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Suggestions Post any suggestions for new Wyvern content here that is too complicated to explain in the idea log or that you want to first get feedback on from other players. |
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#1
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General ideas for wyvern
Well i've played this game for a long time and have many successful memories and characters (happyrabitz, tyranos, ulin, rabitz, erebus {banned}, ect ect) and played in almost all the eras and with the game coming up have a few ideas.
Blessings. yes i said blessings. I think blessings could be a great idea. Everyone hates the idea of rding and dying to D-ray, well how about making a blessing for that? of for fire/cold/shock resist. Have a npc that grants blessings for a [x] amount set for a certain time like a potion. so for an example. i walk up to the blesser and pay 50k for death immunity for an hour. you can change the cost, duration and things the blessings do depending on the staple things everyone uses/dies from. I think it will add a better degree of playing. sure you have death immunity but who's to say you don't step on a summon trap and die, or get one shotted by a musk ox in an rd? Better guild gear. I always hated looking at a axeman and a pally and seeing them all wearing plat and a dsm -_-. there's no variety or items that make guilds worth it, there are items that i'd call "good" but dosent cut the cake. how about an amulet from the pallys guild for pallys that raises life by 5, and gives swords? or an bracer from the axemans guild that gives good armor and an increase to axes? You can let you imagination run with this oen and still be in line for what is broken and not while increasing diversity and not everyone piling into the same bracket of gear and play. Fix jewel crafting. I'd so much love to improve my gems and make them better. Maybe even incorporating gemming gear for effect. Add more depth to races. I hate seeing people play humans and halflings for everything. 99% of all pallys are human/halflings. axemans dwarves/human. maybe when you join a guild pay money to have your racials changed to more of a guild acceptable ones? Or make racials more of powers instead of skills. More high level areas and less penalty for death. If your not dumb getting to 25 is easy. 26_27 is manageable if you have time on your hands. The hard part is end game. even with spirit travel AVing for hours and having one death that erases all of that sucks. theres already the massive time consuming effort to level through millions of xp but when one death takes 800k away it makes you have to decide whether to not care and do the fun areas of LQ's or sit back and slowly train. making hard areas to train is fine. it makes them fun trying to beat them cause if you do the loot/xp is worth it, but no one wants to do the risk of skull cave when one death will set them back awhile, and it really hurts if you have a job or school and can only play a little. More non-training fun things to do. stamp/doll collections, crafting, mining, puzzels, soko, casino, all fun things to do. I love collecting dolls for a statue, or doing puzzels for items, or figuring out soko. Maybe make a few more things like that for the people that don't feel like grinding. Better quest items. everyone hate a stupid quest item, which sad to say are all of them cept 2 :/ add better quest items weather there for training/fun. also maybe more mini quests or daily quests for staple items like scrolls/potions/regents. example the minith healer tells you to go get 5 clovers and 5 mandrake roots to beat the quest to get 5 healing potions that cant be sold or given. Hope you like my ideas, add some input or improve them P.s sorry for the spelling, i've never been know for it
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Blah Being Death mage, stonies and plat dinked me :/ Rabitz - human pally lv. 21 BANNED golgren - fire giant cavie lv. 18 BANNED erebus - lion axeman lv. 25 BANNED subere - dwarf axeman lv. 18 tyranos - fire giant pally lv. 27 happyrabitz - halfling ranger lv 28 RETIRED Ulin - human mage lv 25 habrab - human rogue lv 23 |
#2
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I like the whole blessing idea. Especially with the way death ray works now. As for my opinions on the leveling issue, level 25 is the highest level. Any levels after that are just rewards for playing the game. 99% of players are not supposed to reach level 30 if my understandings are correct.
I would like to see a main quest line incorporated into the game. Nothing like an ordinary quest line, more like something very important that some sort of figurehead of power has asked you to do. For example: You're walking around New Verdan and some of the NPC's mention that Lady Blackrose is looking for a powerful warrior to retrieve a stone from the wyverns dragon cave in the surrounding forests. Upon completion of this quest line you discover that the stone is actually an ancient artifact in which the ruler of Minath plans to use as an instrument to resurrect a massive dragon deity. A nifty way to incorporate some of the other quests into this one is to say that you will need cooperation from all of the guild leaders in order to gain entrance to the final quest area. This would be simple to do, just throw in another quest item from all of the guild quests that can be traded in for a "key" or a magical orb of some sort. Once the player reaches the top of the castle a massive wyvern is resurrected and set free to terrorize the world. After the first player completes the quest a new live quest can be added. Of course the names and events would be different, but if I can come up with that in two minutes I'm sure the higher wizards or aspiring wizards can come up with something much better. Another idea is live quests that offer rewards for everyone who deals more than a certain percentage of damage to the boss. For example, a portal is added to the live quest area and the only way to gain entrance is to have dealt at least 10% damage to the boss. That way the person who deals the most damage still gets the awesome LQ drop, and a normal artifact/rare item. Then all of the players who aided the victor also get a small reward for their efforts and risks, rather than risk dieing to a power house of a boss for nothing. The only LQ's that I like to participate in when I know I will not be winning are the Archus LQ's where my reward is running around DB'ing all of the easier monsters. So when Gore shows up to kill us all, instead of just Glacio winning by dealing a 30% damage, the other 3-5 players who dealt 10-20% as well get a small token of appreciation as well. More 20-27 areas would be a nice addition as well. However, most of the active wizards we have now are busy fixing some of the other kinks and bugs in the game's balance issues and playability. Some more LQ bosses and prizes would be nice. Some more level 25+ quests would be nice. Macabre Olympiad needs some unmentioned tweaks. In my opinion, we need two things to help Wyvern become more populated and interesting to play. 1- The game to come back up where Rhialto has more interest and time to put in it. 2- One or two more wizards who can work on creating and debugging their game content while our arch-wizards are busy fixing the major bugs and balance issues. |
#3
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Nice thread. I only had time to skim, but seems like some good ideas.
A couple things: I don't think most players are even meant to reach the Hall of Fame, honestly. I'd say 80-90% probably don't, at least not until they've played for a long time. After your first, it's easy enough - but that initial learning curve is what makes it so difficult for newer players. I like the idea of better quest items. Seems like that would require more quests, which I'm sure is something that was being worked on along with everything else. In general, I'd love to see more variety in items - DSMs and Plat seem to be the 'Gold Standard' for the most part, it'd be nice to see more variety in gear and especially in guild-only items. Risk/reward ratio taken into consideration, all great ideas.
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"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
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#4
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If quest gave out items described as above, each quest would need to be vastly more difficult than is the current standard. As it is, anyone can beat any quest if they just dedicate some time to it. Usually how to solve/beat it will come to you eventually, and sometimes even by luck. I'm not saying that this is a bad thing, I'm just setting it out there that what we currently consider quest difficulty, is insufficient when compared to this idea.
Blessing, as you described it appears to be a poor fix in an unbalanced aspect of wyvern. If death Ray has become so powerful, or death protection too hard to obtain, as the case may or may not be, then the fix should be done to that, assuming it requires a fix. You are always meant to be afraid of dying. I might suggest that at this moment, dying to a death ray is too easily common, as a lot of monsters have it, but I would still refuse to abdicate this attempted balancing. If something is wrong, fix what is wrong, <metaphor>don't put a drip pan with a hole in it, under your leaky sink </metaphor>. Would love better race depth. Although I'll leave specifics to those better qualified on it. Although I would like to add that within most major cities, the dialogue is lacking. We have quest that give such history and depth to them, but the cities are just for look (Basically). I would like to see some real side stories added to wyvern. Not for a practical purpose other than the atmosphere of the game. I agree with less death penalty, only because of how daunting it is when you hit a rash of deaths. But I feel that the idea would make leveling too easy at the higher levels. Agree with the idea for higher level areas. I never considered the game ending at lv 25, but by that time you can really only RD. I personally would like to see less RDs, and more high level areas, and possible group areas as part of that.
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“You put the Devil on the other side, and I will come to fight.” - Royce Gracie |
#5
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"Big Brother in the form of an increasingly powerful government and in an increasingly powerful private sector will pile the records high with reasons why privacy should give way to national security, to law and order [...] and the like." - Justice William O. Douglas "Any society that would give up a little liberty to gain a little security would deserve neither and lose both." -Benjamin Franklin |
#6
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I agree. Spending all the time and money to get armor that will not completely protect you against death is discouraging. Being the highest level with the best armor and still being able to be killed from max hp in just one attack isn't exciting. Which is why I will never go down first in a random dungeon and will always stand very far away from anything that has D-ray.
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#7
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On the other hand, when I have a particularly unlucky streak - it'll be two or three plus times in a row. I'm a monk, and yet it's not uncommon for me to go down first in an RD. Then again, I did earn the name 'Rambo Kama' that very way...
__________________
"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
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#8
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#10
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#11
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Platinum armor was never meant to take away the risk of death ray. The idea behind the spell has always been that it could result in instant death. The purpose of platinum armor is only to decrease that chance by a bit. If that decreased chance is not significant enough for you to think its worth buying the armor... then don't.
Instead I'd suggest people put this notion of being able to tank reapers out of their heads. Obviously, if you try to melee a monster with death ray, it's going to be impossible for you totally dodge that spell. Hence the idea you guys have that you should be able to protect against it with armor. This is further bolstered by this absurd idea that you should be able to create a tank that can thrash its way through the game, killing everything in sight. And, hey, why not? When that works, it's the fastest way to get xp. Ah, but wait... we didn't want you to mindlessly soak up experience, we wanted you to have to actually fight for it. As a result, death ray engages people by making them have to dodge it. To further make things interesting, we have this little concept where not all monsters can be easily defeated by all classes of player. So, since meleers can't properly dodge the spell, (not that it's not fun to see if you guys running around in circles around a death ray capable monster) maybe they should stop trying to fight a monster that is obviously geared toward mages and archers. What they should do is find someone to group with and hang back while their little friends work at clearing them from a distance or, if they were to insist on traveling through reaper populated dungeons alone, maybe they should avoid them. I know this idea of not being able to kill everything may be a bit off putting to the tank mentality, but we have things like rods that summon monsters which you can use to distract a reaper while you run around it, making sure you're far enough away to dodge a stray death ray if need be. Basically, if you can't handle something, learn to master the very simple concept of skipping it and moving on to the next challenge. Btw... 1) If you really, really insist on meleeing a reaper and don't want to die to death ray the first time you're hit by it, there's something that will save you a 100% of the time. I'll give you a hint - they're amulets and work for one time only to negate any and all deaths (if you don't want to spend "a few million gold" on platinum maybe stockpiling some of these will be more practical). 2) We had a bit of a problem with the death ray code for awhile there that was causing players to die far too much to it with 90% resistance to death. I forget the time-frame offhand, but make sure you're thinking of how death ray worked before the game went down and not from that time. 3) The fact that the biggest concern over death ray comes from people who have leveled their characters past previous level caps, just goes to show that it was a mistake to raise the cap. Achieving is important in any game, but people can't be so protective over experience that no longer serves any purpose but to maintain their high score rank. Especially not in a game like Wyvern - 25 was supposed to be a difficult to obtain end game, with 26-30 being bonus play. This need to get to 30+ (or even high 20s) complicates things because the game was not built around the idea that people would regularly do this. I'm not going to get into all the ways we intended to handle this, but I will say that a big thing for me was always to strive for encouraging people to make new accounts so that they could experience the game in new and different ways, rather than getting stuck grinding away. I've mentioned some of that in my blog way back when - We already encourage you to make new characters to experience new races and guilds, but we could have also considered things like hidden races (only accessible once you level an account to a certain point) and good/evil aspects of the game (in the form of new plotlines, quests, and areas of the game that open up to you based on the type of character you choose to play). People say they want more super high level content, but what does that really mean? If we create more challenging areas, people would be turned off because the risk of losing their precious experience would go up. Some people might truly like more challenges, but a lot of people who get to the really high levels did so because they stopped playing the game and started treating it like a job where they had to tediously work for every bit of it. So what they really want is more easy areas that allow them to get experience faster and we're just not going to do that. MMORPGs really struggle with this issue. A good number of them purposely design the game so that people get into these situations where they're too afraid to die to do anything fun anymore (it's a byproduct of trying to put addictability over gameplay) and to keep them around they tend to have to give in and create high experience areas. Of course, if you do that the truly high level players will complain that it's now easier for them to be unseated and it's just a whole big mess. In my mind, Wyvern's solution to that needed to be to say forget these high level accounts... let's treat this more like a solo game and work to improve re-playability. There's a lot to do in a game like Wyvern and you might enjoy it well past level 25, but at some point you should realize that you've seen most of what you can on your current character and want to see what you can get out of a different one. But years of little development combined with previously established unbalances by random wizards (and whatnot) made moving toward such a direction rather difficult. |
#12
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I'd just like to emphasize my agreement with what Arilou just said.
That.
__________________
"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
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#13
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(1/2) My comments are in bold.
My comments are in bold.
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Last edited by Rarkvar : 12-27-2011 at 04:29 AM. |
#14
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Oh yeah, "The text that you have entered is too long (15684 characters). Please shorten it to 10000 characters long." So this will be two posts. |
#15
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The largest problem is that there aren't many active wizards and creating areas takes a huge amount of time (unless you have hay fever and sneeze a lot).
Daily quests are called mini quests in wyvern, and they tend to get boring very fast, turning the game into a daytime job, like Arilou stated. Technically the game ends at level 25, I'd rather see extended races or the ability to be reborn with different special skills. |
#16
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You know, you can quote individual paragraphs. It's easier to read than you bolding text within a huge quote and it takes the same amount of time to accomplish. Just remove the beginning and end quote tags. Then highlight the text you want to quote and click that little word bubble up top (if you look on the far right you will see the symbols # <> followed by the blue paper icon with php written in the middle - the quote button is directly left of this).
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But that is a short term solution. Long term, we needed to completely have random dungeons redone so that it better handled advancement and we needed more high level monsters to fill out the selection of challenges people ran into (as well as a better way to handle boss monster appearances). With more monsters (offering challenges to different classes) the chances for a reaper to throw death ray out would be the same, but the chances of running into a reaper in the first place would be lower. Of course, since we don't know what types of monsters would help fill out the high level list until someone makes them, there's no telling how many of them will also end up casting death ray. Quote:
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Also, let's be real. You guys have experienced (or you think you have experienced) most of the game because you've been playing for years. But say you came into the game with a pre-established set of incentives to, for example, turn your character into a new race based on a selection of bonus ones that could only be accessed at certain levels. You'd be likely to jump ship before you had experienced large parts of the game. Sure, you'd, of course, have your favorite areas and you may stubbornly insist on playing through them all the time, but you can choose to challenge yourself by training your new character in another part of the game. Quote:
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#17
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I really like the idea of "unlocking" another race once you reach a certain point.
As for the blessings idea, it sounds decent but seems like a band-aid fix. I'll throw in my experiences as a higher leveled player. On this account I have been in 4 different guilds to experience more/different kinds of gameplay, which was stupid since I should have made different accounts and start from scratch to experience it as a different race as well. From level 25 to 28 I was a paladin doing nothing but random dungeons and going to Blackrose Mage Arena for some PvP fighting. I enjoyed both of those aspects of the game very much. Then I reguilded to a Mage. Random dungeons became vastly easier and I never died once from 28-30. I eventually got bored of Random Dungeons and only did PvP and the (at the time) rare LQ. Then one day we had a gauntlet LQ. I ended up killing/winning 4 out of the 7 "bosses" even when there were a couple of giant axeman running about (there is a video of it on a popular video hosting site if you want to watch it for nostalgia). After that, playing this account was just not fun anymore and I retrained as an armorsmith. And then after that, I made 2 new accounts. A dwarf, that I made a rogue, and another human mage. As I started going through the game again I realized how many areas I missed when I used to be a low level and all the amazing new content that had been added! To sum it up: if you go through the game slower, don't worry about dieing or leveling up fast, and just explore (such a scary word...) then there is quite a bit of replayability to Wyvern and the high level content seems to be fine as it is. If Wyvern comes back up I highly suggest making a new account and just take it slow and maybe talk some friends into making a new account and grouping with you. As for commenting on the reapers... they sound good how they are. If anything, just add 1 or 2 "diamond golem" like monsters to the RD roster and maybe something with 75% smash resistance (I hated xipe totecs as a paladin). That should encourage grouping in RD a bit more and make it less of exp farming. Make them fat monsters too so they are difficult to just run around them. (the previous statements are probably just shoddy ideas that I put little thought into) These are just my observations from RDing like a mad man. (also assuming RD difficulty was for level 20-25) I will be awaiting the continuance of Shrouded in Darkness! |
#18
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The mini quests in wyvern are cool, but there aren't many of them. In my opinion I think there should be more mini quests than there are actual quests. That is just my idea though, if that were the case we would need at least five more content wizards working around the clock to create more content. I personally believe the game ends at 28, seeing as how the xp jump from 28 to 29 is unbearable, but I get your point. Instead of unlocking hidden abilities in races once you reach level 25, perhaps a more hardcore class/race is unlocked. Such a race or class once selected already has stats that determine what the player will be. Let's say you reach level 25 and finish the game as a mage, you are now eligible to start a new character who will start with +2 to all of the magical arts (arts instead of elements, this allows for more variety rather than being forced to one type of mage). So if you play the game through as a normal all around mage and start over, with the eight more skill points you can create a specialized mage. An alternative to this would be providing three or four (depending on race) more skill points for every HoF on your account. RESPONSE TO ARILOU: Quote:
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What if skills such as blacksmithing and tanning were obtained through guild level ups? Add two more mini guilds, one for blacksmithing, and one for tanning. For every guild level the player gets +2 points in either blacksmithing or tanning, depending on the guild that they have chosen. However, level ups in these guilds will require the player to create a certain amount of items. Lets say making mithril swords gives the player +10 guild exp. If the player needs 5,000 guild exp then it will take them quite some time and money to level up. So instead they craft diamond swords, which give 450 guild exp. With a system like this the player is able to gain their blacksmithing and tanning skills from the minor guild they are in, rather than spending their skill points on them and possibly crippling their ability to play. Some new armor sets can be added this way that are only obtainable by either tanners or blacksmiths, which would help the smiths pay off their time and money that they put into the skill. What other armor sets are there aside from platinum? I cannot think of any that has a unique piece for every armor slot. If more armor sets were added, perhaps add a bonus for wearing every piece in an entire set. So for wearing all platinum armor, the player gets +25 hp. But this benefit is only obtained if the player is wearing every single piece of platinum armor (excluding weapons). Quote:
Regardless of if more advanced guild quests became guild only, I would still like to see a continuation of Shrouded in Darkness. That was a fantastic quest Quote:
I would like to see some nice dungeons added where the boss room actually has some moving around room, rather than send in Riordan to tank the boss while I blast it with spells from the entrance >_> I would like to see some of the structures in Macabre be turned into some nice jungle temples. Something dark and mysterious with an adventurous feeling to it. I want to feel like Indiana Jones when I'm running through those places lol. All in good time. Quote:
I like your nifty graveyard room with the witch and the reapers (perhaps it would be better if you removed the cave walls from the center of the room and left it sort of open, fireball is far too deadly in there). I would much rather go fight those reapers as is than to fight one reaper in a random dungeon. I like the moving around room, rather than being trapped in a long hallway where im one space away from instant death... [/spoiler] Last edited by Rarkvar : 12-27-2011 at 09:02 PM. |
#19
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(2/2)
Reapers are nice monsters, I love the idea of them, I just don't like how long it takes to kill one due to the risk of instant death. They are fine in actual dungeons, but I dislike them in RD's. One or two per floor is okay, but 3-5 per floor in an RD is too risky. Personally I find RD's harder now with all of the extra monsters. You won't see me solo an RD for a very long time. Well, you won't even see me play again for quite some time lol, but when you do!
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I also like the idea of more guild depth. If there was more to do in a guild via guild quests, guild dungeons, more guild specific armor it will probably discourage reguilding. I wouldn't be too quick to give up a lot of benefits from one guild to join another. I don't know how Exile did it after having all of those daggers... I would never have done that lol. Quote:
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#20
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On the subject of Reapers, my only real qualm with them is when they appear on the down in an RD, and death ray you instantly upon going down.
No chance to avoid them, no chance to fight back, just.. dead. I've had quite a few RD sessions end this way.
__________________
"If I were to kiss you here they'd call it an act of terrorism--so let's take our pistols to bed & wake up the city at midnight like drunken bandits celebrating with a fusillade." - Hakim Bey
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