Cyberkilla

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Fri Dec 27 21:23:21 EST 2019

Quote from Detective Jake Peralta
What about prestiging? Once you hit a max level (60 for example), you can choose to return to level 0, but get access to new content/items/skills that you couldn't do/equip/cast before? 

This will need to be well thought out so that players are encouraged to prestige, but without making them too OP that the same issue that currently exists arises again. 

I can put more thought into it, if the FRP community likes this idea. 


Yeah, prestiging is a hard one to get right. It sounds interesting though. You want them to feel like it's worth doing, but at the same time, you can't set them to level 1 and have them be more powerful than a real level 1 player.

Unlocking special cla**es of items, that could be viable.

Quote from Captain Raymond Holt
Sounds like what you're wanting to do is something like diablo 3 and their paragon system.
Check This out.  It's not a terrible idea I guess.


This idea feels more safe to me. Keep them in the endgame level, so existing content stays relevant to them, but let them grind another stat that runs in parallel. There's nothing stopping us hiding a few bits and pieces behind this other stat, to make it worth doing, but while keeping their base attribs locked at level cap.

I'll have a think about these ideas.


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Edited 1 time(s). Last edited by Cyberkilla @ Fri Dec 27 21:26:13 EST 2019

Symphony

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Fri Dec 27 21:32:57 EST 2019

Also speaking of design, the monster farm was actually brilliant. An infinite challenge. It worked well with the increasing power. But was not rewarding. This should definitely stick around, but should have more benefits. a**uming a level cap, there should be more reward for pushing higher. Monster farm only items, etc. Showing your ability to progress. If it was in more of a map form, that would be cool.


Cyberkilla

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Fri Dec 27 21:45:22 EST 2019

Quote from Kevin Cozner

I'm not opposed to a cap. I think something along the lines of paragon would work. Instead of pure power, a paragon could be more along the lines of improving the per hour stats.


That's true actually. We don't need to lock all the attribs.

Quote from Kevin Cozner

This could also go into the power of the guild you're in as well.


I didn't want to go too crazy for content phase 1, because the roadmap is pretty daunting, but it's worthing mentioning, guilds are going to get a progression system of their own at some point this year. Basically, the actions of guild members also contribute to the guild's level in some way.

There'll be various things that hang off of that level, to make it worth grinding for, and it may come into place for boss raids and stuff like that.

Quote from Kevin Cozner

Maybe you show up more to help an ally in a fight?


Guild helpers is coming back properly soon as well (smiley)

Quote from Kevin Cozner

Unless you're reworking stats, things such as speed could be improved via paragon as well. While not overpowering, if everyone is the same level, a higher paragon player would have the first attack edge. Something like that.


That sounds reasonable enough, although to be honest, if you're at max level, you can compete for speed with the items you have equipped and probably some new skill buffs as well.

Quote from Kevin Cozner

I'm still pretty fond of a cap, with a pet that will level with you, and once you cap, continue to level. This could be robots, whatever fits the universe. Maybe even a ship that you can invest power into.


Definitely liking the idea of familiars/pets. It would open up a lot of possibilities. Trading them, training them, pet-vs-pet arenas, help during raids/attacks, etc. Definitely coming. I have this as a quick note on the roadmap, but it needs fleshing out tbh.

Quote from Kevin Cozner

As you said, items are mostly worthless at the end of the day, when your level is so high. If there was more weight in items, over power of levels, it would be more about acquiring powerful items. I wonder if you could even randomize stats on the gear, a range to the power, making near perfect items valuable, and also refreshing the market of something that is desirable and giving our currency a purpose.


Again, definitely sounds worth having. I want an item to spawn with its attributes randomised (within a certain range based on quality of item), and I'd also like them to have durability... Basically, the more you use an item, the more wear and tear it accrues. You can take it in for retuning/repair, and claw back some extra stats on it for a while.

The idea being, something to spend credits on. Keeping your gear in good condition. I'd never totally destroy anything, but I think it'd be a nice dynamic that you have to keep your weapon maintained after you've wrecked it in thousands of attacks.

Also, players will be getting a health attribute that persists outside of attacks. If you lose an attack, you take a bit of damage. After a lot of attacks, your health can drop quite low, and it has punitive effects on your ATK/DEF/SPEED. Just a percentage. Not game-breaking, but enough to incentivise you to eat some food and again, keep yourself in as good condition as your weapons.

It's worth at least experimenting with this stuff on a test server; it's hard to know what works without trying it I guess.

Quote from Kevin Cozner

Seems like a lot of work, people took advantage of player designed maps and items, me included. Though ESSM and child map attempted to have a story and a somewhat convoluted design. No one wants to lose their work, but the game does need something if you're willing to update, I don't mind anything. It's really hard to think of rewarding ways for hard work.
Don't forget the thread compilation of ideas that I did at least, a lot there to think about.


Thanks, I appreciate the open mind to this. I don't want to wipe out anyone's efforts, particularly on their characters, so I'll obviously have to factor that into any changes I make.

Invisible War ][

Symphony

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Fri Dec 27 22:11:53 EST 2019

Quote from Cyberkilla

Again, definitely sounds worth having. I want an item to spawn with its attributes randomised (within a certain range based on quality of item), and I'd also like them to have durability... Basically, the more you use an item, the more wear and tear it accrues. You can take it in for retuning/repair, and claw back some extra stats on it for a while.

The idea being, something to spend credits on. Keeping your gear in good condition. I'd never totally destroy anything, but I think it'd be a nice dynamic that you have to keep your weapon maintained after you've wrecked it in thousands of attacks.

Also, players will be getting a health attribute that persists outside of attacks. If you lose an attack, you take a bit of damage. After a lot of attacks, your health can drop quite low, and it has punitive effects on your ATK/DEF/SPEED. Just a percentage. Not game-breaking, but enough to incentivise you to eat some food and again, keep yourself in as good condition as your weapons.

It's worth at least experimenting with this stuff on a test server; it's hard to know what works without trying it I guess.

That is a great idea. It really adds more RP design to... FutureRP (smiley) While adding more sinks for currency. This honestly seems like the least detrimental addition to the game currently. Definitely worthy of a test imo.



Mightyafro

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Sat Dec 28 16:14:26 EST 2019

While I don't exactly relish the idea of my account being reset as I've shied away from games that do regular "resets" or "rounds" (even though everyone would be in the same boat), the game needs SOMETHING to revitalise it or it's going to continue the way it is. Many of us have been waiting many long years for the game to have some meaning again beyond training for days for insignificant rewards, and if this is what it takes to get the game going again so be it.

Also; Thanks for the double exp CK, but could the expiration be set for longer? At the moment, with nothing to do here, I check the game every few days or so and I'm currently abroad so getting a 48 hour window to use double exp isn't hugely useful. Even a week would make it more viable. Plus, with talk of a reset, is there any real point in using it in the first place?



Cyberkilla

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Mon Dec 30 9:52:39 EST 2019

Quote from Mightyafro
While I don't exactly relish the idea of my account being reset as I've shied away from games that do regular "resets" or "rounds" (even though everyone would be in the same boat), the game needs SOMETHING to revitalise it or it's going to continue the way it is. Many of us have been waiting many long years for the game to have some meaning again beyond training for days for insignificant rewards, and if this is what it takes to get the game going again so be it.
Hopefully we can avoid anything too drastic, but it's good to know people have an open mind regardless
Quote from Mightyafro
Also; Thanks for the double exp CK, but could the expiration be set for longer? At the moment, with nothing to do here, I check the game every few days or so and I'm currently abroad so getting a 48 hour window to use double exp isn't hugely useful. Even a week would make it more viable. Plus, with talk of a reset, is there any real point in using it in the first place?
Noted

Invisible War ][
Edited 3 time(s). Last edited by Cyberkilla @ Mon Dec 30 9:54:29 EST 2019