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Lets add some CONTENT

Discussion in 'General Discussion' started by Little Lamp, 30 June 2020.

  1. Little Lamp

    Little Lamp Dire Zombie

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    So the following post is going to describe an idea that I believe will add content to the game, both PvE and PvP. The hope is to create something for people to go out of their cities and do, while also creating hotspots as players will be running into one another and, as a result, we can get back some of the natural, open world pvp, not just the village arena system done for the sake of pvp we have now.

    Note: I understand that many players are extremely apprehensive about soulbound items, but I ask that you read through and think about these rather than write them off without actually thinking of the positive impacts created by these items being implemented.

    Also, the numbers given in this post obviously aren't tested or guaranteed to be good, same with effects, its about the general concept, numbers can always be changed.

    Minotaur King's Helmet
    Quick note: All current minotaur king helmets in game would be changed to a cosmetic under a slightly different name and removed from the minotaur king drop table. Nothing needs to change except this is meant to be a separate item from the current one in game

    Obtained from using a Minotaur King Helmet Scroll, a tradeable item dropped from the minotaur king at a 1/50 drop rate, using this item will give the owner a Minotaur King Helmet.

    The Minotaur King Helmet is a permanent, soulbind item that cannot be traded, nor is it lost on death. It can be put into a bank and taken out as any other item, but it cannot be dropped, traded, or looted from anybody, only the scroll can. Whenever a player who has the minotaur king helmet on their body dies and would have dropped it if it was any other item, its durability is set to 0 and returned to the player when they respawn. In order to restore durability to this item, as well as to the rest of the items proposed, the wearer must visit a merchant and pay 50,000 gold in order to use the item again.

    In order for any piece of gear to cost a flat 50k every time you die, especially costing no "rare" (very common) materials, it has to be worth the cost. This item, as well as the rest of the proposed items, is going to have effects that may seem overpowered, but honestly this game needs that. Having a 1/50 drop rate from the sole minotaur king on the map means it's going to be rare, as are the rest of the items in this post. For a user to use any of the proposed items, they will be risking considerable amounts.

    I propose that the minotaur king helmet have the base stats of a dragon helmet, with a reduced encumbrance of 8.00. Additionally, while wearing the minotaur king helmet the user will have a permanent Q6 encumbrance buff, allowing the user to potentially wear heavier armor while maintaining managable encumbrance levels.

    Chaldean Long Bow
    Obtained from using a Chaldean Long Bow Scroll, again a tradeable item dropped from the baradron at a 1/50 drop rate, using this item will give the owner a Chaldean Long Bow. (Alright at this point you guys get it, im just going to list stats/effects/mob that drops, etc.)

    The Chaldean Long Bow has the base stats of Q5 enchanted silverbranch, with the additional effect of shooting "Arcane Arrows." All arrow damage is replaced with arcane damage, additionally back damage is increased by 20% while encumbrance is under 50.

    Chaldean Elder Staff
    The scroll for the chaldean elder staff is dropped by the erodach, again at a 1/50 drop rate.

    The chaldean elder staff has the base damage of a sarracenia, with the cast speed of a cobra staff. Additionally, while using the chaldean elder staff, the player will use 50% less stats to cast any spell, while also dealing 20% increased damage to the back while encumbrance is under 10.

    The Gatekeeper's Shield
    The scroll for the gatekeeper's shield is dropped by the icejarl at a rate of 1/200 (as this is an easier mob to farm and there are more of them.)

    The gatekeeper's shield also has a higher repair cost, at 150,000 gold each death that it would have been dropped.

    The gatekeeper's shield has the base stats of a shredder, increased by 10%. It's additional effect is that while equipped, the user is immune to fire damage entirely, and all incoming elemental damage is reduced by 40%. This is increased to 80% if encumbrance is over 70.

    Khamset's Tunic
    The scroll for this item is obtained from sun exarchs at a drop rate of 1/200

    The repair cost is also 150,000 gold for this item.

    Khamset's Tunic is a dual purpose item, depending on encumbrance it will benefit either mages, rangers, or tanking.

    Khamset's Tunic has the base stats of a full plate chest plate while encumbrance is under 10, the stats of an infernal chestplate while encumbrance is between 10.01 and 49.99, and the stats of a dragon chestplate while encumbrance is above 50.

    Khamset's Tunic itself has an encumbrance stat of X (essentially this should be your only, or 1 of 2 or so heavy pieces if you wanted to be a mage).

    While benefitting magic, Khamset's Tunic will provide increased magic penetration (essentially higher damage vs heavies) of 50%, while benefiting archery the tunic will increase archery speed by 20%, while also reducing stamina usage equivalent to a Q6 stamina efficiency, increased by 50% when a bow is equipped. While benefitting melee, the tunic will reflect 10% of all non-melee damage back to the attacker.



    Anyways, this post has gotten really long, and my specific suggestions for items really don't matter, what matters is that specific, rare mobs such as the erodach, baradron, mino king, etc, should have extremely rare drops that are soulbound when used that cost gold to repair on "loss". This creates pvp hot spots for varying group sizes as EVERYBODY will eventually need to farm or purchase a scroll, meaning it can be a very high risk high reward farm spot.

    As for the argument that it can feel bad to kill someone in this gear as you don't get rewarded, keep it as a gold sink but make it so that on death, 15% of the gold cost of the item is dropped, while the rest is deleted from the game.

    Obviously these items aren't balanced, again its about the concept, but I believe this change could definitely create some content and a reason to actually leave the base.
     
    BeatIt, Porch, The Red King and 5 others like this.
  2. Brando Pando

    Brando Pando Crypt Guard
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    What is this garbage? I log into RoA for quality content like sang slot machines.

    In all seriousness, I would love to see something like this added to the game. The details could be ironed out a bit more sure, but I think the general idea of rare items with powerful special effects would be super cool. Maybe limit each player to one or two rare items at the same time, so players can farm items to fit their own play style.
     
    #2 Brando Pando, 30 June 2020
    Last edited: 30 June 2020
    BeatIt and The Red King like this.
  3. Blaze

    Blaze Black Knight

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    Honestly its something, but I would make it 1/100 chance to drop, and 1/500 chance to drop from the others, make them rarer means it will take a while for them to not be the norm
    --- Post updated ---
    Like this point
     
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  4. MerleisAirdburne

    MerleisAirdburne Black Knight
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    Sorry to hear that you wasted your time making this post, we've tried for years, BPG simply doesn't listen to suggestions.
     
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  5. HenkBot

    HenkBot Goblin Shaman
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    All solid ideas but I would rather see BPG invest time in an arena first. Priority should be given to stuff that will make the game as fun as possible for a population which is as low as it is right now.
     
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  6. Little Lamp

    Little Lamp Dire Zombie

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    All of these are easy XML changes, its why i proposed these changes, nothing crazy has to happen except potentially the tunic bonuses based on encumbrance

    ** as far as im aware
     
  7. The Red King

    The Red King Obsidian Golem
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    Great post Lear, but these guys will never do anything cool like this. They would rather put in rune books / then remove porting via said rune book / then put runebooks portable to gyphs / now take away ports to glyphs.

    0

    See the fing circle?
     
  8. quietnoobz

    quietnoobz Chosen of Khamset

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    Ah, a classic, wishful thinking, long-drawn-out, impossible-to-implement, word salad of too much time to ascribe ridiculous additions to a game where the devs cannot code like this, garble of a post . Classic.
     
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  9. AFKTODAY

    AFKTODAY Goblin Shaman

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    Sigh lear why even bother man you know the good suggestions never get implemented
     
  10. KoKane

    KoKane Chosen of Khamset
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    I like that you made a thread about it, and not just spam your idea on Discord every day.
    Definitely GROSSLY underestimated PVE grinding with those drop rates :p

    It's an interesting concept, to be explored more for sure.
     
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  11. ashroven

    ashroven New Member

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    I'm still learning to code, but I can tell you that practically everything you suggested requires multiple functions that don't exist. I won't go through every point, but let's take the repair mechanic you mentioned for the gate keeper shield...

    1. Where does this mechanic appear? the blacksmith, NPC merchant, on right clicking the item? This has to be coded.
    2. It would require a function / mechanic that allows an item to be in a broken state but not disappear.
    3. another function would need to be called when the player is dead to change the item to be broken.
    4. How does the repair itself work? does the item just become "unbroken" but retains previous durability? or does it's durability reset?
    5. The actual method of repair has to be coded so that a method or function is called when repair succeeds.

    here's another one picked at random

    This isn't an XML change, from my limited understanding something like this would be a loop that checks if encumbrance is <10 + if the hit occurs in the back, if both are true it will apply a 20% increase in damage by altering the damage calculation. Since I don't know what the game is coded like I wouldn't even know how that code would actually need to be written for it to work correctly - I'm just pointing out that this could be more complicated or less complicated depending on how the relevant code is written.
     
  12. FirstNameLastNameRpIsCool

    FirstNameLastNameRpIsCool Goblin Warrior

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    You dont seem to be doing this from a fanboy or malicious perspective but the effect of your post is sadly many Donald Trump truths. If you are just learning programming you should understand your limitations (it's a good thing, helps with learning) and maybe not try to blackbox a game. That requires quite a bit of experience with general programming and client/server implementations.

    GL, programming is fun.
     
  13. ashroven

    ashroven New Member

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    Isn't that my point? people often say "it's just an XML change" arbitrarily which is not true. Making it seem like it's easy, when it's really not.