As we have started to see inactivity in a large number of players in the last few days, we have compiled some ideas that we think could bring player activity back.
Short summary before a breif explanation of why we think this is a good idea for the server long term.
- Rebirth cap at 1500rebs to start with.
- More promotion quests starting with 1k rebirth. In the future 1.5k, 2k reb etc.
- Dungeons rework
Rebirth Cap
Why rebirth cap?
We think that with a rebirth cap the goal becomes very clear from early on. the feeling when getting the maximum rebirth would be nice and rewarding but we also think its very fair to every player, as of right now after reb 1500 all you basically do is rebirth without a clear goal but only to become stronger to bully your enemies. Since the content we currently have is finished at 1500 reb, this should be the cap (1500), when a new big patch releases the cap should be extended according with the new content, new quests, new hunting zones etc etc. This will result that the players will want to quickly reach the highest rebs again, keeping the motivation going and going, because thats the most important thing.
With the reb cap at 1500 how we gonna be able to finish the 1500 quests?
Laravel quests seems not to be a problem since most of 1500 players finished it, but magma quest is the real thing, this quest is actually pretty hard for people with 1500 rebs, but why this quests is so hard for 1500 players? because when this quest was released the last era people were at 2000-2500 rebirths. This is why there should be a reb cap, so when new content is released people wont be able to solo it the next day just because there are no limits to reb. Magma quest should be nerfed to be possible to finish it at 1500 reb.
What will happen to people who are over 1500 rebs?
Necessarily rebs above 1500 must be eliminated but obviously compensation must be given to them, starting with the return of the mdcs they paid for each reb above 1500 with an added bonus for the time it took them to get those rebs.
New Promotion
Why new promotion quests?
The promotion quests got added back in the day in the old era when people were at max 1100 reb and havent been reworked alot, but in addition to this we have seen that the community has complained because there is no fair system of pve regarding ek and ed, with this in mind we think there should be a new promotion quest that brings with it a new pve/aoe spell for each voc that works as mega spell (more power as your rebs increase). the promotion quest should be a challenge to see if the player really is ready for a new promotion for example: the quest should/could require you to use logic and your braincells, where u would need to obtain different items (not as ultra quest). The main story of the quest shouldnt be about killing alot of monsters (ofc killing monsters would be required but as said not the main task), we rather think that there could be for example 5 different npcs scattered around the map helping the different npcs get the items or whatever they want and when you have helped each npc you'll get rewarded with the items needed from each npc for a promotion, note that the promotion shouldn't be any power increase just a new promotion name and spell.
The name of the new promotion could be suggested by the same community where a vote will take place and it will be decided by majority vote.
Dungeons Rework
Why do we need a rework of dungeons when it just released?
(Not trying to be harsh knowing how hard you guys have been working on it) I'd like to start talking about the rewards of the dungeons, atm its just not worth it and we think that seems pretty clear, it doesnt really feel rewarding enough to do the dungeons. The only reward should be dungeon tokens, then having a dungeons shop, the shop should then contain the possiblity to buy the rewards instead.
To the actual dungeons, we think it should be hard and challenging with an actual boss at the end like in all dungeon games. For example you would have to make mini tasks to summon the boss. we also think it should be different difficulties, example: easy, normal, hard, the harder you do the bigger the reward should be.
Right now it feels like players are not really wanting to do the dungeons, and thats sad because its a really nice idea that has great potential.
Examples of dungeons:
Ferumbras Tower: Each level of the tower contains monsters that you would need to kill, after all the monsters are eliminated you would then be able to proceed to the next floor and that continues possibly getting harder and harder but when reaching the top floor, you'd had to make some sort of tasks to summon the boss when the boss is killed the dungeon is done. A real dungeon that will get players targeting the dungeons all day, making people having to grind to get the reward they really want.
Reason: With capped reb at 1,5k, all you would be focused at is getting rewards at dungoens. and there should also be a dungeon only for max cap rebbed players.
What should be the reward when finishing a dungeon?
We believe that the rewards system works very badly, this because the rewards are being random and although it is a good idea, it is not what the players really expect, since they are investing time to get a good team and perform the dungeon for a reward that in the end does not compensate them. That said, we believe that the reward should be exclusively with dungeons tokens and thus allow players to freely choose their reward in the dungeons shop.
What should be the possible rewards in the dungeons shop?
We believe that with the implementation of the reb cap, dungeons should be one of the main content on the server so the rewards should be commensurate with this, thus the players who reached the maximum possible reb (not only them but also all the players) will have clear objectives.
- One of the goals for a maxreb player is elemental weapons so skull tokens should be added in the dungeons shop as a possible reward.
- Since there are many players who do not find the hunting system enjoyable (especially ek) we believe that a reward should be rebs. We do not believe that the hunting system should be replaced but since many of the hunting areas are designed for a single player, it is common to find disputes over these areas making it difficult for other players to increase their rebs. With rebs as a reward for the dungeons tokens, this problem can be mitigated, obviously with a daily limit of rebs.
- There is currently a deficit in the server economy, especially with players who do not own a castle. Another of the possible rewards should be a good amount of MDCs to help solve this problem.
- There is a clear imbalance between donor and f2p players, even after the xerazians set quest has been implemented. This is because the healing runes that f2p players can use are still far below the donor ones, plus there is a clear difference between the weapons used by the donor player and those used by the f2p. Considering the above, it is important that alternatives are implemented so that f2p players can compete against donors. One solution for this is that players can be rewarded with a considerable amount of premium points so that eventually the most active f2p players can be fit to play.
- Some other valuables such as: Exp Apple, Mounts, Outfits, Dangerous Pets, BP runes (Xtreme for every voc, Admin SDs, Paralyze, Merger and any kind of special rune), Accorns, and some more.
How to prevent players from abusing the dungeon system to get a lot of dungeons tokens?
Since the server allows the use of multi clients, it is easy for players to abuse this system to get rewards. These are some of the solutions that we believe could solve this:
- Dungeons for players over 1200 rebs.
- Dungeons that are really a challenge which implies the direct participation of each of the players in the team.
- Make the dungeons tokens not an item, but have a functioning anchored to the player, in other words, non-tradeable objects (such as premium points).
Suggestions by Pojken, Mr Savage, Doctor, Chakorta, shakedrizzle, Mazatlera Ek, Ayon Edor, Krayvhus, Tony, Legendary Shadow, Berry Skywalker.
We open this thread with this list of suggestions so that the whole community can give an opinion, we hope that everyone can contribute something so that the server grows together with all of us.
Short summary before a breif explanation of why we think this is a good idea for the server long term.
- Rebirth cap at 1500rebs to start with.
- More promotion quests starting with 1k rebirth. In the future 1.5k, 2k reb etc.
- Dungeons rework
Rebirth Cap
Why rebirth cap?
We think that with a rebirth cap the goal becomes very clear from early on. the feeling when getting the maximum rebirth would be nice and rewarding but we also think its very fair to every player, as of right now after reb 1500 all you basically do is rebirth without a clear goal but only to become stronger to bully your enemies. Since the content we currently have is finished at 1500 reb, this should be the cap (1500), when a new big patch releases the cap should be extended according with the new content, new quests, new hunting zones etc etc. This will result that the players will want to quickly reach the highest rebs again, keeping the motivation going and going, because thats the most important thing.
With the reb cap at 1500 how we gonna be able to finish the 1500 quests?
Laravel quests seems not to be a problem since most of 1500 players finished it, but magma quest is the real thing, this quest is actually pretty hard for people with 1500 rebs, but why this quests is so hard for 1500 players? because when this quest was released the last era people were at 2000-2500 rebirths. This is why there should be a reb cap, so when new content is released people wont be able to solo it the next day just because there are no limits to reb. Magma quest should be nerfed to be possible to finish it at 1500 reb.
What will happen to people who are over 1500 rebs?
Necessarily rebs above 1500 must be eliminated but obviously compensation must be given to them, starting with the return of the mdcs they paid for each reb above 1500 with an added bonus for the time it took them to get those rebs.
New Promotion
Why new promotion quests?
The promotion quests got added back in the day in the old era when people were at max 1100 reb and havent been reworked alot, but in addition to this we have seen that the community has complained because there is no fair system of pve regarding ek and ed, with this in mind we think there should be a new promotion quest that brings with it a new pve/aoe spell for each voc that works as mega spell (more power as your rebs increase). the promotion quest should be a challenge to see if the player really is ready for a new promotion for example: the quest should/could require you to use logic and your braincells, where u would need to obtain different items (not as ultra quest). The main story of the quest shouldnt be about killing alot of monsters (ofc killing monsters would be required but as said not the main task), we rather think that there could be for example 5 different npcs scattered around the map helping the different npcs get the items or whatever they want and when you have helped each npc you'll get rewarded with the items needed from each npc for a promotion, note that the promotion shouldn't be any power increase just a new promotion name and spell.
The name of the new promotion could be suggested by the same community where a vote will take place and it will be decided by majority vote.
Dungeons Rework
Why do we need a rework of dungeons when it just released?
(Not trying to be harsh knowing how hard you guys have been working on it) I'd like to start talking about the rewards of the dungeons, atm its just not worth it and we think that seems pretty clear, it doesnt really feel rewarding enough to do the dungeons. The only reward should be dungeon tokens, then having a dungeons shop, the shop should then contain the possiblity to buy the rewards instead.
To the actual dungeons, we think it should be hard and challenging with an actual boss at the end like in all dungeon games. For example you would have to make mini tasks to summon the boss. we also think it should be different difficulties, example: easy, normal, hard, the harder you do the bigger the reward should be.
Right now it feels like players are not really wanting to do the dungeons, and thats sad because its a really nice idea that has great potential.
Examples of dungeons:
Ferumbras Tower: Each level of the tower contains monsters that you would need to kill, after all the monsters are eliminated you would then be able to proceed to the next floor and that continues possibly getting harder and harder but when reaching the top floor, you'd had to make some sort of tasks to summon the boss when the boss is killed the dungeon is done. A real dungeon that will get players targeting the dungeons all day, making people having to grind to get the reward they really want.
Reason: With capped reb at 1,5k, all you would be focused at is getting rewards at dungoens. and there should also be a dungeon only for max cap rebbed players.
What should be the reward when finishing a dungeon?
We believe that the rewards system works very badly, this because the rewards are being random and although it is a good idea, it is not what the players really expect, since they are investing time to get a good team and perform the dungeon for a reward that in the end does not compensate them. That said, we believe that the reward should be exclusively with dungeons tokens and thus allow players to freely choose their reward in the dungeons shop.
What should be the possible rewards in the dungeons shop?
We believe that with the implementation of the reb cap, dungeons should be one of the main content on the server so the rewards should be commensurate with this, thus the players who reached the maximum possible reb (not only them but also all the players) will have clear objectives.
- One of the goals for a maxreb player is elemental weapons so skull tokens should be added in the dungeons shop as a possible reward.
- Since there are many players who do not find the hunting system enjoyable (especially ek) we believe that a reward should be rebs. We do not believe that the hunting system should be replaced but since many of the hunting areas are designed for a single player, it is common to find disputes over these areas making it difficult for other players to increase their rebs. With rebs as a reward for the dungeons tokens, this problem can be mitigated, obviously with a daily limit of rebs.
- There is currently a deficit in the server economy, especially with players who do not own a castle. Another of the possible rewards should be a good amount of MDCs to help solve this problem.
- There is a clear imbalance between donor and f2p players, even after the xerazians set quest has been implemented. This is because the healing runes that f2p players can use are still far below the donor ones, plus there is a clear difference between the weapons used by the donor player and those used by the f2p. Considering the above, it is important that alternatives are implemented so that f2p players can compete against donors. One solution for this is that players can be rewarded with a considerable amount of premium points so that eventually the most active f2p players can be fit to play.
- Some other valuables such as: Exp Apple, Mounts, Outfits, Dangerous Pets, BP runes (Xtreme for every voc, Admin SDs, Paralyze, Merger and any kind of special rune), Accorns, and some more.
How to prevent players from abusing the dungeon system to get a lot of dungeons tokens?
Since the server allows the use of multi clients, it is easy for players to abuse this system to get rewards. These are some of the solutions that we believe could solve this:
- Dungeons for players over 1200 rebs.
- Dungeons that are really a challenge which implies the direct participation of each of the players in the team.
- Make the dungeons tokens not an item, but have a functioning anchored to the player, in other words, non-tradeable objects (such as premium points).
Suggestions by Pojken, Mr Savage, Doctor, Chakorta, shakedrizzle, Mazatlera Ek, Ayon Edor, Krayvhus, Tony, Legendary Shadow, Berry Skywalker.
We open this thread with this list of suggestions so that the whole community can give an opinion, we hope that everyone can contribute something so that the server grows together with all of us.