Elmy's Compiled List of Suggestions

If you have any suggestion in order to make the game better, tell them, they are always welcome.
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Tensu
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Elmy's Compiled List of Suggestions

Postby Tensu » Wed Nov 11, 2009 11:09 pm

Elmy wrote:This is going to be rather long. I hope you're patient. This is a list of everything I've thought that would be a nice suggestion or suggestions I've seen from other people at some time or another and thought were nice. I've divided them into different sections. If anyone has anything they'd like to add specifically to one division, let me know, and I will add it along with your reference.



ITEMS:

- Remove the mall item that allows you to resurrect 50+ times in one sitting. I don't mind the 5/5 ones, but when the server matures and people get DC3+, these items just become such a pain in the ass. Killing a D3+ priest with max AC and resists 100 times over isn't my idea of fun.

- Make some of the consumable items stackable, except pots for obvious reasons. (Sards, leaves, job items IE skins, ore, gems, lumber, non-rare similar armors / weapons. Basically anything that you would have a reason to have more than 1 of - minus pots, which is most items in DR) Not infinite stacking, although that'd be nice, but a certain amount would be nice. Or increase the stack amount allowed (crit for example). (Jobbing items are now stackable)

- Item Suggestion: 75-100 Slot PotBox. GMKestrel mentioned something about Nation War Fame. They could be purchased this way. This could give an advantage to people in both leveling and PK, encouraging people to join war and win that fame to get the potbox. It would have to be 'soulbound' to make sure it isn't abused. If you drop it, it's gone.

- Reduce the prices on some of your useless Mall items. I don't know if you have the ability to tell how many times a certain item was bought, but you could use that data to adjust your prices accordingly.

- Add a 2 hour EXP pill.(Implemented)

- Make potions you pick up from the ground go directly to your potion box (so long as they are the same time.)

- Reduce the price on the damn full rejuv pots, please :(

- Food items that stack. Craftables, maybe.

- Make use of all the unused ring / neck item slots. The DR Fight Club server is a perfect example to show how many items are unused. Make them uncommon drops from random mobs, or quest rewards. They're not good enough to really matter, but it'd be fun to see them drop once in a while during leveling.

- Mall Item Suggestion: Add Starcrest. Very difficult for Priests and Warriors (if not impossible) to complete it, and they just end up paying RE for it anyway.

- Remove the change to get Nation gemstones when using Enchant Hammer. Increase drop rate of gemstone?

- Add 'Enchantments' for +0.5 grades.


EXP / LEVELING:

- Since Tactics exp is all that matters after level 100, find a better way to encourage partying at this point instead of making it best to solo. A few suggestions have been offered. I think the best bet at this point is to make party tactic exp work after level 100. Maybe not as it does for below 100, but it should be tweaked to at least make it worth partying with others, if not better than soloing. I really hated blasting with anything or anyone on my Wiz, except maybe another wiz with bad rares. It really also sucks for priests, because for them to more blasters the better (more exp). Leveling their tactics is nearly impossible as well.

- I've said it before, but please don't make it take a year to get your tactics to maximum. Most (dare I say normal) people only have several hours a day to play, if that. I don't care about other people getting there faster, as long as it is reasonable for me to one day reach it as well.

- An idea from Shayne for exp for tactics. To make it something along the lines of:
' ' Level 100 --> Max TT 110
' ' 105 --> ' ' ' ' 120
' ' 110 --> ' ' ' ' 130

This way players (old and new) get to explore the game as well by leveling at balrog, succubuss, petals, etc.



QUESTS:

- Actually not sure what to say here. If you make repeatable kill quests, make sure the NPC isn't retiredly far away from the monster(s) you need to kill. Make the reward(s) worth it.

- Some of the ideas you suggested already sounded like you were on the right path, so I'll just leave it at that.

- Implement quests that level job exp.(Implemented)


GUILDS:

- Need more guild interaction within the game. Perhaps make Guild Houses or Emporia's actually worth it. Such as whichever guild owns the Emporia (expensive one, I forget the name) gets a % of bonus exp when leveling. Or discounted Potion shops, or any shops really. Put NPC's to macro jobs with cheaper item cost.

- Already mentioned by GMKestrel, but implement guild rankings. Not entirely sure how this would work. Maybe you could make sort of a 'tally' of how many people of the opposite nation they've killed in a day / week / month etc. Let's bring back the bloodlust, the old PK on sight that was the greatness of DR.

- Perhaps allow a bonus % of exp if you are partied within your guild.

- Auto-party your entire (online) guild during war in war maps (non-leveling maps.) You don't share EXP, but you can easily find each other with coords. So, if I was in say Barantan with 2 guild members, we wouldn't be partied. But as soon as I joined Great Grasslands, I would automatically be partied to both of them, in addition to the other 5 members of my guild already in that map. They would also automatically add me.

- Guild emporiums do suck. I think i've suggested this in the past but instead of "buy" guild emporium I think it would be much cooler if guilds can "build" emporiums instead. You would have to gather your own material from lumbering and mining/blacksmithing as well as money and sards or something. In addition, you can upgrade it with additional material/money depending on the upgrade. Adding new rooms with material(don't know if that is doable), adding new npcs with money, adding a farm with high end food items, you would also need to maintain your farms and npcs with more money/food. So it's a guild effort and people can actually use jobbing to sell raw goods and it'll make emporiums worthwhile.

- Add guild levels and benefits for each level. This is probably not doable or very hard. I only suggest this because guilds pretty much have no value besides the sigs it takes to make them. It would be nice if you level up your guild to have more warehouse space and adding "divisions". For example, a high level guild can have 1 leader, and 3 division co-leaders. Each co-leader will have their own rank as well as powers (kick,add,promote) to use in their own division, and each division can have different colours and rank names. Some shit like that, probably impossible to do but it would be nice if guilds can have more rank 2 names.

- Create guild dungeon event. For example, the guild does a collaborate effort to gather materials and then they can do a abyss/big maze/undead dungeon by themselves. The items required to do the event should not come cheap.


- I know it's part of Duran's suggestions, but I want to emphasis the ability to increase warehouse space! Or BANK SPACE! Make it cost money, items, whatever, I don't care! There is not enough storing room for all the rare making you have to do.


WAR:

- I put this point in "Dungeons" also, but 'rolling' war times. One day at 8:00 AM, the next at 7:00 AM, the next at 6:00 AM and so on and so forth. Is it not possible to set up wars like this, instead of having them at the same time every day? This allows people to join at least some when they would otherwise be unable to make it. I'm a perfect example, I need to sleep at least 8 hours a night for my job. Wake up, work for 9 hours or so, do whatever for another hour. That leaves me about 5 hours of personal time, if I'm lucky. Even with 2 wars a day, it's possible for me to miss them both if they are always at the opposite times.

- Increase war rewards. I mean all of it. Fame, dual fame, experience. Add tactic leveling bonuses. Make it actually worth it to spend 2 hours slaughtering people and stones. Of course this is subject to abuse with inter-nation characters, which means it would have to be closely monitored. Unfortunately. Maybe make a diminishing return on people you kill. (The more you kill a single character, the less you gain.)

- Winning war should provide a bonus to that nation until the next war. Possible perks:
`Allow the winning nation to enter the other nations area without the need for a permit (their protective sanctuary stones were broke, why not!?).
`Also allow Zyp / Vys to enter the defeated nation's territories (IE Zyp enter Vys or Vys enter Zyp). I've always been Yllse, and some of the most fun I had back in the old days was repelling Vys or Zyp that came over and ganked in Sedless.
`Reduced shop prices. Especially potions. (Including the Nation shops that sell things for fame.) Also the Mall Items (though not a huge huge discount). Increase the profit from items sold to these shops.
`Restrict Water Dungeon (and / or others) access to the winning nation only.
`Give everyone who got a kill a sard, maybe even a leaf (winners and losers)! It would take 2 hours to mine one anyway. Even if it's a hopeless loss, let's have some incentive for joining. Again, this can be abused, so something would have to be in place. Maybe people can only count as a kill once or twice before 'expiring'. That's also abusable, but just a rough idea.
`Basically, anything that encourages people to join war.
`Allow an extra fame donation per day for people whose nation won.
` I would even go as far as saying restrict Great Grasslands access to the winning nation for 1 or 2 hours after they've won (or more if a dungeon is scheduled right after, otherwise people will just go to dungeon and not care). This lets them hunt secrets in peace.

- Punish people who use multiple accounts to be 'traitors'. IE, using a Yllse priest to buff / res Zyp people while they are attacking a Yllse stone. Punish them as you would someone who's just hacked your bank account and stole all your money. Rape their entire IP along with it.

- Bring back Castle War! Don't make it a rare thing like once every week / 2 weeks thing, either. It's one of the funner things in DR, why limit it! Also, polish it up a bit if possible. It was a good concept but the implementation (as in joining etc) was a bit rusty.

- Same with Snow War.

- Re-implement the Warfields. And the secret quest associated with them.


- One map for nation war. Maybe shrink Great Grasslands? At least until server fills up with people.

- Not losing exp / fame / dual fame for logging out or disconnecting during war.

- Since wars can only be joined in town, imo the pop up should only appear in town. Not when you are at other maps because it's useless, you can't even join. The yellow text notice is enough.

- Disable snow war join screen for people above lvl 60. They can't even join so why ask them. The defeat screen I would like to have gone but it has a purpose to tell you who wins.

- For castle wars, make it so people can join a legion in the middle of the war.


- "Assists" in wars giving exp / fame / dual fame. So, even if you don't get the killing blow, you still get some credit for having assisted in the kill. This would help certain classes that have difficulties getting killing blows.

- Allow a person the choice of where the War Exp will be distributed using the party menu. (Spell, Weapon, Exp).

- I always thought it would be cool for the invading nations to be able to enter the main capital. I wondered why there are stones in Barantan for example, if they can't be killed or ever used? Maybe add those stones / maps as an actual part of the war. Of course, only people in War could get attacked. Friendly NPC's should also not sell things to the enemy during war. (Example, potion shop.)


DUNGEONS:

- I never understood the need to put dungeon times at exactly the same time every day of the week. Is it not possible to 'roll' them? For example, Monday, Abyss dungeon is at 10:00 AM Server time. The next Monday, Abyss Dungeon is at 8:00 AM server time. The next monday, 6:00 AM server time. This could be done with every dungeon, throughout the week. This will allow everyone to eventually join it at least at some point during their playtime.

- Reduce or completely remove the timers. Such a stupid time sink and actually encourages AFKing. If possible, make them more 'compact' too. It sucks to run in there as a warrior or priest.

- Make it harder. (Not more annoying. Make the bosses harder) :D

- Big Maze. The last boss. It's a f*** joke. Just painstakingly long. Fix it.

- Make it so that at least one legend drop is guaranteed per run.


BUGS:

- Monsters getting 'stuck'. (Heard this was fixed, but not sure since I stopped playing before then).(Fixed)

- Buff bugs. The animation running out before it is supposed too, or lasting 'longer' than it should. (animation still shows but the buff is off). Fixing these would be awesome. Being able to see buffs of people that run off your screen would be welcome too, but I'm not sure if that's possible.

- Make the game less client-dependant. This allows players to tamper with files (poison cloud, etc). Not sure if this is possible, but an auto-updater that doesn't allow you to start until all your files are up to date could solve that.

- Poison bug. This has been around forever, would be awesome if it could be fixed. I am of course referring to getting 'stuck' while trying to cast, or being unable to reload skills. Also messes up your 'actual' HP.

- If possible, the bug where items disappear and then reappear later in your inventory / quick item slots.

- If you cast too quickly upon loading a new map, (for example spamming haste as the blue bar loads) you are unable to cast until you load a new map. Fix it.

- The bug where monsters look like they're super far away from you, but are actually next to you hitting you. Could only be fixed by hitting them to 'fix' the position.

- The bug where clicking on an item on the ground from range makes your character move over there, despite clicking shift. And on your screen, you still look like you're standing at your original position.

- Not sure if this is a bug, but the ability to reload skills without actually reloading them. Most people know how to do this. You select one skill in say, Fire. (Rose is a great example). Charge. Then, before the charges are up, you try to change your skills to another of any other tree (say, ice). This allows you to recharge the skill without actually reloading it. If this is intended, I'd like some input from the GM's, since I was always hesitant to use it if it was considered an exploit.


- Bug where other nations thieves / archers have their knives or arrows stuck when it hits other people in battle mode. (Already fixed.)


MISCELLANEOUS:

- Increase the respawn timer on Mines and Trees etc. There's no reason it should take so long for the entire (for example) Sedless mining area to be completely empty within 2-3 hours of a couple people mining.

- Reduce the amount of time needed to increase SMP to 10k / reduce the amount of SMP needed to get a sard. Sure, it's a valuable part of the economy, but it's a bit ridiculous how it is obtained. Let's reduce the amount of VM / Macroing required for awesomesauceness.

- Revamp the items sold for fame in the Nation Shops.

- Bring back the old selling price items. Everything was for some reason cut in half at some point. Was a lot more awesome when DS stuff sold for 500k a pop.

- Remove inter-nation partying, at least in the beginning of the server's life. I can understand if it's really low population and no one can find a party to re-add it, but at least for the beginning let the old bad blood between the nations clash.

- Award 'titles' to players. For example, the person with the most monsters killed could have "PvEr At Heart". Most fame. Most arena points. Most times participated in wars. Most kills in war. Most stones broken. Most deaths in war. Don't know if this could be implemented in game somehow, but maybe on the forums or on main page of website. This would in one way also help keep track of any abuse, if you keep track of death count / kills. Anyone sky rocketing in both would launch a red flag.

- Jobbing could be made to be a little easier. It does take a ridiculous amount of time to achieve. I'd say perhaps a 20-25% exp increase on all things that help towards job leveling (mining, creating ingots, etc).

- Monthly Newsletter announcing all the new changes / fixes.

- Hall of Shame for bans / warnings.

- If you have a list of all e-mails of players that have in the past played DR, send them an e-mail a day or two prior to opening the server, and then another on the same day. Make a list of the changes and commitments, and some might be tempted to come back.

- Don't remove all of the Dual Fame earned upon one DF quest. (Example if you have 60 DF and do a quest that you only need 50 for, all the DF is subtracted).(Implemented)

- Make arena ladder not as f*** retarded please =/ Either by increasing the amount won per-game, removing the requirement entirely, or reducing the amount needed drastically. Or make many alternate, easier ways to earn fame that would encourage people to use this way as well.

- Make Guards stronger.

- Add an NPC that reduces your EXP so that you don't have to waste time NKing.

- Implement Luck? Does anyone know how it was actually supposed to work?

- This is kind of out there, but only allow the casting of Complete Sanctuary on self. I think this would make some of the more 'clutch' PK / wars more interesting.

- Strict anti-afk leveling rules. As in, one warning, 2nd one you're out.

- Save SMP through logging out.

- Make better deals for your RE packages. The current ones are laughable.

- Remove any defood skills imo!

- Create more value for new blood. This is a technique used by other more modern and even old games. [If you don't want to read this crappy story, skip this paragraph] Think back when you just started a new mmorpg. You've been grinding and questing for a few hours and you think to yourself it's getting boring, when at that moment a monster drops a item. You notice the item is different from other items, it's shiny, different name colour, and does significantly more damage and stat bonuses than what you are using. Even better, it's for your class and you can use it in 10 more levels. Immediately, you just got more motivation to level. A few more hours pass and you've been playing around with your new toy for awhile when BAM, another rare item drops except it's not for your class. You try to advertise it in a trading chat and get 5 requests already, excited you start a bidding war and end up with a ton more money. Now, at the end of the day, you feel like you've accomplished something. You got levels, money, and good items. If you quit now, you're wasting what you've accomplished so you stick around. On the other hand, if you do not get money or unique item, you'd just quit because you aren't walking out on much.

This is the problem i believe DR has. The only thing you get from grinding are levels and that's pretty much all new players feel they are doing. The rare items all feel generic (grade 1,2,3, boring). New players can easily just walk away from grinding without experiencing anything. So I would like to suggest adding "unique" items in. Name will be in like green,blue,purple. AND it shouldn't say grade, it should be unique to add extra value. For example, they can find Dragonslayer sword of Beast slaying (+50 dmg to monsters, +20 dmg to all). The overall effects should NOT effect end game items (G5s and legends). This would also add more variance to the economy.


- Make the game "Remember" your character's party exp distribution choice. (Spell, Weapon, Exp). I can't count how many times I forget to set it back after re-logging.

- Guild subforums like current Int Server forums.(Implemented)

- From other thread, disallow PKing of own nation in same nation maps. (So for Yllse for example, Sedless, Light Dungeon, etc). Neutral maps would be fair game. Main cities would be fair game.

- Add durability to Knives / Arrows.

- Increase D1+ Knife / Arrow Dura.

- From other thread, remove the ability for spell casters to wear shields. Or implement 'weight' into DR, with STR being the determining factor on how 'heavy' you can be. One note was also to make it so that the heavier you are, the slower you are. It could go something like, if your STR lets you wear 1000 / 1000 in weight without any effect on your speed, then having anything over (say, 1100 / 1000) would start affecting your speed.

- Make a sort of in-game guide for new characters on how, where, and the words to res for each individual nation. The guides in the help menu are no help at all (maybe even re-make the help menu totally, it has potential just the broken english kind of kills it), and the wording is off most of the time. For real new players, I can totally see someone dying, not being able to figure out how to res after 15 minutes, and just quitting and never looking back. Something that gives them the coords of their church, or that sparkling light leading them to it like in the learning zone, as well as the words needed.

- Nation-wide chat. (Defense suggestion). A generally better chat system implementation as the current one is severely outdated.

- The nation-wide chat suggestion actually reminded me of another thought I had once. It was to make everybody that creates a new character join a 'default' guild for their nation. This allows them to interact with others easier and quickly to find parties and such, especially at low levels. It would also help for anybody with questions as they could ask right there and get answers. There people can make friends and branch off and make their own guilds. Once you leave the guild, there is obviously no way to get back in as no one actually 'leads' it.


EVENT SUGGESTIONS:

- I'll add some later, if you have any ideas feel free to post them for now.


I will probably add more as time goes by and I think stuff up or get inspired by other ideas. Enjoy.


Edit: Added a few suggestions in RED.
Edit: Suggestions in BLUE are from Duran.
Edit: Suggestions in ORANGE are from Tensu.
Edit: Suggestions in LIGHT BLUE are from Atlantis.
Edit: Suggestions in DARK GREEN are from KamiKaze.
Edit: Suggestions in PINK are from Dark_Assassin.
Edit: Suggestions in BROWN are from Xendro.
Edit: Suggestions in PURPLE are from Shayne.
Edit: UNDERLINED suggestions means the item in question has been addressed, will be implemented, or will not be implemented.
Last edited by Tensu on Thu Nov 12, 2009 12:08 am, edited 2 times in total.
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GMSignPainter
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Re: Elmy's Compiled List of Suggestions

Postby GMSignPainter » Wed Nov 11, 2009 11:11 pm

Thanks for posting these suggestions, some still have to be discussed within the team.

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Xendro
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Re: Elmy's Compiled List of Suggestions

Postby Xendro » Wed Nov 11, 2009 11:55 pm

It has been said before, and I'm just saying it again, but there really should be a zero tolerance regarding hacking or cheating - The system with x warnings resulting in a temp ban resulting in more warnings and ultimately a definitive ban is completely flawed. Rule should be: Get caught, instant ban(or even IP ban). If you want rules to do their job, there have to be severe consequences linked to them.
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Re: Elmy's Compiled List of Suggestions

Postby pepex » Thu Nov 12, 2009 4:52 pm

if posible i would olso like to see a change in the stats (wis/ps requirements/ damage done) of some of the priest spells, it takes around 7 lvs for a priest to pass from holy light to charisumen T_T wich is usualy obtaine around lv 5x, what i am saying is that some changes in this 3 spells could be a good idea, may be reducing wis/ps as well as damage of divine power to be obtaine around lv 3x and then increasing wis/ps and damage of holy rage to be obtained around lv 7x.


something similar happends with fire blast and rage stone the lv diference is very little.

on a side note does turn undead actually works??.

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Re: Elmy's Compiled List of Suggestions

Postby Dark_Assassin » Thu Nov 12, 2009 8:49 pm

o_o there is Holy Rage and that circle spell o_o
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Tensu
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Re: Elmy's Compiled List of Suggestions

Postby Tensu » Thu Nov 12, 2009 11:27 pm

turn undead works
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Re: Elmy's Compiled List of Suggestions

Postby Xendro » Thu Nov 12, 2009 11:39 pm

Indeed and it's awesome damage turns you away.
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Re: Elmy's Compiled List of Suggestions

Postby HolyHell » Fri Nov 13, 2009 1:20 am

turn undead is fun to use on noobs that have 1+nk at yllse ;)
ImageLets kick some ass and drink some potions ^_~! schizphrenic psycho

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Re: Elmy's Compiled List of Suggestions

Postby Elmy » Thu Feb 04, 2010 3:42 pm

Would like to bump this.
Why should I fear Death? If Death is,
I am not, if I am, Death is not. So why
should I fear that which can only exist if
I do not?

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Re: Elmy's Compiled List of Suggestions

Postby Myrah » Thu Feb 04, 2010 9:54 pm

Agree with most of them.
But Remove defuff skills? Are you crazy? :P
Defuff skills is part of the game
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