Few Suggestions And Opinions

Grim Reaper

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Few Suggestions And Opinions


I have a few suggestions, exploits to point and as well, while making a post, i wanna point out some things i consider very interesting in game so far... So let me start by writing all those stuff i wanna suggest and shit... There is not much since this game is really great, but here is what i got... Ima list it and then ima say something about each separately:

  1. Name Change
  2. Health/Mana Regeneration/Leeching
  3. Shared Vault
  4. Crafting/Mining
  5. Boss Respawn
  6. Mounts
  7. Sets
  8. MMO version

Name Change

How about u add an option to change char's name for some amount of gold same as how there is option to rest ur skills... maybe an option to change ur avatar as well... when talking about options what do u think about an option to show/hide ur helmet?


Health/Mana Regeneration/Leeching

How to make it work?
Ik that any actual changes on this question would ask for rebalance and remake of whole recovery system... since if you could regenerate ur hp and mana fully there would be no need for recovery option, there would be no need for sleeping nor for option to pray on altar of the three for mana. But here is what i have in mind to cover for it... Altar already has use of donating for gain of exp... You can rework praying on it this way... u can pray once a day to gain 1 rep with the three, in case u do not pray for three days in a row u would lose 1 rep. Now back to sleeping... How about if u do not sleep for some period of time u r feeling more and more tired and ur regen is lower and lower (both mana and hp)... and if u do not sleep for like 2 days it starts going negative (u can make this depend on ur endurance, would be kewl... also would be kewl if u make that other stats lower amount of time u can stay awake without degen... as an example of explanation... str puts physical strain on ur body so u need to rest more often... or intellect puts intellectual strain on ur body and thinking so much makes you tired...). There is also a recovery... i have no idea how to make it usefull... u would prolly have to delete it along with recovery skill... if u do that just reset everyone's skill points when update arrives... You could also remove whole system overall which would be favorable for something else i have in mind, we will come to that later...
Actual changes on regen
How about making a system where u regen 0.5+0.25*End+0.1*Str per sec (i think it ain't 2 much nor 2 low, tho idk XD).
So lets give it an example... somebody lvl 10 has 200ish hp, 7 Str(1 from item usually at that lvl) and 2 End.. he would have 1.7hp regen per sec, i think that should be okay.. Mana could regen like 0.1+0.1*Int+0.1*Per... lets give it an example here... lvl 10 mage... he would have lvl 6 Int and lvl 2 Per and about 90 mana and he would regen 0.9 mana per sec... To fully regen form 1 each u would need 100 sec if u builded ur char this way which should be okay... also notice that all regen should be active all the time, not only when standing and up to half hp - 50 points.

Life/Mana Leeching
What about adding those options on weapons such as there is orcslayer and whatever else... up to 3, each gives 5% life leech... so Life Leech 3 would give 15% damage u do converted to life... Maybe adding something a like to specific items as well... gloves or rings maybe...


Shared Vault

How about making that vaults cost a bit more and that they are shared on 1 account? That would really give a point to use same exact acc when making more chars? Notice that unique drops and quest items shouldn't be able to be put in the vault.


Crafting/Mining

I think that u r prolly thinking about adding this since there is a craft button already... anyways here is my idea on this matter... so how about mining some ores and cutting some wood... u would need to buy woodaxe/pickaxe/hammer for crafting and mining tho... to forge smth u need to stand near a forge... While writing this a great idea hit me.. how about making a house quest giver in ur house when u buy 1? it shoulg give ya quests such as bring me this material or smth else a like to be able to upgrade ur house(adds some decor, such as fur carpets or smth... makes it bigger perhaps.. depending on quests...)... adding loads of those quest would be nc. later on when u complete all those house quests u could have forge, stable, enchant pendant, ur own waypoint and whatever else which would be connected to all other waypoints and could be traveled from 1 to another for free(only free when traveling to the house, not other waypoints)... maybe also some chests which auto produce material per day once u brought that same material to ur house when quest was given to u...


Boss Respawn

How about making boss spawns totally unconnected to the dungeon reset and therefore they can respawn while u r in dungeon itself... now u wonder if u were to enable this system why making it this way... reason is simple, u do not want to enable boss farming... how would that benefit when compared the current spawn system? It is quite simple... make a boss spawn once a week or month or however u like it... would be nc if it would depend on boss lvl/drops...In case u make this u should make those bosses which drops all their shit to have chance to drop them instead


Mounts

How would mounts work like? I would suggest making a stable master somewhere on the map which owns a stable and horses ofc... U would need to complete a quest given to you by a stable master... quest should be quite hardcore... when u finish it u can buy a horse which asks for level 1 mounting skill... he should have base speed, lets say +5.. would need 12 sec to summon and it could be easily unsummoned by low rate hits... buying horse should cost gold as well... higher level horse should have lower summon time, should have more speed and should have more resistance to being unsummoned... note: ur horse should be auto unsummoned, not on the press, on the actual attack tho... Besides horses on endgame u should be able to buy some flying mounts which would be able to fly over trees and hills...


Sets

How about making items which give additional stuff when worn together? in case they give traits u can also make them overrule the rule which does not allow stacking for stats when u wear more items of that type, tho it would only work for set bonus or smth...besides traits u can make them give actual levels on some skills which would be even better... in case u reached lvl 3(max for that skill) and set gives you +1 it would still go to lvl 4 with some custom stats which would follow the pattern of how skill leveled so far


MMO version

Ik that this, even if it comes true 1 day, won't be before i quit the game cuz either completed it 10 times and got bored of it or i won't be on the side of the living anymore... either way here is what i had in mind... There are few things that would have 2 change... Sleeping would prolly have to go, as i mentioned on start, since there is no way to make it work in MMO version since time of day has to be same for everyone... that would have to change... as well as time spent in tavern chit-chatting for rumors... Since rumors are necessary part of the game i would suggest to not be able to do anything for 10 sec after pressing rumor or smth... as for a boat what about u watching a ride until u come to wanted location,
also notice that it should last a way less... Now there is a death issue as well... how about when u respawn u lose 5% of ur current exp and like 5*times+5%gold? Also add an option in town on altar of the three for setting that altar as ur respawn point or smth... There could also be a problem with payment when u would make it mmo... tho i do not think so, just leave it as it is or even better... remove option that it has to be payed overall :p



those were suggestions... now lets talk about exploits and a bugs a bit.. ima represent them the same way:

  1. Companion Exploit
  2. Save Bug

Companion Exploit

Now what could i mean by this? i actually do not know did u guys make this so u can always escape the situation (wouldn't be actually needed if there was a decent hp regen system) but whenever u load a game ur companion which had 5% hp before load would always jump on 50%


Save Bug

Save Bug 1
Why 1? since i found more save bugs ofc... Now back to the topic...
there is a bug when u save at a time when ur companion is dead and later on load on when u try to load it companion does not wanna to revive unless u switch maps

Save Bug 2
It can happen that u accidentally save and overwrite ur save while in combat and u r about to be killed... and if there is no way for u to run from certain dead in that position ur save file became trash and u can't do much about it then load an older 1 if u have 1... so what about disabling a save option while in combat?


on the end of my post i would like to point some thing which i especially love about this RPG:

  1. Amount and Variability of Quests
  2. Contrast of the dialogue
  3. Variability of stuff one can do/choose


well guys, thx for ur time reading this... also ik that some of those changes would be extremely hard to make and that they would consume a lot of time, and that developer should focusing on finishing game for now, but i still thought they are worth mentioning... also i am sry for all those grammar mistakes i surely have in this post.. since i rushed to end it without giving it much observation
 

VDX_360

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By "illogical" do you mean the very low re-sell price of dropped items?
 

Grim Reaper

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why don't ya recheck all the screenshoots, i am sure u will understand what i mean... i understand that value is 1/4 of buying price and i do not have anything against it. what i have against is item gained on lvl 15 boss being sold for 300 gold.
 

Grim Reaper

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hi, i am back to report some more bugs, was 2 busy to do it regularly so i just managed to get some time... i preferred playing the game rather den writing all the bugs i have found so far... anyways here is the list:

number 1.

This is the alchemist markus from lannegar... or at least it is supposed 2 be after completing the quest and like 100ish days after that..

number 2.

there is paralysis II?

number 3.

this is something considering "loremasters"... they wrote that if u give gems and pearls to the thieves u will get 600ex, and if u kill them u will get 800ex... while actually if u get rid of them by either way u will get 800ex+u will get 600ex if u bring them gems and pearls...

number 4.
smth else for "loremasters"... gauntlets of might( not sure if that is their name, but ones which give +1 str) in abbot's crypt are missmarked on the minimap on the wiki...
 

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Grim Reaper

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ok, now check this huge bug which happened to be in forgotten temple...


now what exactly happened? i got on this position

i saved in that room and went into room on left down, with small amount of hp, wanted sum challenge, and i died... then i reloaded and every mob i killed respawned and whole map actually got resetted...
 

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Isiliax

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Grim Reaper":m04xfhjs said:
ok, now check this huge bug which happened to be in forgotten temple...


now what exactly happened? i got on this position

i saved in that room and went into room on left down, with small amount of hp, wanted sum challenge, and i died... then i reloaded and every mob i killed respawned and whole map actually got resetted...

Save->Dead->Reload always will result in respawning whole map again, no matter where you are. In that case there are some places that you can get stuck after reload, so the best idea is to use recalling scroll. If you don't have any, then you have to reload save from Inn.
 

Grim Reaper

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Isiliax":1k0f7okt said:
Save->Dead->Reload always will result in respawning whole map again, no matter where you are. In that case there are some places that you can get stuck after reload, so the best idea is to use recalling scroll. If you don't have any, then you have to reload save from Inn.

"always"... are we playing the same game? save/load shouldn't respawn mobs that are supposed to be dead at time u saved.
 

JarrenDrahn

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The Loremaster changes are minor, I'm sure they'll get to them.

The paralysis 1 is not a bug, it is level 1 of that add ability on the weapon. Chance of paralysis is 4% per level the weapon has.

The first one with the alchemist I'm not sure about.

As for the dungeon, you can only get back from that dungeon with a scroll of recall I believe. The guy who takes you there on the boat says you need to find your own way back. I'm assuming you're playing on casual to be able to save in the dungeon. The game was never really designed for this as you can't save in dungeons on other modes. This frequently causes issues. However, enemies do re-spawn in dungeons on other modes if you load a save from outside the dungeon. even though you were inside I'm assuming the game did the same anyway.
 

Grim Reaper

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on casual it never did so far, and believe me.. i loaded over 100 times in dungeons.. also on web it says paralysis has 6% and there are no ranks..
 

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