#A simple fix for lack of end game content.

1 messages · Page 1 of 1 (latest)

tiny matrix
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I was contemplating the state of the game today, a major issue (as we all have seen) is the lack of end game content.. However, I believe I came up with a solution, that wouldn't require major asset, mechanic, and resource changes within the company metrics..

The solution:

  • Rebirth

Exposition:
When a player reaches level 220, he will then have the option (within a quest system in the Valley), to be reborn. This will allow the player to (stay at his current level), but have these types of superadded player levels, which he will be able to gain through experience, dailies, quests, and other experience guided gameplay, I.e., Six - 220(11), Dytto - 230(28), Necrolord - 225(22)..

The player will then be able to obtain a superadded player skill point for every 5 levels of this reborn system. With these points he will be able to level up his current skills, making them:

  1. deal addition damage;
  2. increasing effect potency;
  3. decreasing cooldowns;
  4. increasing effect duration;
  5. increasing skill damage types, etc..

A further exploration of this idea, can add secondary effects to the player, possibly a "reborn aura" or "reborn spirit", passive buff.. The player will be able to put these points into a new stat system within the character statistics panel to add bonuses to this "reborn aura", for example:

  1. Increase fire/ice/poison/magic damage of characters auto by X amount;
  2. Increase attack speed of characters auto by X %;
  3. Increase movement speed of characters by X %;
  4. Increase resistance of character by X amount;
  5. Increase regeneration of health/energy of character by X amount per tick;
  6. Increase true spell damage by X % of specific spell (so that it is scaling depending on the spell damage);

Thanks! - Delphic (10/12/2024)

hybrid slate
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This is similar to a paragon system like Diablo3 has. I like it as an idea, but its a level of power creep that I think most people wont like. I also think you would have to introduce a hard level cap, but what do you do with people like Terminator at 240

odd crag
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Doesn't really work in mmorpgs especially in one where there is competition around literally every corner of the game

#

At some point players need to cap out so that power creep doesn't ruin the experience for everyone else. If they added dungeons with different difficulty levels, then maybe

tiny matrix
tiny matrix
#

That would be amazing.

odd crag
#

I would too

tiny matrix
# tiny matrix I was contemplating the state of the game today, a major issue (as we all have s...

I'm going to add this here too, I wrote it in the other chat: Look, imo, you really don't need that much "new and expansive" content.. If you have smart developers, you should be able to implement creative ways, to keep the players hooked, while still using the same content.. Something like embedding new mechanics within base content, primary player levels > secondary player levels, primary gear > secondary slotted gear "gems" or "enhancements", you just need to find creative ways, to keep the player always advancing his/her character, since, that's the entire point of an MMORPG.. Juxtaposed to this, if the player hits such a stagger (like we see with the end game bosses/gear), where it takes exponentially a great amount of time just to get a little "buff" to your slot, players are just going to get bored, they will lose attraction to the game, and then they will quit..

latent sleet
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Just add sub classes no major power creeps just buffs and stills for each one

Add
Prayer -
-collect bones from Mobs
-offer to different gods each giving
-Base stat/ability each god
Belunus - Vitality
Danu - Focus
Fingal - Dexterity Nauda - Strength
Herne - Ability - 1000

Alchemy -
-craft potions (lower than elixir)
Travel
Armor
Defence
Hp
Energy
Attack
Haste
-craft medicines up to 750
Restoration potions
Energy potions

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Wood crafting -
-craft bows (lower than main quest line gear)
-Craft staffs (lower than main quest line gear)
-Craft wands (lower than main quest line gear)
-craft arrows for quivers (ranger)

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Mining -
-collect gems for gear gems slots (rare)
-Weapons Magic/Heat/Cold/Poison
-Armor Hp/Armor/Defence/energy
-craftable lower tier into higher up to royal
-collect gold ore
-imp/godly drop from raids

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Blacksmithing -
-craft daggers (lower than main quest line gear)
-craft swords (lower than main quest line gear)
-craft armor (lower than main quest line gear)