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Satellite
2011-06-02, 11:41 AM
Basically an thread consisting of ideas that I would like to be added to make the game more interesting again.


<Game Updates>

1. New Level cap of 300

- Level cap changed to 300. New cap can be unlocked completing the quest-chain at level 200.

- Level 200 NPC:s will not be affected by the change.

- Ranking with level 300 as a cap added, but old Ranking (lvl 200 max) will remain, however when the player reaches a level higher than 200, the character will not be updated in the old ranking. Position in the ranking is distributed by the date player reached level 200.

- EXP from mobs has been halved along with the EXP required to level. Training speed will not be affected by the change.

2. 5th job advancement

- It was said that there is no greater path than 4th job. Now, however there seems to be a mysterious group, that claims to have gained the access to secret abilities forbitten by the chiefs of classes, but necessary to beat the incredibly powerful Black Magician.

3. Scrolls revamp

- All Scrolls that come as drops and party quest/jump quest/quest rewards are now "Mysterious Scrolls", that can be opened same way as "Mysterious Skillbooks"

4. Training revamp

- Max of party members is now 10

- Anti-Leech system: If a player is in party and idle for over 1 minute, he/she will stop receiving any exp from other party members until the character moves or attacks again.

- Party bonus of 25%/member is now a default for party training, monster park bonus remains 50%, but it does not increase after there is more than 6 persons in the party.


5. Chests

- All monsters now drop Normal- and Rare Chests, which give out the same items as Gachapon. These are both rare but Rare box is even harder to find, though it gives out better Gachapon items.


6. Item Levels

- Item level is now a default to all weapons in the game.

7. Performance Bonus

- Bonus exp is rewarded for different achievements in killing mobs

- Bonuses go as follows:

1 Hit Ko! (kill mob with 1 hit)
Multikill! (kill more than 3 mobs with one attack)

EXP from these bonuses:
1lvl+: +1% exp
10lvl+: +0.50%
30lvl+: +0.01
70lvl+: +0.005% exp


Killstrike! (kill over 80 mobs inside 1minute)
Nimble Fighter! (Don't get hit at all inside 30seconds, misses count as hits and close range jobs get ½ more bonus exp from this)

EXP from these bonuses:
1lvl+: +5% exp
10lvl+: +3.00%
30lvl+: +1.50%
70lvl+: +0.50% exp

Super Nimble Fighter! (Don't get hit at all inside 1minute, misses count as hits and close range jobs get ½ more bonus exp from this)

EXP from these bonuses:
1lvl+: +10% exp
10lvl+: +5.00%
30lvl+: +2.50%
70lvl+: +1.00% exp

8. Quest Exp Greatly increased

Quests now give 2 to even 5 times the exp they gave before.

Dusk
2011-06-02, 11:46 AM
Level cap extension + 5th job makes no sense given that the current level cap is not even close to filled with content. Gotta have level 200 content + level 200 gear before that's even worth bothering with. Plus, the grind past 120 is already unbearable. Hell, the grind at any level is unbearable. Grinding sucks.

Satellite
2011-06-02, 11:56 AM
Level cap extension + 5th job makes no sense given that the current level cap is not even close to filled with content. Gotta have level 200 content + level 200 gear before that's even worth bothering with. Plus, the grind past 120 is already unbearable. Hell, the grind at any level is unbearable. Grinding sucks.
Point is to give Rankings a meaning again, but I get your point.

Miek
2011-06-10, 03:12 PM
Level cap extension + 5th job makes no sense given that the current level cap is not even close to filled with content. Gotta have level 200 content + level 200 gear before that's even worth bothering with. Plus, the grind past 120 is already unbearable. Hell, the grind at any level is unbearable. Grinding sucks.


I'm sure there's always room for ways to make 4th job levels bearable, like maybe having quests to level.

idk I like the ideas satellite! I like the scroll drop system lol D:

Even
2011-06-10, 04:23 PM
I like the drop and anti leech system but Im not sure if 10 man party is the way to go I mean why not make it so that by using expeds you are allowed to merge 2 groups together like you dont gain exp from eachother but you can share party skills. Makes it way easier to boss I guess and its not really needed to have more than 6 people in your party when you grind, sometimes even less.

kremechoko
2011-06-10, 11:05 PM
Or make it like vindictus and only have a couple of places allowing a 10 man party (I.E. HT, PB, Cygnus)

Keitau
2011-06-14, 02:02 PM
A better idea would be to just scrap your mysterious scroll idea cuz that's just ridiculous. Also I think level 300 is too high. No one wants to grind past level 150 anymore.

Sorien
2011-06-14, 03:18 PM
Rather than an increase in the level cap and a 5th job advancement, I think what they should do is make it so at level 180 each player can undertake various quests and quest chains to unlock skills that surpass those of the fourth job advancement. The skills are leveled up by fulfilling certain conditions, ranging anywhere from completing quest K and using item L to using skill X on monster Y while under the effects of buff Z. Basically the skills are leveled through various "achievements" that get increasingly difficult.

Also, Cygnus Knights need a fourth job. Make it so at level 120 they get a quest chain that follows up on that evil empress thing, and have the knights unlock the levels 121 to 200, and an entire skill book of skills that use their new "dark" powers.


MASSIVE damage nerf for players and MASSIVE hp/mp nerf for monsters. Yes, people like seeing big numbers, but I'm sure that most people would agree that players shouldn't be dealing 100k+ on average while non-boss monsters are hitting up to a whopping 6k at the highest.

To go with the damage and hp/mp nerf, a new potential system (and 30 free cubes per potential item owned by each player)! Now all items (excluding overalls) have 2 lines at the highest and % stats are exclusive to tier 3 tops, bottoms, and overalls and can only give a bonus of 1-3% depending on the level of potential. % Damage lowered by 1% on all potential tiers and levels, and % boss damage reduced to 5-10%. Overalls have 4 lines of potential and can give Decent Hyper Body. New potential effects given to all armors and weapons to replace all non-% stat bonuses. New effects can be ass follows:

Weapons:

-% mp cost.
+% mp cost for +% damage.
+% damage to poisoned enemies.
+% damage to burning enemies.
+% damage to slowed enemies.
% chance of draining % hp while attacking.
% chance of draining % mp while attacking.
+% weapon mastery (capped at 95%). Requires tier 3 "Rare", 2 "Epic", or tier 1 "Unique."
+% damage on swing (pole arms, hammers, axes). Requires tier 3 "Epic" or tier 2 "Unique."
+% damage on stab (swords and spears). Requires tier 3 "Epic" or tier 2 "Unique."
increased attack distance (ranged weapons and spells). Requires tier 3 "Epic" or tier 2 "Unique."
-50ms attack delay (ranged weapons). Requires tier 3 "Epic" or tier 2 "Unique."
+1 target (mob skills obviously). Requires tier 3 "Unique."
10% chance of extra hit (single target). Requires tier 3 "Unique."
+5-15% damage to fire weak targets. Adds orange glow to weapon. Does not make attacks elemental, bonus stacks with elemental advantage.
+5-15% damage to ice weak targets. Adds white mist to weapon. Does not make attacks elemental, bonus stacks with elemental advantage.
+5-15% damage to lightning weak targets. Adds blue electric effect to weapon. Does not make attacks elemental, bonus stacks with elemental advantage.
+5-15% damage to holy weak targets. Adds white glow to weapon. Does not make attacks elemental, bonus stacks with elemental advantage.
+5-15% damage to poison weak targets. Adds green glow to weapon. Does not make attacks elemental, bonus stacks with elemental advantage.
+5-15% damage to dark weak targets. Adds purple glow to weapon. Does not make attacks elemental, bonus stacks with elemental advantage.



Gloves:

1.5x item drop.
1.1x exp gain.
-% fatigue cost for crafting.
+% hit chance on higher leveled enemies.
+% weapon mastery (capped at 95%).
[Skill] Mug: chance of stealing items from enemies while attacking. Can be obtained from "Rare" level 40+ gloves.



Tops, Bottoms, and Overalls:

+% avoid chance.
+% speed cap.
+% jump cap.
% mp shield (works like magic guard, can also stack with magic guard).
+% Stance effect (capped at 100% obviously).
-% damage recieved (replaces % defense and % magic defense).
[Skill] Adrenaline: player gains attack power as his/her hp is lost. 1 attack for every 5% hp lost, the skill grants +1 attack base before (to give +20 attack when the player is at 5% hp). Can be obtained from "Epic" level 70+ overalls.



Shoes:

+% avoid chance.
+% avoid chance.
+% speed cap.
+% jump cap.
[Skill] Sprinting: +1 speed for ever 3 steps taken in the same direction until the player is hit, stops moving, or changes direction. Can be obtained from "Rare" level 30+ shoes.



Earrings and Accessories:

+% status resistance.
+% DoT damage, adds DoT effect to attacks.
+% elemental resistance.
[Skill] Macro Master: Adds one extra macro for use, but only buffs can be placed in the macro skill. Each of the buffs put in the skill become passive and will automatically cast without any animation or delay. Party buffs cast when a party member who's buff has less than half the timer remaining is nearby. Requires tier 3 "Unique."




I highly doubt they'd make any of these changes, but I had fun thinking this up.