MorKazim
01-02-2017, 12:28 AM
Hello and happy New Year.
May the New Year find you all well, healthy and with as much money as you wish.
I would like to add some suggestions for this great game. Just some thoughts… some are very minor some are not… it is some ideas I have while playing the game.
For the note. I like the game, it is great. I have supported it and really hope that the developers will continue the good work.
1. When you saw logs. You have the correct animation. But. Remove the item saw. Add the item Axe. Use the axe to do the log.
2. Add pickaxes to do the digging of mining, treasure hunting and all digging activities.
3. All the players like to have titles. All the skills have levels (1-60) ad some titles that represent a level range. Lvl 1-10 sword : novice swords man, 11-20: apprentice …Make this title (if the player likes it) to be public.
4. All the crafting gathering skills are now almost instant. It takes almost no time for someone to pick something from the ground or make an item. This is not a good thing for the economy as there is no specialization. For instance (what I have thought) If the skill gathering* it took time (let’s say untrained, lvl 0,1 : 1min) very few players would do it, but those who did it would gain bonuses (let’s say at higher levels less time). Also this could make the resources that were gathered to have markup as less players would do it and the request would be higher.
Do this for the crafting too.
Also remove the cap level requirement to pick them up. If your skill is not sufficient you ruin the item.
5. Out there, in the net, exist a new type of literature, LitRPG. They have TONS of ideas. Read them.
6. You have now treasure hunting. It is not good. You just walk there and pick up the loot. Change this. You use the treasure hunting skill to find the target and there spawn an instance dungeon (small, mid, large… whatever).
7. Add durability to the items. Items could be repaired depending on the item level (color) from an appropriate level craftsman (a legendary item repaired from a master crafter for instance). This would give work to the crafters.
8. Add more special magical items. The current magic items are strong but they are not special. Add an invisibility ring. A flying carpet, items that go outside the normal +mod skills. The current items do not feel magic…
9. Add bags. Magic bags that have inventory space.
10. Pet Changes. Necromancer changes. Remove the 3 pets the necro has. Allow only 1 pet that you have to level up from the start. If it dies then you start up from the beginning. Graft organs in / on pet to make it more powerful. Change the necro pet something like what Dr Frankenstein would make. And if it dies all from the beginning.
(The same could be for the animals too. I mean the 1 pet that levels up and if it dies you have to start from the beginning.)
11. Secret unique quests. Quests that are generated when something unknown to players happens. For instance a necromancer casts (by mistake) a corpse talk to an attacking skeleton. The skeleton stops attacking and offering a unique quest. Quests that cannot be repeated. (this is coming from my experience with the LitRpg from above)
12. I have more but I don’t currently remember. Ill add more in the future.
Thank you for your time.
May the New Year find you all well, healthy and with as much money as you wish.
I would like to add some suggestions for this great game. Just some thoughts… some are very minor some are not… it is some ideas I have while playing the game.
For the note. I like the game, it is great. I have supported it and really hope that the developers will continue the good work.
1. When you saw logs. You have the correct animation. But. Remove the item saw. Add the item Axe. Use the axe to do the log.
2. Add pickaxes to do the digging of mining, treasure hunting and all digging activities.
3. All the players like to have titles. All the skills have levels (1-60) ad some titles that represent a level range. Lvl 1-10 sword : novice swords man, 11-20: apprentice …Make this title (if the player likes it) to be public.
4. All the crafting gathering skills are now almost instant. It takes almost no time for someone to pick something from the ground or make an item. This is not a good thing for the economy as there is no specialization. For instance (what I have thought) If the skill gathering* it took time (let’s say untrained, lvl 0,1 : 1min) very few players would do it, but those who did it would gain bonuses (let’s say at higher levels less time). Also this could make the resources that were gathered to have markup as less players would do it and the request would be higher.
Do this for the crafting too.
Also remove the cap level requirement to pick them up. If your skill is not sufficient you ruin the item.
5. Out there, in the net, exist a new type of literature, LitRPG. They have TONS of ideas. Read them.
6. You have now treasure hunting. It is not good. You just walk there and pick up the loot. Change this. You use the treasure hunting skill to find the target and there spawn an instance dungeon (small, mid, large… whatever).
7. Add durability to the items. Items could be repaired depending on the item level (color) from an appropriate level craftsman (a legendary item repaired from a master crafter for instance). This would give work to the crafters.
8. Add more special magical items. The current magic items are strong but they are not special. Add an invisibility ring. A flying carpet, items that go outside the normal +mod skills. The current items do not feel magic…
9. Add bags. Magic bags that have inventory space.
10. Pet Changes. Necromancer changes. Remove the 3 pets the necro has. Allow only 1 pet that you have to level up from the start. If it dies then you start up from the beginning. Graft organs in / on pet to make it more powerful. Change the necro pet something like what Dr Frankenstein would make. And if it dies all from the beginning.
(The same could be for the animals too. I mean the 1 pet that levels up and if it dies you have to start from the beginning.)
11. Secret unique quests. Quests that are generated when something unknown to players happens. For instance a necromancer casts (by mistake) a corpse talk to an attacking skeleton. The skeleton stops attacking and offering a unique quest. Quests that cannot be repeated. (this is coming from my experience with the LitRpg from above)
12. I have more but I don’t currently remember. Ill add more in the future.
Thank you for your time.