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Post by minche on Jan 28, 2014 17:33:25 GMT
Any suggestions relating to equipment, loot and outfits Basically items. Post things you liked (or didn't like) in other games. Suggestions about loot and crafting are welcome too. Please don't double post, instead like the replies with the suggestion you think is good.
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Post by boogerrito on Jan 28, 2014 21:39:19 GMT
No super-clicky grinding. I don't mind repetition - it's just silly repetition that I don't enjoy. Set bonuses should be implemented from the start, too. It was something that never even came to FO.
I'll come up with more stuff later.
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nuffyman
Rock Crab
A great man once said, "obesity epidemic strikes nation; experts blame twerking"
Posts: 47
FO Level Status: Ascended
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Post by nuffyman on Jan 28, 2014 22:24:10 GMT
A full set of armor should be able to have a buff that makes you have a more chance of dodge, crit. Not like the FO buffs where you cast it on yourself.
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Post by boogerrito on Jan 28, 2014 23:22:28 GMT
A full set of armor should be able to have a buff that makes you have a more chance of dodge, crit. Not like the FO buffs where you cast it on yourself. I actually like the buffing system of FO; however, one of the problems with it was that some of the classes were based on percentages. This meant that there was an eventual limit that could be reached - 100% crit, for example. To solve this, I'd like to see stats based only on raw values with possible percent augmentation from time-limited buffs. For example, instead of having crit chance raised by Agi, the amount of critical damage done could be augmented, but the chance can remain the same.
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nuffyman
Rock Crab
A great man once said, "obesity epidemic strikes nation; experts blame twerking"
Posts: 47
FO Level Status: Ascended
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Post by nuffyman on Jan 28, 2014 23:41:51 GMT
A full set of armor should be able to have a buff that makes you have a more chance of dodge, crit. Not like the FO buffs where you cast it on yourself. I actually like the buffing system of FO; however, one of the problems with it was that some of the classes were based on percentages. This meant that there was an eventual limit that could be reached - 100% crit, for example. To solve this, I'd like to see stats based only on raw values with possible percent augmentation from time-limited buffs. For example, instead of having crit chance raised by Agi, the amount of critical damage done could be augmented, but the chance can remain the same. I like that!
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Post by Deleted on Jan 29, 2014 0:49:07 GMT
Complex crafting please.
(Not X + Y = Z)
Also, more crafting types, cooking, alchemy, etc...
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nuffyman
Rock Crab
A great man once said, "obesity epidemic strikes nation; experts blame twerking"
Posts: 47
FO Level Status: Ascended
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Post by nuffyman on Jan 29, 2014 0:55:53 GMT
Complex crafting please. (Not X + Y = Z) Also, more crafting types, cooking, alchemy, etc... something like minecraft crafting?
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Post by fossilCreature on Jan 29, 2014 1:52:03 GMT
Item rarity and more crafting are things I really like.
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Qwerty
Soft-Shelled Crab
Posts: 18
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Post by Qwerty on Jan 29, 2014 2:57:12 GMT
Starting with outfits, I'd love to see a bunch of different ones drop from mobs. Having any piece of equipment equippable as an outfit would be pretty nice. Something else would be to have more outfit shops selling stuff at average prices. Not faction outfit cheap or summer 2013 shop expensive, more along the lines of the MW shop there was with the weird outfits.
Along the lines of equipment I don't want to see it exactly the same as FO. Although it was cool to be getting the crit bonuses of pure agi while being able to OE and buff or armor in the game, in a sense I didn't really like it. It was almost too easy, plus basically everybody had the same class builds (mainly being agi or int). What boog and nuffy said about set bonuses I completely agree with.
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Post by Deleted on Jan 29, 2014 12:35:35 GMT
Complex crafting please. (Not X + Y = Z) Also, more crafting types, cooking, alchemy, etc... something like minecraft crafting? Not like minecraft, just more ingredients for recipes, X + Y to start, then when you get farther in the game, have more complex crafting such as X + Y + Z + ... etc. As for OEing, I think this won't be in that new game since there will be classes.
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drakelord12
Rock Crab
yo i may not be on serenia fantasy but i play tales of solaris everyday msg me im venus
Posts: 55
FO Level Status: Ascended
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Post by drakelord12 on Feb 2, 2014 19:33:16 GMT
ah i would like i when you get a full set of a gear you get a set bonus and cooking would be nice feature of course not just food wise you could add like recipes for making crafting material for gear
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TheKow
Rock Crab
Posts: 45
FO Level Status: Rebirth
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Post by TheKow on Feb 3, 2014 1:26:10 GMT
ah i would like i when you get a full set of a gear you get a set bonus and cooking would be nice feature of course not just food wise you could add like recipes for making crafting material for gear set bonuses would be cool, they were one thing that FO didn't have that I feel like would have made it better
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Kitty
Rock Crab
Sad Kitten
Posts: 27
FO Level Status: Rebirth
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Post by Kitty on Feb 5, 2014 0:04:13 GMT
I think maybe that if pay coins/ems you could customize weapons and outfits. I think upgrades would be nice to.
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Post by Deleted on Feb 5, 2014 0:45:26 GMT
Like mentioned in an other thread, make it so your stuff needs to be repaired. It will be a good coin sink.
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elmorenazo
Soft-Shelled Crab
LQ GON B SO GUD
Posts: 24
FO Level Status: Rebirth
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Post by elmorenazo on Feb 6, 2014 19:00:58 GMT
I know I already made a thread about it, but I personally would like an interchangeable class system. No stat distribution each level or custom skill trees (Or make each class have its own custom skill tree, idk, though that'd be more work for the devs), because in those, most people will likely f up their builds the first few times, and most likely will drive new people away, leaving you with a small (if dedicated) player group.
And I'm not against a small player group, in fact, I'm not comfortable with a lot of people around, but this is from the devs' perspective. Larger player base = More possible buyers = Longer game lifespan and more resources to keep the game going. Monetization, while not a lot of players think should be done, is what keeps games going. It's only wrong when you sell power.
Wow, that was quite the deviation. But yeah, my suggestion is the interchangeable classes. Like, class armors and stuff. Equip them and BAM, new skillset. It makes everyone able to become any part of a team at will, and it's like a love letter to completionists and collectors.
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