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Jonah Veil - The Beast from The East - Let's Brainstorm

Discussion in 'Game Design Discussion' started by Jonah_Veil, Nov 1, 2016.

  1. Jonah_Veil

    Jonah_Veil Chosen of Khamset
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    Ok, the only focus of this thread is going to be Brainstorming, shitting out as many content, new player experience, sandbox Idea's we can come up with.

    There will be no bashing an idea in regards to what BPG is capable of. We go into this discussion purely for ideas, BPG will take from the thread what they want to, and unless you work at their company, please, don't chime in like you know what they're capable of, it just hinders creative discussion.

    Now, with that pretext out of the way, lets begin.



    Sandbox Ideas.

    Movement Speed on Roads
    - 1 good thing I suggested in UW they actually did. It would help funnel people on this giant map. Also possible Caravan implementation for lugging resources. This has trouble with global banking however, adding items that can't be xferred by global banking is another easily implemented thing, in theory, but how big those ideas need to be to actually work I'm not sure.

    Waterways - Same idea, but for boats. I really envision RoA using all of its vast oceans more. Nevermind the OCEAN FLOOR. Can we please talk about the room to grow here? Ugh, watch me splurge next idea.

    Treasure Hunting - Put a scraper type ship in, but this is ACTIVE treasure hunting, not AFK trawling CRAP. Such a bandaid shitty implementation. Example

    Driving my scraper across the ocean, I use my Looking Lense (new item that allows u to see farther) from my Crows nest and I see a bunch of bubbles on the surface. An indicator of something under the surface. I drive my scraper over and stop next to the bubbles. I equip my Breathing Apparatus.( I need this because you cannot actually HARVEST treasure from the ocean floor without one on. So no, popping gills won't work.
    The reason I want multiple items added for this venture is items being added that people have to farm mats for stimulates the game on multiple levels in multiple spots. )

    Now, with the apparatus on, I go to the ocean floor, which will have a ship wreckage on it. Some ship wreckages will have treasure, some won't. The treasure could be a legit chest somewhere in it( more development) or, just when someone clicks on the wreckage it does a progress bar and either finds treasure or doesn't. ( low dev ).

    R80 Mats would be treasure huntable in high end spots. IE, Ice Dragon, Kraken locations.

    Rotating Water Dungeon - A rare dungeon spawn that will rotate weekly/monthly in the ocean. It will just be a hole that is at the bottom of the water, and on the surface it will have bubbles like the treasure, as well as mobs guarding it. No runes markable inside the dungeon. The dungeon will be highly sought after. Why?
    Add a mat that only drops in the dungeon that is used in the crafting of the Breathing Apparatus.

    I might get flack for that however, that treasure hunting idea is the End game for treasure hunting. Other treasure hunting options will be added. SoS (messages in bottles), Roaming Rare Mobs, we already have the lowest form of treasure hunting, TMaps, Chaos Chests, Papyrus etc.

    Ocean Fluff- Schools of sharks around an island. Random Sea-Chaos Chests added on the ocean floor in shallow areas. Allow people to dig in the ocean, chance for different, rare loot. Obviously added in a way to not promote macroing it. More land masses in the water. Its mostly barren. Roaming pirates is something suggested a long time ago, this would tie into roaming NPCs obviously it would be amazing to see a ship of npcs roll up on your boat.

    Roaming World Boss - Kind of redundant at this point. But roaming boss mobs is a huge thing the game needs. WTB Roaming Godzilla Raza Mob. Also the other 2-3 dragons in the code that have never been used.

    Taming - I Suggested this a while back, I saw Madcowturd/Nastiness taming idea. I read their general idea, seemed well thought out with the stats and everything. Regardless of how taming is done, I think 2 things are very important.
    #1- It effects pvp balance as little as possible. If we allow Dark Dragons to be mounts with crazy stats etc, it can quickly get out of hand.
    #2- While a linear growth of tameables is good. I still want us to focus on exploring for rares. That is content that is on a really good ratio of Development Time to Content Growth. Something multiple people want, hard to get, not a lot of them in world. Some with static spawns with difficult mobs around them, some completely RNG, some that migrate in packs.

    Anything done with Taming needs to promote people exploring the map. Also, not to say I'm not ok with some mounts being introduced that give different options, but anything that adds damage has to keep in mind a destroyer with a transmute on a mount is the most damage in the game currently against a staff user.

    Roaming NPC Guards - The original Darkfall boasted this. I think BPG has what it takes to do it, depending on how it affects performance. But, I would really like to see roaming NPC guards. NPC merchants that go to bed at night. NPCs that group at a tavern and drink etc. Also could be used to defend holdings, caravans, huge for quests and immersion as well. Obviously a big undertaking but, huge payout here.

    Weapon Skin Variations - I would like to see the lower modelled looking weps, r0-r40 to have their Aesthetics applied to higher ranked weapons, without changing up the base stats to mess with balance. This could be introduced in different ways.

    IE, random drop from crafting Nodachis. .001 chance. "You have mastered the Nodachi swordsmithing style, you may now make Nodachi's of all Ranks" And then this crafter could be a specialist of sorts, or a random unique quest line that drops the ability. Tons of ways to do it. I like it being hard to get though. Grind introduced in GOOD ways, is content. Grind for the sake of grind is not.

    Character Customization
    - Being able to hide my helmet like UW is a nice QoL change. Also, some races helmets are literally a nerf to their vision so for balancing sake its a good move. Secondly, customer our characters is something DF needs badly. People want to flesh themselves out, look different. I've always tried to do it, but DF is not the most accommodating. We can copy a lot from UO.
    Rare Hair Dyes. Rare Jewelry Pieces (like facial jewelry from char creation), Sashes, Cloaks, Dyes for Armor, Weapons. Rare Mounts, Cash Shop Skins, Cash Shop ABILITY SKINS ( be careful here, this can go pay 2 win very easily if done improperly ), Unique Emotes, New emotes period, Dancing, a new sitting animation so I dont look like some lazy sack of shit who sleeps at a dining table when I'm trying to roleplay with the homies. Ok, I'm straying from the point.

    Point is, we all wanna be little snowflakes. Give me the water to do it with, I'll frost myself out.

    Tracking - As brought up recently, tracking would be great addition to the game. Few reasons are, getting someone who just hit your holding, roaming for pvp(cutting down on downtime, actively searching for pvp because you have a trail)

    Implementation wise I can think of a few ways. Tree recently hit you can go inspect. Would be a skill you raise up through use. Would give you a direction to go, and how long ago the tree was it. That would be it. If you kept finding trees you could follow a trail.

    For player corpses it would work the same way. Tougher to track a trail of bodies, but this shouldn't be a way for people to never get away or people radar people down. It is just something to stimulate organic content.






    EDIT- Added 5 more sections. Re-read and discuss.
     
    #1 Jonah_Veil, Nov 1, 2016
    Last edited: Nov 5, 2016
  2. mrW

    mrW Black Knight
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    This is "open-ended" idea:
    - To help with one of DF's attrition problems regarding people quiting when losing shit. I believe part of the problem is that conquer system does not present enough layers which results in very "play to crush" mechanics.
    - This at the same time expands and gives more meaning to whole conquer system, expands the existing spying meta-game and at the same time make the game more interesting (opinion) and new player friendly

    Religions, Churches and Missionaries

    Basics of religion:

    - Religion has different customizable props. All these props either impose some limitations on you or/and give certain direct or indirect bonuses to your character.
    - Religions will partially serve as "recruitment clans"
    - Religions will allow new players to travel and bind in player cities
    - Religions can somehow be extended later to be part of conquer system too.

    Examples of religion types/props:
    Some simple props, that different religions could have:
    - A religion for those who never sinned. Only characters that never killed anyone in PvP can be part of this.
    - Solo player's religion. Only players not in clans can be part of this religion.
    - Small-scale religion. Only players in small clans (up to 5 or 10 players) can be part of this religion
    - Crafters religion. Only players with 75 wisdom can be part of this religion
    - Destroyer/Indestructible religion (only those who don't have magic can be part of it).
    - There could be "barbaric" props, requiring to be red to be part of some religion and giving some bonus.
    - There could be "divine" props, requiring to be blue to be part of some religion and giving some bonus.

    This can be expanded further and the ideas are only given as example to illustrate the idea further. There must be some sort of bonuses or buffs given for joining these, but they should not be very significant but should still matter. The idea can be expanded further, grouping different props in different groups and allowing to mix and match somehow to create new religions.

    I would suggest to start with only 1 or 2 "Static" religions, such as:
    - A Church of those who never sinned (for someone who never killed anyone and didn't ever drop alignment). This is intended for new players.
    - A Church of Missionarries. Only for players not in clans.

    Basics of churches:
    Every player city already has a church. We would also need to add church to capital, which would be a place to pick up any kind of religion.

    The clan needs to have at least 5 saints and highest level church. When that is done, they could (if they want to), pick a religion for their city. At the start they could pick to support:

    - A church of those who never sinned
    - A Church of Missionaries.

    Picking this religion, would "ALLY" players, of that "RELIGION" to the city owning clan, while they are in their city. This means:
    - They would be able to come and live in their city (bind / use bank).
    - It would also mean that killing those people would dropyour alingment really low. You can use "Average Clan Alingment" or something similar, so the clan has to keep high average in order to be able to support religions. There should be small room for mistakes, but generally killing these people in your town should drop the religion.

    This would allow New Friendly clans or clans who want to recruit, to let new players in. New players could go to church in Capital, and pick a religion, based on map of holdings where the religion is popular.

    For city owning clans, you should later introduce mechanics to create their own, new religions. You could connect it to the lore easily. DF had lore regarding powerful wordstones (7 or 9 of them) hidden in Agon. You could make some sort of special drop, which would drop every month or so. A drop would basically be a new religion "prop" unlock, which would allow you to create some sort of new type of religion based on combination of props of your choice. This is where all those "Small-scale religion" or "Solo player religion" or similar props could come into play. Creating a religion would allow recruiting to be more targeted to the types of players that religion might attract.

    Conquer System

    This idea is very open ended, but you could also integrate it with conquer system. The minimum that I would do, is allow "renting city" by using religion. let's say some clan owns Hammerdale. They could make "A chuch of those who never sinned" a main relgion of the city and then make it "Religious City". This would indicate the full ownership of the city to those belonging to religion.

    This could somehow be used, to let powerful clans rent out their holding to carebears.

    I think most of these changes would need to be done in the UI + some work in the binding/resource access systems.

    TL;DR DF is already nice war and politics simulator. Let's add the religions and all the craziness on top.
     
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  3. Mc Nasty

    Mc Nasty Obsidian Golem
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    This is a really good idea and is exactly what this game needs.

    Sea trade routes and npcs ghost ships

    Champion spawns tiered mobs that increase in numbers and or difficulty

    Trade routes- multiple pick up drop off spots. On a personal cool down not global. Players could spawn an npc driven caravan. Add in games and riddles to solve in order to take the right path.

    Rare fluff items and bless deeds

    Rare and customizable housing decorations.

    Better dungeons with boss mobs

    Options are limitless appeal to the non pvp crowd and add stuff to do outside of farm for pvp gear.
     
  4. Bloodscar

    Bloodscar Cairn Giant
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    Have forwarded this thread to the design team and have moved this to Game Design Discussions. Please keep it clean and on topic, offtopic statements/posts will be removed.
     
  5. digitalbullet

    digitalbullet Goblin Shaman

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    This is sorta out of left field sorta idea but..
    I thought it would be cool if they turned the unused cave systems into PvE/PvP events.
    Rare nodes spawn at "insert time here" and people have to show up to mine these ores out.

    Meteor strikes that fall from the sky "like airdrops in those crappy zombie games" that localize players to mine these meteorites for l00tz
     
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  6. Invincible Execution

    Invincible Execution Varangian Warthane
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    I think the game could use some contestable pvp locations that aren't villages or holdings. For example, on the map there could be 1 citadel per racial land. This would be a large building designed for tactical pvp which includes cover, choke points, ladders, bridges, etc. The citadel has an artifact present which can only be activated once a very large amount of special resources are sacrificed. Once activated a global announcement will popup on each player's screen, indicating that that specific citadel will become contestable in 60 minutes. This is a red vs blue event and the area itself is lawless. The artifact has a set of balancing scales which players can interact with. Any player killed within the citadel will drop soul essence which can be placed onto the scales. After a designated amount of time the team (blues or reds) with the scale tipped in their favor will be declared the victors. Victors get random rewards drawn from a large pool of possibibilities which include very rare resources such as r80 mats. If the player that activated the artifact is on the winning team he gets a significant boost in rewards based on the relative market value of the resources used to activate the artifact.
     
    #6 Invincible Execution, Nov 1, 2016
    Last edited: Nov 1, 2016
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  7. Lakisuria_Moonglade

    Lakisuria_Moonglade Varangian Warthane
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    Make clan holdings tied to their surrounding territories. They can choose to be either lawful or lawless. If they are a lawful territory the owners get a % of bonus loot based on the mobs farmed in the area as well as resources gathered. (Kind of like a tax without taking away from the players farming)

    If they are a lawless territory they are allowed to freely kill as they wish within their zone.

    Allow perks to take effect in their surrounding territories such as increased crafting speed inside the holding, gathering rates of surrounding resources, resource processing etc. Maybe make deposits of gold to make their clan nodes regenerate faster for more resources.
    --
    Probably already in the works but a dynamic spawn scaling system that makes use of completely overhauled mobs.

    Mobs tweaked to be initially approached by an appropriately skilled player, their loot to match the 1v1 scenario based on difficulty. The team would have to decide whether the loot matches up to other similarly difficult mobs.

    Then as players either enter the spawn or damage the spawn they are recorded to affect the size and difficulty of the following spawn.

    Spawns would only respawn after the last mob of that particular spawn dies on a 30 second timer so people have time to loot and back away to heal or recover.

    --

    Above-Ground dungeons either in the forms of fortresses, mob lairs or cities that have phases and encounters that build up to a final encounter.

    Mechanic driven encounters where interacting with the environment plays a role in getting through the fight.

    Larger more epic dungeons where we see more mobs, moving platforms, environmental traps etc.

    Implementing boss-mobs with minimum player scaling of at least 5 average players that scale with additional players brought. (Not necessarilly meant to be as difficult as bringing another full elite player that know exactly how to approach every fight)

    --

    Not very specific in implementation but I hope the game will support at least 3 player types loosely categorized as:

    The PvPer - Guardians of lawful territory, Bandits, Territorial conquerors or anywhere inbetween.
    • Able to acquire resources through contestable points.
    • Able to acquire pvp-related collectibles and achievements.
    • PvP related quests and rewards significant to sustaining their playstyle whether it's Clan, Red or Blue based.
    • Able to accumulate wealth on top of their player looted goods through player driven activities.
    The PvEr- Achievements, collectibles, interesting spawns and monster slaying, wealth accumulation through their battles.
    • PvE gear is cheap and easy to purchase from another player or acquired via NPC/Mobs
    • Better PvE gear from higher tier mobs or higher tier player crafters.
    • Achievements, collectibles and rewards based around dungeon crawling and monster slaying.
    • World-based explorer related rewards. Treasure maps, rare spawns and rare resource opportunities in the world.

    The Crafter/Economist - "Simple" gathering, self sustainable crafting whether through NPC sales, crafting dailies or player commerce.
    • Able to gather and craft for a guaranteed profit for their time. The profit would scale between quest, NPC and player commerce.
    • A convenient and organic trading platform and advertising space so players can find their goods and broadcast their goods to higher effect.
    • Titles, reputations and perks to consistent marketing and commerce. Ex fancier and more noticeable vendors that reflect their experience as a provider.
    Naturally players would be able to interact between these guidelines but each has to be sustainable in their own rights. I believe finding an excellent place between each of these playstyles will go a long way for the game.
     
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    #7 Lakisuria_Moonglade, Nov 1, 2016
    Last edited: Nov 1, 2016
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  8. Bloodscar

    Bloodscar Cairn Giant
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    Again i will reiterate, keep this thread clear of any off topic chat. This thread is free for anyone to congregate their ideas into which has been passed on. It does not matter who started the thread, the fact is the thread has been made for anyone to post ideas into.
     
  9. Vorat

    Vorat Goblin Warlord

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    I have said this in other threads but I am posting this here as well. This one has received the best response. Keeping my threads here tight and limited to ideas that have attracted the most attention.

    We need group friendly quests. As they are written now most players do them solo since you only get credit for what you loot or kill. Quests need to reward everyone in a group per kill or quest loot. Might need the amounts raised for groups in order to maintain balance.

    Need a tutorial on how to group. What opens party chat tab for the first time. How to use default T button so you don't hit group mates. How you can tell which spells will hit group mates and which are single target. The fact full looting then skinning makes grave stones go away so it does not get overwhelming. How do you invite someone to group even when you don't have a chat post to right click on their name. This just lists the most common questions and mistakes I have encountered.
     
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  10. Green Chili

    Green Chili Spellgazer
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    1. Gladiator arena for PvP duels / PvE horde mode and spectator gambling

      I think there had been some BPG talk of creating a few social hubs. I think it would be pretty cool if you could also arrange PvP, and or PvE (horde mode), fights at 1 of these locations.

      To set the stage a little bit, create an arena with that allows for spectators to enjoy the fights without being able to easily interfere. Let's call it Thunder Dome. Standard gladiator arena that each player/team enters from their locker room, has crates and barrels to hide behind, with a see through barrier that prevents an early start while the players quickly (15-30 seconds for buffing) size-up the the competition, when the barrier drops, the fight starts, winner takes all, unless otherwise agreed to, prior to the fight.

      Create an NPC, fight master that regulates the rules of each fight on an individual basis. Maybe with a drop down list with check boxes or a better approach. Ranging from carebear to winner takes all. You could maybe allow auto res while in the arena, if the fight is not marked as full loot.

      More specific ideas.

      Allow spectators to bet on the fights.

      Types of fights , any of the standard XvX
      duels.

      Maybe more interestingly, what about
      1, 3, or 5 man versus a horde of PvE with difficulty setting and loot. Keeps ramping up until they die or a time limit, would need auto res here, also.

      With drop-able items now, someone could more easily stage a scavenger hunt style event versus players, monsters or a mix of both.

      Allow players to rent the arena per hour for any event they want to create.

      Really, with a little imagination creating events should be a little easier with something like this . You could even stage regularly scheduled events like Friday Night Fights, for example. No shortage of folks that like to duel around here , but now you can have an audience that can't interfere, players that can't runaway, or not pay upon loss, the doors don't open until the fight master's critetia are met or all parties concede.

      I don't know, I think there is a lot of room here for both the sheep and wolf type player created content, with just alittle bit, of world building from BPG.

      This would hopefully just make these types of events easier to do without the possible let down of it being "ruined", plus it could be a healthy mid to high range gold sink. If there are 2 things people like, it's fighting and gambling.
     
    #10 Green Chili, Nov 2, 2016
    Last edited: Nov 2, 2016
  11. Kotic

    Kotic Infernal
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    I know it is always something that was always rumored impossible or very hard to do, but:

    Dynamic holdings. No more static buildings/holding locations.

    Place your bindstone freely(with strict limitations on certain areas that could be abused/buggy), Buildings/walls freely placeable as well. With land claim territory shown on the map.
     
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  12. Jonah_Veil

    Jonah_Veil Chosen of Khamset
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    Touching on this in my OP eventually.

    But, imagine if Chat Bubbles are added, and some voice acting, or in game comms.

    You're walking along a road (sprinting who we kidding) and you hear "Hey, in the mood to make some coin?"

    and an NPC human spawns near the road and beckons you over.

    And that starts some crazy quest chain.

    THAT STUFF, is the type of stuff that pulls in new players, captivates them.
     
  13. kilrain

    kilrain Shadow Knight
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    Piggy backing on the quest chain idea, I always loved a really good riddle. Find a ring in the bottom of a deep and seemingly useless pool of water, upon inspection you notice the ring is inscribed with what appears to be a useless phrase. Sometime later you're talking with another npc who happens to mention something about a ring or you trigger the discussion by trying to sell him the ring and he sends you to another npc ... so on and so forth. this is a real quest from EQ for those that might remember, but that is what I want to see for questing. Things in the world that you notice and interact with and before you even realize it you've begun an epic adventure to find ... something.

    Anywho I'll high tail it out of here and let you guys come up with some more cool stuff :)
     
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  14. Jonah_Veil

    Jonah_Veil Chosen of Khamset
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    Exactly the type of quests I want to see in game.

    Dynamic quests that come unexpectedly.

    Something to consider when you guys iron out the smooth sailing game etc, is someone who just constantly makes non repeatable quests. IE unique quests. Just having someone doing that adding those hidden gems for players to find, giving people a reason to explore for some dyed cosmetic helmet or some cool reward.
     
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  15. Synik

    Synik Ghost
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    Make houses have a toilet add-on that will remove all debuffs from you.
     
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  16. DareDevil

    DareDevil Goblin Scout
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    I really like this thread, so ill give my input.
    I would like to see a type of pirate quest hub- island where you can meet, gamble, trade, and start quests or events with others of like minded play style.
    I loved sea towers, but the only reason to sail around was to do towers or blast a holding.
    And this idea would bring people of different clans or solo players together to mingle.

    I think slot machines were fun but a little silly, a gambling system would be a fun way to take a break from pvp and have a little side game.
    I would not suggest care-bear non pvp zone, but at least towers to guard, and maybe a time restraint on entering the pirate town to prevent those

    in battle to use as escape tactics, with no rune stones or binding. This might be a bad idea but maybe local only banking, so you would need to bring goods in but only access them from there so you would have to eventually trade there and or take goods out to deliver it to your bank. So after

    events whatever loot you get you could bank there, and not get camped, but we would know people will be leaving there at some point with loot or goods to transport it home.

    There could even be fishing, gambling, treasure hunting, and naval battle events. Where as soon as you leave to embark on these events the pvp is up for grabs. You could even alternate between land events one week and sea events the next week. That would also give people something they can count on for sure but not having one favoring the other.

    Waiting for a siege or missing it cause of RL work sucks, events could be 3 times in a day so your sure you can make at least one or two.

    Stuff people can look forward to is really big to keep people logging on. And its nice to know this or that day is gonna be busy and fun.
    And not just events that promote clan gain only.

    I might be pretty unknown to you guys but iv been around since DF1 launch and wasnt around for UW just wasnt the same. And I have seen all the struggles and check out forums, Just never was one to speak up much, seems everyone else has a lot to say is all.
     
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    #16 DareDevil, Nov 2, 2016
    Last edited: Nov 2, 2016
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  17. Korag

    Korag Evil Eye
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    Some of the unique forts with crap mobs or ones totally empty would be fun to have a capture the flag type of even odd days from sea tower, winner of the capture gets control and has ability to build a temp bank. Spawns in the area while the "keep" is captured dropped increased gold, loot, skin mats exc.. or whatever type of reward people see fit.. maybe chance for r80 mats, or other resources..

    also like Mcnasty said, ghost ships, or better pirate bases, defended in way you would have to fight to the pirate captain to get to a chest reward or "treaure" like climb the tower, possibly have some defended by a pirate ship that has a small chance of being capped. and more sea creatures besides Krakens, and weak sharks/sea creatures

    Imagine a reward that would give, say up to 5 of a particular stat, or a scroll or food item that allowed a temp buff to a stat or spell or somthing that was usefull in pve/pvp or even rare named weapons, not super op but stronger then the avg weapon (erodach staff) just a few ideas of rewards people will want to go back and fight for/spend time in the open world.. Add capes some people like the caped crusader look, other armor/weapon that draw attention just because of the fluff look of em
     
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  18. Darthlizard

    Darthlizard Goblin Shaman
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    I don't have a specific idea, but maybe some of you could come up with something.

    We have all roamed around looking for pvp before, but not being able to find any at all . Whether it's a slow day or you just have bad luck, it's really saddening to be searching for a fight and just wasting time.

    My idea is anything that you could go to for a garunteed fight at any time. I'm not talking about an arena or an event that has a timer.
    A suggestion is something like a rare ore mine that you could put gold into for a certain amount of time of unlimited ores. (Ex. 5000 gold for 5 minutes of unlimited resources)

    This would encourage bringing more people to a highly contested spot that you could always expect a fight. Just an idea.
     
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  19. Battle Smurf

    Battle Smurf Oak Lord
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    No suggestions atm just came to upvote

    [​IMG]
     
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  20. Slayven

    Slayven Obsidian Golem
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    For love of god no quests so cheesy and over done