Yeh, I believe that merchants should have a limited amount of money and items. That way you cannot just infinitely purchase certain items from merchants that are valuable to everyone like, food, potions and drinks. This limit could either be global or per player, with global being more...
I do believe these will be the splits anyways besides sorcerer, wizard and witch being all categorized under the general term of Mage, though i guess any magic user could be considered a mage. In some cases a mage is the strongest of magic users, besides archmages, or theyre wizards whove learnt...
I'm a bit confused on what this suggestion is about. Are you suggesting each magic using class is given the ability to choose any archetype, which I dont see happening or that the lore behind each class is more accurate to their actual archetype, which I do think is already the case or they are...
I'd argue against having too specific of circumstances to craft something. Someone would maybe randomly obtain the parts that are needed to craft such an item. It should rather be difficult to craft something of that level. To make a legendary blade, you have to go on long journeys through...
I know Dennis likes his configuration so couldn't you, if you make seasons zone-based that is, make the seasons different lengths. Maybe zones with only two season rotate at X interval when Zones with four seasons they rotate at Y interval. Of course it will take a while to figure out the...
Like Perotin said in his post, I think day length should be 40 minutes. Spring and Autumn should be a 50/50 split, so 20 Minutes day, 20 Minutes night. But then you could give it a twist where in the summer maybe day lasts 25 minutes and night 15 and reverse in the winter.
Time for Kabby's thoughts on the suggestion, YAY!
First I'll comment on the general ideas in the resource you linked.
- For an MMO I don't think things such as "Light hats" flying off or Iron weapons starting to heat up are good. I'd assume most people would always have some sort of Iron...
Yup yup yup you're totally right. I didn't really consider any of your points when writing that. I was mainly thinking that I don't like how people can just go to the trading post or auction house to get the specific materials that in theory are fairly easy to gather. In GW2 this is especially...
But to give my opinion on this thread, I think there are some good ideas being thrown around here.
We've already had tons of long conversations about professions in the suggestion discussion chat with a lot of cool ideas. I do love the idea of having people known for being great craftsmen that...
The studying under NPC craftsmen can be quite easily implemented with Profession Quests, I believe that has been suggested before and might have been added to Aeky never-ending list of things to do.
Also, I don't think AoE healing is necessary for alpha. Most likely grouped content is fairly limited and only in smaller groups where only one person is tanking. But in the future, as Aekalix and Dennis mentioned, with the other branches, there is more potential to add a fully healing focused...
I think you could maybe have "the mob" get a portion of each stat the player has, for example, if he always takes 5% of players stats onto itself, when a player with 100 strength dies to it, "the mob" gains 5 strength. Could limit it to the highest stat or something along those lines.
I've had a few thoughts about this, and came up with a few additions to this "mob". You could make "the mob" an amalgamation of sorts. It would randomly get skills from each of the classes and maybe a pool of other skills outside of the players. Then every "tier" or level the mob gains it would...
Before knowing what the skills did for each class I was going to choose Priest, though after the reveals I'm really liking what knight has to offer and maybe I could try to turn the knight class around and be more of a DPS take on it. The mage skills also are very exciting and I might have to...
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