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LD Improvement Ideas(so the participation will increase)

8 replies [Last post]
Wed, 12/09/2015 - 00:05
Thorfinns's picture
Thorfinns

Hello dear Knights.Before i begin let me state some things.

I know that probably many made a similar topic but firstly the search topic dont work so good.I would like first to gather all the ideas that was written before but i cant.

Secondly even if u have see a topic like this i think its necessary to recycle these ideas to emphasize the need of improvment to the GMs.

I am not a great player in LD but i always loved it and always thought that LD is amazing if they care a little more.You dont see many players to play LD anymore in comparison with the past.Thats why i decided to make another topic where we ll all say some ideas to help making it better.

They could make players to play without making hard work here some Ideas i thought(feel free to add yours)

1)They could change the Krogmo rewards like once every 3 months or so.It would be a motivation for old players who took all the prizes and they dont have any other reason to get Krogmos.The prizes could be costumes.(Maybe old costumes from old promos nothing too fancy)or a discount energy coupon(10-20%)for the supply.

2)LD Events-Tournaments.I have seen in the past players trying organize tournaments.If players could do then why the Gms cant do it?Of course it would be more organized cause they have the means to do it better.They could even add a list with the champions in Haven.Even only with this as a prize i think many would like to grab the Glory.(Next to Nick statue wouldnt be great?)

3)Guild LD.I would like to see guild krogmo coins with rewards for the guild.Put motivation for guilds to get intersted in LD.Even if a guild is mostly PVE it would like to join the fight if it can make it guild better.

Lockdown needs to be more appealing!If you have ideas please reply.Thanks for your time and sorry for my bad english.

Wed, 12/09/2015 - 04:55
#1
Jenovasforumchar's picture
Jenovasforumchar
hmm...

4) remove all bonuses that come from Amor, Trinkets and UVs and give People health based on the choosen LD-class - so People can not 1hit or 2 hit eachother and duels least longer. this would not replace the current LD, it would be another mode that Players can choose.

5) Little gimmec: add guntower consumeables. The placed turret will get the coulor of the Team that it belongs to. There could be some already existing turrets in front of the force field of each side and there would be one consumable spawner aside the heart spawners that leaves out one pickup every 10 seconds.

refering to the opening:
1: that energy Discount would not really work since Players make the Prices and exspecially by trading large amounts of energy, this would give a Player millions of crowns with with buff.

But I can imagine, that it could b a one-time item that is limited to buy-energy only and only for one single energy bought out of the instant-energy-buy offer.

2: I wouldn't participate before other things got changed, but I like that idea. +1

3: New craftables that require guild-krogs would be cool. So a pvp-orientated guild can use this as Prestige to Show inside the guild hall how successful they are. +1

Wed, 12/09/2015 - 05:39
#2
Thorfinns's picture
Thorfinns
The removal from bonuses(as a

The removal from bonuses(as a game mode) seems cool and fair.+1
although it should happen later when the LD will have many players.If we putted it right now the players in LD will get more divided.

The turrents in front of the field seems good idea.Everytime a team is overpowering the other it forces the players inside the force field.That makes the rest LD match boring.About the consumable ones i dont know if i dont try them.A beta test would be great.

Wed, 12/09/2015 - 11:12
#3
Petater's picture
Petater

Fix performance and bugs in your graphics code so people will play ld again. I stopped after sk started dropping too many frames when I updated my nvidia graphics drivers. I won't roll them back as the drivers were updated with security patches. I also can bet with certainty the company employees will not fix this.

I ran a vendor provided OpenGL driver monitor and was able to see the function call stats and OpenGL usage breakdown. By doing so I found extreme inefficiencies and bad command queue sequencing from sk. I seriously doubt they're going to fix that.

Wed, 12/09/2015 - 17:32
#4
Fangel's picture
Fangel
Various ideas.

Having the turrets would be one thing - I'm of the opinion these can show up when a flip is switched, but the switch is outside the base. If either team hits the switch, turrets spawn, and fight the opposing team. Pulsar/bomb spam outside of bases would thus subside, and it would also make swordies have issues. If possible, team-based rocket puppies, so you can't just stand back, you need to seriously back off.

Other ideas I've had would be class-based revamps. Modify some passives, and potentially add some actives.

PASSIVES

  • All classes - health trinkets use a scaling system. Heart pendants would give players up to an additional 33% of their health each, not stacking with other health trinkets.
  • Striker - gets -2 to all statuses
  • Striker - gets CTI medium and bomb CTI medium. Same bomb reduction as before, but less charge attacks now
  • Recon - if armor is immune to a status, recon shield is immune to the status
  • Recon - death marked enemies are given a -2 movement speed reduction
  • Recon - gets a +2 MSI while under the recon cloak, activates after 1 second of being cloaked
  • Guardian - gets +10*tier defense for every damage type (this only would take effect on the damage type you're using)
  • Guardian - -2 enemy attack speed when inside of your guardian bubble
  • Guardian - +1 ASI when shield is broken, but suffer through -1 MSI
  • Guardian - complete flinch protection

Now keep in mind that some, not all, of these would be put in to find that perfect balance. Moving on.

ACTIVES

  • Guardian - gain shield bash ability. Acts like a tortodrone shield shield bash. Any enemies hit by the bash would lose 50% of their total shield health. Still requires a full shield.
  • Recon - gain phase-walk ability. Activated through a shield bash. Teleports your player 5 tiles in the direction of your cursor, and can cross over anything you can shoot over. Grants you free cloak for 2 seconds after activating (to allow for more stealthy get-aways). Requires at least 33% shield health, and uses 33% shield health.
  • Striker - gain light feet ability. On shieldbash, grants +2 MSI but -4 DMG for 5 seconds, and zips the player forwards 8 tiles in the direction of your cursor, lightly damaging all enemies who come in contact. Requires an in-tact shield, and instantly destroys your striker boost when used (100% shield health), and takes an additional 2 seconds to recharge. Yes, you can use it at 1% shield health to close distance.

------------------------

  • Striker - gain "hardheaded" ability. Grants a defense up orb for 10 seconds. Activated by sprite command key 1. Has a 28 second cooldown.
  • Striker - gain "quick feet" ability. Lower dash cooldown time to 2 seconds. Lasts 7 seconds. Activated by sprite command key 2. Has a 42 second cooldown.
  • Striker - gain "berserker" ability. Heals the user for 3(*tier) pips of health, grants MSI +1 and an attack up orb for 7 seconds. Activated by sprite command key 3. Has a 60 second cooldown

------------------------

  • Recon - gain "night terror" ability. Grants +1 MSI, +1 DMG, and removes footsteps and recon alerts. Stat effects last 5 seconds, and alert effects last 15 seconds. Activated by the sprite command key 1. Has a 35 second cooldown.
  • Recon - gain "entangle" ability. Fires a single line of apocrean harvester tentacles (act exactly the same, such as tracking opponents and being fairly easy to dodge) that trap any member of the enemy team that it hits. Tentacles "explode" into a little circle upon hitting a wall, and will stop moving if they do hit the wall. Entangled players get a defense up orb, but must wait 10 seconds or for a teammate to attack them to free themselves. Activated by the sprite command key 2. Has a 45 second cooldown
  • Recon - gain "radar" ability. Shows all enemies within 30 tiles of you all of your team's minimaps. All control points your team owns will also get a similar affect during this duration, however only within a 15 tile radius of its center. Disables death mark and death mark notification for 10 seconds on use. Activated by sprite command key 3. Has a 60 second cooldown.

------------------------

  • Guardian - gain "counter-attack" ability. Grants +2 ASI, +2 MSI, and +2 damage for 3 seconds after the player or shield is hit. Effect lasts for 12 seconds. Activated by sprite command key 1. has a 30 second cooldown.
  • Guardian - gain "protective measures" ability. Boosts the healing rate to be 5% of the player's health while inside the guardian shield, and grants a +10% defense boost to allies inside the shield per ally inside of the shield. Defense boost continues to affect players for 3 seconds after exiting the shield. Activated by sprite command key 2. Has a 40 second cooldown.
  • Guardian - gain "shield drain" ability. All enemies inside of the guardian shield have their shield drained at the same rate as a recon's shield would if they walked through a mist bomb while immune to said mist bomb. All shields drained would give 1/4th of the drained shield to the guardian's shield power (even healing it from nothing back to a little something). If a player has no shield left, the guardian shield would then start adding time to their dash counter until it reaches 7 seconds, then damage the player at 1 pip per second that their dash time is at 7 seconds, shield is at zero, and are still inside of the shield radius. Effect lasts 15 seconds. Activated by sprite command key 3. Has a 60 second cooldown.

Whew, that's a lot of typing! I will say that some of these abilities are for sure a bit over the top, but the idea is to spice up combat is it not? Lockdown has a lot of potential and right now it feels awfully generic.

Heck, with all those abilities I mentioned, it would be interesting if "random lockdown" had a chance to be various modes of "lockdown". "Classic" would be what we have right now, "tournament" would be the everything's fair, no UVs, no trinkets, etc, and "Super Lockdown" would be classic lockdown with all the bells and whistles I added. That said and done, "guild v guild" matches could choose what mode of lockdown they wish to play so it gives more reason to play GvG to play the game exactly how you want it.

Aaaand I'm going to stop typing now because this is getting long enough.

TL;DR - Give classes passive buffs/nerfs to balance them. Introduce 3 gamemodes of Lockdown into the random lockdown rotation - "Classic", "Tournament", and "Super Lockdown". Super Lockdown would be a new mode with 4 new activated abilities, caused by shield bash, and your sprite command keys. Tournament is UVless, trinketless, etc. Classic is what we have now. Guild Vs Guild matches can choose what mode of lockdown they wish to play, but random lockdown randomly selects from the 3 gamemodes.

Thu, 12/10/2015 - 00:58
#5
Thorfinns's picture
Thorfinns
-Wow fangel u really put ur

-Wow fangel u really put ur best:P

-Its true that the classes need balance.Its all about strikers now,rarely you see recons and guardians.All the changes in skills u reffered need much time to test it.If they do even the half imagine how much we ll wait..

-The modes are a great idea.That must be done when they do the other improvments,cause with this participation we have now we ll not play LD or we ll just select one and the others will die..

-About bugs its true at least from my point of view.Its laagy to play LD dont know if its only my pc.But its somewhat playable..I dont think its the main reason people dont play LD.I think the main reason is no interest about krogmo rewards and the inbalance in classes.And when you add the super Uvs the fight seems more unfair to new players who try LD..Its too bad and a major hit to LD that u cant find a tier 2 LD match.Tier 2 was the place to introduce LD to new players.If new players get out in tier 3 they ll die so fast..I dont think they ll give another chance to it..

-I would strongly reccomend GMs to promo the tier 2 somehow..

Thu, 12/10/2015 - 12:59
#6
Fangel's picture
Fangel
Yeah...

Right now the classes aren't really specialized. It's more like "are you new to LD? Guardian. Are you in LD and want to learn how the game works a bit? Recon. Are you in LD and want to play competitively? Striker." While some players don't follow that line of thought, that's how the gradual advance system works, so you see a lot of strikers because people have gotten to the "lockdown end game".
By specializing the classes a bit it makes players more likely to create a sort of "role" for themselves. A recon could, say, become a team radar, trekking into enemy territory and getting everyone marked on the map so that strikers could rush points. Strikers could close distances very quickly and in general become very nimble. Granted they have to use the abilities wisely, else they will find themselves in a bad situation. Guardians could lock down points and prevent strikers from just rushing in and wrecking their shield, or opt to play a field medic.

Testing wise, this would be a good addition to the testing server! Since people on the testing server likely won't have max UVs or stupid powerful gear, and everyone can have trinket slots (despite maybe not having trinkets), it'll give a more fair representation of what the powers are like. It would also allow players to give feedback, suggest effect length and cooldown duration (which, like sprite skills, adds cooldown to all of the things), and overall help tweak the stuff.

And for the new game modes yeah, I'd suggest it come into play with more lockdown things. This way, you can have the game be the same until we add a lot of new stuff to it. I am pretty adamant about random lockdown choosing a random gamemode however, as if you split up lobbies into gamemodes normally you'll split up the playerbase far more than you already do with the tier system. I like the idea of GvG being able to choose however, as you can play "fair" if you're really concerned about it.

Thu, 12/10/2015 - 14:28
#7
Deleted-Knight's picture
Deleted-Knight

1. Make tierless lockdown. Offer 10 standard sets and allow players to switch between them in the locker room.

2. Eliminate the Krogmo coin for participation. Winning earns you 2 Krogmo coins and your entry fee refund. Losing earns you nothing but rank points.

3. Remove auto-target and UVs. Create a chance for power-ups to appear randomly on the field (like Blast Network). The power-ups give you temporary UV-like buffs and a special one forces you to use auto-target. All power-ups can stack but, each only last for 30 seconds. A permanent defense buff power-up exists inside each locker room.

4. Change player ranks to include damage, captures, and defends.
Winning a game = +100
Losing a game = +0
Damage = + (damage done)/512, rounded down to nearest integer
Caps = + (captures made)*4
Defends = + (defends made)*8

5. At the end of each week everybody who has more than 500 rank points will receive a free Krogmo bribe in the form of a usable ticket. Top 10 players of the week will earn 100 energy. Top 3 players earn Krogmo boosters. Top player earns a mystery prize box. Gifts are sent out via mail when the rankings reset. Players who satisfy more than one category get the rewards for all those categories.

Benefits:
1. Game is more competitive and fair for new players and old players alike. Everybody has equal access to resources.
2. There's actually incentive to play Lockdown other than getting exclusive recipes.

Wed, 12/16/2015 - 20:23
#8
Blue-Knife's picture
Blue-Knife
+1 Fangel

Strongly agree with your idea. It would make LD a lot more unique, instead of what it is currently. :D

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