First off. I think it's hilarious to see all the suggestions that involve endless hours of programing with little or no return to OOO. I would like to start a thread with the developers in mind. Not just the self centered thoughts of the every day Player. On that note...
I think back to last night. 1 in the morning, making sure I get the most out of my 100 me, I ask myself. " what's drawing me to log in day after day? What makes me love games like this?". And the answer is differed for eveyone. Some Play for the cute atmosphere. Some for the simple mechanics mixed with easy to use social aspects. I personally play for the awsome equipment, and the grueling satisfaction of smashing though a danger room that I'm horribly under equipped for. But the developers don't just think about what makes the players happy, they have to think about production times, practicality, profit and long term effect.
So now I think. What ideas would both be fun and satisfying for the player, as well as profitable and applicable from the OOO side.
I only have a few suggestions myself, but hopefully this starts a new thought train.
1. Survival room.
One of the most appealing parts of pvp, is accomplishing a seeming impossible goal. Always striving to be the best. A survival room would be endless waves of baddies, each progressing in difficulty. Where the player tries to get through as many rounds as possible. A leader board could be set up as well as tokens/rewards for the top rankings each week. The theme of the room could be set up the same way the dungeons are now with crystal contributions. This would push people into more consciously controlling what the room set up for the week as well as tweaking thief equipment for longevity. The benefit would be, more compatition and ce purchasing for better equipment.
2.star caps for certain lvls.
I'd love to see sections of the dungeon have a total star cap for your equipment ( such as the sum of all the stars of all your basic equip being no more than 13) without having equipment nerfs on. This would allow us to us some of those fun 1 and 2 star items that we never get to anymore. Also it forces us into a position where even 3 star players can compete with 5 star players on an
even field. Benefits here include higher demand for low star items and once again, providing a need for more diverse equipment sets.
3.let crafting produce heat.
This would push the crafting of items on a huge way. Also it would create a boost in usable equipment along with a boost in material demand. Most of the mass crafting would be done by the higher lvl players , and thus his would make 1-3 star items easier to obtain and make low lvl mats more valuable. This shift in the market would make it easier for new players to get involved as well as provide another avenue of heat production for high lvl players. The recent rise in ce cost has made it hard for tier 1 runs to be profitable. Also I've noticed since the steam launch. Mat prices have dropped as a whole. I think his suggestion could help balance that.
Well I hope these ideas start to spur up some though in others. I also hope this post makes sense as the auto type on this iPhone is driving me nuts. Thx y'all for a great game.
@ toysoldyours
Survival Room)
It could resemble a gladiatorial arena. I really like this idea for several reasons. Firstly, using minerals (I assume what you meant by crystals) for things other than gate creation would help thin out their usage slightly. I'm for making more things use minerals like this. People would have to choose what they wanted to spend their minerals on, and each contribution would have more impact.
The problem that jumps out at me is - would the enemies drop loot (Crowns, Heat, etc.)? It only makes sense that they did, otherwise merely striving to be on top of the ladder would get old, (even if it was free). This raises the question, what would the Survival Room cost? If it was done this way, it would probably require small amounts of energy to spawn each wave, like an energy gate.
An alternative - (I like this idea better) - when you eventually bite the bullet, a room could open up that contained a number of green and/or red chests mirroring how well you did (how many waves you conquered). In this case, entering a survival room could cost a large, set amount of CE. Like 50.
And perhaps the top champion of each week could receive a novelty costume helmet or armor. (Bound of course) =O
Star Caps)
If I'm understanding this right, you want to make a maximum star cap on the lower tiers so that people with higher gear would have to have sets of lower gear to even get in? If this is the case, I think this is a very bad idea. Firstly, this game is awesome but it doesn't really have enough content to start excluding two thirds of it from certain players. Secondly, this is an unnecessary change that would be hindering many and benefiting few. This type of decision would probably upset far more players than not. And those not upset just wouldn't care. The current system of scaling damage works fine. Honestly, in Tier 1, players with 0* gear stand up just fine compared to players with 5* gear.
An important thing to remember is not everyone plays the same way. Some people don't have much time to play between obligations, and making them get another set of gear after they've worked hard to make what they have is just a slap in the face. There's nothing stopping a player from crafting and using whatever<.em> they want, be it 0* to 5*. MAKING them craft it is a mistake.
Crafting Producing Heat)
I'm not sure exactly what your idea is here. I imagine you mean that you get a small amount of heat every time you craft something, but there are several flaws with this, the most notable being that as soon as an item gains heat it becomes bound to you. I guess you'd only have the gear gain heat if it was equipped? I suppose that could work...
PS: "I think it's hilarious to see all the suggestions that involve endless hours of programing with little or no return to OOO."
After reading your suggestions I find this rather hypocritical and slightly ironic. ;P