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Can we bring back some of the P2W elements?!


MeNewbie

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Hi it's MeNewbie again 🙂

First of all this is a suggestion that came to my mind now so i want to hear and see your opinion on it.

Do you rember NA p2w items? like passives,buffs,exp/medals and so on? I don't really care about exp/medals but what i'am looking for is IM passive and IM buffs here is the list and what they do:

Spoiler

Training Passive Skills
[Valor Skills] Greyson in Junon Polis now offers the following training skills:

Supreme Master Deflection Training [Critical Defense 1%, Level 250]

Supreme Master Swiftness Training [Movement Speed 2%, Level 250]

Supreme Master Nimbleness Training [Dodge Rate 2%, Level 250]

Supreme Master Shielding Training [Defense 2%, Level 250]

Supreme Master Protection Training [Magic Defense 2%, Level 250]

Supreme Master Marksmen Training [Accuracy 2%, Level 250]

Supreme Master Intensity Training [Critical 1%, Level 250]

[Honor Items] Henry in Junon Polis now offers the following training skills:

Skill > Soldier

Grand Master One-Handed Weapon Striking Training [Attack Power 1%, Level 225]

Supreme Master One-Handed Weapon Striking Training [Attack Power 1%, Level 250]

Grand Master One-Handed Weapon Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master One-Handed Weapon Wielding Training [Attack Speed 2.0%, Level 250]

Grand Master Two-Handed Sword Striking Training [Attack Power 1%, Level 225]

Supreme Master Two-Handed Sword Striking Training [Attack Power 1%, Level 250]

Grand Master Two-Handed Sword Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Two-Handed Sword Wielding Training [Attack Speed 2.0%, Level 250]

Grand Master Two-Handed Spear Striking Training [Attack Power 1%, Level 225]

Supreme Master Two-Handed Spear Striking Training [Attack Power 1%, Level 250]

Grand Master Two-Handed Spear Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Two-Handed Spear Wielding Training [Attack Speed 2.0%, Level 250]

Grand Master Two-Handed Axe Striking Training [Attack Power 1%, Level 225]

Supreme Master Two-Handed Axe Striking Training [Attack Power 1%, Level 250]

Grand Master Two-Handed Axe Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Two-Handed Axe Wielding Training [Attack Speed 2.0%, Level 250]

Skill > Muse

Grand Master Staff Striking Training [Attack Power 1%, Level 225]

Supreme Master Staff Striking Training [Attack Power 1%, Level 250]

Grand Master Staff Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Staff Wielding Training [Attack Speed 2.0%, Level 250]

Grand Master Wand Striking Training [Attack Power 1%, Level 225]

Supreme Master Wand Striking Training [Attack Power 1%, Level 250]

Grand Master Wand Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Wand Wielding Training [Attack Speed 2.0%, Level 250]

Skill > Hawker

Grand Master Katar Striking Training [Attack Power 1%, Level 225]

Supreme Master Katar Striking Training [Attack Power 1%, Level 250]

Grand Master KatarKatarWielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Staff Wielding Training [Attack Speed 2.0%, Level 250]

Grand Master Dual Wield Striking Training [Attack Power 1%, Level 225]

Supreme Master Dual Wield Striking Training [Attack Power 1%, Level 250]

Grand Master Dual Wield Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Dual Wield Wielding Training [Attack Speed 2.0%, Level 250]

Grand Master Bow Striking Training [Attack Power 1%, Level 225]

Supreme Master Bow Striking Training [Attack Power 1%, Level 250]

Grand Master Bow Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Bow Wielding Training [Attack Speed 2.0%, Level 250]

Skill > Dealer

Grand Master Launcher Striking Training [Attack Power 1%, Level 225]

Supreme Master Launcher Striking Training [Attack Power 1%, Level 250]

Grand Master Launcher Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Launcher Wielding Training [Attack Speed 2.0%, Level 250]

Grand Master Gun Striking Training [Attack Power 1%, Level 225]

Supreme Master Gun Striking Training [Attack Power 1%, Level 250]

Grand Master Gun Wielding Training [Attack Speed 2.0%, Level 225]

Supreme Master Gun Wielding Training [Attack Speed 2.0%, Level 250]

*Those listed on Spoiler are IM/Valor/Honor passives wich got removed due to IM. But yet those can be optain by farm PVM.

 

Also if we can bring some of buff like Arua's fairies in form of DG drop from bosses or valor shop?

 

Some of P2W elements can be integrated into honor/valor shop because we lost some power when you removed them so we feel underpowered at max lvl/end game stat or is it just me?!

 

 

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I was going to make a similar suggestion regarding some p2w like items but I guess I can just put it here since it’s in the same theme. 

I read in discord that the addition of new quests is difficult with the current code so my idea would be to reintroduce the XP/Drop increase items in the game to less popular monsters (not connected to repeatables) as a rare drop similar to how Chewed Bone drops.

There could be two separate versions of these items:

Version 1 (Instant Application):

Experience Gain:

Item Name: Heart of Golem 

Type: Consumable 

Effect: Instantly increase player XP by 10x the amount of base monster type XP.

Restrictions: Level Requirement: 65.

 

Loot Gain:

Item Name: Jewel of Golem 

Type: Consumable 

Effect: Gain 10000 Zulie.

Restrictions: Level Requirement: 65.

 

Version 2 (Buff Application):

Experience Gain:

Item Name: Spirit of Golem 

Type: Consumable 

Effect: Increase player XP by 50% from monster type for 1 hour. 

Restrictions: Level Requirement: 65.

 

Loot Gain:

Item Name: Treasures of Golem 

Type: Consumable 

Effect: Increase drop rate of monster type by 50% for 1 hour.

Restrictions: Level Requirement: 65.

 

Those would be the examples of the two types that could be implemented. There wouldn’t need to be a quest attached to the mobs just loot table and new consumable item addition. The values are placeholder they could be more or less depending on the monster type and map level to adjust to scaling/fairness. 

These drops would be added strictly to those monster types not connected with repeatable quests to add an alternative leveling method with its own niche xp/loot boosts through farming 1 monster type.
 

 

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2 hours ago, Heatfist said:

I was going to make a similar suggestion regarding some p2w like items but I guess I can just put it here since it’s in the same theme. 

I read in discord that the addition of new quests is difficult with the current code so my idea would be to reintroduce the XP/Drop increase items in the game to less popular monsters (not connected to repeatables) as a rare drop similar to how Chewed Bone drops.

There could be two separate versions of these items:

Version 1 (Instant Application):

Experience Gain:

Item Name: Heart of Golem 

Type: Consumable 

Effect: Instantly increase player XP by 10x the amount of base monster type XP.

Restrictions: Level Requirement: 65.

 

Loot Gain:

Item Name: Jewel of Golem 

Type: Consumable 

Effect: Gain 10000 Zulie.

Restrictions: Level Requirement: 65.

 

Version 2 (Buff Application):

Experience Gain:

Item Name: Spirit of Golem 

Type: Consumable 

Effect: Increase player XP by 50% from monster type for 1 hour. 

Restrictions: Level Requirement: 65.

 

Loot Gain:

Item Name: Treasures of Golem 

Type: Consumable 

Effect: Increase drop rate of monster type by 50% for 1 hour.

Restrictions: Level Requirement: 65.

 

Those would be the examples of the two types that could be implemented. There wouldn’t need to be a quest attached to the mobs just loot table and new consumable item addition. The values are placeholder they could be more or less depending on the monster type and map level to adjust to scaling/fairness. 

These drops would be added strictly to those monster types not connected with repeatable quests to add an alternative leveling method with its own niche xp/loot boosts through farming 1 monster type.
 

 

 

1 hour ago, DoubleRose said:

I like Heatfist's idea as the code for this is already in the game, making it easy to implement. With little effort, some of the lacking maps/monsters could be improved.

Agree with both of you, it's just some of p2w elements can be implemented as a PVM or PVP drop table. So you don't need to pay real money for it but you play to earn them so anyone have acces to them.

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Personally I'm not really a fan of chugging exp/currency potions while keeping track of how long they have left. I recently played a mmo with this and there were so many consumables for things that should just be built into the game that it became stressful tracking them. Just seems like busywork when they could just adjust passive exp gain tables etc...

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57 minutes ago, Caly said:

Personally I'm not really a fan of chugging exp/currency potions while keeping track of how long they have left. I recently played a mmo with this and there were so many consumables for things that should just be built into the game that it became stressful tracking them. Just seems like busywork when they could just adjust passive exp gain tables etc...

Fair enough, I see the issue with that. The idea with specific mob type consumables was to be an alternative to repeatable questing areas. 

Which game was it that you played that had such consumable chugging for boosts?

Increasing XP and drops of the less popular mobs would be a good alternative too.

Another idea I had was to implement a passive skill for each class that would boost xp/main stat/drop slightly after killing mobs. Similar to ARPG games with kill streaks. For example:

Passive Skill Name: Soldier’s Fury

Rank 1: Killing an enemy within the characters level grants 0.25% XP bonus increase, 0.25% Strength Stat increase, and 0.25% Drop Chance increase for 60 seconds, stacking up to 20 times. Timer refreshes if an enemy is killed within the 60 seconds.

(Reach max stack after 20 kills for the 5% boost at rank 1)

Skill Point Cost: 2 (per rank)

Rank 2: 0.375% XP Bonus/Strength/Drop Increase per stack.

Rank 3: 0.5% XP Bonus/Strength/Drop Increase per stack.

Rank 4: 0.625% XP Bonus/Strength/Drop Increase per stack.

Rank 5: 0.75% XP Bonus/Strength/Drop Increase per stack. (15% boost at rank 5 for 20 max stack)

Each of the 4 jobs would have the same skill with their appropriate main stat instead.

Then for 2nd job there could be an improved version for each class. Cleric could get a healing version where the stacks trigger each time a heal recovers a players missing HP and grants Heal Power bonus as well.

So as long as you’re not afk you maintain your booster buff and gain the extra leveling value. 

When in party the kills would be shared and everyone would get their increasing booster buff.

In PvP this skill would also benefit the player who gets a killing blow on another by giving them that small main stat increase. If they can get more kills before the 1 min expires more power to them. 

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