Hello, Im kind of veteran player (1250+ hours, about 2 years played) and I understand how everything works in this game also I understand that you need to make money on it.
I decided to post this, because last changes made it pay or grind insane amount of time game, which is bad for players that cannot spend money or don't want to spend money for ingame things. Some of good working ingame mechanics were changed to broken or bad working and here is my solution to fix them:
1. Reriving and usable items share.
Bring back:
- Teammate reriving by giving half of hp and heat share.
- Vial, Health Capsule and Vitapod share.
These were best mechanics in this game, orginal and simple, I see no reason to not bring them back.
Increase cost of reriving by:
1st death - 1 Spark of Life
2nd death - 2 Sparks of Life
3rd death - 3 Sparks of Life
4th death and more - 5 Sparks of Life
Change cost of Sparks to 100 energy for 10.
Sparks of Life still remain as Prize Box drop.
If player have not enough Sparks of Life to rerive he can buy them in popout window:
Not enough Sparks of Life?
[Buy 10 for 100 energy.]
Not enough energy?
[Buy energy on market.]
2. Forge and Crafting mechanics
Forge tiers:
1st tier
-Increase item lvl by 1 with stored heat.
2nd tier
-Increase item lvl by 2 with stored heat.
-Slight chance to win Forge Prize box.
3rd tier
-Increase item lvl by 3 with stored heat.
-Good chance to win Forge Prize box.
Chance of forging is always 100% at all tiers.
2nd tier cannot be used once item reach level 9.
3rd tier cannot be used once item reach level 8 and 9.
If you want keep old crafting time, because there is no longer elevator cost:
-Increase amount of Orbs needed for crafting to 4.
-Orbs still remain as Prize Box drop.
-Orbs can be bought in supply depot in 1,2 or 4 packs:
For example:
Eternal Orb of Alchemy
1 Orb - 225 energy (cost more, but when you have 3 as loot from Prize Boxes you will be happy with this price)
2 Orbs - 450 energy
4 Orbs - 800 energy
3. Loot share on/off, mob specific materials
Party Leader can now switch on/off Loot share at the beginning of map once party has 2 players.
If player plays solo then Loot share is turned off.
Bring back mob specific material drops. (since there is no elevator cost you can explore every gate and map)
Vials, Health Capsules and Vitapods are always shared items.
For example:
Loot share on:
+25% materials and crowns
Minerals are shared, all party members getting amount equal of mineral size.
One person can pick up loot for everyone.
Materials are randomly assingned to players, but everyone gets 25% more of them overall.
Rarity items, tokens and heat from Prize Boxes are shared items. (rarity item - 1 for every party member, token - 1 for every party member, heat is split on all party members)
Loot share off:
+25% chance to find rarity items, more minerals
Minerals are not shared.
Everyone must pick up their own loot.
Everyone has their own random loot.
Higher chance to get mob specific material. (as it is not assingned randomly to players)
4. Minerals, Gates and Spirites food.
Spirites food must be player bound item, since players are crafting their minerals and selling them in Auction House, none deposit them in gates.
Player can craft only food for their Spirite type, minerals not matching Spirite type can be only sold at gates.
Increase value of sold minerals in gates.
That is all.
1) All of one, no.
2) No, especially to lowering the price of Orbs.
3) No. And no to Loot Share because if a True Love Locket or a Darkfang shield appears, two more knights can join for the $.
4) No, and we should be able to sell and craft different foods because we chose to grab 6 Luminite instead of one Crimsonite. The Birdsong company doesn't have THAT much money to increase the value of deposits, now do they?
"That's all of it."
I'll be sure to copy-paste this link on your next mega-iwntdiskthxbai thread.