Recycling Bin - Do not being up complaints about these issues.
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Boss Instance System Upgrade
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Suggestion: Remove the scaling. The encounter will be balanced to be at a challenging but beatable level to a crew of 6 that's 3/4 of the way through the relevant area. So about 3.7 for KKD. Moreover, the number of crew members doesn't cause the boss to scale.
Next, the level cap system is changed so that you can enter at any level, but all your crew mates have to con green to enter. You'll also no longer receive orbs for defeating the bosses.
Finally, lets give our bosses something fancy. AoE effects, CC effects. Maybe ol' She-Wolf can scare low willpowered users with a howl.
Discussion Topics (Spoons?): Do you believe that this update (read: removing the "challenge" from bosses) be in the best interest of zOMG!? Would you like to see C.L. capped instances return in later Chapters as players get more powerful?
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Chapter 2 "Restart"
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Premise:
Okay, we all know Qixter has stated that Chapter 2 features C.L. 10.0-20.0. My proposal, based purely on speculation (since Chapter 2 isn't out yet) is that instead of designing Chapter 2 for C.L. 10.0+, they make it C.L. 1.0-10.0
Now, a lot of you are outraged no doubt, since you're already 10.0, there would be nothing for you to do. This is where the idea kicks in.
Say for example we're talking about Chapter 2 being set in Durem. G'hi energy is different around Durem. The presence of Von Helson Manor and Halloween Town has created a darker form of G'hi energy, hell, the charge orbs are black! Many of the Animated in the area have fear effects. Etc...
What does this mean for the players? It means your purple charged rings need charging... again. With the new black orbs. It also means that the new Durem rings will need charging with Purple orbs to be used in Barton.
So for example, I'm now exploring the Durem Reclamation Facility, this is a C.L. 4.0 area. My Hack ring is 10.0/4.0 and my new Happy-Happy-Fun-Time Ring (resists fear effects - very handy near Durem) is 1.0/4.0. (See below)
WHY WOULD YOU DO THIS?! (Reasoning)
For starters, it seems to me like it's easier to balance. You don't have to worry about balancing another 10 C.L.s of the old rings as well as 20 of the new rings. You just have to make new ring sets for Durem, and balance them up to C.L. 10.0
Admittedly, fairly minor for Chapter 2, but progressively later chapters? Chapter 4 would have C.L.s all the way up to 40! Seems like a lot of balancing to me.
Second, and ultimately most important reason for zOMG! is... it's unprecedented! It's new and interesting, and "unexpected". It's weird and off-the-wall.
Third Reason is thanks to Nespin Fernagon:
There's one additional upshot that you haven't mentioned, Val. Less grinding required. It'd only take 450 orbs to get a ring up to black 10 (assuming they used the same forumla for CLs), not...1450 more to get to 20, if my math is right.
(Val's Note: They also already know the approx drop rate for 50 hours gameplay for 1->10, so there is less time playing with drop rates in Chapter 2 development.)
Known Problems:
The Gaia Online Inventory would struggle to display rings with multiple C.L. values.
{Solution: Separate them with a /, for example Hack: C.L. 10.0/5.0}
Game would be less epic (large numbers make for more epic battles?)
{Solution: *shrugs* Sealab seemed fairly epic, and the difficulty will ramp up with each chapter}
No spoons for this one
biggrin
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Ancestral G'hi Boosts
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NOTE: Original Thread is Here.
How it'll work in game: The meat of this update won't be seen till you start Chapter 2.
To acquire a legend, you must defeat an Animated of power. This means essentially a boss. (The Chapter 1 bosses also posses legends, go back and defeat them for great power!)
You can change the Legend emulated in the Null Chamber, in much the same way as you would a ring. There's a widget, and you illuminate their name to use them. The one currently active will have its information and compatibility displayed in a box above them.
*
Plot note: You can only change it in the Null Chamber because elsewhere in the world, the flow of G'hi is too chaotic (because of the Animated) to find Imprints.*
Note: You do NOT have to have a legend equipped. There will be a "No Legend" option.
The Legendary Gaians:
Khaos, The Berserker - Khaos strengthens your melee attacks, but his furious disregard for his allies means you cannot target other players. (+20% Melee damage, Unable to target allies. (This includes Diagnose))
Deuz, The Crusader - A selfless font of divine power, Deuz created powerful support abilities, giving you a boost to your buffs. You cannot target or affect yourself however. (+20% to effect of buffs, unable to target self.)
Virtus, The Healer - Virtus is an expert medic, and her skills increase the power of your healing rings. She's frail though, so you suffer a penalty to your Max HP. (+15% to healing effect, -10% Max HP)
Von Helson, The Vampiric - Like a stereotypical vampire, he gives the ability to steal life force through your attacks. You get 10% of damage inflicted as health. This ability will only function at night though. You also suffer burns in sunlight, reducing your max HP during the day. No sparkling for you.
*TBA*
Law, the Long Armed - Known for his long swords and longer arms, Law improves the reach of your melee attacks, but unnaturally long arms, also bring unnaturally poor dexterity. You may find yourself missing a bit. (+50% reach for melee weapons, -10% accuracy)
Stamen, the Fit - Training day and night left Stamen fighting fit. His health regeneration and Stamina regen are greater than normal. He's not the brightest of fellows though, so you'll take a hit to Willpower. (+50HP,+10STA (when sitting), -10% Willpower)
Merl, the Archmage - As all Archmages do, Merl was an expert at shaping spells. This power manifests in you as an increased radius to AoE effects. He's not the fittest of people though, so you'll suffer a health/stamina regen penalty. (+25% radius AoE, -25HP,-5STA when sitting (To a minimum of 1))
Git, The Tricky - An expert in laying traps, Git gives you the ability to use CC on enemies that you normally couldn't (Scaredy Cat on Stone Coatl), but he never wanted to hurt anyone, thus you take a hit to your damage dealing abilities. (N/A, -10% damage)
Valur, the Frightened: While your HP is below 20%, you get a massive boost to speed. The penalty is, you don't get this boost otherwise.
Divine, The Terrifying: A passive AoE buff, Divine the Terrifying emits a malevolent aura that frightens the Animated, reducing their accuracy and dodge stats. You cannot maintain your other G'hi buffs while using the Aura though.
Fremere, The Elite: A powerful leader of men, he creates an aura that inspires allies to fight better, increasing their dodge and accuracy stats. Like with Divine, this drains your G'hi so that you can't maintain your own G'hi boosts.
Discussion Topics (Spoons?): Is this idea too complicated? What rewards would you like a high synchronisation to grant? What legend is your favourite/least favourite?
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