Raid and guild mechanics, plus more

What would you like to see in future updates?

Raid and guild mechanics, plus more

Postby Marney » Sat Jun 09, 2012 2:03 pm

New mechanic:
Win an encounter that would give you experience and have 100% health, gain 1 energy.
This would speed up raids and reward skilled play, while still restricting the advantage of extremely overlevelled characters. In normal play, rewards for single battles would encourage people to fight close to their levels anyway, but monster DOTs such as poison and frostbite, which aren't even nuisances currently, would take on added significance, forcing more use of cleansing potions (which should be put on a timer, though not linked to other potions).
This could, of course, be balanced by being implemented as a blessing costing valor: Squire's Stamina, to keep squire valor relevant in the late game. Duration could be adjusted for further balance.

Gem bag, and trade.

Bring back equipment drops! - with the occasional rare affix, such as a weapon with bonus damage to one type of enemy, or an amulet that increases spirit damage, or a helm that makes buffs last longer. Not all equipment should be equal!

Persistent debuffs in raids - if you want to get rid of them, you have to leave the raid, lose your RPP bonus, and get cured at the temple. Otherwise, you must suffer in each encounter, because cleansing potions don't work. Only bosses should cast these.

Spend a gold shield to change your appearance! New hairstyles not available at character creation. Maybe additional options for background scenery, too, and shield-purchaseable special things, like glowing eyes, an aura, or a pet.

I think a few of the high-tier items look, well, a little goofy. If we could have a secondary equipment slot (or another page in the character screen) just for appearance, for each location - as in Terraria - that would be neat. The "decorative" item would still have to be bought, but would confer no benefits.

New hero training!
Ambush (or Prescience or Second Sight for mages, Scouting or Tactics for justicars) - weight the opening strike in your favor. Catch opponents flat-footed! Only affects the probability that you, or the enemy, is "waiting" - and for how long - in the first turn. Has no effect subsequently.

New skill!
Weapons training: spend up to 2 extra points on your basic attack (first point already allocated and can't be removed) for a flat bonus of .01s to speed, and +10% to hit chance, per point, for all attacks which can miss. For mages, call it Channelling, apply it only to attacks which can't miss, and change the hit chance bonus to a -10% to enemy resistance.

New guild functionality!
Track total RPP for all completed raids for each character. The character with the highest GPP (guild participation points) is the guild's MVP, and doubles all bonuses from favors. The guild leader should also get double bonuses.
This GPP could also serve as a way to make a guild armory workable. All items would be assigned a GPP value. Any member could place an item into the armory, gaining GPP for it. A guild member could also request a loan from the armory. These requests would be approved by an officer, at which time the guild member would lose GPP equivalent to the item's GPP value, regaining them when he returns the item. The item would also be returned to the armory if the member to whom it has been loaned leaves the guild at any time. The guild leader would be able to permanently detach items from the armory without losing GPP.
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Re: Raid and guild mechanics, plus more

Postby Stephanie » Sat Jun 09, 2012 2:35 pm

+1
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Re: Raid and guild mechanics, plus more

Postby Laco » Sat Jun 09, 2012 2:36 pm

+1
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Re: Raid and guild mechanics, plus more

Postby Marney » Sat Jun 09, 2012 2:36 pm

PS. GPP would obviously be guild-specific, and set to zero if the character joined a different guild. To avoid possible fumblefinger problems, it would not be set to zero upon leaving a guild - only upon joining a different one. The doubled bonuses could be extended to the top five, or the top ten characters; or that bonus could not exist at all, and GPP could simply be a bragging right, like hero points, perhaps with Feats attached.
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Re: Raid and guild mechanics, plus more

Postby Marney » Sat Jun 09, 2012 3:02 pm

Minor matter of convenience -
Add a "Last edited by:" line to the guild message field under the "Manage" tab.
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Re: Raid and guild mechanics, plus more

Postby Marney » Sat Jun 09, 2012 3:29 pm

Marney wrote:Spend a gold shield to change your appearance! New hairstyles not available at character creation. Maybe additional options for background scenery, too, and shield-purchaseable special things, like glowing eyes, an aura, or a pet.

Clarification: I should've made it clearer that all these things, including pets, would be purely decorative and have no actual function. They'd just change your portrait.

Marney wrote:I think a few of the high-tier items look, well, a little goofy. If we could have a secondary equipment slot (or another page in the character screen) just for appearance, for each location - as in Terraria - that would be neat. The "decorative" item would still have to be bought, but would confer no benefits.

Clarification: the "decorative" item would have to be one your class would normally be able to equip, and of the same type that you actually have equipped.
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Re: Raid and guild mechanics, plus more

Postby Hai5 » Sat Jun 09, 2012 4:31 pm

Marney wrote:New mechanic:
Win an encounter that would give you experience and have 100% health, gain 1 energy.
This would speed up raids and reward skilled play, while still restricting the advantage of extremely overlevelled characters. In normal play, rewards for single battles would encourage people to fight close to their levels anyway, but monster DOTs such as poison and frostbite, which aren't even nuisances currently, would take on added significance, forcing more use of cleansing potions (which should be put on a timer, though not linked to other potions).
This could, of course, be balanced by being implemented as a blessing costing valor: Squire's Stamina, to keep squire valor relevant in the late game. Duration could be adjusted for further balance.

Gem bag, and trade.

Bring back equipment drops! - with the occasional rare affix, such as a weapon with bonus damage to one type of enemy, or an amulet that increases spirit damage, or a helm that makes buffs last longer. Not all equipment should be equal!

Persistent debuffs in raids - if you want to get rid of them, you have to leave the raid, lose your RPP bonus, and get cured at the temple. Otherwise, you must suffer in each encounter, because cleansing potions don't work. Only bosses should cast these.

Spend a gold shield to change your appearance! New hairstyles not available at character creation. Maybe additional options for background scenery, too, and shield-purchaseable special things, like glowing eyes, an aura, or a pet.

I think a few of the high-tier items look, well, a little goofy. If we could have a secondary equipment slot (or another page in the character screen) just for appearance, for each location - as in Terraria - that would be neat. The "decorative" item would still have to be bought, but would confer no benefits.

New hero training!
Ambush (or Prescience or Second Sight for mages, Scouting or Tactics for justicars) - weight the opening strike in your favor. Catch opponents flat-footed! Only affects the probability that you, or the enemy, is "waiting" - and for how long - in the first turn. Has no effect subsequently.

New skill!
Weapons training: spend up to 2 extra points on your basic attack (first point already allocated and can't be removed) for a flat bonus of .01s to speed, and +10% to hit chance, per point, for all attacks which can miss. For mages, call it Channelling, apply it only to attacks which can't miss, and change the hit chance bonus to a -10% to enemy resistance.

New guild functionality!
Track total RPP for all completed raids for each character. The character with the highest GPP (guild participation points) is the guild's MVP, and doubles all bonuses from favors. The guild leader should also get double bonuses.
This GPP could also serve as a way to make a guild armory workable. All items would be assigned a GPP value. Any member could place an item into the armory, gaining GPP for it. A guild member could also request a loan from the armory. These requests would be approved by an officer, at which time the guild member would lose GPP equivalent to the item's GPP value, regaining them when he returns the item. The item would also be returned to the armory if the member to whom it has been loaned leaves the guild at any time. The guild leader would be able to permanently detach items from the armory without losing GPP.


If Venan does make some change to the raid boss turning it into one massive boss with big HP pool, the debuff wouldn't be practical here. I'm tired of fighting raid boss repeatedly. :/ Your other suggestions are pretty good but I think at mean time they should focus fixing some priority things first, once the game is out of early beta stage then they can consider adding extra stuff in
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Re: Raid and guild mechanics, plus more

Postby Marney » Sat Jun 09, 2012 6:06 pm

Hai5 wrote:If Venan does make some change to the raid boss turning it into one massive boss with big HP pool, the debuff wouldn't be practical here. I'm tired of fighting raid boss repeatedly. :/

Granted. I don't particularly like the current raid mechanics myself. But I didn't want to suggest massive changes, not knowing what Venan's schedule or resources, in terms of people available to work on a complete overhaul, might be. So my suggestions were intended to be tweaks and additions for the most part. :)

Thanks for the compliment on the rest!
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Re: Raid and guild mechanics, plus more

Postby Little_Mike » Sat Jun 09, 2012 6:18 pm

Oh, we have a lot of things that we want to do, trust me. There are actually a few things on your list that are on our future wish lists already. I'm not going to name them because why ruin the surprise? ;)
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Re: Raid and guild mechanics, plus more

Postby Marney » Sat Jun 09, 2012 7:33 pm

Little_Mike wrote:There are actually a few things on your list that are on our future wish lists already.

Great to hear! Any that weren't but now are? ;)

Little_Mike wrote:why ruin the surprise?

To make me squeal in an entirely undignified manner!
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