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the current quest model that iClassic follows, the one where you can unlock a mask shop and unlock the looting system, that's pretty cool and more quests like that wouldn't hurt at all
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I think you made some good points. However,Idk how easy or hard it would be to keep doing similar stuff along those lines. I would at least like to see them continue and finish off the scarf quest by using to unlock a new item or town.
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Let's say traps were put to a pvp area like sards. How would the hearts be applied?
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good question, I would assume going by Dusty's idea that you would still take the "core" damage like normal from traps that are inside towers which I would think be considered pvp areas.
I really like Dusty's idea's and how he laid it out about adding content and quests. I'm okay with the heart container idea,but I do have some concerns/questions.
1. How will we be able to tell which is our core heart containers and what is ones used fighting baddies?
2.Would there be items to refill your lp's,and would this be effected by the AP system? Or would that be shut off as well?
3. Dusty mentions making it so stuff would effect things like fighting baddies. So how if at all would that effect Holiday quests or events? So would they not do Holiday quests anymore? Would it limit holiday quests so the holiday quest wouldn't involve baddies,or be effected by the new system?
Perhaps it would be easier to have a toggle-able option that made it easy to switch between say "normal' game play mode and a "quest" mode? That might also allow for an autoswitch so when a player enters a PVP type area to auto switch from "quest" mode back into "normal" mode.
4. Would it be possible to make it so there is a system that would auto rotate things around in a dungeon after a certain period of time? That way you would be able to reuse the same dungeons,but it would never be the same. That way you still have the challenge of figuring out where things are and keeps ppl from making and using guides.
(For example: say there is a master key you have to find that opens the door to the boss baddies layer in every dungeon. Would it be possible to make it so the master key and the boss baddie are almost never in the same room or location?)
If you could do that cool down period/time cycle stuff maybe instead of gaining heart pieces,and changing baddies and stuff the
Hera's or whatever name you want to use could be come an alternative currency. You would be able to purchase stuff with those only or instead of gralats. I would give smallish amounts of the "Heras" as a reward for completing the dungeons,or quests and they would have the time limit "cool down" periods like the blob boss baddie did,and Pyrat bay quest does. That way they can only be accessed and done every so often. That would help to limit ppl from just repeatedly doing quests over and over.
Perhaps if magic is used they could use this as a way to purchase spells,or to pay to have your magic bar/meter refilled once depleated. Unless you decide to wait for the cool down period to end like suggested.
I could also see them changing it so you would get rewarded with special limited items on special occasions rather than the Hera's. I would also suggest special furniture items as rewards such as statues,or trophies that would have your stats on it for completing certain quests that would be shown when touched.
Another idea would be to change the old memorial building into a "HOF". Which would basically be a collection of some kind of posters,statues,or things that would be a list of the top players to complete specific quests the fastest ,or that got the highest score upon completion of said quest. Which would be a combo of different stats, and/or items obtained in the quest. I know just like in PSonline or xbox live there are trophy *****s a plenty that would want to be on every list possible,and that sort of thing alone would get at least a good hand full of players to do quests repeatedly.