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Wish list
Posted: 05 Feb 2012, 11:28
by Len
*Give Warriors a way to hold aggro
*Archers need longer range from the get-go (even without the eye skill)
*Slight death penalty (exp debt, or some long lasting debuff)
*Monsters purposefully designed to kill certain player types (super fast magic ignoring, slow def ignoring,... ect) mixed together in certain areas
*NPCs should only sell starting equipment (anything good must be found, made, or obtained from a late quest)
*Remove #betsanc
I fully expect to get some interesting replies from our casual gamer demographic.

Re: Wish list
Posted: 05 Feb 2012, 13:30
by Freeyorp101
My own wishlist:
- Actually have a non-zero hp coefficient, giving players a usable pool rather than something that dies after a few unlucky critical hits.
- Nerf all damage reduction hard. This goes hand-in-hand with the above point. This has led to countless problems, namely being that it moves survivability into highly random play (giving undue emphasis around critical hits) unless you build extremes specifically for it (in which case, good luck doing anything else). Ideally this would be done by adjusting the underlying system to also mitigate damage to gameplay done by any extreme bonus values set in the future.
- Remove the need to stand still for natural regeneration. Slightly increase natural regeneration rates, but still in a way that reduces the overall proportional regeneration rate given the first two points. Accelerate regeneration rates in town areas, stackable with the sitting bonus.
- Eliminate or alter all forms of guarunteed additive damage reduction. This includes vit and protect.
- Nerf barrier and protect.
- Reduce monster levels and restat as needed to make evasion feasible and to reduce the emphasis on the dexterity stat for playstyles that shouldn't need to focus on it.
- Reduce the effect of agility on attack overrides.
- Drastically reduce the dmotion on all mobs. Currently it is far too easy to stunluck many mobs with styles (ie. speed dps) that shouldn't have that sort of cc. High dmotion should be a specific vulnerability, not a widespread one.
- Mobs with small AoE damage using the splasher skills.
- A skill that passively, based on range (closer being better), increases the odds (25%->60% or similar) of changing a mobs target and adds a chance on-hit to apply significantly increased dmotion for that hit.
- Crafting systems for more powerful variants of the status effect potions.
- Death penalties. Largely dependant on the early points listed so there is more emphasis on strategy than luck with the critical hits.
- Change vit poison resistance from a hard immunity check to a scaling reduction application.
Even less likely to happen any time soon, but would be nice:
- Skirmisher mob AI.
- Swarmer mob AI.
- Attack warmups.
Also needs coordination with client developers to establish support in advance, so as not to break gameplay for those on distributions with a slow release cycle:
- Player dmotion effects.
- Active/targeted skills.
---Freeyorp
Re: Wish list
Posted: 05 Feb 2012, 13:33
by Crush
Freeyorp101 wrote:- Actually have a non-zero hp coefficient
A what?
Re: Wish list
Posted: 05 Feb 2012, 13:39
by Freeyorp101
Crush wrote:Freeyorp101 wrote:- Actually have a non-zero hp coefficient
A what?
Second column in the [
job db], used in calculations for a player's max hp.
TMW uses the novice class as a base for everything, which wasn't really designed to scale well. The novice class is the only class there with an hp coefficient of zero - even the squishiest of `actual' classes have at least something there.
---Freeyorp
Re: Wish list
Posted: 05 Feb 2012, 13:58
by Alige
I only want a single thing for this game:
- Improve what we already have until it looks okay to actually be acceptable in game.
Ali