A few weeks ago I post a thread full of half baked ideas to get some feed back from the Zomg forum. After thinking on the feedback I got, Playing DMS, and reading up on other ideas. I'm making a new and improved thread. A "Epic List Version 2.0" As it were.
I would like to thank Red Kutai Who gave me a Ton of feed back and set me straight on many of my misguided ideas. And who also gave a link to his thread containing a rather large list of ideas for Zomg. (Most of which I still haven't read. xD)
This version is focused on two things. The first is making players more customizable. The second is to creature a Clan feature. (Let's face it, everyone is the same in Zomg expect for experience. And the current "Clan" couldn't really be called a feature.) To this end there are a few ideas in the follow posts.
This thread is open to any conversation related to ways of improving Zomg. Feel free to discuss any ideas here, or your own.
This idea is to be able to customize your rings to have added effects or passive bonuses. In my last thread Red Kutai Mentioned an idea of using "Gems" to "Enchant" your rings for added effects. This is my take on that simple idea.
Rings would have 1 to 3 Slots for Gems. (Beginner Rings one slot, advanced rings 3 slots.)(To see more on the different level in rings see the next post on rings.)
Or could have rings open more levels as they get higher in level. Such as starting out with one slot and getting a second one at CL 12.0.
You would not be able to more then one of any kind of Gem in a ring. (Say you have a Gem that Gives you Plus one luck, you wouldn't be able to put 3 in each of your 8 rings and get plus 24 luck because of it.)
Before you could put a Gem into your ring it would need to be charged up with orbs. (Different amount of orbs depending on the ring.)
The Basic Gems would be dropped by Boss monsters in Instances on Hard mode only. (Perhaps a 5% or 10% drop rate.) To keep them on the rare side. More advanced Gems would have to be made from the Basic ones using a Smith shop. (Luck +1 Gem Fully charged would be forged with another one of it, costing some gold to do so, and it would change into Luck +2.)
The Special Gems would only be gotten from higher level ('New Content' dungeons like DMS.) Or sold from the Cash shop from time to time.
The Power of the Gems could be greater or lesser depending on the Ring. For example, A fire Gem placed on the Fire Rain Ring would be stronger and have a greater effect, while a Water Gem would be weaker and have less of an effect. You could gain bonus effects from Gems if you Combo them with the right ring. Example, Divinity Buff would gain 5% more power if a Regen Gem is placed in it.
If we ever get the Challenge Mode that JK Mentioned he'd like to see, the drop rate there could be 30% to 60% depending on the Gem, and more advanced Gems could be dropped by the harder bosses.
This would be a way to add a lot of different powers without wasting a ring slot for them. ^.^
Next up my ideas for the Gems themselves.
Gems with a "*" mark next to them only effect the ring they are attached to.
Attack Plus 1 (Attacks do 1% more damage.) 100 Orb to charge fully.
Defense Plus 1 (Receive 1% less damage.) 100 Orb to charge fully.
Accuracy Plus 1 (10 more Accuracy.) 100 Orb to charge fully.
Dodge Plus 1 (10 more Dodge) 100 Orb to charge fully.
Willpower Plus 1 (10 more willpower.) 100 Orb to charge fully.
Speed Plus 1 (5 more Speed) 100 Orb to charge fully.
Weight Plus 1 (5 more weight) 100 Orb to charge fully.
Health Plus 1 (1% More Max HP.) 100 Orb to charge fully.
Luck Plus 1 (1 more point in luck.) 100 Orb to Charge fully. (If other Basic Gems Drop at 5%, this would drop at 1%.)
Basic Elemental Gems
Fire Gem (Plus 2% Attack power, Receive 2% more Damage.) 100 Orb to charge fully.
Water Gem (Plus 2% Healing Power, Minus 2% Attack Power.) 100 Orb to charge fully.
Earth Gem (Receive 2% Less Damage, Receive 2% more Aggro.) 100 Orb to charge fully.
Air Gem (Stamina Regen Plus 1.0. Receive 2% Less Aggro.) 100 Orb to charge fully.
Ice Gem (Plus 15 Accuracy, Minus 10 Dodge.) 100 Orb to charge fully.
Lightning Gem (Plus 10 Speed, Plus 15 Willpower, Minus 3% Max HP.) 100 Orb to charge fully.
Attack Plus 2 (Attacks do 2% more damage.) 200 Orb to charge fully.
Need Two Attack Plus 1 to make, and 100 Orbs.
Attack Plus 3 (Attacks do 3% more damage.) 300 Orb to charge fully.
Need Two Attack Plus 2 to make, and 200 Orbs.
Defense Plus 2 (Receive 2% less damage.) 200 Orb to charge fully.
Need Two Defense Plus 1 to make, and 100 Orbs.
Defense Plus 3 (Receive 3% less damage.) 300 Orb to charge fully.
Need Two Defense Plus 2 to make, and 200 Orbs.
Accuracy Plus 2 (15 more Accuracy.) 200 Orb to charge fully.
Need Two Accuracy Plus 1 to make, and 100 Orbs.
Accuracy Plus 3 (20 more Accuracy.) 300 Orb to charge fully.
Need Two Accuracy Plus 2 to make, and 200 Orbs.
Dodge Plus 2 (15 more Dodge) 200 Orb to charge fully.
Need Two Dodge Plus 1 to make, and 100 Orbs.
Dodge Plus 3 (20 more Dodge) 300 Orb to charge fully.
Need Two Dodge Plus 2 to make, and 300 Orbs.
Willpower Plus 2 (15 more willpower.) 200 Orb to charge fully.
Need Two Willpower Plus 1 to make, and 100 Orbs.
Willpower Plus 3 (20 more willpower.) 300 Orb to charge fully.
Need Two Willpower Plus 2 to make, and 200 Orbs.
Speed Plus 2 (10 more Speed) 200 Orb to charge fully.
Need Two Speed Plus 1 to make, and 100 Orbs.
Speed Plus 3 (15 more Speed) 300 Orb to charge fully.
Need Two Speed Plus 2 to make, and 200 Orbs.
Weight Plus 2 (10 more weight) 200 Orb to charge fully.
Need Two Weight Plus 1 to make, and 100 Orbs.
Weight Plus 3 (15 more weight) 300 Orb to charge fully.
Need Two Weight Plus 2 to make, and 200 Orbs.
Health Plus 2 (2% More Max HP.) 200 Orb to charge fully.
Need Two Health Plus 1 to make, and 100 Orbs.
Health Plus 3 (3% More Max HP.) 300 Orb to charge fully.
Need Two Health Plus 2 to make, and 200 Orbs.
Luck Plus 2 (2 more point in luck.) 200 Orb to Charge fully.
Need Two Luck Plus 1 and 100 Orbs.
Luck Plus 3 (3 more point in luck.) 300 Orb to Charge fully.
Need Two Luck Plus 2 and 200 Orbs.
Advanced Elemental Gems
Blaze Gem (Plus 15% Attack power, Receive 10% more Damage.) 300 Orb to charge fully.
Need 1 Attack Plus 3, One Fire Gem, and 100 Orbs.
Ocean Gem (Plus 20% Healing Power, Minus 20% Attack Power.) 300 Orb to charge fully.
Need 1 Health Plus 3, 1 Willpower Plus 3, 1 Water Gem, 100 Orbs.
Quake Gem (Receive 15% Less Damage, Receive 20% more Aggro.) 300 Orb to charge fully.
Need 1 Defense Plus 3, Plus 1 Earth Gem, 300 Orbs
Tornado Gem (Stamina Regen Plus 1.0, Attack Speed Plus 5%, Recharge time down 5s on every ring, Receive 5% Less Aggro, Minus 50% Weight.) 300 Orb to charge fully.
Need 1 Wind Gem, 1 Accuracy Plus 3, 1 Speed Plus 3, 100 Orbs.
Freeze Gem (Plus 15 Accuracy, Minus 10 Dodge, Added Chance to Freeze enemy in place for 20s.) 300 Orb to charge fully.
Need 1 Ice Gem, 1 Accuracy Plus 3 Gem, 100 Orbs.
Thunder Gem (Plus 20 Speed, Plus 30 Willpower, Minus 10% Max HP. Chance for continuous Damage for 20s on enemy.) 300 Orb to charge fully.
Need 1 Lightning Gem, 1 Speed Plus 3, One Willpower Plus 3.
These Gems have Unique effects, and are rarer then the above Gems.
You can only Equip one of each Special Gem at a time.
*Power Attack! (20% more attack power.) 300 Orb Charge.
*Rage Power Up! (Would up the Rage Rank of a ring by one. Using it at R1 makes it R2 without spending any rage power. R2 into R3, and R3 into R4. You would not be allowed to use more then 3 out of 4 Rage points on the ring.) 500 Orb Charge.
*Balance Gem. (Can only be used on rings with 3 slots, allows pairing of rings that normally couldn't be paired together. (Example, Fire and Water.) If one Gem has a Positive effect and the other has the same as a Negitive, only the Positive one will effect you.) 500 Orb Charge.
Regen Gem. (HP Regen Plus 3.0, Stamina Regen Plus 4.0) 500 Orb Charge.
Reflect Gem. (Reflect 20% of Damage taken.) 500 Orbs Charge.
*Blood Gem. (Gain 10% of Damage inflicted as HP.) 300 Orbs.
Aggro Plus Gem. (50% more Aggro.) 300 Orbs.
Aggro Minus Gem. (50% less Aggro.) 300 Orbs.
Black Luck Gem. (-5 Points in luck, 5% Boost in all Stats.) 500 Orbs.
Black Rose Gem. (-10 Points in luck, HP Doubled, Other Stats Plus 5%, Stamina Regen plus 2.0.) 700 Orbs.
Reversed Luck. (Turns all Positive Luck Bonuses into Negative ones. In exchange all Debuffs are More likely to effect enemies, and last longer. Depending on how many points in luck you lose due to this effect.) 800 Orbs.
*Truly Skilled Gem. (All of the Ring's Powers, and the powers of the Gems attached to it are doubled. (Stats for Passive, Power for Attack, Healing for Healing, Buffs longer and double in power.) 1,500 Orbs. (Could also just have it do a 1.5 times or a 1.2 times.)
These Gems are just Ideas to show how this could work.
With these you could have different builds, such as tank, healer, attacker, rouge, etc....
Tanks would want the Defense Plus 3 Gem, Health plus 3 Gem, Quake Gem, Aggro Plus Gem, and Reflect Gem on their rings.
Healers would want the Willpower Plus 3 Gem, Ocean Gem, and Aggro Minus Gem.
Attackers would want the Attack Plus 3 Gem, Blaze Gem, Power Attack! and Rage Power Up!.
Rouges would want the Luck Plus 3 Gem, Dodge Plus 3 Gem, Tornado Gem, Regen Gem, Blood Gem, and Aggro Minus Gem.
Combine a Fire Rain and an Water Gem to forge a Healing Rain ring.
Stamina Cost: 11.11 Stamina
Cooldown: 10 seconds
RR1 -> 120 (20*6) Healing + Get rid of Debuffs (10% chance) + AoE
RR2 -> 180 (30*6) Healing + Get rid of Debuffs (25% chance) + AoE
RR3 -> 180 (30*6) Healing + Get rid of Debuffs (40% chance) + AoE
RR4 -> 240 (40*6) Healing + Get rid of Debuffs (75% chance) + AoE
This allows you too combine either rings together, or rings and gems to make entirely new rings altogether. Allowing for a wider variety of Attacks, Heals, Buffs, Debuffs, and Passives that focused on each players individual tastes rather then having the same ring for everyone.
There are two rings that I thought of that I would like to see in Zomg, maybe as a Cash shop release item, or a Boss drop in future new content, or something.
There would be different rings for different animal summons. (Wolves, Cats, Birds, etc.) The Animal would level up with the ring becoming stronger and getting new abilitys. This animal would be summoned by the ring and stay around until either killed or put away, the ring would then have a 5 minute cool-down time. It should take more orbs to power this ring up then normal rings, and these new animals could take up a space in a crew.
This ring when used would transform your normal ring set into a set of songs. (You would not be able to use any other ring while using this ring.) The song you picked would give a buff as long as you sing/play it, but would drain Stamina as you did so.
This ring would have a passive effect that made rage building harder, as once it's transformed with rage it won't were off until you run out of Sta, or turned it off.
At R1 the songs.
Flames Dance - AoE - Build rage quicker.
Healing Sonata - AoE - Regan effect.
At R2 these songs get added.
Swift Attack - AoE - Cool down times on rings are shorter.
Power Attack - AoE - Attacks do more damage.
At R3 these songs get added.
Stamina Regan - Doubles the rate at which Stamina regans.
Healing Vows - 1.5 times HP gets recovered when healed.
At R4 these songs get added.
War Cry! - Everyone gets a 1.2 times boost to status and attack power.
Woeful Sorrow - Enemies become depressed or sleepy making their attacks weaker, defense lower, easier to attack, and easier to be Debuffed.
The idea with this ring is your trading the attack/healing/debuff strength of one person for a powerful passive bonus. Making it a choice between having that crew member apart of the battle, or having the song that powers up everyone else. The person playing songs can switch between songs, stop playing for a short time to regain Stamina, or turn off the ring altogether to return to their normal set of rings.
My idea is to have a new space in-game for Clans. A Home base (Where each clan would have it's own personal Layer.) The base would start out small but through upgrades the base could be made bigger and bigger.
(The Orb cost isn't shown here.)
(The Ideas here are only Examples of how this could work. The bonuses/Upgrades could be completely different.)
(Clan Pets, Gardens, Dungeons, etc could give items that would be sold in the Clan's Shop, a Clan's shop would be opened to anyone to buy from with the profits going to the clan itself.)
(As new content comes out, a Clan could do more and more.)
(The Tax is a gold Sink to offsite how much more new gold would enter the system from Clan Home Bases.)
(To make clans more customizable decorations could be sold to the clan, or new temporary looks (Such as Halloween, Christmas, DMS themed.) that would only be available for a limited time.)
Besides the Gold/Orb cost for each upgrade there would be a 5% monthly tax. Where 5% of everything spent on the Clan would need to be paid each month to keep the bonuses. The tax paid on the size of the base is highest priority, and the other upgrades could be set by the Clan leader for order of priority to paid. If tax isn't paid on something then they simply couldn't use it for that month, if they miss 3 months of payments on something they lose it and have to buy it again.
Each member of the Clan would have a mandatory 2% of the gold and orbs they earned sent to the guild. On top of this each member can choose to donate more Gold or Orbs to the clan.
To get a home Base for your Clan would be 250,000g. (Having a base Tax of 12,000g a month.) This would be a small castle with one or two rooms, and a small outdoor area to hang out in.
I think there should be several choices on what it would look like. Some clans could have a mountain look, others a forest, others a Lake, etc....
The first building upgrade would cost 250,000k. This would add an area inside the castle for Shops, a small cafe area to hang out in, and a Treasure room.
The first Outdoor Upgrade, costing 300,000k, would add sable for Clan pets, and a garden the clan could grow items in.
The second building upgrade would open a door to a Clan dungeon, and add living spaces. For 500,000g.
The second outdoor upgrade would add an instance to the clan, and PVP Area. 700,000g.
The Final Upgrade would add a Treasure room, and would cost 1,000,000g
At first each new area would be empty, but by buying upgrades for the clan the areas would be filled in with things.
Features : This is buy each Feature's Lowest Level, the upgrades for each feature will be a different list. Clan Store : This would sell Basic Rings, or other items, for Gold, and buy anything you get in the game for Gold. - 250,000g (You'd be able to pick the NPC you want to run it.)
Clan Pets : Different In game Monsters would roam around the area attacking Non-Clan Memebers. (To unlock the Shop for this). 400,000g
Clan Dungeon : A Special Area for Clan Members only. It would like the different areas with Bosses (Much like DMS) and the Clan leader would choose what monsters would appear, how many, and what levels. The Leader could also choose to set one of 4 different types to the dungeon. (Each one would have to be bought, except the "Normal" type.) Gold Earning. (Every gains more Gold, the Percent amounts increase with upgrades.) Training Area (Gain more Orbs, Buy Upgrades) Smith's Dream (Gain more Item Drops, Buy Upgrades.) Cost : 1,000,000g.
Clan Buffs : Passive Buffs you get for simple being a member to the Clan. 500,000g
Clan Smith : By spending Gold, Giving a Ring, and giving certain items, you could make new Rings. 500,000g
Clan's Treasure Room : This room would give out a daily prize to anyone who visits it. (Gold, Orbs, Items, Rings, or other things. At first a small amount of gold, or common items, but with upgrades.) People can also give rings or items to this room, and any member could take them. - 1,000,000g
Now for each Feature's Upgrades.
Clan Store : Basic Store - 250,00g (Starts out with Common enemy drops you get near the beginning of the game.)
More Items! - 100,000g (Common Enemy Drops.)
Rings - 150,000g (Common Rings)
Even more items! - 200,000g (Uncommon Enemy Drops.)
More Rings! - 300,000g (Uncommon Rings.)
Pets! - 500,000g (Common Pets)(Pets that aren't released as Cash Shop Items. (The most popular Pets should be Cash Shop items. But this is for others.))
Items to the extreme! - 700,000g (All but the rarest Enemy Drops!)
Discount 1 - 800,000g (You clan members get a 5% discount on all goods.)
Mark up 1 - 800,000g (Clan members receive 5% more gold from sold items.)
Discount 2 - 1,000,000g (You clan members get a 10% discount on all goods.)
Mark up 2 - 1,000,000g (Clan members receive 10% more gold from sold items.)
Discount 3 - 2,000,000g (You clan members get a 20% discount on all goods.)
Mark up 3 - 2,000,000g (Clan members receive 20% more gold from sold items.)
Shop Special - (Can choose one of three upgrades to the Shop.) 5,000,000g. Sell Orbs (The shop will sell Purple Orbs.)
Extreme Discount! (The discount increases to 35%.)
Rare Items! (Every now and then the Shop will sell a Rare item or two that it doesn't normally sell, in limited amounts. (It was a random chance each day.))
You can only get this Special once all other upgrades for the shop have been bought.
Clan Pets :
The pets bought would wonder around the home base attacking anyone who doesn't belong there. Basic Shop (Has Level 1 Common Pets from beginning of game.) - 400,000g
Level Upgrades. (Upgrade the level a pet is bought at.) LVL 2 - 200,000g
LVL 3 - 300,000g
LVL 4 - 400,000g
LVL 5 - 550,000g
LVL 6 - 700,000g
LVL 7 - 900,000g
LVL 8 - 1,000,000g
LVL 9 - 1,000,000g
LVL 10 - 1,000,000g
LVL 11 - 1,200,000g
LVL 12 - 1,500,000g
Normal Monsters - 500,000g (Can buy any normal Animated)
Mid-Bosses - 1,000,000g (Can buy Mid-Boss monsters. (Like Mama Saw))
Bosses - 1,500,000g (Can Buy most Bosses from the Game. (Like Papa Saw))
Shop Special - (Pick one of 3) 3,000,000g Over Drive! (Allows Pets to be up to level 20.)
Everyone. (Allows any Animated, even previously disallowed Boss ones.)
Double the Fun! (Doubles how many Clan pets you can have.)
Clan Dungeon : Basic (You can choose the looks of the Dungeon.) and can choose enemys from up to the mid-point in the game. No mid-bosses, no bosses yet. And small Mob Size. - 1,000,000g
Enemy Upgrade. - 1,000,000g Allows all normal Enemies. (Could sell each kind instead.)
Mid-sized Mobs. - 500,000g Allows a larger mob size, and more mobs per run.
Large Mobs. - 1,000,000g Allows a Large Mob size, and more Mobs per run. (Think size of the Saw Mil.)
Huge Mobs - 1,500,000g Allows even larger sizes, and more mobs.
Mid-Bosses - 1,000,000g Allows placement of mid-bosses.
Bosses - 1,500,000g Allows the placement of one Boss. (And adds the Reward at the end of the run for beating it.)
Gold Increases - Each level means the monsters would drop more gold. (No increase if in Training, or Item Type dungeon.) Upgrade 1 - 10% more Gold (In Gold earning Dungeon.) 5% more in normal. - 500,000g
Upgrade 2 - 20% more gold (Gold) 10% (Normal) - 1,000,000g
Upgrade 3 - 30% more (Gold.) 15% (Normal) - 2,000,000g
Upgrade 4 - Doubled luck. (Doubles your luck in Gold earning Clan Dungeons only.) - 5,000,000g
Orb Increases - (Pretty much the same as Gold. Only in the Training Dungeons instead of Gold.)
Item Increases - (Same as Orbs and Gold. Only in Item Dungeons instead of Gold.)
Mega Dungeon! - Doubles the Mobs you can have, Mid-bosses, and Bosses. 10,000,000g
Clan Buffs :
Member Buffs - 500,000g (1% increase in all stats just for being a member!)
Member Buffs 2 - 1,000,000g (3% more.)
Member Buffs 3 - 4,000,000g (5% More)
Gold Limit Increase - 10,000,000g (Doubles the amount of Gold any Clan member can earn in 24 hours.)
Temporary Clan Buffs. Gold earning! - 500,000g (Earn 10% more gold for 3 days.)
Orb earning! - 500,000g (Earn 10% more orbs for 3 days.)
Super Hero! - 500,000g (Have 1.5 times HP and Stamina.)
Clan Smith :
Each level allows forging of stronger Rings and Gems.
Quite frankly I would love to see all of this implemented, it's nothing short of a great gold sink. I'm a little wary about the upgrading system though, I despise anything based on luck since mine is pretty low.
Though I am somewhat conflicted, this is a mayor overhaul in the system and I'm not sure if it would agree with the entire "casual" style. However that may or may not have been stepped on by DMS....
I love them either way, they better implement at least something to reward you for all the time you invested in this xD