Quote:
Originally Posted by Draenin
You're being very broad about this. Kingdoms' fundamental problem is that anyone can specialize in anything, thanks to the leveling system being so open-ended.
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yeah i agree limitations should be placed on skills for certain classes at the moment its possible to get the max level in everything limitations would be a good way to differentiate between them
like a barbarian could get max strength high agility terrible magic mental and personality and probably a mediocre wisdom
or a mage could get max magic mental mediocre agility ok wisdom and personality and terrible phys
but this would only be applicable in my opinion when all the systems get an upgrade to a degree
in my opinion
phys works, though i know people complain, it works
mental is fine to a degree though everyone is level 110 with that recipe and the ability to level so fast shouldn't really be there, but more recipes that require a higher mental to learn and higher fail rate would be nice, especially more potions that would be helpful would be good
magic need to be build on as does wisdom though not really as much as magic after about level 20 there's no point leveling and if you have low enough stats you may even make it so you can't cast spells
personality really doesn't do much, charming a bomy isn't useful
agility doesn't either..
but idea's for how these skills should be made better should be talked about here in gk suggestions.
i hear alot of how things are broken and need to be fixed, but not alot of ideas how to go about it.
to this suggestion yes i like it, i think crafting has been neglected alchemy can produce much better weapons and armor where as i think you should be able to make good armor with both, more so with crafting, and great armor with alchemy using a good armor made by crafting if that makes sence,
but more materials and choices like finding tin and copper and making bronze that could bronze armor pieces iron, steel, maybe having choices to add certain things like rubies, saphs to change the color.
making separate parts to weapons, handle-guard-blade and being able to customize them,
it would need a revamp to how the crafting menu works i believe and be gfx intensive and take a while to do i believe, but would be good none the less lol
but more craftable possibilities materials maybe have certain materials only on some kingdom islands where you would have to go to the kingdom islands to get them.
having mines on the kingdom islands would be good for the idea

really don't need to emphasize on how little the game is by trying to keep everyone on the main island need to think at least a little big for it to be get big :P
jeweler getting different materials to add to rings for certain stat improvements or decreases
more monsters, suggested alot, need people who can gfx make them though >.< but anyway yeah not all necessarily bad..
GK is terrible for all the creatures being grumpy...
but personality based having pets learn skills and actually have them as pets if you tame them.
if you know spells being able to write them onto books to learn
builders we have to make the scrolls and levels for houses but upgrading your house with generic upgrades with levels and use them scrolls for the customizability of it with your own levels
being able to build a second bloor and basement maybe a proper stable addon or a small forge wood shop with just generic levels in the different kingdom house styles. they wouldn't have and scripted effects or anything buy we also wouldn't need to keep bothering tig to do our houses
a herbalist being able find herbs that others don't take notice of so don't see but they could be used for alchemy or other uses that anyone can think of :P
expand the fishing to types of fish as opposed to color of fish
expanding the farming system maybe making it a longer period to grow that allows you to grow more but takes time doing it
cant think of anymore now lol
i think the weapon damages should be thought out aswell 1 iwd can make next to any weapon better then most and 2 iwds makes it better then any non-prepared weapon, there are exceptions but im talking about the majority of weapons..
things like daggers ranging from 1 - 10 damage is good swords 11 - 20 axes look like they require 2 hands so should really disallow the shield being equipped and should be along the 21 - 40 to make an actual difference in the weapons damage wise daggers and swords are most commonly used
daggers are fast and swords are a bit stronger though a bit slower but has that extra range
it seems like the axe is just slow, not as versatile as a sword but has near enough the same damage making it a bad choice to have. though i believe bows are done well.
i would like to see the shield work outside spar aswell though i think im like the only one who uses it lol