% hp/sp recovery after defeating Number 1A. This way they still has a fighting chance. Once one team's players are eliminated, the match is over.

Notes
Everyone's maximum hp/sp are decreased during this mode. There shouldn't be any 5 min long 1v1's in this mode. The stage should also be fairly small with few platforms. This way runners can't get very far, and forces them to fight their opponent.

Just some thoughts. I think I would have fun with it, but I'm not sure if others would like it since it has rules pre-entry.
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Post  Valkyrie Tue Oct 16, 2012 4:10 pm

That would make pvp allot more hectic, constantly tagging in partners to better suit the situation, but it could also be abused. Maybe a 20 ~ 30 second period between switch ins. With that you could forget you're even playing a MMO.
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Post  derpbag Sun Oct 21, 2012 5:15 am

Copy paste from other thread

House of Illusion mode < made that up
- co-op team gamplay in which a random super insanely difficult bosses are spawned
- certain room outside of field like dungeon
- special rewards at the end
- "fight to the end" where the mode ends when team dies.
- resurrected at the next stage.
Easy:
- bosses have 10x more hp from original e.g 5 > 50
- attacks are 5 times as painful
- defense is 2 times as protective
- exp is 10 times more
Medium:
- 20x more hp
- 15 times
- 7 times
- 15 times
Hard:
- 40x
- 20x
- 15x
- 150x
Insane:
- 50x
- 30x
- 20x
- 200x
GoG:
- 100x
- 75x
- 75x
- 500x
- around maybe 5 stages easy, 10 stages medium, 15 stages hard, 20 stages insane, 50 stages GoG - God of gaming

Change the rates whatever you like, it doesn't matter, but the point is to make a boss dungeon in which we can train alternatively to normal dungeon and pvping. Make it unable to solo or else normal dungeon will cease to exist.
=====================================================================================
Hide and Seek:
Even 3 year olds play it, why have we not realized this is a fun game?
One/two players are chosen, chat from other team is hidden.
- Have to use archers weak attack to hit other players.
- Once opposing player is hit, they will turn to the team that is "it" and will have to hunt their own original team
- Last one surviving wins
- Only the team chosen to be "it" can see their own team for fairness and cheating.
Everyone is an archer but only the person chosen to be "it" can attack. All other players have 1 hp and cannot be seen by the person who is "it." Like Zombies so to say, you get hit, you're on my side. All other players are unable to attack or use skills but are able to move and dash and jump. The person who is "it" would have to blindly try to attack anyone they can. Game ends when 1 person is still alive.
=====================================================================================
Tag, once again why not:
- One person is "it" and has archer's strong and jump attack
- Opposing players movement speed = 120%
- Player at the end of time limit with least amount of turns for being "it" wins
- Top 5 rewarded.
Everyone is an archer. The "it" glows brightly - indication. Once another person is hit, the original "it" is now an ordinary player with 5 seconds invincibility time. The person hit is now "it." Nobody can attack except for the person who is "it."
=====================================================================================
Another Close range class - Necromancer
Necromancer class < sort of
- summon undead
= lv 10 , summon undead mouse
= lv 13, summon undead dog
etc all with different attack styles, healing, aggro, def, offensive, magic
Summoned monsters appear behind you like a puppet and attack in front of you. Summoned monsters have different skills.
Only "ranged" skill would be maybe an undead mage. This would be like an all round character with a large penalty in defense and inability to use shields or hats < can wear but no stat bonus.
Something like that. Maybe Occultist or Poltergeist.
=====================================================================================
Sort Button
A button to organize the inventory according to type, rarity, and name.
=====================================================================================
PvP Equips
Bring back the old equips which can be traded with PvP points
More Style better stats and more reason to play PvP.
=====================================================================================
All-Nighter mode
A special system in which players can choose whether or not to become "Crazy" at level 20.
Crazy mode:
- Doubles experience rate
- Everytime you die, you lose half of all your money in your bag
- Also lose Triple the amount of exp for dying.
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