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SwebDK

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Posts posted by SwebDK

  1. Player Housing Comfort Score:

    Players can place furniture with different quality levels. The higher the quality the higher the improvement to the player's house comfort score.

    Comfort score will have certain milestones which will give the player different effects.

    Example: bed gives a comfort score of 2, table 1, rug 1 and chair 1. That gives the house a total comfort score of 5 which is the first milestone. That milestone will give the player 10% max rested exp and 1% rested exp per hour they are logged out or afk in their home.

     

    Comfort milestone effect suggestions: 

    • faster rested exp (rested exp is a exp gain modifier) (higher comfort milestone the faster rested exp accumulates) 
    • max rested exp (higher comfort milestone the more max rested exp player can have) 
    • a rested buff you get after being logged out for x amount of time in house or afk in house for x amount of time. (higher comfort milestone the longer buff lasts) (I'm thinking the buff gives mana and health regen when sheathed maybe some other stats as well)
    • City reputation multiplayer (higher comfort milestone the higher reputation gain modifier in the city house is located)
    • A comfort milestone could be a requirement for something in the city like a job or quest
    • If game will have some kind of energy/labor system then something related to that, like faster energy regen while player is in their house

     

  2. MMOs where itemlocking is a thing that I know off: BDO, Wow (with addon, has a tool to restore lost items tho), Pirate101, Wizard101, ESO, Maplestory (behind paywall wtf Nexon), phantasy star online 2 and probably more.
    now is it necessary.. not really, but would avoid some gm tickets of people crying over their mistakes.

  3. Your right it could be an annoyance for those who want the bonus for everything they do.

    But it could also lead to more specializations as one player doing more crafting does not feel like they falling behind the others that dungeon dives or quests etc.

  4. Classes could have utility skills that they use when weapon is unsheathed. I believe utility skills could bring out more of a role-play feel to the classes and help increase their uniqueness.

    Example: Ranger could have an ability called far sight that they aim like meteor/barrage but the location will move the camera there so the ranger can scout in the area, would be super useful if looking for stuff or u can team up with a wizard to make an artillery team.

    • Upvote 1
  5. Treasure maps, that once you got them it will allow you to dig up a chest at the given location, randomized between a group of locations, maybe different tiers of maps with better rewards other locations.

    We talked a bit about maybe some sort of procedural dungeons in the game, maybe treasure maps could also give access to one of those.

  6. If mounts are gonna be in the game, I suggest some gold sinks for them maybe players could train their mounts at a stable to the unlock the mounts full potential doing this should cost a bit and as people get new mounts they gotta retrain them, also have consumables for mounts like a carrot to "restore stamina of the mount, or a speed buff" could be another gold sink.
     

  7. Players choose a path that will give them exp bonuses from different parts of the game, the players path can be changed at a cost.
     

    Examples of different bonuses:
     

    • More exp from killing mobs
    • More exp from crafting items
    • More exp rewarded from quest & events
    • More exp from exploration?
    • More exp from pvp?
  8. Lantern equipment slot


    Stats for Lanterns:

    • Light Color
    • Light Range
    • Light Texture?
       

    This could be items u sell in the cash shop and then just have basic versions outside of cashshop.

    Have a button you can press to turn on and off your lantern. so players can hide in the dark

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