Playl3oy
Squid Slayer
- Joined
- Jul 30, 2016
- Messages
- 37
- Reaction score
- 32
- Points
- 18
- Age
- 30
Hey people! I have been thinking about this game for a while now and thought of sharing something that came on mind.
Even though this might or most probably not be taken into consideration, especially not from developer =p
*A new map system:
-Designed as DW boss room ( Inner part of the room only , instant spawn there )
-Access : each guild has its own access. For example if guild "X" enters, all members within will spawn with guild "X" location.
-If guild "Y" enters, their spawn is a different map location with the same design. So there will be no guild interception which means its a guild map.
-Map Contains: Higher difficulty , 3 Bosses (for example: 3 snowman warlords/ or any other bosses/ or maybe random bosses every new map) with higher stats (hp/dmg/def) depending on % and number of people in the map.
Once the system is triggered, people who leave are not able to enter back again.
Loot: Bosses that are killed drops no loot; However, after ending all bosses, all members within the map recieves a chest of loot.
- Depending of difficulty: Easy Difficulty (10 Players) Loot: (Normal gems, random gold (does not exceed high amount), random exp (does not exceed certain %), Sealed Equips and such..) 1 loot from the list
Medium Difficulty (15 Players) Loot: (Normal gems, UG gems, random gold, random exp, unsealed equips, CA frame parts and such) 1 loot from the list
Hard Difficulty (20 Players) Loot: (UG gems, Unsealed 65 equips normal, random exp, random gold, random frame lvl 70 parts, powers (wind/frost/thunder/flame), angelic dice, invocation blueprints) 1 loot from the list
Duration: Opens once a week. Any time during the guild master decision to go. (consider this a weekly event for all guilds in the server)
Benefits: Gives 1 opportunity for all guilds of winning in a week since only 1 guild can win DW or CA. Therefore, depends on guild strategies and tactics, if they are skilled enough, they will be able to end the difficulty. If not, there will be no loot until next week.
Difficulty also depends on number of players and their equips.
Different Difficulty = different bosses stats.
*This gives a greater opportunity for newcomers to create more guilds in this server and grow community.
------------------------------------
*Another new idea to keep this server for a long term and increase objectivity.
Quest obtained at any lvl
Long progress of questing that is not too easy to achieve, neither too hard to complete.
Quest includes : grinding / money / slaying mobs / bossing / travelling(sea/land).
Upon completing the whole set of quests/progress, player will recieve an item "X".
Item "X" starts with difficulty of lvl 1 ( Item "X Lvl1" ) of a maze that holds 5 players only that is within the formed group (doesnt have to be same guild).
Upon completing the maze, players that has joined will recieve loot.
For example : Maze that is completed within 20 mins ( there will be 3 random loots each ) and Item "X lvl1" will be upgraded to Item "X lvl 4"
Maze that is completed within 30 mins ( there will be 2 random loots each ) and Item "X lvl1" will be upgraded to Item "X lvl 3"
Maze that is completed within 40 mins ( there will be 1 random loot each ) and Item "X lvl1" will be upgraded to Item "X lvl 2"
Maze that is completed within more than 40 mins ( there will be 1 random loot each ) and Item "X lvl1" will disappear until the start of next week.
Item "X lvl4" has higher % of mobs/bosses dmg/hp etc than Item "XLvl1"
Item "X lvl1" has less % of mobs/bosses dmg/hp etc than Item "X lvl4"
The higher the Item "X Lvl" = the harder the maze has to be.
An example of the run could be :
A spawn of the party (5 members) At corner 1 of DW map design
-No routes can be taken to corner 11 or 5 . (Instead the only path that is to take is portal to DW 2 area). A spawn of miniboss and a portal. Portal cannot be accessed until miniboss is defeated.
-After completing first miniboss, granting access to portal which teleports all party members to a random different corner (11/5/7 and not 1).
-Same thing again, if u get teleported to 7 for example, routes to 11 and 5 cannot be taken. And a miniboss must be killed to get ability of entering next phase.
-Final phase after completing 4th corner, party members will be summoned on boss room. Final boss which is actually harder than minibosses.
-No mobs or bosses drop any loots.
-Each corner will have its path filled by different mobs and different miniboss.
Loot: As mentioned above , depending on time. The higher the difficulty = the better drops you can get.
Duration: Gets restarted at the beginning of the week.
* Whatever that has been mentioned above is just a sample. So maps/loot where just an example , doesnt have to be the same.
Feedback?!
Even though this might or most probably not be taken into consideration, especially not from developer =p
*A new map system:
-Designed as DW boss room ( Inner part of the room only , instant spawn there )
-Access : each guild has its own access. For example if guild "X" enters, all members within will spawn with guild "X" location.
-If guild "Y" enters, their spawn is a different map location with the same design. So there will be no guild interception which means its a guild map.
-Map Contains: Higher difficulty , 3 Bosses (for example: 3 snowman warlords/ or any other bosses/ or maybe random bosses every new map) with higher stats (hp/dmg/def) depending on % and number of people in the map.
Once the system is triggered, people who leave are not able to enter back again.
Loot: Bosses that are killed drops no loot; However, after ending all bosses, all members within the map recieves a chest of loot.
- Depending of difficulty: Easy Difficulty (10 Players) Loot: (Normal gems, random gold (does not exceed high amount), random exp (does not exceed certain %), Sealed Equips and such..) 1 loot from the list
Medium Difficulty (15 Players) Loot: (Normal gems, UG gems, random gold, random exp, unsealed equips, CA frame parts and such) 1 loot from the list
Hard Difficulty (20 Players) Loot: (UG gems, Unsealed 65 equips normal, random exp, random gold, random frame lvl 70 parts, powers (wind/frost/thunder/flame), angelic dice, invocation blueprints) 1 loot from the list
Duration: Opens once a week. Any time during the guild master decision to go. (consider this a weekly event for all guilds in the server)
Benefits: Gives 1 opportunity for all guilds of winning in a week since only 1 guild can win DW or CA. Therefore, depends on guild strategies and tactics, if they are skilled enough, they will be able to end the difficulty. If not, there will be no loot until next week.
Difficulty also depends on number of players and their equips.
Different Difficulty = different bosses stats.
*This gives a greater opportunity for newcomers to create more guilds in this server and grow community.
------------------------------------
*Another new idea to keep this server for a long term and increase objectivity.
Quest obtained at any lvl
Long progress of questing that is not too easy to achieve, neither too hard to complete.
Quest includes : grinding / money / slaying mobs / bossing / travelling(sea/land).
Upon completing the whole set of quests/progress, player will recieve an item "X".
Item "X" starts with difficulty of lvl 1 ( Item "X Lvl1" ) of a maze that holds 5 players only that is within the formed group (doesnt have to be same guild).
Upon completing the maze, players that has joined will recieve loot.
For example : Maze that is completed within 20 mins ( there will be 3 random loots each ) and Item "X lvl1" will be upgraded to Item "X lvl 4"
Maze that is completed within 30 mins ( there will be 2 random loots each ) and Item "X lvl1" will be upgraded to Item "X lvl 3"
Maze that is completed within 40 mins ( there will be 1 random loot each ) and Item "X lvl1" will be upgraded to Item "X lvl 2"
Maze that is completed within more than 40 mins ( there will be 1 random loot each ) and Item "X lvl1" will disappear until the start of next week.
Item "X lvl4" has higher % of mobs/bosses dmg/hp etc than Item "XLvl1"
Item "X lvl1" has less % of mobs/bosses dmg/hp etc than Item "X lvl4"
The higher the Item "X Lvl" = the harder the maze has to be.
An example of the run could be :
A spawn of the party (5 members) At corner 1 of DW map design
-No routes can be taken to corner 11 or 5 . (Instead the only path that is to take is portal to DW 2 area). A spawn of miniboss and a portal. Portal cannot be accessed until miniboss is defeated.
-After completing first miniboss, granting access to portal which teleports all party members to a random different corner (11/5/7 and not 1).
-Same thing again, if u get teleported to 7 for example, routes to 11 and 5 cannot be taken. And a miniboss must be killed to get ability of entering next phase.
-Final phase after completing 4th corner, party members will be summoned on boss room. Final boss which is actually harder than minibosses.
-No mobs or bosses drop any loots.
-Each corner will have its path filled by different mobs and different miniboss.
Loot: As mentioned above , depending on time. The higher the difficulty = the better drops you can get.
Duration: Gets restarted at the beginning of the week.
* Whatever that has been mentioned above is just a sample. So maps/loot where just an example , doesnt have to be the same.
Feedback?!
