#How to make Day of Dragons Great - A comprehensive list - Part 2

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crisp jetty
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Here is the second part of my Suggestion List to improve this game.

Environmental Impact: Hunting too much in a certain location may cause the local wildlife to diminish too much, reducing their spawn rate. This promotes Clans fighting over territory/trying to find new territory in order to sustain their clan. This mechanic needs a method to convey the decrease in wildlife. Ideally through the Scent feature.

**Seasons and Migration Patters: ** Seasons should influence the world, making survival easier/harder depending on your location. Some Dragons likely do not like colder/warmer weather, promoting them to move to more comfortable locations. When Winter comes in, some prey animals might migrate south, promoting players to migrate with them. Though I see the map needing to become even larger to accommodate this.

**Extreme Weather Events - World Events: ** This game needs intense weather events in order to change the dynamic of gameplay. This is necessary to shake up the experience and to engage the player. For example; Intense rain/thunder storms might make some Dragons have to take shelter. Some events could be Meteor Showers or intense Volcanic Eruptions that turn the air toxic at higher altitude. These events should be rare, but dangerous so players take them seriously.

**Reduce Hunger accumulation, But make hunting harder: ** Let me explain this a bit more; Right now, Hunger is too rapid in order to enjoy any future potential content of the game. Such as Raids or Bosses. Hunger interrupts those experiences, let alone if a Clan needs to take shelter from an intense storm/hurricane. So while Hunger should decrease in severity, it should be harder to find food. Crabs/Small creatures shouldn't be viable for a Large Dragon to eat. Instead, they should be hunting larger creatures for sustenance. Make Food more important by reducing how much you need, but harder to find the older you get. Some prey might be abundant, but you need to fight it to eat it. This allows Players to focus on future content.

**Resource Harvesting: ** We need more than just Food and Drinks to gather. To help expand the players interaction with the world, allow for gathering of Herbs, Minerals and Artifacts. For example;

  • Herbs may increase your growth speed, improve heal/bile regeneration, or help slow hunger/thirst deterioration. It can also give speed boosts and stamina boosts when consumed.

  • Minerals can be consumed in order to enhance a Dragons Breath Attack. Different minerals enhance a Dragons Breath in different ways. For example, One mineral might increase the range. While another may increase the area of attack. More rare minerals might change the type of breath attack entirely. Minerals when consumed would last for one Bile Bar.

  • Artifacts would be very powerful items found in the world. Whether they were infused gems or powerful remains of an Ancient Dragon. These Artifacts could do a wide variety of things, such as permanently empowering a Dragon when used, or being required for special advancements (Such as becoming an Ancient Dragon).

Neutral Ground: These Areas are likely necessary. I see the need to implement a "Neutral Ground" within the game where all Dragons and Elementals can go to. These Neutral Grounds could be meeting places for hostile clans, and for Dragons and Elementals to interact with others safely in order to have meetings/trades. Inside the Neutral Ground, you should not be able to grow and hunger/thirst may be increased after an hour of loitering. It shouldn't be a place you live in.

NPC Factions: Introduce NPC factions, such as human hunters, dragon cults, Elemental Shamans or other mythical creatures, that players can interact with. These factions could potentially give quests and become allies/enemies for a Clan. Each NPC faction could give certain benefits when allied with. While Attacking some Factions might give others rewards and promote raid content.

pearl hound
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Elementals and dragons can NEVER work together. In fact there will be active measures to stop any interaction other then combat between them.

There will also never be humans, however there will be NPC feral dragons.

Artifacts are basically the dragon pearls that are coming to the game.

Intense weather effects will simply encourage players to log off or go on another server until the effect has finished.

crisp jetty
# pearl hound Elementals and dragons can NEVER work together. In fact there will be active mea...

To clarify:

I wasn't suggesting the Elementals work with the Dragons, I think you may have misread. I meant Elemental Dragons would come from corrupted/possessed Dragons who were defeated by Elementals. Then the Elemental essentially overrides its form with its element.

That's fine, But NPC factions/NPC's in general would be nice to have.

Good to know.

And as for Weather, I disagree. While some will do that, I don't believe the majority would. But if I'm wrong? Then perhaps logging out is the bigger issue and should be re-examined.

sacred raft
# crisp jetty To clarify: I wasn't suggesting the Elementals work with the Dragons, I think y...

I read both posts, and overall I like your ideas, and they're well thought out.

On world events: Beasts of Bermuda does this (tornado, wildfire, flood). I don't know if it has an impact on players, but I personally enjoy it and don't log out. One thing that they do to encourage gameplay during severe weather is to add a weather related buff-- in the case of floods, it significantly buffs growth and reduces stress from being near other dinos. The growth buff is significant because you never stop growing in that game, and you grow slower the older you are-- therefore, older dinos need the buffs to grow giant. But this also increases the risk of the giant dinos dying, creating balance. They also have different severity's of floods-- some mild, some extinction level. So there's a couple different knobs to turn to balance and make severe weather rewarding.

On seasons: they do intend to implement a temperature system eventually, but I don't think it extends to full seasons. Could be interesting

On hunger: I agree, but they cannot do this right now because they don't have any large AI. This would need to be designed and balanced after at least a couple more AI are released.

On NPC: This is planned in some capacity-- they will be dragons though.

On Lusewing: pretty sure they're saying dragons and elementals should not ever be trading. Only dragons should trade with dragons, and only elementals should trade with elementals. Dragons can't understand elementals and vice versa. So no faction neutral territory. Maybe clan neutral territory.

clever mural
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Weather events should have some kind of interaction that makes them interesting outside of a threat you just need to hide from. Like the buff suggested above, or perhaps weather tied boss. Possible rewards for challenging the weather instead of hiding, or the weather event exposing pearls or other rarities.