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Quietude
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Subject: A few thoughts
1. More complicated quests:
- Access to certain stages requires specialized items that can be found in the new forest.
- Quests that are more suitable for certain ap and skill set ups.
- Quests where solving puzzles may require a bit of ingenuity, and failing sets you back several stages.

Conceptually this is to move away from an auto-win situation. Frankly at the moment most older players just click through the DF as fast as they can.

2. A different type of reward system:
- Winning quests or defeating certain enemies gives a chance to win certain parts or ingredients.
- Winning meta quests (larger ones) gains access to various alchemists where ingredients can be converted into:

*** Temporary potions - For example
- Gives a 15% increase on strength, but a 10% reduction in wisdom
- Gives special effects needed to aid in quests for x amount of time - like invisibility to help steal a golden egg.....
- Creates an affect on opponents - like -1% agility when opponent comes into field of affect. (Takes place before battle starts), Effect could be stackable up to 50%, but only lasts 1 minute, that way people need to balance applying the potions with attacking people.

****
- Unique gear forged from 1000's of parts - Maybe similar to the potions - +35% strength, -10% agility, -10% wisdom, +20% defense.

- Retrofiting shop to modify existing gear - Add 100 wisdom to agility sword. Add +1 secret passageway turns. etc. Add invisibility to your dominator cloak. Add Gym reset to your hourly revive...... You get the idea.

******
- Additional demons - Find enough sheddings - demon hair, demon scales, feathers etc. to visit the necromancy shop and bring a new pet that will help with various aspects of the game. (stat boosts, skills, 20% chance of avoiding battle when someone tries to attack you, 10% higher chance of finding the rare bits and bobs in the forest etc.)

******
Highly suggest that some of these items and currencies be non-tradeable/non purchaseable. This would move the focus of the forest to time spent. Perhaps offer some of them in packs - Like 5 demon storm feathers for $25. But you would need say 100 to summon a cursed raven.

3. Layout:
- I suggest different areas need to be traveled to by various boats or set land routes (choose your own). Each area should have
** a unique store/shop
** A different set of creatures to battle (with various different rewards)
** Different access keys - like for example - to get into the necromancers, you need to find ancient visigoth totems and a set of three gets you access to the necromancer's store.
** travel routes where you simply cannot be protected. You can be attacked by anyone that runs into you on the route, but not by anyone outside the route.
** areas where you cannot heal, or add energy except from your backpack (let's get those odd food items back into use)

4. Alternate approaches to single player action
- Ability to hire mercenaries to aid in quests or to protect us on the route.
- Ability to specifically join together in attacks on fortresses, brigands etc.
- Portions of the quest that can only be managed by hiring the right mercenries and/or working with other DWarriors.

5. Leaderboards
- Daily, Weekly and Monthly leaderboards to see who has :
** robbed the most people
** killed the most villains
** completed the most quests.

This might allow people who are currently vary active to show a bit more instead of struggling to make the wall of fame from several years behind. Maybe special individual prizes could happen each month for the winners.

6. periodic quest competitions
Say - once every 4-6 weeks, have specialized quests where you earn points to get limited edition prizes. They would run for 3-4 days only and the prizes would depend on how many points you got. Have several different levels of npc's or quests to complete with corresponding point values.

These are just a few rough things i was thinking about. Cheers
Q


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Time Posted: March 25 2014 06:30 am EDT
Last updated: March 26 2014 08:51 pm EDT


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