So I was chatting with Arelic for a long time, and we touched on a whole bunch of stuff, and now I'm funnelling those ideas and a few others into a mishmash of decent, okay, and (please don't rage at me because these are terrible) ideas. Also Arelic, you have full credit for everything on this page <3.
Also I'm fairly certain some of these aren't completely original. Just comment below and I'll get rid of them if so, thanks :)
1. DVS Charge Fix. The problem with DVS charges right now is that they make the player stationary for a long time, and uncancel-able and really, don't fit in much with a sword that emphasizes fast attacks and speed. So Instead of having the player stand through the whole charge, since we've established ghost blades, why not, upon using the charge, create a "ghost player", which will do the charge as it is now (then disappear afterwards), while the player, after swinging the first swing, becomes free to continue moving or attacking independently.
It may be a bit OP, but since the "ghost player" is stationary, unless the enemies stay inside the small hit-able area of it, they'd only take one or two hits before moving through it. Also compare this to *cough brandish charges cough*.
2. Pet Trinkets. This may have already been suggested, but since pets have what looks like 2 slots on their harness, make pet trinkets! These would be different from Normal Trinkets, they could be things such as: Increased Shield recharge rate, Increased #slots (for vials and stuff), Mineral Bag (to carry more minerals), Secondary Vitapod, Sprite Power Changes, Second Emergency Rev
3. Mini Bosses.
I thought it was pretty good of an idea, but I know its been said before. I think the idea speaks for itself (scenario rooms).
4. More Guild Functions, level Design. So the game engine of SK looks very suited to player based input, but the issue is a. developing a usable, public interface, and b. some sort of quality control, because inevitably if everyone could make levels, good stuff would be flooded out. So we were thinking that level design could be put in as a guild based function, guilds would collectively submit levels, and OOO would check them out. Similar to the way we can build guild rooms, this would allow players to create public levels. As Quality Control, it would cost say: 200CE or something like that to submit a level, and if OOO rejects it, then you lose 200CE. If it gets accepted, they would get payed back say 500CE. This would encourage better level design, for more rewards.
5. Doppelganger type phantom players, and phantom-esque larger enemies (like nature spirits for beast levels, flame spirits for fire levels). These would be similar to phantoms in graveyards, ie. have charge attacks, move and look like players, only they could be killed and drop loot. They'd be like harder mech knights, and be similar in role to lumbers and alpha wolvers.
Arelic has a better explanation for this than I do (see below).
6. Random *harder* enemies. Similar to how mewkats and soul jellies and whatnot can randomly be found replacing certain enemies, have other rare enemies that randomly replace normal enemies, only being attacking enemies. I.E. Crimson Order Commander Randomly replacing gremlin fighters, Almirian Guards replacing slags.
Thanks Striateds. But I would not claim all of the credit for the ideas expressed. Some were genuinely yours. However, if I would speak to an idea then I would most likely begin with the doppelganger
On the mention of that, I just found that on many occasions, some of my most and least favorite enemies to face were sword wielding enemies to face were those that wielded melee weapons, such as mecha knights, trojans, devilite overtimers, vanaduke, thwackers, phantoms, and others. However, there is only so much they can do against us until they become predictable. Moreover, I cannot afford to maintain a losing streaks in LD as the cost of those games can add up. So I suppose what sort of experience I wanted with the mention of a doppelganger was one in which I am left in a position to take what I dish out in a PVE setting, vials, bash, occasional shield cancelling melee attacks, and maybe sprite commands.
With Mecha Knights and Phantoms being the closest thing to the knights in game, some part of me would welcome a crowd of mecha knights or all four-five phantoms (if NPC allies ever get found in graveyards), sometimes it is not enough. Brandish or other weapons charges can dispose of enemies in a flash or three, leaving there to be less of a struggle. But what if we were to face similar threats?
In this motion, I would either ask that we get NPC enemies who are a step up from the mecha knights (actually using the shields for more than decoration), very rare doppelgangers that mimic either the first player dead in a level, the first player they slay, or the first to open a monster box containing them, or give us a severely handicap GM to battle (excluding Nick's Impostor). Well... maybe not that last one. >_>