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Ok, i'll post new ideas from time to time, i just started recording my idea's so thats about 9 essay's length i haven't included about Maloria, Zodiac and GK.
List of improvements for Gk(01-08-2007):
Increase the maximum general level cap to 252. Increase each individual skill level cap to 207.
The levels 247 - 252 can only be gained by fully levelling one of the individual skills. E.g.
having 200 of each individual skill would only get you to level 246 at most. Only until you master
one skill can you move up a level.
Create level requirements for most weapons/armor/accessories. Level req's will be realistically based,
and based on the individual skill levels, e.g. Ring of War requires 95phys, RoE requires 95magic.
Create many new weapons and armour, including armor groups (not sets, bonuses ruin everything). Axes, Polearms
and maces will be worked on more.
Create level caps on maps and create two new types of maps. Level 1 = 0-10, Level 2 = 0-15, Level 3 = 7-20,
Level 4 = 12 - 25, Immense Maps = 20 - 40, Brutal Maps = 35 - 65, Mystic Maps = 50 - 80, Judgement Maps = 75 - 130.
Maps will not detect base level, only individual skill levels. You require atleast one individual skill to reach the
required level to enter, and once one individual skill exceeds that level, you are denied entry. This may seem unfair for people wanting to branch out into many skills, but it will also increase diversity and ensure that people become one type of fighter, e.g. no fighter mages, just fighters with small magical talents, or great mages with weak physical skills. Note: Only the combat individual skills will be scanned, Phys, Magic and wisdom. Agility, Mental and person will not be scanned.
As i mentioned already, we need sub-islands with vast variety's of new mobs, some with different rankings in each race, e.g. Grunt > Orc Warrior > Orc Legionaire, Orc Archer etc...
Each sub-island will have a unique terrain, e.g. Dessert, Rainforest, Savanna...
There will be new instances (only one group allowed in each instance at a time). Instances will have level req's/caps and require x number of people. Instances (yea, like wow) will have much stronger monsters that require team work to overcome, and instance bosses will be quest linked (some of them) and drop much better items, and they will require group work and stamina to overcome.
Monster drops will be controlled. Monsters will never (unless they are unique bosses for quests) drop items 5 or more levels above their set level, and they will not drop items more than 20 levels lower than theirs. This does not include bodyparts/organs.
GK will become entirely bmode, but people of under base level 25 can toggle to be bmode/pmode. If they toggle bmode, they cannot toggle off for 20mins. Safe zones will include, Trade centres, Shops, Event levels and others.
Summoning will be restricted to 20 monsters summoned at one time.
Summoning will require talents in both Magic and Wisdom. Mostly magic though.
The highest level summon will be of a level 170 monster and will require item sacrifices for the higher level summons.
Blessings will remain as noraml, but new gods will be introduced on the sub-islands.
Sub-islands restricted to V.I.P's only. Many will argue against that, but it might encourage players to spend slightly more on graal and test the popularity of GK.
A new individual skill to be released, Ranged, it will focus on melee distance fighting, this will restrict many fighters from being able to use high powered bows as well as melee weapons.
Dex will no longer focus on speed. It will focus on range damage and accuracy
The seed formula will be changed to make up for the dex change. Players will gain a speed bonus every base level.
Phys level will give a slight max weight cap increase every level.
Once you are dead, you must wait 2minutes for your spirit to recover and a new body spawned for you. This should make multiple killings harder.
Healing spells will be alot more advanced and we shall delve into higher levels of rune magic. You purchase a blank tablet from special magic shops in the sub-islands. You can charge these tablets with magic spells (not just healing) for later use. Each tablet will be limited to one type of spell and the amount of that type of spell you may place on it will also be limited depending on the strength of that spell. The current healing spells effectiveness will be altered so that 'Heal' and 'Regenerate' are limited to healing 300 hp. 'Restoration' will be a much higher level prayer and heal food levels once more. The stronger spell will be 'Soul Restore'.
There will be a cooldown between the use of each type of rune so that high damage/effect ones aren't spammed.
Walls will be instant cast with a 5 second cooldown between each wall spawn. The maximum number of walls spawnable by each player will be 4.
This is only a few of my ideas. Tune in for more. |