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  #16  
Old 03-13-2012, 10:06 PM
Nuke_for_you Nuke_for_you is offline
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Well if there is any changes to classes there needs to be a way to change class
  #17  
Old 03-13-2012, 10:28 PM
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/restart

in my opinion, if skills can be created, like on Maloria how you couldn't do much as a warrior, but you had small things like where you'd run until you hit a wall... small stuff like that makes you feel like a warrior.

imo, fix mages by just fixing damage scaling

allow thieves to max at 31 dex and start with 21

barbarians start at 21 con and dex 18

warrior should be able to max at 31 31 30 and starts at 19 19 19

priest should start with a reasonable wisdom level (10)

sorceror should have the ability to instant cast 1/5 chance to skip "casting time" from your wand, but not skip the actual animation of the spell

alchemist should start with knowledge of 10 random alchemy spells, they should also skip ALL casting time in casting alchemy and be able to make two alchemy recipes at once (and if this is impossible, have a 1/5 chance to keep one secondary ingredient in any alchemy recipe created.)

in my opinion, if skills cant be created some serious buffs would be nice.
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Shrink the kingdoms down to 2, Dustari and Samurai.

Make the rest Guilds.

Give equipment for people in the guilds, based on the guild type:
Pirates = Mercenaries
Zormite = Thieves
Forest = Mages

Example: Zormite would have an item that would provide REAL stealth for a short time.

dont **** with Zormite, if any kingdoms are being removed let us have one on one wars to see who is being removed. I'm absolutely positive that Zormite would reign superior to any other Kingdom.
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  #18  
Old 03-13-2012, 10:31 PM
Stephen Stephen is offline
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text
I'm only looking for event or dungeon oriented mechanics in this thread, which is outlined in the first post.
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  #19  
Old 03-14-2012, 12:05 AM
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Bring balance to this gambling economy >.> like an events dungeon that you can play mini-games and could win prizes for winning ( most of it time being plat, or gems. Occasionally an EC or 2, or rarely a decent item). Or perhaps a shop that you could buy weapons from with plat. Anything to bring some sort of balance to this crappy economy where the rich get richer x.x
  #20  
Old 03-14-2012, 01:00 AM
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Quote:
Originally Posted by Tashkin View Post
New Game Mechanics

I am making this thread to ask of your opinions on what we can to do to add some new concepts to GK. I am looking for serious inquiries on this topic and I ask that you all stay on topic. I will be taking the top 3 favored ideas into consideration and the most favored will be developed. I will be taking ideas over the next week or so.

Example

A new instance that required team work (Party) to finish the instance. This could consist of a multilevel dungeon that had a boss on each level. The boss per level would get more complicated as you got farther down in the dungeon. Possibly multiple bosses per level. During the instance you would have a chance at obtaining at gaining different items or an item that you could turn in for some type of award.

Remember

I am looking to hear your ideas and also your opinions on other players ideas. Please keep on topic while you are in this thread. Thanks and have fun. I can't wait to see what you all come up with.
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I'm only looking for event or dungeon oriented mechanics in this thread, which is outlined in the first post.
No it just gives an example that happened to be dungeon oriented, I thought it meant any new game mechanic in general.

There is barely a player base to even have large complex party dungeons and most games I played usually turns into the most elite will run dungeons and everyone else just attempts to do it and fail.
Really though when I started playing GK if it wasn't for people I already knew from other player worlds and people like scama I wouldn't even played GK for more then 10 minutes because you start the game and have no ideal what to do or what to kill, very limited online resources. Fact that unless you know the game it is almost impossible to learn the ropes before most people just give up and play zodiac or era.
At least in zodiac you didn't need event you just kill monsters and they will drop the armor that matched the level of the players that should be training on them(nice little rewards that make you want to get more drops)... In GK you kill bomys and get food or you go in the hunted house and get a flaming sword and chest and helmet that don't do much so shortlyafter that you already need ECs to buy any other gear from players unless they want diamonds so then your stuck trying to figure out how to make money only to be forced to go to the shops and buying scrolls in hoping to find EAs or IWDs to make any real profit to buy better gear. Or if your lucky and your playing time matched prime time event time then you can just do the events and get decent stuff.
  #21  
Old 03-14-2012, 01:08 AM
Conqueror Conqueror is offline
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Quote:
Originally Posted by Stephen View Post
I'm only looking for event or dungeon oriented mechanics in this thread, which is outlined in the first post.
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).
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  #22  
Old 03-14-2012, 01:25 AM
Stephen Stephen is offline
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Originally Posted by Conqueror View Post
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).
Reading my mind? I was discussing this the other day. Another good suggestion
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  #23  
Old 03-14-2012, 01:34 AM
Tashkin Tashkin is offline
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Quote:
Originally Posted by Conqueror View Post
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).
I really like this idea and can see a lot of positive things come from it.
  #24  
Old 03-14-2012, 03:29 AM
sEaNxfLo sEaNxfLo is offline
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I'd say make use of the mechanics we have right now. Such as Gold Keys. Maybe we can add a dungeon level system or some sort where gold chests spawn randomly and the only way to open them is through gold keys. Items could be ranging from anything that is obtainable within the Christmas boxes, or could be limited also. Could even have chests that require a certain amount of ECs to open, hence creating another use for ECs. All of this can be within a new instance of Kvasir-style dungeons where defeating a boss monster gives a chance for one of those chests spawning after. OR have that ghost-ship coming once in a while with said chests roaming around ANY island with a first-come first-serve limited amount of chests. OR what i really want is a Castle in the Sky! aha jk

Make use of the Dice somehow... roll against npc to see if you get a combat multiplier for dungeon or colosseum? or roll to see what kind of monsters you fight? Just ideas.
  #25  
Old 03-14-2012, 04:56 AM
Fulg0reSama Fulg0reSama is offline
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Quote:
Originally Posted by Conqueror View Post
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).
I remember another server doing something similar towards this.
It was a very fun game at the time. Go for it imo.
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  #26  
Old 03-14-2012, 05:17 AM
Tricxta Tricxta is offline
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Quote:
Originally Posted by Conqueror View Post
Ohhh. Well in that case.


I propose a daily instance called Colosseum. The party would face 10-15 rounds of tough monsters before engaging in a Colosseum "Boss" fight. At the end of the Boss fight, the party would take a vote if they want to settle on "rolling" for the current prize, or advancing further into the Colosseum.

The further into the Colosseum, the harder the monsters/boss fights would become. And if the party dies, then there is no reward for that day.

Maybe even having an option for one to enter the Colosseum as a soloist (in case they can't find/or want a party).
I'm all for this idea, it wouldn't be too hard to create and uses existing systems. Nice thinking, rep+
  #27  
Old 03-14-2012, 06:29 AM
Knux Knux is offline
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What I think should be added with dungeon mechanics would be something where when you drop down into instances or levels or whatever you want to call them, you need to drop in a wider spot than somewhere you can just get boxed in. It sucks when you drop down and the monster is spawned right in front of you and just closes you in. There is nothing you can do besides die, or leave. That needs to be taken into account with any future dungeons. Also, instead of just one big open area.. Maybe have obstacles inside of the area you're walking around in? Can get boring seeing just one solid tile. Another thing that I think would be cool on GK is if there was a loot button for your sacks and cauldrons. I don't think this would ever get implemented, but being able to loot everything out of your cauldron at once would be nice.
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  #28  
Old 03-14-2012, 06:37 AM
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selling all items in a sack to shopkeep
  #29  
Old 03-14-2012, 08:08 AM
Tashkin Tashkin is offline
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Quote:
Originally Posted by Messiah View Post
selling all items in a sack to shopkeep
This isn't what we are asking. Idea's on new events like the one in the example is more of what we are looking for.
  #30  
Old 03-14-2012, 09:29 AM
Seeya Seeya is offline
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selling all items in a sack to shopkeep
this is already on debug made by Chris, it's not in the game now because of chances that you'd sell a valuable bag. Needs a second accept screen I think.
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