Some suggestions
Also, we need hotkeys for pineapples! I might have to start a post about this...
๖ۣۜ𝕀𝔾ℕ: 𝙮 𝙖 𝙨 𝙫 𝙨 𝙑 ✔
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๖ۣۜ𝔻𝕚𝕤𝕔𝕠𝕣𝕕: nɹǝᙠ#7573
๖ۣۜ𝕆𝕥𝕙𝕖𝕣 𝕀𝔾ℕ: 𝓝𝓸𝓷𝓮 𝓸𝓯 𝔂𝓮𝓻 𝓫𝓾𝓼𝓲𝓷𝓮𝓼𝓼~

๖ۣۜ𝔻𝕚𝕤𝕔𝕠𝕣𝕕: nɹǝᙠ#7573
Re: Some suggestions
Tens wrote: ↑Sun Jul 05, 2020 1:19 amnote - these suggestions are not related to new enemies/sets, they are for overall game-play balancing and improvements that I figured should take precedence over newer content.
MP regen
Adding natural regen skill. People don't like having to go into their inventory and spam blueberries every time they run out of mp (which is often since each skill shreds MP quickly). There would be 5 levels, each level giving +2 mp regen/5 seconds. This encourages people to actually use skills, and makes it a bit more entertaining when grinding, and it isn't exactly spam-able either. Berries should also have a hotkey for use.
Armor sets + Weapons
A bunch of the current armor set prices are incredibly overpriced. For example, the lunatic set; the entire set + sword costs 518,378 which is over half a million for a level 30 set. I think most of the warrior sets should be lowered in price by a large portion, as I can't imagine even a level 40 saving up that much. Making it a little less than half its price (and even then it is very expensive) would help warriors, and maybe serve as an example for future sets.
Warrior's weapons also do dramatically more damage than any other class in the game. Currently, every other class has 40-42 damage weapons, while warriors hammer deals 52 damage. This has caused an influx of warriors, as it is the strongest class with the highest defense and dominates any other class. I think increasing some of the other sets/weapons in other classes would help balance these classes out. For example, the AK-47 costs more than the crazy hammer, but has 11 less power. They don't need to spend as many skills on defense and strength than any other class which makes them the go-to, and every other class practically weaker and less used.
Enemy defense/damage calculator
Players need a large amount of attack (archery, artillery, magic) in order to even deal damage to some of the newer mobs. Some great examples would be Stalagmite Stalkers and Logons. Their defense is so incredibly high that classes with weaker sets (basically any class other than warrior) would need to spend nearly 60 points in just their attack stat alone, not to mention the defense needed to tank the mobs (not as high but still a solid 30-40 points). It discourages people from putting points into other stats that are important to their class (such as mage with MP), and using skill points in Expertise.
EXP calculator
Ill keep this one somewhat short. If it takes a lvl 47 longer to get to lvl 48 than it does a level 1800 getting to 1801 in hh, there is a problem. And considering elia is still in early development, this issue will only get worse as more enemies and sets are added.
Mobility
This is also tied into MP regen, but I wanted to go a little more in depth on this because I think mobility is a VERY important factor when it comes to long distances and effective grinding in large areas.. Most of the areas are large and take maybe 30 seconds - a minute, while some take over 2 minutes to go across. Speaking from experience, it is very demotivating to have to slowly walk from caves back to shop, and at this point I find it much faster to just refresh my tab and log back in, spawning next to the entrance, and I just repeat this several times until I'm back in shop.
With all that being said, there are several ways to increase speed/mobility so people don't get bored. One of them is pets, such as certain pets giving good speed boosts or even mountable pets. Another would just be adding a skill that increases running speed and jump height.
My last suggestion for mobility would be Village Waypoints tied with the ideas above. Being able to teleport to villages at any point anywhere would greatly increase productivity of players and increase mobility by a large margin.
Re: Some suggestions
Tens wrote: ↑Sun Aug 16, 2020 2:42 amTens wrote: ↑Sun Jul 05, 2020 1:19 amnote - these suggestions are not related to new enemies/sets, they are for overall game-play balancing and improvements that I figured should take precedence over newer content.
MP regen
Adding natural regen skill. People don't like having to go into their inventory and spam blueberries every time they run out of mp (which is often since each skill shreds MP quickly). There would be 5 levels, each level giving +2 mp regen/5 seconds. This encourages people to actually use skills, and makes it a bit more entertaining when grinding, and it isn't exactly spam-able either. Berries should also have a hotkey for use.
Armor sets + Weapons
A bunch of the current armor set prices are incredibly overpriced. For example, the lunatic set; the entire set + sword costs 518,378 which is over half a million for a level 30 set. I think most of the warrior sets should be lowered in price by a large portion, as I can't imagine even a level 40 saving up that much. Making it a little less than half its price (and even then it is very expensive) would help warriors, and maybe serve as an example for future sets.
Warrior's weapons also do dramatically more damage than any other class in the game. Currently, every other class has 40-42 damage weapons, while warriors hammer deals 52 damage. This has caused an influx of warriors, as it is the strongest class with the highest defense and dominates any other class. I think increasing some of the other sets/weapons in other classes would help balance these classes out. For example, the AK-47 costs more than the crazy hammer, but has 11 less power. They don't need to spend as many skills on defense and strength than any other class which makes them the go-to, and every other class practically weaker and less used.
Enemy defense/damage calculator
Players need a large amount of attack (archery, artillery, magic) in order to even deal damage to some of the newer mobs. Some great examples would be Stalagmite Stalkers and Logons. Their defense is so incredibly high that classes with weaker sets (basically any class other than warrior) would need to spend nearly 60 points in just their attack stat alone, not to mention the defense needed to tank the mobs (not as high but still a solid 30-40 points). It discourages people from putting points into other stats that are important to their class (such as mage with MP), and using skill points in Expertise.
EXP calculator
Ill keep this one somewhat short. If it takes a lvl 47 longer to get to lvl 48 than it does a level 1800 getting to 1801 in hh, there is a problem. And considering elia is still in early development, this issue will only get worse as more enemies and sets are added.
Mobility
This is also tied into MP regen, but I wanted to go a little more in depth on this because I think mobility is a VERY important factor when it comes to long distances and effective grinding in large areas.. Most of the areas are large and take maybe 30 seconds - a minute, while some take over 2 minutes to go across. Speaking from experience, it is very demotivating to have to slowly walk from caves back to shop, and at this point I find it much faster to just refresh my tab and log back in, spawning next to the entrance, and I just repeat this several times until I'm back in shop.
With all that being said, there are several ways to increase speed/mobility so people don't get bored. One of them is pets, such as certain pets giving good speed boosts or even mountable pets. Another would just be adding a skill that increases running speed and jump height.
My last suggestion for mobility would be Village Waypoints tied with the ideas above. Being able to teleport to villages at any point anywhere would greatly increase productivity of players and increase mobility by a large margin.