Castle Age Forums  

Go Back   Castle Age Forums > Castle Age: Heart of Darkness > Suggestions

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 06-16-2012, 05:38 PM
hetejorn's Avatar
hetejorn hetejorn is offline
Castle Age Royalty
 
Join Date: Jul 2010
Location: Below Sea Level
Posts: 1,534
Default SP gain...

If gaining more quests for SP is a lot of a hassle, make some monster that drops collectibles that can be Alchemized into SP. Make it so it gets harder every other couple of sp gains. Otherwise people will be able to get to auto lvl strength. But at least gives A) reason to do beasty and b) more then 1 opportunity to gain sp. Not only from quests that only appear once every 6 months. IOr maybe make the runes be turnable into sp alchemy.
Top of list other game:
http://prntscr.com/ao914 SOmething like this. 1st time collection gives an item (or general maybe in case of HoD). 2nd time gives collection for SP. Collection Items on one row from left to right are very common to very rare...
Bottom List:
http://prntscr.com/ao94x
As you can see in the 2nd list, the number of collection components needed, is quite a bit higher then at the top. This makes sure you don't gain incredible amounts of SP during a lvl, but you can still progress in your character building. It is quite a different way of character building from CA, making HoD more of it's own game. It would also make people are not just doing the same beasty over and over again for items they already have over a dozen times, but they can actually do something with those items, which would be transferring them to SP... I think this would make a lot of people happy. Of course you need to make up the plan of how many times people can collect at a certain point, before the difficulty goes up. If it goes up after every collection I think it would go too fast... There is prolly some smart dude who can come up with some sort of smart idea how to exactly implement it. I know in the game I took these pics from, I don't start uber-lvl-ing at all despite having collection items of 16 beasties and the new collections giving 5 sp per collection. The highest ones are just more difficult to beat... Just an idea I honestly stole from another game...

[Edit] Don't think of doing it like That other game that LotS of people play these days too. It gets people way overpowered and turns everyone in pure farmers...

PS I just copied this from my own comment I made earlier in General... Considering that was Flarin's thread... This is more of a suggestion though...
Reply With Quote
  #2  
Old 06-19-2012, 07:33 PM
Dokkōdō's Avatar
Dokkōdō Dokkōdō is online now
Castle Age Royalty
 
Join Date: Jun 2010
Posts: 1,273
Default

Quote:
Originally Posted by hetejorn View Post
If gaining more quests for SP is a lot of a hassle, make some monster that drops collectibles that can be Alchemized into SP. Make it so it gets harder every other couple of sp gains. Otherwise people will be able to get to auto lvl strength. But at least gives A) reason to do beasty and b) more then 1 opportunity to gain sp. Not only from quests that only appear once every 6 months. IOr maybe make the runes be turnable into sp alchemy.
Top of list other game:
http://prntscr.com/ao914 SOmething like this. 1st time collection gives an item (or general maybe in case of HoD). 2nd time gives collection for SP. Collection Items on one row from left to right are very common to very rare...
Bottom List:
http://prntscr.com/ao94x
As you can see in the 2nd list, the number of collection components needed, is quite a bit higher then at the top. This makes sure you don't gain incredible amounts of SP during a lvl, but you can still progress in your character building. It is quite a different way of character building from CA, making HoD more of it's own game. It would also make people are not just doing the same beasty over and over again for items they already have over a dozen times, but they can actually do something with those items, which would be transferring them to SP... I think this would make a lot of people happy. Of course you need to make up the plan of how many times people can collect at a certain point, before the difficulty goes up. If it goes up after every collection I think it would go too fast... There is prolly some smart dude who can come up with some sort of smart idea how to exactly implement it. I know in the game I took these pics from, I don't start uber-lvl-ing at all despite having collection items of 16 beasties and the new collections giving 5 sp per collection. The highest ones are just more difficult to beat... Just an idea I honestly stole from another game...

[Edit] Don't think of doing it like That other game that LotS of people play these days too. It gets people way overpowered and turns everyone in pure farmers...

PS I just copied this from my own comment I made earlier in General... Considering that was Flarin's thread... This is more of a suggestion though...
===

they did have some of this idea in part with Atlantis 2, where some of the rings require you to have items from Kraken/Alpha Kraken...but Atlantis 2 last 2 rings fail miserably, esp the last one...b/c it require to much resources to get it.

...but i do like the idea...anything that yield more SPs to great...just not if it require more resources than doing quest itself.
__________________

Siggy courtesy of Sir Ducer - Legends Founder

Last edited by Dokkōdō; 06-19-2012 at 07:34 PM.
Reply With Quote
  #3  
Old 06-20-2012, 08:28 AM
zserg's Avatar
zserg zserg is online now
Castle Age Royalty
 
Join Date: Mar 2010
Location: as far away as possible from the rest of the world <_<
Posts: 15,711
Default

lack of sp is killing the game :v

You need to invent something fun (gameplay wise) and rewarding (sp-wise) and not CC-exclusive(though of course CCers should do better)


And no, I'm not talking about quests that cost 2k energy per SP :v
__________________
Out of the game, chain me.
Member of Victis Honor, a pvp-oriented guild. Check out our corruption recruitment thread if you'd like to join.

Last edited by zserg; 06-20-2012 at 08:28 AM.
Reply With Quote
  #4  
Old 06-21-2012, 02:14 PM
hetejorn's Avatar
hetejorn hetejorn is offline
Castle Age Royalty
 
Join Date: Jul 2010
Location: Below Sea Level
Posts: 1,534
Default

Quote//Generally there should be another way to use the energy for. Only quests so far. A fortify function on a monster would be very nice. Same time if you should add the Conquest feature there would be a way to "dump" in your energy for the guild benefit = very good too. But includes that you implent Conquest in HoD//

To be honest, I would rather have a pure energy monster, instead of a stamina monster. Making it possible to fight 2 beasties at a time. Preferably they start with making those beasties start at lvl belial and than up to Mayuda. And the monster after Mayuda could be two ways, possibly where an energy and stamina monster gain strength from each other, once one side is dead, the other part dies easier... 2 sets of loot, depending on damage in each part of the beasty. Copy/paste beasties from CA is no fun. I want new ideas...

As long as one part is alive he can heal the other and vice versa. Somewhat like a paladins. Actually. They could be evil Paladins. And the bonus they get from being both alive is from flank attacking. They should deal serious damage. Like from both apart on each attack, and when not critting the flanking hitter deal double damage (as long as alive). This way health becomes more important and thus gold too. Maybe no Gold drops along the way, but just 1 Gold drop at the end of battle, possibly depending on the damage once again.

PS. You may name the monster "Julian and Jorn's Wrath"

Last edited by hetejorn; 06-21-2012 at 02:24 PM.
Reply With Quote
  #5  
Old 07-07-2012, 11:35 AM
koel10's Avatar
koel10 koel10 is offline
Adventurer
 
Join Date: Apr 2010
Location: Netherlands
Posts: 22
Send a message via MSN to koel10 Send a message via Skype™ to koel10
Default

Would be nice to have an extra way to gain SP, let's hope this suggestion make's it through.
__________________
The Sword of doom.
Remillia level -2** - Warlock/assasin HoD
Proud officer of : Angels Of Light.
http://www.facebook.com/profile.php?id=1203516353
^^
Reply With Quote
  #6  
Old 08-19-2012, 09:03 PM
thexbob's Avatar
thexbob thexbob is offline
Castle Age Sage
 
Join Date: Mar 2012
Location: Bismarck, ND
Posts: 248
Default

Lack of skill points is absolutely the biggest problem with HoD - to get to 25 mil dmg and Mayuda drops, I would be best off praying to Azeron for 1.5+ years and not gaining a single level. So when I get done with Magdalena (just started), I'm going into "hibernation" mode and waiting for new content.

My suggestions include:

-lvl 15-20 influence on all quests. In addition, another excavation quest that has skill point alchemy potential.

- Another quest that has a xp/energy level higher than 1.375 (maybe 1.5 or 1.75 like on CA). Maybe monsters with better than 2 xp/stm too.

- FP farming opportunities.

- Better items: I know we don't want hyper inflation, but at the rate content is coming out, an improvement of 1-3 atk and 1-3 def isn't worth the effort. +3-5 for an epic, +6-10 for alchemy recipes would not obsolete things too quickly if it's a monster every 3-6 months.

-Monsters that literally drop skill points: to make this fair, try basing each players chance of getting a drop on the total proportion of their resources they spend on a monster, and the amount they can get on the length of the hunt. Also, cap the total pts they can get per week (4 or 5). You could also not give a player a choice of which stat, and then make the cap higher (7 to 12), or just come out with a monster for each skill type (atk, stm, def, en). I have ~500 stamina and if a hunt lasts 6 days, I should be spending maybe 500+288*5=1940, so round this up to 2000 stamina for maximum potential. (I would get 3 lvls, so maybe 2500-3000stm, but not everyone levels as fast as I do). Worst case scenario, go back and NERF it later, but this would add something unique and exciting to the game. Nothing wrong with testing new features.

- Better tune the drop rates to damage potential, which I've cataloged in detail on the strategy forum. Otherwise revisit the damage levels. I have a pure MH build: not including criticals, @ lvl 228, I can do a maximum of about 12.2 mil to Magdalena right now. In 100 levels, that will be 14.5-17.5 mil. In 200 levels, it's 19-22mil. In 300, 22-25mil. In 400, maybe 27-30mil. Subtract 2 mil for Mayuda, and another 2 mil for "Hypothetical 400 def monster". But those numbers are .5 years, 1 year, 1.75 years, and 2.75 years away - spending FP to get there faster reduces demi-prayer pts and my pts/lvl ratio, effectively neutralizing the benefit. So I'm a MH looking at longer than the life span of the game to get epic drops! Once I get to 1000 stamina, a single refill will make a huge difference, but it should be the difference between 1-2 and 2-3 drops, not 0 or 1-2.

- Buy skill points with incremental cost?

The last two suggestions are completely redundant if we get skill pt / lvl ratios up 2-3 pts/lvl (I'm at 6.8 pts/lvl; at 8.75-9.5, like my CA trajectory, damage levels would increase at an acceptable rate).

Last edited by thexbob; 08-19-2012 at 09:08 PM.
Reply With Quote
  #7  
Old 08-25-2012, 07:54 AM
zserg's Avatar
zserg zserg is online now
Castle Age Royalty
 
Join Date: Mar 2010
Location: as far away as possible from the rest of the world <_<
Posts: 15,711
Default

- skill points for each pvp kill you get.
__________________
Out of the game, chain me.
Member of Victis Honor, a pvp-oriented guild. Check out our corruption recruitment thread if you'd like to join.
Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:32 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.