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Making Ws2 more for hardcore gamers.

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Making Ws2 more for hardcore gamers.

Post  Valkyrie on Mon Nov 21, 2011 8:44 am

I'm going to try and avoid suggestions that we've already said before so don't bring them up.

This is quite a long list of suggestions, please read through the whole and consider it.


Pve.

1. Monster strong & weak attacking.

As of now monsters only stun users when they do a hard attack and weak attacks are ignored, I find that this is where the difficult is lacking when fighting monsters. I suggest that instead of making only monster strong attacks stun players it should be based according to the % of the player's maximum health the monsters take. E.G

Player health : 1000
Monster damage : 72
Monster damage is greater than 3% of player's maximum health resulting in temporary stun. When damage dealt is more than 7% of players maximum health, their temporarily stunned for a greater length of time.

This makes it so that players can't simply go pure power and be able to spam monsters to death.

2. Bosses
Increase boss damage by 300% Speed by 200% & Health by 1000%

3. Player weak attacks should not be able to stun if monster weak attacks can't.

4. Damaging multiple monsters will reduce damage.

Another reason why training is far too easy, monsters are unable to attack more than 1 player at a time while players are rapidly fighting 6 ~ 7 monsters at a time. To make this more challenging ( for those who seek it ) the more monsters that are attacked by a skill at one time the weaker the damage is between all monsters. E.G

Player uses Fire Beat / Fireball / Fire Arrow etc and hits 8 monsters.

First 2 monsters attacked by spell will be damaged at 100% power.
Monsters 3 ~ 5 damaged by spell will be afflicted at 20% reduced power.
Monsters 6 ~ 8 damaged by spell will be afflicted at 40% reduced power.

This makes it so that players aren't able to as easily, or will be less likely to mob entire spawns of monsters.

5. Monsters being able to dash.

Its pretty self explanatory, if monsters are off your screen ( or a set distance away from target ) they begin moving faster ( as if on sprint )

6. Higher combo = more exp & better item drop rate.

Another self explanatory suggestion.

10 combo = +2 Exp & 2 % Rare item drop rate
30 combo = +5 Exp & 5 % Rare item drop rate
50 combo = +7 Exp & 7 % Rare item drop rate
70 combo = +12 Exp & 12 % Rare item drop rate
100 combo = +17 Exp & 17 % Rare item drop rate
140 combo = +27 Exp & 27 % Rare item drop rate
180 combo = + 47 Exp & 47 % Rare item drop rate
240 combo = + 87 Exp & 87 % Rare item drop rate
300 combo = + 100 Exp & 100 % Rare item drop rate


Pvp.

1. Overall stats.

Although every players levels are set to 99 the stats should not be 118.
Having nearly 2000 mana encourages players to play Erratically and spam the same attacks over and over ( I've seen several warriors spam bear charge and sonic slash )

2. Clearner hit boxes.

If players keep hitting me when I'm behind them trying to grab, i'ma go crazy.

3. Higher leveled skills = longer cooltime.

Why do I feel like Ws2 is just a newbier version of Ws1? I fought in pvp today with my monk and I swear all I had to do to win was spam wind kick over and over.

4.If all players on both teams are down except for 1 on each side.

A timer of 30 seconds should appear to end the game prematurely if a winner isn't declared.

5. If players linger in matches without damaging anyone.

They should receive a penalty of -50% Power, Speed, and Defense debuff until they've damaged another player Or all skills are locked until an opposing player is damaged.

6. Option in STD for altered and unaltered gear.

No one wants to fight against someone with +50 or higher str/dex/int/vit above their own.

7.Return block action for all classes.

Not being able to block is dumb. ( To compensate for warriors, their shields should automatically increase defense )

Field.

1. Sealed items.

We all know these things are menaces on the fields due to their remarkable ability to........ CRASH YOUR GAME ! ( soon to be fixed I hope ) But even so, why have sealed items in the first place? I mean if you can't even trade them between your characters, they're complete waste of space.

To make them more useful, we should bring back the removed altered colored gears of Ws1 and make them the sealed items. Think about it, why have magic gears that basically do the same thing as seals and are tradable? A example of a sealed gear would be as followed.

( Crimson blood dagger ) a level 55 weapon in WS1 removed due to it being a altered colored of the level 10 dagger ( rogue dagger ) instead of removing the crimson blood dagger, make it a sealed item so that sealed items have some use within the game. The same will go for the 2nd and 4th altered colored versions of armors.

2. Add animation to each facility used in game E.G Mining/Crafting/Gathering.

3. Items produced in forging area will appear as magic gear.

4. Boss gear.
All bosses should have its own gear to allow players to explore the entire game.

Rynx Gears.

Rynx's Cannon Fist - Monk
Strength + 20%
Flame Kick + 2 Levels.

Rynx's Cape
Run Speed + 20%
Jump Height + 40%

Rynx's Belt of heroism
Strong Damage + 10
Weak Damage + 5

Monkey King Gears.

Monkey King's Ruby Staff - Mages / Priest
Strength + 50%
Intelligence + 20%
Fire Attack + 15
Earth Attack + 20

Monkey King's Funky Crown
+ 5 All Stats.
Magic defense + 5 all

Atomic Ball Gears.

Atomic Ball's Steel Fist - Monk
Strength + 10%
Wind Kick + 1 Level
Double Punch + 1 Level
Weakness Detection + 1 level

Atomic Ball's Iron Sword - Warrior
Vitality + 10%
Wind Cutter + 1 Level
Increase Defense + 1 Level
Battle Charge + 1 Level

Atomic Ball's Metal Breastplate - All
Defense + 20%
Magic Defense + 10%

Wasblanca Gears.

Wasblanca's Toxic breath dagger - Rogue
Dexterity + 10%
Poison + 5 levels

Wasblanca's SunFlower Bow - Archer
Dexterity + 10%
Poison Arrow + 4 Levels
Wolf + 4 Levels

Wasblanca's corruption mask - All
Every attack has a 10% chance of poison at Poison level 5
Poison + 1 Level
Wolf + 1 Level
Poison Arrow + 1 Level

Each boss gear has available level increase.

Level 15 Monkey King Ruby Staff + Level 15 Monkey King Ruby Staff = Level 25 Monkey King Ruby Staff + 2

Rate of Success 95 % Level 25 + 2
Rate of Success 90 % Level 35 + 3
Rate of Success 85 % Level 45 + 4
Rate of Success 80 % Level 55 + 5
Rate of Success 75 % Level 65 + 6
Rate of Success 70 % Level 75 + 7
Rate of Success 65 % Level 85 + 8
Rate of Success 60 % Level 95 + 9
Rate of Success 55 % Level 102 + 10

When item level is 10 a light glows around weapon.
When item enchant fails gear does not reduce in level.

Increased level cap.
There is no excuse for having several monsters centered around level 102. A increased level cap of level 115 to compensate for each monster level 99 ~ 102

Also, this will allow more room for skills to max to level 10 ( such as levels above 60 )

6. Being able to choose which element of Elementrium
Change elementrium to only effect stat attributes such as fire, water, wind, & earth offense and defense.
Allow players to be able to choose which element they wish to add to their gear but with random rates.

Level 7 Elementrium
Fire 1 ~ 2 Offense or Defense or Hp + 5
Water 1 ~ 2 Offense or Defense or Mp + 5
Wind 1 ~ 2 Offense or Defense or Mp Rec + 5
Earth 1 ~ 2 Offense or Defense or Hp Rec + 5

Level 14 Elementrium
Fire 1 ~ 4 Offense or Defense or Hp + 10
Water 1 ~ 4 Offense or Defense or Mp + 10
Wind 1 ~ 4 Offense or Defense or Mp Rec + 10
Earth 1 ~ 4 Offense or Defense or Hp Rec + 10

Level 25 Elementrium
Fire 1 ~ 6 Offense or Defense or Hp + 15
Water 1 ~ 6 Offense or Defense or Mp + 15
Wind 1 ~ 6 Offense or Defense or Mp Rec + 15
Earth 1 ~ 6 Offense or Defense or Hp Rec + 15

Level 49 Elementrium
Fire 1 ~ 8 Offense or Defense or Hp + 20
Water 1 ~ 8 Offense or Defense or Mp + 20
Wind 1 ~ 8 Offense or Defense or Mp Rec + 20
Earth 1 ~ 8 Offense or Defense or Hp Rec + 20

Level 59 Elementrium
Fire 1 ~ 10 Offense or Defense or Hp + 25
Water 1 ~ 10 Offense or Defense or Mp + 25
Wind 1 ~ 10 Offense or Defense or Mp Rec + 25
Earth 1 ~ 10 Offense or Defense or Hp Rec + 25

New - Level 70 Elementrium
Fire 1 ~ 12 Offense or Defense or Hp + 30
Water 1 ~ 12 Offense or Defense or Mp + 30
Wind 1 ~ 12 Offense or Defense or Mp Rec + 30
Earth 1 ~ 12 Offense or Defense or Hp Rec + 30

New - Level 90 Elementrium
Fire 1 ~ 15 Offense or Defense or Hp + 35
Water 1 ~ 15 Offense or Defense or Mp + 35
Wind 1 ~ 15 Offense or Defense or Mp Rec + 35
Earth 1 ~ 15 Offense or Defense or Hp Rec + 35


7. A new NPC that sells stat crystals gems.

What do these crystals do? They're basically the same as elementrium stones except they increase stats and not attributes.

Level 7 Crystal Gem
Fire + 1 ~ 2 Str
Water + 1 ~ 2 Int
Wind + 1 ~ 2 Dex
Earth + 1 ~ 2 Vit

Level 14 Crystal Gem
Fire + 1 ~ 3 Str
Water + 1 ~ 3 Int
Wind + 1 ~ 3 Dex
Earth + 1 ~ 3 Vit

Level 25 Crystal Gem
Fire + 1 ~ 4 Str
Water + 1 ~ 4 Int
Wind + 1 ~ 4 Dex
Earth + 1 ~ 4 Vit

Level 49 Crystal Gem
Fire + 1 ~ 5 Str
Water + 1 ~ 5 Int
Wind + 1 ~ 5 Dex
Earth + 1 ~ 5 Vit

Level 59 Crystal Gem
Fire + 1 ~ 6 Str
Water + 1 ~ 6 Int
Wind + 1 ~ 6 Dex
Earth + 1 ~ 6 Vit

Level 70 Crystal Gem
Fire + 2 ~ 7 Str
Water + 2 ~ 7 Int
Wind + 2 ~ 7 Dex
Earth + 2 ~ 7 Vit

Level 90 Crystal Gem
Fire + 2 ~ 8 Str
Water + 2 ~ 8 Int
Wind + 2 ~ 8 Dex
Earth + 2 ~ 8 Vit

8. Allow players to make their character's dance.

9. Monster Hunting book and titles.

The book counts each monster you kill and how many times you've killed that specific monster ( this will replace easy to find cards )
For each monster you killl 1000 times a title will be rewarded to you.

Hot Dumpling - Dumpling Pig
Str 1
Int 2
Dex 2
Vit 1
+5% exp

Bomb expert - Dynamite Hog
Str 5
Int 1
Dex 1
Vit 5
+10% exp

Tribal Leader - Tribal Baboon
Str 10
Int 5
Dex 5
Vit 5
+15% exp

Treasure Keeper - BoxCat
Str 10
Int 10
Dex 10
Vit 10
+15% exp

Starwberry CakeBaker - Straw Jolie
Str 10
Int 20
Dex 20
Vit 10
+20% exp

Monkey God - Monkey King
Str 30
Int 30
Dex 30
Vit 30
+50% exp

Gold Rush - Drilladork
Str 35
Int 15
Dex 15
Vit 35
+50% exp

DeepSea Diver - Blue Shark
Str 55
Int 55
Dex 55
Vit 55

Completing hunting book 10% 30 % 50 % 70 % and 100 % will reward titles.

Hunting Novice +100 Hp & Mp
Hunting Intermediate + 200 Hp & Mp
Hunting Expert +300 Hp & Mp + 10% Strong damage & weak damage
Hunting Professional + 300 Hp & Mp + 20% Strong damage & weak damage
Hunting Legend + 1000 Hp & Mp + 50% Strong damage & weak damage Movement speed + 100%


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Re: Making Ws2 more for hardcore gamers.

Post  Owt on Mon Nov 21, 2011 7:45 pm

Valkyrie wrote:
Pve.
1. Monster strong & weak attacking.

As of now monsters only stun users when they do a hard attack and weak attacks are ignored, I find that this is where the difficult is lacking when fighting monsters. I suggest that instead of making only monster strong attacks stun players it should be based according to the % of the player's maximum health the monsters take. E.G
Player health : 1000
Monster damage : 72
Monster damage is greater than 3% of player's maximum health resulting in temporary stun. When damage dealt is more than 7% of players maximum health, their temporarily stunned for a greater length of time.

This makes it so that players can't simply go pure power and be able to spam monsters to death.

I think this is okay. Not a big fan, but it still sounds good.

2. Bosses
Increase boss damage by 300% Speed by 200% & Health by 1000%

Oh dear. A "boss" that will ACTUALLY fight like a boss. Nice.

3. Player weak attacks should not be able to stun if monster weak attacks can't.

I'm sure the stun/flinch effect was intended for Pvp, but I guess there could be good sides to no stuns.

4. Damaging multiple monsters will reduce damage.
Another reason why training is far too easy, monsters are unable to attack more than 1 player at a time while players are rapidly fighting 6 ~ 7 monsters at a time. To make this more challenging ( for those who seek it ) the more monsters that are attacked by a skill at one time the weaker the damage is between all monsters. E.G

Player uses Fire Beat / Fireball / Fire Arrow etc and hits 8 monsters.
First 2 monsters attacked by spell will be damaged at 100% power.
Monsters 3 ~ 5 damaged by spell will be afflicted at 20% reduced power.
Monsters 6 ~ 8 damaged by spell will be afflicted at 40% reduced power.

This makes it so that players aren't able to as easily, or will be less likely to mob entire spawns of monsters.

Not too bad. I think the developers got a little lazy on some of these things. xD

5. Monsters being able to dash.
Its pretty self explanatory, if monsters are off your screen ( or a set distance away from target ) they begin moving faster ( as if on sprint )

YES. You will not believe how tired I get from waiting for a mob to walk/jump to where I am. If they could dash, it would just speed everything up.

6. Higher combo = more exp & better item drop rate.
Another self explanatory suggestion.

10 combo = +2 Exp & 2 % Rare item drop rate
30 combo = +5 Exp & 5 % Rare item drop rate
50 combo = +7 Exp & 7 % Rare item drop rate
70 combo = +12 Exp & 12 % Rare item drop rate
100 combo = +17 Exp & 17 % Rare item drop rate
140 combo = +27 Exp & 27 % Rare item drop rate
180 combo = + 47 Exp & 47 % Rare item drop rate
240 combo = + 87 Exp & 87 % Rare item drop rate
300 combo = + 100 Exp & 100 % Rare item drop rate

Sounds great, I always get high combos but feel no need for the "effect" if combos do not have a use other than looking "good" from hitting monsters. By the way, 300 isn't too hard...-Cough-certainclasses
Pvp.

1. Overall stats.
Although every players levels are set to 99 the stats should not be 118.
Having nearly 2000 mana encourages players to play Erratically and spam the same attacks over and over ( I've seen several warriors spam bear charge and sonic slash )

Oh, this, this is right. I do not like it when I have to deal with a priest that uses Mana Shield. :c

2. Cleaner* hit boxes.
If players keep hitting me when I'm behind them trying to grab, I'ma go crazy.

Uh, explain? Yeah, I get mad when I'm hit while grabbing as well. :x (Oh, that typo was driving me crazy. I had to fix it. I hope it wasn't "clearer". D8)

3. Higher leveled skills = longer cooltime.

Why do I feel like Ws2 is just a newbier version of Ws1? I fought in pvp today with my monk and I swear all I had to do to win was spam wind kick over and over.

Newbier indeed. I really wish certain -Cough- skills have longer cooldowns.

4.If all players on both teams are down except for 1 on each side.
A timer of 30 seconds should appear to end the game prematurely if a winner isn't declared.

Hm, sounds pretty good. But what if it was past 30 seconds when all team members are down? Would it just fly back up to 30 seconds?

5. If players linger in matches without damaging anyone.
They should receive a penalty of -50% Power, Speed, and Defense debuff until they've damaged another player Or all skills are locked until an opposing player is damaged.

That would work great on some AFKers. o:

6. Option in STD for altered and unaltered gear.
No one wants to fight against someone with +50 or higher str/dex/int/vit above their own.

Mmmhhhmmm. I also wish there were more options on creating a room (Time, field, maybe ULMT, etc.)

7.Return block action for all classes.
Not being able to block is dumb. ( To compensate for warriors, their shields should automatically increase defense )

I was thinking the same thing about warriors' shields. I also like my upward arrow shooting, but without block, I lose the ability to counter back or block obvious attacks.

Field.

1. Sealed items.
We all know these things are menaces on the fields due to their remarkable ability to........ CRASH YOUR GAME ! ( soon to be fixed I hope ) But even so, why have sealed items in the first place? I mean if you can't even trade them between your characters, they're complete waste of space.

To make them more useful, we should bring back the removed altered colored gears of Ws1 and make them the sealed items. Think about it, why have magic gears that basically do the same thing as seals and are tradable? A example of a sealed gear would be as followed.

( Crimson blood dagger ) a level 55 weapon in WS1 removed due to it being a altered colored of the level 10 dagger ( rogue dagger ) instead of removing the crimson blood dagger, make it a sealed item so that sealed items have some use within the game. The same will go for the 2nd and 4th altered colored versions of armors.

I miss some of those weapons... I also don't see the point in having them sealed. They can only be traded when sealed, whoopdedoo. It's just a slightly better Magic ranked item, it doesn't mean they should be non tradeable just because they're unsealed or attributed.

2. Add animation to each facility used in game E.G Mining/Crafting/Gathering.

It really is boring to watch a yellow bar fill up.

3. Items produced in forging area will appear as magic gear.

Yes. I do not see the point in gathering a bunch of items only to forge a weapon that is the same as the ones you can buy from NPCs.

4. Boss gear.
All bosses should have its own gear to allow players to explore the entire game.
And each boss gear has available level increase.

Oh, I think they have some boss equips, maybe not weapons or accessories though. Hmm, level increase? sounds like a better version of enhancing items (Like putting two together or grinding stone).

Increased level cap.
There is no excuse for having several monsters centered around level 102. A increased level cap of level 115 to compensate for each monster level 99 ~ 102
Also, this will allow more room for skills to max to level 10 ( such as levels above 60 )

I was thinking more around 120-130. but yeah, 102 seems...odd. 115 would be fine.

6. Being able to choose which element of Elementrium
Change elementrium to only effect stat attributes such as fire, water, wind, & earth offense and defense.
Allow players to be able to choose which element they wish to add to their gear but with random rates.

Level 7 Elementrium
Fire 1 ~ 2 Offense or Defense or Hp + 5
Water 1 ~ 2 Offense or Defense or Mp + 5
Wind 1 ~ 2 Offense or Defense or Mp Rec + 5
Earth 1 ~ 2 Offense or Defense or Hp Rec + 5

Level 14 Elementrium
Fire 1 ~ 4 Offense or Defense or Hp + 10
Water 1 ~ 4 Offense or Defense or Mp + 10
Wind 1 ~ 4 Offense or Defense or Mp Rec + 10
Earth 1 ~ 4 Offense or Defense or Hp Rec + 10

Level 25 Elementrium
Fire 1 ~ 6 Offense or Defense or Hp + 15
Water 1 ~ 6 Offense or Defense or Mp + 15
Wind 1 ~ 6 Offense or Defense or Mp Rec + 15
Earth 1 ~ 6 Offense or Defense or Hp Rec + 15

Level 49 Elementrium
Fire 1 ~ 8 Offense or Defense or Hp + 20
Water 1 ~ 8 Offense or Defense or Mp + 20
Wind 1 ~ 8 Offense or Defense or Mp Rec + 20
Earth 1 ~ 8 Offense or Defense or Hp Rec + 20

Level 59 Elementrium
Fire 1 ~ 10 Offense or Defense or Hp + 25
Water 1 ~ 10 Offense or Defense or Mp + 25
Wind 1 ~ 10 Offense or Defense or Mp Rec + 25
Earth 1 ~ 10 Offense or Defense or Hp Rec + 25

New - Level 70 Elementrium
Fire 1 ~ 12 Offense or Defense or Hp + 30
Water 1 ~ 12 Offense or Defense or Mp + 30
Wind 1 ~ 12 Offense or Defense or Mp Rec + 30
Earth 1 ~ 12 Offense or Defense or Hp Rec + 30

New - Level 90 Elementrium
Fire 1 ~ 15 Offense or Defense or Hp + 35
Water 1 ~ 15 Offense or Defense or Mp + 35
Wind 1 ~ 15 Offense or Defense or Mp Rec + 35
Earth 1 ~ 15 Offense or Defense or Hp Rec + 35

Ahh, I played a game that did the sort-of-the-same thing. but the random rates wasn't in there. You would take a few "Elementriums" (3 or 5) and you would uncover what attribute it would be. I'm getting pretty tired of using multiple Elementriums on Rare items and seeing that they aren't the ones I want. Would it kill them to make new Elemetriums too? :L

7. A new NPC that sells stat crystals gems.
What do these crystals do? They're basically the same as elementrium stones except they increase stats and not attributes.

Level 7 Crystal Gem
Fire + 1 ~ 2 Str
Water + 1 ~ 2 Int
Wind + 1 ~ 2 Dex
Earth + 1 ~ 2 Vit

Level 14 Crystal Gem
Fire + 1 ~ 3 Str
Water + 1 ~ 3 Int
Wind + 1 ~ 3 Dex
Earth + 1 ~ 3 Vit

Level 25 Crystal Gem
Fire + 1 ~ 4 Str
Water + 1 ~ 4 Int
Wind + 1 ~ 4 Dex
Earth + 1 ~ 4 Vit

Level 49 Crystal Gem
Fire + 1 ~ 5 Str
Water + 1 ~ 5 Int
Wind + 1 ~ 5 Dex
Earth + 1 ~ 5 Vit

Level 59 Crystal Gem
Fire + 1 ~ 6 Str
Water + 1 ~ 6 Int
Wind + 1 ~ 6 Dex
Earth + 1 ~ 6 Vit

Level 70 Crystal Gem
Fire + 2 ~ 7 Str
Water + 2 ~ 7 Int
Wind + 2 ~ 7 Dex
Earth + 2 ~ 7 Vit

Level 90 Crystal Gem
Fire + 2 ~ 8 Str
Water + 2 ~ 8 Int
Wind + 2 ~ 8 Dex
Earth + 2 ~ 8 Vit

Sounds interesting. I bet they would cost a crapload, but I'm not complaining, it's stat bonuses after all. Would something that made them green stats be included? o:

8. Allow players to make their character's dance.

Haha. Well, that would surely lift the idle stances the characters have.

9. Monster Hunting book and titles.

The book counts each monster you kill and how many times you've killed that specific monster ( this will replace easy to find cards )
For each monster you killl 1000 times a title will be rewarded to you.

Hot Dumpling - Dumpling Pig
Str 1
Int 2
Dex 2
Vit 1
+5% exp

Bomb expert - Dynamite Hog
Str 5
Int 1
Dex 1
Vit 5
+10% exp

Tribal Leader - Tribal Baboon
Str 10
Int 5
Dex 5
Vit 5
+15% exp

Treasure Keeper - BoxCat
Str 10
Int 10
Dex 10
Vit 10
+15% exp

Starwberry CakeBaker - Straw Jolie
Str 10
Int 20
Dex 20
Vit 10
+20% exp

Monkey God - Monkey King
Str 30
Int 30
Dex 30
Vit 30
+50% exp

Gold Rush - Drilladork
Str 35
Int 15
Dex 15
Vit 35
+50% exp

DeepSea Diver - Blue Shark
Str 55
Int 55
Dex 55
Vit 55

Completing hunting book 10% 30 % 50 % 70 % and 100 % will reward titles.
Hunting Novice +100 Hp & Mp
Hunting Intermediate + 200 Hp & Mp
Hunting Expert +300 Hp & Mp + 10% Strong damage & weak damage
Hunting Professional + 300 Hp & Mp + 20% Strong damage & weak damage
Hunting Legend + 1000 Hp & Mp + 50% Strong damage & weak damage Movement speed + 100%

Wow. Titles that aren't equipped? And they aren't purchased? Awesomesauce.


Last edited by NN on Tue Nov 22, 2011 6:07 pm; edited 1 time in total (Reason for editing : I made your reply's more visible -NN)
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Re: Making Ws2 more for hardcore gamers.

Post  8bit on Tue Nov 22, 2011 6:29 pm

1. Monster strong & weak attacking.
-Reasonable

2. Bosses
-Yes

3.Player weak attacks should not be able to stun if monster weak attacks can't.
-Neutral feeling

4. Damaging multiple monsters will reduce damage.
-Yes, but not by a lot

5. Monsters being able to dash.
-No, that sounds very annoying especially because monsters sometimes go off in the opposite direction of you.

6. Higher combo = more exp & better item drop rate.
-I'm unsure whether to agree or disagree because I don't know how hard it is for Archers to achieve high combos.

Pvp------------------------------------------------

-I'm actually pretty okay with PvP other than with the fact that Elementalists and Summoners have a upper-hand.

Field----------------------------------------------

1. Sealed items.
-Neutral feeling

2. Add animation to each facility used in game E.G Mining/Crafting/Gathering.
-Sure

3. Items produced in forging area will appear as magic gear.
-Neutral feeling

4. Boss gear.
-Yes, but to an extent

6. Being able to choose which element of Elementrium.
-I'm not fond of this

7. A new NPC that sells stat crystals gems.
-Sure

8. Allow players to make their character's dance.
-Haha, sure

9. Monster Hunting book and titles.
-No because of how quickly I was reminded of Maplestory

Other than what I disagreed with; this holds some great feature suggestions. Nice job.

Oh, God, that orange text is really obnoxious but I'm far too lazy to change it.

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Re: Making Ws2 more for hardcore gamers.

Post  Goat on Tue Nov 22, 2011 10:31 pm

Hmm, cool, made a really long reply to this post but it never got posted, sooo...

Main point of that really long reply was : Nothing needs to change and it sounds like you should be playing Maplestory instead.
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Re: Making Ws2 more for hardcore gamers.

Post  Valkyrie on Wed Nov 23, 2011 1:05 am

Apologize for the Maple similarities, I haven't played maple since 2006; this is really a list of things I particularly liked in previous rpgs played.
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Re: Making Ws2 more for hardcore gamers.

Post  Owt on Wed Nov 23, 2011 1:10 am

I never really played MapleStory, so the suggestions seemed a bit "tilted/off balance" [in my opinion] from the WindSlayer we all know and...-Cough- "like". Some of them just came out from the blue [to me]. Like the crystal thing. I'm not sure if it was in Maple, but it sounds alright to me. :x
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Re: Making Ws2 more for hardcore gamers.

Post  Valkyrie on Wed Nov 23, 2011 1:18 am

Owt wrote:I never really played MapleStory, so the suggestions seemed a bit "tilted/off balance" [in my opinion] from the WindSlayer we all know and...-Cough- "like". Some of them just came out from the blue [to me]. Like the crystal thing. I'm not sure if it was in Maple, but it sounds alright to me. :x
I dunno, I just thought it'd be a great addition to the game because well ( I love high numbers ) so the thought of doing like 2k ~ 3k damage or having 10k hp makes the game so much more exciting for me; also the limited amount of skill points we're given when leveling up causes the majority of players to have identical builds. I myself am a tanker but getting 5 skill points per level up there's no room to add any dex so having a option to add dex/int without having mediocre to low str/vit appeals to me.
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Re: Making Ws2 more for hardcore gamers.

Post  8bit on Wed Nov 23, 2011 1:52 am

I really liked Maplestory but I aim to suggest more general and non-biased and opinions. Granted a lot of suggestions for Wind Slayer are usually Maplestory inspired, I still think that a lot of Wind Slayer's features do need to be modified. The game has so much potential.

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Re: Making Ws2 more for hardcore gamers.

Post  DirkDiggler on Wed Nov 23, 2011 10:05 pm

Great suggestions Valk. My favorite is prob the one about boss equips. -thumbs up-
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Re: Making Ws2 more for hardcore gamers.

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