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Branching system for RANK MISSIONS

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Mié, 11/14/2012 - 15:40
Imagen de Dekuinanutshell
Dekuinanutshell

So we have FSC, Gremlin headquarters RT, Jelly king, and snarbolax. These are all cool and all but as a Hardcore swordsman I found Jelly king to be a big pain in the [cog], and everything else excluding FSC was just cheese and cake for me. I own a guild called "Leon de Eneval" and my friend who is also a Hardcore swordsman would destroy Jelly king with just a tempered calibur.

Now I bring out were both Hardcore swordsmen who love the sword line with a passion but I find the bosses to be fairly easy once you know what to do (cough dark retribution cough cough) But besides this, there should be a special rank system that is designated for people who want a specific route. This would include different bosses that may I add can be accessed by everyone but in rank missions there would be something to divide the areas kinda like a tree branching system. This "tree branching system" will host a series of options to chose from that the knight can encounter. With this there can be options for new armor, new weapons, and even new shields! Varieties of snarby coats would be awesome, sunset duskers would start off with a different element benefit like shadow protection and even elemental protection and don't even get me started on the bomb line. This can also originate why there is kind of a gap in the armor system starting us all off with specific armors that have only an element benefit with no DB, ASI, or even a SI in them they're just there to benefit the player with 1 benefit and 1 benefit only.
Ex:
Jelly mail, azure line, guardian line, skully line, and even the elemental cloak*
*The elemental line I know is just designed with mostly elemental support but IT DOES HAVE SHADOW PROTECTION!

Now of course this can cause a challenge, for instance: ashtail coats with shadow benefit would need to go through a shadow layer just to get to 5 star but what if they had a way to create a different snarbolax coat that gave an aditional asi benefit just like our well known vog cub line. The shields could either stay the same or they could just do re-skins on certain models like they just finished doing with the prestige weapons and shields.

Over all a branching system can do a great job for the entire game in general, the time based format can be very long and annoying yes but it will be worth it way more better then just a regular scenario that gets fabricated for every single knight. Down below I want your opinion of any kind of enemies we can encounter with a branching system and BOSSES

Mié, 11/14/2012 - 16:56
#1
Imagen de Luguiru
Luguiru

Is this what it feels like to smoke ten too many joints?

From what I can understand past the trippiness, this is basically asking for bosses designed to whatever you want to be easy without any details on anything and making all armor in the game have all the kinds of bonuses possible which defeats the point of armor having a variety of options instead of one perfect design.

Maybe I should smoke three joints at once as quickly as possible to get the same mindset this thread seems to have been made in. Stuff a couple up my nose for a better effect.

Mié, 11/14/2012 - 17:47
#2
Imagen de Klipik
Klipik
*coughDarkRetributioncough*?

um... *coughFoVAcheronGFcough*

Mié, 11/14/2012 - 19:07
#3
Imagen de Dekuinanutshell
Dekuinanutshell
OBJECTION!

My thoughts about the armor set up was not to shoot down the armors bonuses. Instead they were to simply add varity to the game. Wolver, sunset dusker, and bombers are the only 3 set ups that start off with a bonus attatchment. Its until the elemental cloak series comes to 5 stars that they decide to add some kind of attack bonus.

Even though these designs are good as they are they don't really explain how the wolvers and duskers branch off from piercing ashtail to suddenly elemental protection vog cub coats? Snarbolax is suddenly a shadow protecting armor? Oh and lets not forget that we have a piercing line called a skolver? Where are these in the game? These should be the bosses we fight instead of 1 boss called a snarbolax. True I know that the vog cubs are "extinct" but I feel they should take this down and bring it up as a boss so it makes more sense when we get the armor.

As for Klipik Those are all 5 star weapons What about the resprial mark ll and the knightblade? we also have the shadow alchemers and the shadow shard bombs. Thats ALL they have to counter the jelly king in a 3 star maximum feel. Also may I point out that this is for progression in the game I have no hate against the bosses we currently have I just feel its too mainstream and repetitive if you think about it. You also face Jelly king in the middle of tier 2 when you hardly have your 2 star gear maxed out making this an even bigger problem.

There should be branches for new bosses instead of 4 regular bosses with 4 shadow layer bosses in addition. Instead of these "milestone achievements." We should be able to chose these branches, go back previously from the branches and select the different missions to progress, thus experiencing more of the clockworks.

Sáb, 11/17/2012 - 00:05
#4
Imagen de Blandaxt
Blandaxt
i also wish for this...

Even though so much of these alternate armors show up in the game, more then half of them have a back ground story that isn't reflected in the game and doesn't have the monsters that the armors derived from. i think its because OOO have to create monsters to catch up to the created armors, but it could just be they have other game issues like puzzle pirates that they have to deal with. so I'm not gonna blame OOO, but i have to say i am pretty unhappy about their latest patch update. although i do like the homecoming re-skin calliburs, but also unhappy about the fact their stagnant and cant reach their final phase.
well all i can say is, to just sit tight and hope OOO already considered this idea and is working on it or you can email OOO yourself through support and ask them directly if they have considered this.

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