The idea of a specific server is silly, but a start from scratch kind of approach like "Big Bang" might be better. I haven't looked at any of your posts to see what your ideas were but if I had the ability to change the game I would do the following.
Remove the massive amount of potential in this game.
Potential ruined the challenge in this game but also allowed things to get "stronger" in the sense that the bosses might be perceived more difficult should potential never have been there in the first place. A good solution to circumvent the issue of power creeping would be to change the limit of potential by introducing a weight system. The weight system would vary from class to class, with warriors being one the ones able to hold the most weight.
Weight System:
- Beginners would start with 10 weight.
- Archers and Thieves would get +30 weight
- Magicians would get +50 weight
- Pirates and Warriors would get +80 weight
- Second job gives you +20 weight
- Third job gives you +50 weight
- Fourth job gives you +100 weight
- Level 200 would give you +200 weight
This would give Archers and Thieves a maximum of 410 weight, Magicians would get 430 weight, Pirates and Warriors would get a maximum of 460 weight.
How Weight would be used:
- All-Stat% items would be 15 weight per %. e.g. 6% all stat = 90 weight
- Primary stat% items would be 20 weight per %. e.g. 9% STR = 180 weight
- Secondary stat% items would be 10 weight per %. e.g. 6% DEX = 60 weight
- +STAT would just be their respective additive stat per weight divided by two. e.g. +10 DEX is 5 weight.
- %Boss Damage and Total Damage% would be 5 weight per %. e.g. 40% boss damage = 200 weight (You should get it by now)
- %Ignore PDR would be 2 weight per %.
- %Attack/Magic ATT would be 15 weight per %.
- +Attack/Magic ATT would be 2 weight per their respective stat. e.g. +10 attack = 20 weight
- Other potential categories would either be removed or cost no weight.
Potential would be accessible via an enchanter that you would pay mesos to get random stats for up to 10 times per item per day at about 1m per enchant. You could use NX to possibly bypass this limit to be 20 times per day but nothing more. Also I would probably lower everything to one line or two.
Dojo itself would be reworked in the sense that it would have the best potential:weight ratio to encourage people to dojo.
Dojo Revamp
Under the assumptions above, I would make dojo awards have one more bracket. Prizes would be split to 1st, 2nd-10th, 11th-25th, 26th to 50th and each glove would cost a certain amount of weight rather than each individual stat being worth something.
Weight and Stat of Gloves:
1st Place Glove:
Cost: 90 Weight. Actual Weight: 450 Weight. Ratio: 20% of actual.
Stats: +30 All Stats, +25 Attack/M.Attack, +250 W/M.Defense, +200 Accuracy/Avoidability [+15% Total Damage, +15% All Stats, +30% Boss Damage]
2nd-10th Place Glove:
Cost: 80 Weight. Actual Weight: 325 Weight. Ratio: 25% of actual.
Stats: +25 All Stats, +20 M/W.Attack, +200 M/W.Defense [+10% Total Damage, +10% All Stats, +25% Boss Damage]
11th-25th Place Glove:
Cost: 70 Weight. Actual Weight: 275 Weight, Ratio: 25% of actual.
Stats: +20 All Stats, +15 M/W.Attack, +150 M/W.Defense [+10% Total Damage, +10% All Stats, +15% Boss Damage]
26th-50th Place Glove:
Cost: 45 Weight. Actual Weight: 150 Weight, Ratio: 30% of actual.
Stats: +15 All Stats, +10 M/W.Attack, +100 M/W.Defense [+5% Total Damage, +5% All Stats, +10% Boss Damage]
Rework how bosses are done in this game
Currently bosses are too easy or offer gimmicky (I hate this word) challenges. I would do something such as make bosses have raids as a requirement with different types of combination of classes to discourage soloing. Such a boss would be one that has different types of "weaknesses" or HP bars that can only be triggered by certain classes or skills. For example, a boss that has 3 weaknesses that one requires a bowman using hurricane or ultimate strafe to diminish their HP, a thief attacking however they want to, or a magician can only damage the boss if it's currently DoT'd. Or the boss could only be damaged using the environment variables or under a certain type of debuff such as stun. If someone is too weak to do it on their own they could do some sort of spiritual bond with their team members to allow the team members to pierce through their weakness for a certain amount of time, if such a case would be a problem. Just a couple of ideas, it could make boss battles much more interesting and cooperative.
Revamp the entire monster system
Monsters are pathetic in this game. Training with regular monsters is completely asinine and extremely slow because it's overshadowed by things such as Lionheart Castle and Stronghold. I think LHC and SH worked out the concept of teamwork pretty well, so why not scale the experience appropriately for regular monsters in such a way that those "soloing" would get a fair share and add more areas like LHC and SH to make others happy? It'd be a win-win situation.
Increase the meso-cap
I'm unsure why we're using signed integers. Why can't we use uint32_t or something to make the cap 2^32-1 rather than 2^31-1.
Make NX more accessible for the common player
Most games already know how to do the Free To Play concept way better than Nexon. Games understand that money shouldn't be the
only way to get things, rather it should be an
easier way of getting things. For example, in LoL champions cost money but you could always wait for the champion to be available, or in TF2 all the items could be bought via the store but you could always get it via random drop or trade for it. It seems insane that we still can't do this in Maple and that NX remains something the "cool kids" can only get.
That's all I can think about currently. I'll add some more stuff in this post later if I can think of something.
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