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Tuesday, April 29th 2014, 2:37pm

Ravenplume

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Suggestions for a (I hope) better Allods

Hello all. Here are a few ideas I've been having of suggestions to make, hopefully, Allods better. Apologies in advance for the wall of text.
General PvE
Group organizing capability:
Add in a group organizing NPC in main settlements of each map that is similar in function to the old Mercenary Captain in Astral Academy but used to organize groups for normal leveling quests in each area.
The NPC would have the following options:
  • ‘Look-up existing group’: used to look for already created groups;
  • ‘Create new group’: used to create a new group; player that selects this option will be group leader;
After selecting one of the two options, a list of all quests for the current zone will be displayed, either quests that already have a group for the first option or all available quests for the second option. The next option would be selecting which role you would want to play in the group (dps, tank or heal) depending on the class that you play, then a selection or time to wait before group creation (2, 5, 10 minutes) or start straight away. I a player decided to wait and the time elapses and not all spots in a group are filled then new players can be auto added to the group as they become available. If a group is fully formed before the time elapses then the time will just jump to zero.
The Group creation logic should take into account the Language of the player’s client so that when creating a new group it can be done with players that use the same language. If same language players are unavailable the group should be created with any other player available.

Dynamic experience gain and monster difficulty
Monster difficulty (health and damage done) should increase as a function of the number of players in a party, and with this increase the experience gain should be raised as well when playing as part of a group. This would make playing the game in a group more rewarding as players would receive close to the experience they would get from going solo, however killing monsters while in a group would still be more challenging due to raised difficulty.

Fatigue experience and resting
One of the nicer (in my opinion) features of early Allods was the fatigue/resting experience system, where you were able to exchange a sum of copper/silver/gold for extra experience at any goblin innkeepers. The fatigue mechanic should be introduced starting from level 4 (when reaching the starter zones) and should be something like 1/3 of total experience of current level, and should reset daily. The amount of gold needed should be proportional to the amount of fatigue experience to be exchanged, i.e. 1xp = 1copper, 100k xp = 50 silver or something like that.

Professions
Alchemy
Improve interface of alchemy to be closer to current ones for other professions. Have an initial recipes list with all current available recipes, and auto fill ingredients once a recipe is selected. The ingredients should be chosen so that you can get the most reagents needed from the same ingredient, i.e. if you have a recipe that calls for healing, defense, two greatness and paralysis for example, the interface should auto pick four of the same ingredient that has all those reagents, to make getting a useful potion easier. Also there should be the option of letting players pick what ingredients they want as well.


Other Professions
Completely update each profession as follows. In the recipies list have all possible items you can craft available, i.e. for weaponsmithing you would have:
One hand sword
Two hand sword
One hand mace
Two hand mace
One hand pike
Two hand pike
One hand axe
Two hand axe
Bow
Crossbow
Wand
Accessory
For each item you can craft have a drop down to pick which level you want to craft it for. This will show you what ingredients are needed to craft a basic item for the level selected which just increase your main stats (vigor and stamina) based on quality of item. Then you can select two other ingredients at each level that add a combination of two sub stats (perception and vitality, brutality and bloodlust etc). The way item quality
will work is, for Uncommon item you will get Vigor and Stamina upgrade plus stats from first extra ingredient selected, Rare will give you Vigor and Stamina plus stats from first extra ingredient and primary stat of second ingredient while Epic will give you Vigor, Stamina and all stats from selected ingredients. If you pick two extra ingredients with the same stats, then those stats will be doubled on the item.


General PvP
PvP damage
Change the mechanic of damage dealing in PvP so that the higher the difference in lvl between two players, the smaller the amount of damage that can be done. This can be done using a formula similar to the following: newdamage = (currentdamage)/10^abs(mylvl-targetlvl). This would only work in PvP and not affect PvE at all.

Separate PvP channel
Introduce separate channels in all PvP zones, with one dedicated specially to PvP, i.e. have the flag of war always on, one PvE, have flag of war always off, and one mixed. That way players are able to pick what type of activity they want to engage in while being able to jump from one channel to the other when they want.

Mounts disabled in June Catacombs
Disable the use of mounts in June Catacombs, maybe by having all players mounted in june golems in the race portion. The golems should have a speed ability, two cc abilities, one aoe and one single target, and a dispel ability.
The speed ability should work similar to the Goblin Ball one, i.e. get a few seconds speed boost but have 1 or 2 seconds of slowness after.
The AoE cc ability should work similar to the Warden thorns, slowing down targets that are caught in it.
The single target cc ability should work similar to Knockdown, by stopping a player in their tracks.
The dispel ability should remove any movement impairing effects currently on the player.
All abilities should have balanced cooldown durations. That way, the race will be decided by who is more skilled in using these abilities instead of who has a manabike.

Astral
Extra ship hull types


Have multiple hull types you can choose from when creating an astral ship, maybe as follows:
  • Caravel: Small, light, highly maneuverable, weaker to damage. Separated on 2 levels, deck that holds cannons, artillery, shields, scanner and astral trap, and lower deck with reactor, motor, turbine and helm at the back, hold and visor in the middle and controls at the front. Can hold only 6 cannons (3 each side) and 2 artillery batteries (front facing), with 2 shields (one front half, one back half). Limited amount of weight it can hold. Harder to target and hit due to increased maneuverability and speed, however easier to kill once hit. Can hold up to 6 players;
  • Corvette: Medium size but light, maneuverable and fast, however slower than a Caravel, weak to damage but stronger than Caravel. Separated on 2 levels, with deck holding cannons, artillery, shields, scanner and astral trap, and lower deck holding motor, reactor, turbine and helm at the back, hold and visor in the middle and controls at the front. Can hold 12 cannons (6 each side), 2 artillery batteries (front facing), with 4 shields (front, back and either side). Hard to hit, however easier that a Caravel but has better defense. Can hold up to 12 players;
  • Galleon: Current type of hull. With 16 cannons, 2 artillery, 6 shields. Harder to maneuver and slower than previous two. Can hold up to 18 players;
  • Man-o-War: Biggest and slowest of all, hard to maneuver but increased defense. Separated on 3 levels, cannons and artillery on first two levels, scanner and astral trap on top deck, controls, helm, turbine, motor, reactor and visor on mid deck and hold on lower deck. Can have 20 cannons (5 each side on top and mid deck) and 3 artilleries (front facing, one on top deck, two on mid deck), 8 shields (2 front, 2 each side and 2 back). Easy to target, gets agro from mobs from higher distance. Hard to maneuver and slow speed however harder to destroy due to increased hull strength and number of shields. Can hold up to a full raid of 24 people.
Astral PvP
As somone else already mentioned here http://en.allods.com/forum/index.php?pag…d&threadID=2252 , introduce large zones for astral ship PvP, with the ability to have as many as 12 ships on each side, with different types of objectives like current skirmishes.

This post has been edited 1 times, last edit by "Ravenplume" (Apr 29th 2014, 2:47pm)


2

Tuesday, April 29th 2014, 2:44pm

I highly agree with every single suggestion. Thank you for extracting this list out of my head and posting it here. :P
p2p Empire lvl 60 Paladin Bowtiful

3

Tuesday, April 29th 2014, 2:51pm

+ :-) good to see more ppl posting, lets hope the mods/dev's will take this serious :)

4

Wednesday, April 30th 2014, 10:11am

nice :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

Maybe next patch they will make leveling zone from 60 and up PvP zone. Leveling from 55 to 60 was so boring. Peace is good but WAR is better.

5

Thursday, May 1st 2014, 5:36am

"Fatigue experience and resting"


are you crazy? when this was removed i was relieved. people grinding to level up, stop playing for one day because the exp sucks when fatigue ran over, chaos, etc...


''Separate PvP channel''


so, no adrenalin while you are lvling on asee-teph? most of the zone does not have pvp and the pvp from lvling zones is not that disturbing, stop killing the pvp of this game, really, you can switch your pvp flag off so no one without a war banner can attack you, and you can avoid them looking where they are.

This post has been edited 1 times, last edit by "lublur" (May 1st 2014, 5:42am)


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Thursday, May 1st 2014, 8:58am

Ravenplume

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"Fatigue experience and resting"
are you crazy? when this was removed i was relieved. people grinding to level up, stop playing for one day because the exp sucks when fatigue ran over, chaos, etc...
To be honest you currently have to grind almost each level if you're not using Experience Scrolls. And I'm not suggesting they decrease the experience gain so that with fatigue we get the same amount we are now getting. I'm just saying it would be nice to have a daily double experience pool so that we don't have to grind that much.
''Separate PvP channel''
so, no adrenalin while you are lvling on asee-teph? most of the zone does not have pvp and the pvp from lvling zones is not that disturbing, stop killing the pvp of this game, really, you can switch your pvp flag off so no one without a war banner can attack you, and you can avoid them looking where they are.
That's why I said have 3 channels. One for PvE only, where flag of war is always off and where you can only complete PvE quests, one mixed channel, where you can turn flag on and off as you like and can complete all quests, and one PvP channel where flag of war is always on and again you can do whichever quests you like on. That way, if you want maximum experience gain from the Holy Land zones, you will have to, at some point, play on one of the PvP channels.

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Thursday, May 1st 2014, 9:41am

skullskaldy

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I have an idea let's just delete allods online and make golems online, no mounts anymore

oh and yeah and lets use those PvP rules you say i will pown you with my lvl 1 toon


PS not saying all your suggestions are bad

oh wait nvm they are :pinch:

This post has been edited 1 times, last edit by "skullskaldy" (May 1st 2014, 9:47am)


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Thursday, May 1st 2014, 10:06am

Ravenplume

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I have an idea let's just delete allods online and make golems online, no mounts anymore
I have nothing against mounts. I like mounts. I have a few myself. My suggestion was only remove the ability to use mounts from the one place that really doesn't need them and instead suggested a more interesting, skill based mechanic for that zone: Second Level of the June Catacombs. And June Golems in a June Catacomb is not really that far-fetched.
oh and yeah and lets use those PvP rules you say i will pown you with my lvl 1 toon
Your damage as a lvl 1 toon would be the same on my lvl 60 toon as my damage on my lvl 60 toon on your lvl 1 toon, i.e. 0. So no "powning" happening there.

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Thursday, May 1st 2014, 12:51pm

Nyashiro

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Quoted

Fatigue experience and resting
One of the nicer (in my opinion) features of early Allods was the fatigue/resting experience system, where you were able to exchange a sum of copper/silver/gold for extra experience at any goblin innkeepers. The fatigue mechanic should be introduced starting from level 4 (when reaching the starter zones) and should be something like 1/3 of total experience of current level, and should reset daily. The amount of gold needed should be proportional to the amount of fatigue experience to be exchanged, i.e. 1xp = 1copper, 100k xp = 50 silver or something like that.
This would be perfect for the game, because after they removed the fatigue, they increased all gained experience gained by 100% already. Now if they bring back fatigue but keep the current exp gain, it would be a great way to improve leveling up.
Blindoz
Blindos
Blintrez
And so on..

10

Wednesday, May 14th 2014, 11:29am

Ravenplume

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A couple more suggestions

Professions

Besides the already mentioned suggestions, perhaps add different models for the different levels, both for the actual item level as well as the type (Uncommon, Rare or Epic). Also add the ability to use dyes in recipes (either sold by crafting vendors or made by alchemists) to change colours on equipment items.


Battlefields (variation on this suggestion: http://en.allods.com/forum/index.php?pag…d&threadID=2700)
Add a new type of battlefield as follows:
Have it as 120 v 120 players (5 v 5 full raids) (or more);
The factions would be separated in attackers and defenders;
It would use instanced versions of the defender faction full main Allod.
The battle field would be separated into 3 stages:
1. Astral assault, where the attacking faction has to attack the defending using astral ships (5 ships on attacking side vs 3 ships and a few turrets on defending side; this ties in with my other suggestion for different types of astral ships that can allow full raids). The attacking side has to destroy all turrets defending the Allod to progress to the next stage. If any attacking ship is destroyed it will teleport back a way to safety but with reduced Hull health. If a defending ship is destroyed it will be teleported to the instance version of the astral hangar and will not be able to re enter the battle. If all attacking ships are completely destroyed then the defending side wins, while if all defending side turrets are destroyed the second phase begins.
2. Capital city assault, where the attacking faction have to make their way to the main square of the defending capital city. In this phase, the attacking faction will have to capture a few key points around the Allod before assaulting the capital city. When a point is captured, the defenders will have the option of trying to capture it back. Any point that is captured will become a respawn point for the attacking faction. Both factions will also have NPC support. Capturing a key point means killing an enemy general present at that point and then raising a flag. This will spawn a friendly general as well as a few NPC guards at the location. Once all points are captured by the attackers they will have to press on and get to the enemy main square. For the defenders, they will be able to spawn in barricades (permanent) while the defenders can spawn in cannons (10 to 15 charges). This phase will be timed, maybe 1 hour long. If the time passes and the attackers have more than 75% of the key points captured then the next phase will start. If the time passes and the defenders hold more than 50% of sites the defenders win. If the attackers manage to capture all locations and get to the main square the next phase starts.
3. Faction leader kill, where the attacking players will have to kill the faction leader of the enemy. During this phase, any player that gets killed will leave the instance. Again, both sides will have NPC support. If the attackers manage to kill the faction leader they win the battlefield. If all attacking players die, the defenders win the battlefield.

This would be scheduled twice a week (once for each side to attack and defend) during peak times. It would automatically enlist all max level players and pop up a "Do you want to join" window with a timer once it begins. If a player is afk and does not respond then they will be excluded for that run. The battle field will not start until all 120 spots for each faction is filled in.

The winning faction will receive a double xp, gold drop, reputation until the next battlefield scheduled, while the participating players will receive amalgam, battlefield emblems, myrra and incense. The loosing faction participating players will receive amalgam and battlefield emblems.

Amalgam and battlefield emblems will also be won for each defending turret or attacking ship fully destroyed, key point captured as well as at the end of each phase (more for the attackers then defenders). The amount of amalgam and battlefield emblems received should be higher than for any other battlefield.

11

Wednesday, May 14th 2014, 3:22pm

Gramarye

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U didnt rlly got how old fatigue-system worked, it was just for give ur a daily limit of level u can get. If u was questing without fatigue anymore, ur quests was wasted and have to grind more than nowadays. I guess that a lot of newbies wont understand it, waste Their quests and quit the game instead of grinding

This New battleground idea sucks , a lot of people habe fps-problems in already in aod

Alchemy is aldeady a rlly brainless job, why wanna make it More stupid?

At leveling zones u have to think realistic, u cant split 10-15 players in 3 channels

12

Wednesday, May 14th 2014, 3:33pm

Ravenplume

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U didnt rlly got how old fatigue-system worked, it was just for give ur a daily limit of level u can get. If u was questing without fatigue anymore, ur quests was wasted and have to grind more than nowadays. I guess that a lot of newbies wont und er stand it, waste Their quests and quit the game instead of grinding
I'm not saying bring back the same system back. I'm saying have a daily XP pool that is double XP on what we currently get so that we don't have to spend 60 cash shop crystals (or the gold equivalent) for XP scrolls.
This New battleground idea sucks , a lot of people habe fps-problems in already in aod
If it only sucks because people have FPS issues, and not because of the idea itself and the mechanic of it.. don't know what to say really.
Alchemy is aldeady a rlly brainless job, why wanna make it More stupid?
Please elaborate on why Alchemy is brainless and why my suggestion would make it more stupid.
At leveling zones u habe to think realistic, u cant split 10-15 players in 3 channels
I'm just talking about the Holy Land (PvP) zones, not all leveling zones. And the channel picking would be done by the players depending on their preference(i.e. I don't want to worry about having some lvl 60 ganker killing my reinc over and over and loose all my xp I'll just switch to the PvE only channel).

13

Thursday, May 15th 2014, 2:37am

Please elaborate on why Alchemy is brainless and why my suggestion would make it more stupid.


Well i can start with "15sec. extractor cd". Its brainless enough. Right?
But i dont know ur suggestion so i cant comment about it...

edit : just read ur suggestion about alchemy and i dont see anything to argue about! Only problem is i dont believe devs care about int. server players or their suggestions!

This post has been edited 1 times, last edit by "Elvespresley" (May 15th 2014, 3:44am)


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Thursday, May 15th 2014, 8:51am

Gramarye

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1.Do u really think the Developer would add a feature reduces their income from cash-shop? Surely no...I loved the old system and have no probs if they bring it back, but its complicated for nebies and ur idea how to bring it back...yeah i dont think we have to talk about the chance this suggestion have



2. Yes the idea itself have a chance...maybe, if u ignore the fact that some classes ( summy, bard) would do a lot of DMG and some other classes ( warri) would have no chance . U should watch the situation in AoD. I do a lot more DMG with my summy than other classes with same gs.


3. Ur Suggestion would make alchemy a Boring 1-click-job. With addons (example: LibreAlchemy) u already just have to follow the instructions. Combine ur suggestion with that addon and u'll understand it.
It just would geht more unfair, because other Professions need more clicking, thinking and time to be successful


4. Did u read what i wrote there? Eljune have maybe 10 non-afk players, if 8 reincs hide on PvE-channel, how u wanna have PvP in the other channel???
Realism strikes again :P

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Thursday, May 15th 2014, 9:30am

Ravenplume

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1.Do u really think the Developer would add a feature reduces their income from cash-shop? Surely no...I loved the old system and have no probs if they bring it back, but its complicated for nebies and ur idea how to bring it back...yeah i dont think we have to talk about the chance this suggestion have
Sadly that is true. There's no hurting anyone in suggesting it though.
2. Yes the idea itself have a chance...maybe, if u ignore the fact that some classes ( summy, bard) would do a lot of DMG and some other classes ( warri) would have no chance . U should watch the situation in AoD. I do a lot more DMG with my summy than other classes with same gs.
Well, I am thinking of this as being a more team play oriented battleground, with full raids working together (although I am aware of the level of "cooperation" that currently exists in all the other battlegrounds available)
3. Ur Suggestion would make alchemy a Boring 1-click-job. With addons (example: LibreAlchemy) u already just have to follow the instructions. Combine ur suggestion with that addon and u'll understand it.
It just would geht more unfair, because other Professions need more clicking, thinking and time to be successful
My suggestion was purely from the standpoint of someone that doesn't use that addon, i.e. have to keep track of each slot as it rotates to see where the needed components might be (and I did max out my alchemy without using addons)
4. Did u read what i wrote there? Eljune have maybe 10 non-afk players, if 8 reincs hide on PvE-channel, how u wanna have PvP in the other channel???
Realism strikes again
Well, this one is more for when there are more people playing Allods (I'm hopeful this will happen someday). And I'm sure there are people from both sides willing to do PvP? Maybe?

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Thursday, May 15th 2014, 2:13pm

Pochtron

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About the PvP stuff in leveling zone. There is an easy way to "protect" new players and allow them to level easily : war banners should NOT DROP for reincs or players above the recommended level for the zone (as indicated on the map). This way ganking from high levels or OP reincs would be reduced to minimum.
Those who enjoy low level pvp can always run around with raised flags & taunt other players. But at least they can't harm them when they lowered their flags.

This feature, in addition to cheaper / faster ways to get XP and reduce grinding to lvl 60 would prolly allow more players to stay in game an keep leveling to 60. Because after all, this is all we need : more new players who join the endgame stuff. So please do all possible things to make this happen, inside & outside the game.

17

Thursday, May 15th 2014, 8:46pm

About the PvP stuff in leveling zone. There is an easy way to "protect" new players and allow them to level easily : war banners should NOT DROP for reincs or players above the recommended level for the zone (as indicated on the map). This way ganking from high levels or OP reincs would be reduced to minimum.


It is entirely possible and I have seen people, no reincs, in their 20s with level 6 runes. The problems is not that reincs are op, it is that free players at low levels have no option to get cashshopped up for free.

But warbanners should not drop for people that would not get normal loot from the mob. It always boggles my mind when I go to Eljune or some other place to get stuff like herbs, or ore, and I get a warbanner. It is retarded that this happens. Then again - that creates an event in the area - you have a boss that players cannot normally kill and must call higher levels to help, then you have the high levels literally protecting their young soldiers and that actually becomes an activity, and there I just made a devil's advocate for warbanners dropping for high levels and it wasn't my intention.
Colin Quinn Recipe for success/dinner. 1/2 cup of brass you know whats, a tablespoon of I don't give a care, and a pound of get off my back, jack!

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