Post by o145 on May 1, 2020 18:59:49 GMT -8
Multiple Server Experience
For me, Nostalgia in regards to real CO or CO1, is being part of a community that has worked very hard to get where they are. I remember back in the day, my archer had a +3 unique bow lvl 75. Back then... I was offered all sorts of silver for my bow. Good times
Ever since the real CO became a cash cow, I've lost interest in playing it; However I keep it downloaded because I used to enjoy it.
I've spent a great deal of time on many servers and over the years I've learned quite a bit about what people are attracted to.
I feel that my suggestions can bring new components to Serenity, without totally losing the "nostalgic" factor. I'd be happy to discuss more in depth, or about modifications to the listed below. Preferably in a voice chat on discord.
I also realize some of these may be identical to other suggestions, but I've had a more simplified list of these for years; so I'm sticking to my list. Lets not forget, this is in fact a private server. A variant of an already popular game; Which brings me to my first point.
1. CP mall - This server, from what I've seen and played, is going for the nostalgic feel. The CP mall. I understand a goal of this server is to stray away, or eliminate "pay to play" or "pay to win" however the CP mall has always offered a level of convenience to players. now I don't know the coding side of it, but I doubt it would be hard to make custom prices in the mall.
(example: 1 met 100 CPs)
2. Stackable Items - I'm not aware if the real CO has implemented this or not, but stackable scrolls (example: 10 per stack) and other items, such as HP food and MP potions (better the potion, smaller the stack). Having played on multiple servers, stackable items that don't normally stack, were one of the things I've held onto. This doesn't change the game all that much, and provides a small amount of convenience to players.
(example: stancher - 50 per stack, mil. ginseng - 5 per stack)
There's already a ginseng pack that holds 5, I get that, but this is just an example. However, even those packs could stack... Or the actual ginseng itself.
3. Donations - Some people just want to spend money, but that doesn't mean they have to "win" the game. Plenty of servers I've been on had rewards from donating that could be found elsewhere in the game, without paying for them. The biggest one that stood out was (name change just for suggestive purposes) a "VIP coin". Donating would guarantee the item but it could be found, for example, in Serenity's Hell. This "coin" could be fully tradable, and used to go to a VIP map; which for example, could have better drop rates.
4. Pure Class Builds - The only example I can think of is that a pure war-war-war (reborns) used to be able to DUEL wield 2-handed weapons. Now I'm not saying bring THAT back cause that would be OP. But I never did get to give that a go. However, across all the servers I've been on, pure class skills have been asked for and from my knowledge, it hasn't been given to players.
5. Lotto System - One of the best lotto systems I've seen, I'll do my best to describe it. First you collect 10 "torn tickets" either from players or from drops; then "scroll" them into a lotto ticket, which is either gained through torn tickets or from donating. Then used at an NPC, which transports you to an unused small map (unused PK Arena) with chests in it. You choose your chest (the chest doesn't matter for the reward) and then you would be transported out and given your reward AND a torn ticket. The lotto system in that server nearly controlled the entire economy, which was amazing in my opinion.
6. Attribute Points - I love the AP system in Serenity, however, a couple servers I played on, didn't seem to have a "reachable" limit to the attributes; which sorta made some players "god-like" without armour. I see the issues with this, however something not a lot of servers manage well, is the balance between classes. Having nearly an "unlimited" amount of attributes COULD bring balance, or just make people "god-like". Spent properly, the line between classes could be blurred.
(example: water tao with 1000 str points might do as much melee damage of a trojan with 2 swords, but a trojan with 1000 spirit might do the same magic damage as a tao)
This one is less of a suggestion, and more of something I've seen in a server or 2, and took note.
7. Levels - In relation to #6, some players just don't like to have a cap on levels. Some servers have 140 or 150, or even in the 200s for their max level. I understand the 130 range is "old school" but I feel that simply adding a higher max level would change the game ON ITS OWN. Which leads me to my next point.
8. Gear - Some of the current gear caps at 120, even though the player lvl is 130+; and by adding more levels, more custom gear could be added. Something I did see in one particular server, the max gear had multiple variants; purely cosmetic though. Similar to the garments.
(example: custom gear past 130, could be at 10-level increments)
9. + Stones - From my understanding, +9 used to be cap, then +12. I've been on a sever that had a +16 cap, and another one had a +25 cap; both of which followed the current composing system, where to progress in the +'s required the equivalent of 3x the previous +. The +25 took nearly 2 billion composing points to reach from +24. This would change the game quite a bit, however that leads me into #10.
10. Difficulty - Being completely maxed out and 1-2 hitting everything, does get boring. Even if my previous points were added, the difficulty of the game, gets easier. That's where custom bosses or custom maps could come in. Something I personally enjoyed on a previous server, was when a custom "team boss" had been made, and the boss didn't really 1-hit people, however it took multiple players to bring it down; and it really implemented the "roles" of the classes. Water taos where actually needed to sustain life, wariors were needed to sustain the hits, and trojans or fire taos were needed for the damage. From my understanding, the boss had custom damage against the class it was targeting; I don't know if that was true or not, but it suggested that a water can't "tank" like the way a warrior could, against the boss. I guess this could be summed up as "raids"? the whole team could be rewarded for the kill.
11. Spawns - Lets be real -.- the amount of distance between monsters in maps.... can't we close the gap? Can't we add more monsters? This has been an issue in EVERY server I've been in. Everyone always complains about the distance and the amount of monsters. Just add more! (please)
Almost need a plane to get to each monster -.-
12. XP Skills - So I've only seen this as a test in a friends server, but I thought it was cool. XP skills no longer existed; they were turned into regular skills that consumed stamina, like meditation. I can see that being unbalanced for PK, they could just superman/cyclone on the spot, but still... I thought it was neat.
13. Skills - Now, skill related, I saw this in a server; nearly every skill in the game could be obtained by an NPC, no matter what class you were... for a small fortune of course. Any class could have any skill. This would definitely blur the line between classes, but I liked it.
14. Custom Skills - I was on a server that hadn't actually been released, the owner was working on CUSTOM SKILLS - such as a water tao skill that was almost like meditate, except it was a TEAM meditate (like healing rain or nectar... but for meditate). Another one was "AOE stig" - so like the fire circle, it would put down a lasting stig-circle and consume MP every few seconds, the circle would stig anyone or anything inside, until the player depleted their mana. There's so many options with this kind of thing, it just requires the dedication to do it.
15. Reborn - If you can reborn twice, Why can't you reborn more? Some servers have removed (or greatly increased) the limit of reborns, so normally it's 2 (example: water tao - trojan - archer), but with more reborns, it adds a sense of accomplishment to say "hey, I've got 50 reborns, whatchu got?". Of course there doesn't have to be an increase in rewards per reborn. The reborn quests after 2, could simply be paying an NPC for the reborn. It's an idea that if implemented properly, could bring a new dynamic to the game, that MAY NOT change the nostalgic feel that Serenity is going for.
16. RB Class Change - I have seen similar systems that allow you to change previous reborns, however, I have seen better ones in place. Choosing 1 at time, and the skills were added based on the preset from the original game; which I'm sure could be edited to the owners choosing.
17. Custom Weapon Ability - So we have HP, MP and PSN on weapons. Why not more? Such as stig, accuracy, shield or team heal? Like nectar.
OR idk how this one would be done, but O-M-G.... say it with me Skyrim..... Wabbajack Wabbajack Wabbajack Wabbajack.
CHAOS ability. UNPREDICTABLE EFFECTS. Will it stig your target? Will it destroy them? Will it heal them full? Transform them into a chicken? WILL IT DESTROY YOU? WABBAJACK!
18. Lucky Time - I've seen lucky time (in a couple servers) increase by minutes instead of seconds. I like this one because not everyone can leave their accounts on at night or unattended during the day. Some players only have the time that they are on for, and that's it.
19. I dont know how to sum this up into a "title".. Custom items that would "trigger" XP skills, such as an item ONLY obtainable from drops, that would trigger your XP skills on command. This wouldn't change the game too much, since I'm sure a timer could be set for how often a player could use this item.
For me, Nostalgia in regards to real CO or CO1, is being part of a community that has worked very hard to get where they are. I remember back in the day, my archer had a +3 unique bow lvl 75. Back then... I was offered all sorts of silver for my bow. Good times
Ever since the real CO became a cash cow, I've lost interest in playing it; However I keep it downloaded because I used to enjoy it.
I've spent a great deal of time on many servers and over the years I've learned quite a bit about what people are attracted to.
I feel that my suggestions can bring new components to Serenity, without totally losing the "nostalgic" factor. I'd be happy to discuss more in depth, or about modifications to the listed below. Preferably in a voice chat on discord.
I also realize some of these may be identical to other suggestions, but I've had a more simplified list of these for years; so I'm sticking to my list. Lets not forget, this is in fact a private server. A variant of an already popular game; Which brings me to my first point.
1. CP mall - This server, from what I've seen and played, is going for the nostalgic feel. The CP mall. I understand a goal of this server is to stray away, or eliminate "pay to play" or "pay to win" however the CP mall has always offered a level of convenience to players. now I don't know the coding side of it, but I doubt it would be hard to make custom prices in the mall.
(example: 1 met 100 CPs)
2. Stackable Items - I'm not aware if the real CO has implemented this or not, but stackable scrolls (example: 10 per stack) and other items, such as HP food and MP potions (better the potion, smaller the stack). Having played on multiple servers, stackable items that don't normally stack, were one of the things I've held onto. This doesn't change the game all that much, and provides a small amount of convenience to players.
(example: stancher - 50 per stack, mil. ginseng - 5 per stack)
There's already a ginseng pack that holds 5, I get that, but this is just an example. However, even those packs could stack... Or the actual ginseng itself.
3. Donations - Some people just want to spend money, but that doesn't mean they have to "win" the game. Plenty of servers I've been on had rewards from donating that could be found elsewhere in the game, without paying for them. The biggest one that stood out was (name change just for suggestive purposes) a "VIP coin". Donating would guarantee the item but it could be found, for example, in Serenity's Hell. This "coin" could be fully tradable, and used to go to a VIP map; which for example, could have better drop rates.
4. Pure Class Builds - The only example I can think of is that a pure war-war-war (reborns) used to be able to DUEL wield 2-handed weapons. Now I'm not saying bring THAT back cause that would be OP. But I never did get to give that a go. However, across all the servers I've been on, pure class skills have been asked for and from my knowledge, it hasn't been given to players.
5. Lotto System - One of the best lotto systems I've seen, I'll do my best to describe it. First you collect 10 "torn tickets" either from players or from drops; then "scroll" them into a lotto ticket, which is either gained through torn tickets or from donating. Then used at an NPC, which transports you to an unused small map (unused PK Arena) with chests in it. You choose your chest (the chest doesn't matter for the reward) and then you would be transported out and given your reward AND a torn ticket. The lotto system in that server nearly controlled the entire economy, which was amazing in my opinion.
6. Attribute Points - I love the AP system in Serenity, however, a couple servers I played on, didn't seem to have a "reachable" limit to the attributes; which sorta made some players "god-like" without armour. I see the issues with this, however something not a lot of servers manage well, is the balance between classes. Having nearly an "unlimited" amount of attributes COULD bring balance, or just make people "god-like". Spent properly, the line between classes could be blurred.
(example: water tao with 1000 str points might do as much melee damage of a trojan with 2 swords, but a trojan with 1000 spirit might do the same magic damage as a tao)
This one is less of a suggestion, and more of something I've seen in a server or 2, and took note.
7. Levels - In relation to #6, some players just don't like to have a cap on levels. Some servers have 140 or 150, or even in the 200s for their max level. I understand the 130 range is "old school" but I feel that simply adding a higher max level would change the game ON ITS OWN. Which leads me to my next point.
8. Gear - Some of the current gear caps at 120, even though the player lvl is 130+; and by adding more levels, more custom gear could be added. Something I did see in one particular server, the max gear had multiple variants; purely cosmetic though. Similar to the garments.
(example: custom gear past 130, could be at 10-level increments)
9. + Stones - From my understanding, +9 used to be cap, then +12. I've been on a sever that had a +16 cap, and another one had a +25 cap; both of which followed the current composing system, where to progress in the +'s required the equivalent of 3x the previous +. The +25 took nearly 2 billion composing points to reach from +24. This would change the game quite a bit, however that leads me into #10.
10. Difficulty - Being completely maxed out and 1-2 hitting everything, does get boring. Even if my previous points were added, the difficulty of the game, gets easier. That's where custom bosses or custom maps could come in. Something I personally enjoyed on a previous server, was when a custom "team boss" had been made, and the boss didn't really 1-hit people, however it took multiple players to bring it down; and it really implemented the "roles" of the classes. Water taos where actually needed to sustain life, wariors were needed to sustain the hits, and trojans or fire taos were needed for the damage. From my understanding, the boss had custom damage against the class it was targeting; I don't know if that was true or not, but it suggested that a water can't "tank" like the way a warrior could, against the boss. I guess this could be summed up as "raids"? the whole team could be rewarded for the kill.
11. Spawns - Lets be real -.- the amount of distance between monsters in maps.... can't we close the gap? Can't we add more monsters? This has been an issue in EVERY server I've been in. Everyone always complains about the distance and the amount of monsters. Just add more! (please)
Almost need a plane to get to each monster -.-
12. XP Skills - So I've only seen this as a test in a friends server, but I thought it was cool. XP skills no longer existed; they were turned into regular skills that consumed stamina, like meditation. I can see that being unbalanced for PK, they could just superman/cyclone on the spot, but still... I thought it was neat.
13. Skills - Now, skill related, I saw this in a server; nearly every skill in the game could be obtained by an NPC, no matter what class you were... for a small fortune of course. Any class could have any skill. This would definitely blur the line between classes, but I liked it.
14. Custom Skills - I was on a server that hadn't actually been released, the owner was working on CUSTOM SKILLS - such as a water tao skill that was almost like meditate, except it was a TEAM meditate (like healing rain or nectar... but for meditate). Another one was "AOE stig" - so like the fire circle, it would put down a lasting stig-circle and consume MP every few seconds, the circle would stig anyone or anything inside, until the player depleted their mana. There's so many options with this kind of thing, it just requires the dedication to do it.
15. Reborn - If you can reborn twice, Why can't you reborn more? Some servers have removed (or greatly increased) the limit of reborns, so normally it's 2 (example: water tao - trojan - archer), but with more reborns, it adds a sense of accomplishment to say "hey, I've got 50 reborns, whatchu got?". Of course there doesn't have to be an increase in rewards per reborn. The reborn quests after 2, could simply be paying an NPC for the reborn. It's an idea that if implemented properly, could bring a new dynamic to the game, that MAY NOT change the nostalgic feel that Serenity is going for.
16. RB Class Change - I have seen similar systems that allow you to change previous reborns, however, I have seen better ones in place. Choosing 1 at time, and the skills were added based on the preset from the original game; which I'm sure could be edited to the owners choosing.
17. Custom Weapon Ability - So we have HP, MP and PSN on weapons. Why not more? Such as stig, accuracy, shield or team heal? Like nectar.
OR idk how this one would be done, but O-M-G.... say it with me Skyrim..... Wabbajack Wabbajack Wabbajack Wabbajack.
CHAOS ability. UNPREDICTABLE EFFECTS. Will it stig your target? Will it destroy them? Will it heal them full? Transform them into a chicken? WILL IT DESTROY YOU? WABBAJACK!
18. Lucky Time - I've seen lucky time (in a couple servers) increase by minutes instead of seconds. I like this one because not everyone can leave their accounts on at night or unattended during the day. Some players only have the time that they are on for, and that's it.
19. I dont know how to sum this up into a "title".. Custom items that would "trigger" XP skills, such as an item ONLY obtainable from drops, that would trigger your XP skills on command. This wouldn't change the game too much, since I'm sure a timer could be set for how often a player could use this item.