1

Topic: What I'd like...

What I'd like to see in Faldon:


[1]. A higher death penalty


Why?

There is no thrilll if you die and lose about nothing.
It should be exciting to pvp and you should take killing monsters serious.


What would happen if you raise the death penalty?

You value your character, the game and the gameplay more.

I also believe that a higher death penalty raises more excitement, adrenaline and a more serious view to the game.



So what I'd like to propose is:


A dead by a monster causes:

2% loss of your experience level
2% loss of your skill level
loss of 50% of your inventory
10% chance to lose equipment (helmet, weapon etc)


A dead by a player causes:

1,5% loss of your experience level
1,5% loss of your skill level
loss of 35% of your inventory
9% chance to lose equipment (helmet, weapon etc)


The example here could be a level 50.


Now for some of you that might be a harsh loss.


So what can you do about it?


You can purchase a ring of loss at a local NPC. (Price depends on level or a standard high price)

Which protects your items and your equipment.


You can purchase a devil/angel of guardian at a local NPC. (Price depends on level or a standard high price)

Which decreases your loss of exp and skill.


Alternativly Faldon should reduce the level and skill percentage losses after every x levels.



[2.] A Vip list


I'd like to talk to friends without checking the who is online list and I'd like to see which friends/enemies are online.



[3.] A better aim for targetting monsters/players


I happen to miss spells regulary. Which causes me not being able to kill the monster due to low mana or hp. This often results in a dead.



Thanks for reading and please tell me what you think.

2

Re: What I'd like...

1) At the moment it is far too easy to die due to game bugs and lag and I think that if people were to risk losing equiped items upon death most of the players with their 100USD+ gear will just stand in town. However, I do agree that death isn't really something to be afraid of, I just don't think that making players lose more items upon death is the right solution.

2) Yes, some sort of friend system would be nice but will not happen in this client (unless Zer allows polygamy  tongue). I am not entirely sure if a friend system is in the works, maybe Wu or Zer can comment on that.

3) This is something that I think has been improved in the new client but cannot be changed in the current version.

3

Re: What I'd like...

Thor-nl, I've been making the same argument for about a decade now.  When I started playing, it was a big deal.  You didn't just PK people for no reason.  People didn't even steal other players drop piles.  It meant that you could have actual guild wars, and KOS actually meant something.

One thing that Zer could do is change the levelling system back to the way it was at the beginning of this client.  It wouldn't be a big change, but it would have the effect of players carrying more experience at any given time (and therefore more incentive to avoid the exp penalty for death).  Gotta start somewhere.

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Re: What I'd like...

Thor you are dumb, no would want to kill or pvp at all .....

Last edited by Forest Haven (November 30th, 2010 5:39 PM)

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Re: What I'd like...

Mr Spy wrote:

1) At the moment it is far too easy to die due to game bugs and lag and I think that if people were to risk losing equiped items upon death most of the players with their 100USD+ gear will just stand in town. However, I do agree that death isn't really something to be afraid of, I just don't think that making players lose more items upon death is the right solution.

2) Yes, some sort of friend system would be nice but will not happen in this client (unless Zer allows polygamy  tongue). I am not entirely sure if a friend system is in the works, maybe Wu or Zer can comment on that.

3) This is something that I think has been improved in the new client but cannot be changed in the current version.

1) New Client
2) New Client
3) New Client


Master Wu wrote:

1, as Spy points out the current game mechanics coupled with high item value would make it disastrous. I do think that dying should be more significant, but the entire combat structure needs to be reworked first. Also, as Mumblee mentioned: I think people who played previous versions have a certain nostalgia for the times when dying might mean you drop a large pile of valuable items, or lose significant exp. Back then, combat was much more drawn out, strategic, and lower levels even might have a chance to slip away from a higher level, or a group. This was probably due to the Agility's "miss/hit" system, and ability to use items as fast as you could click.

2, I agree, We've spoken about this in some detail. I think a "Friends List" would be simple to add. Ideally we want to have more players, but the current game design works against us. The higher the population, the less you care about strangers logging in, or who has killed who. It will only become spam. So, if you are only notified about "friends" and guild members, it should solve that.

3, I somewhat like Faldon's projectile targeting, you can miss, dodge, or move behind a wall. Compared to other games where you activate the spell, then select your target, it offers much easier use. Sure you can miss, but that's just part of the projectile system.

1) New client

2) New Client

3) New Client


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But yes. Thor has a good point, id like to see something more exciting in PK-ing.. But.. Something would have to change about gaining stuff too. I am not going to lose my stuff thanks to some oddjob using arhack or mobhack to kill me. Id be more than gladly though, to lose stuff to a legit person. Part of the game, you see. And besides that.. Im confident I can rape them back big_smile

Ta~~

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