Alerith
12-26-2011, 07:28 AM
In all the posts of people saying this way is better, that way is better, etc. etc., where and on what points can we agree?
What is the middle ground between Old School XI and Abyssea XI? What features can we take from both to make a game many can enjoy?
I would like to propose a new, story driven expansion, making use of an area that all can enjoy.
Tavnazia.
Give us access to the rest of the Tavnazia Archipelago. Give us the plains and forest areas around it, and the city itself.
In this area, make EXP camps for mobs that require parties like the old days, but at a reasonable amount of EXP per kill. Make these mobs weak to skillchains and magic bursts and create camps for ALL level ranges.
Add notorious monsters that work on the dynamis proc and drop system. You must possess a key item in order to be able to proc. Key items and pop items for NMs. A few roaming NMs as well.
Story Driven: Reclaim the damn city. Make it a hybrid Campaign sort of deal, where there are "checkpoints" around the plains and forest areas that must be captured to besiege the city. Intertwine the battles into a story. This opens up siege warfare where a mass of players can assault points at will. No tags. Open war once you enter the zone.
Create two Tavnazia City zones. One war-torn one where the beastmen hold it and where battle can take place. Then have another for when people complete the storyline where the city is restored and clean and now run by all five races or restored to San d'Orian glory. Connect this restored Tavnazia via Airship routes and auction houses.
Turn atma effects into useable items. If you're getting your ass kicked by some NM, pop an "Animite of the Ruins" for your Razed Ruins effect for 3 minutes. (3 Animite active at a time.)
Lastly: DON'T ALLOW ACCESS TO THIS CONTENT UNTIL ROZ AND COP HAVE BEEN COMPLETED.
Combine the old and the new. Embrace change but respect tradition. Find a way to meld!
What is the middle ground between Old School XI and Abyssea XI? What features can we take from both to make a game many can enjoy?
I would like to propose a new, story driven expansion, making use of an area that all can enjoy.
Tavnazia.
Give us access to the rest of the Tavnazia Archipelago. Give us the plains and forest areas around it, and the city itself.
In this area, make EXP camps for mobs that require parties like the old days, but at a reasonable amount of EXP per kill. Make these mobs weak to skillchains and magic bursts and create camps for ALL level ranges.
Add notorious monsters that work on the dynamis proc and drop system. You must possess a key item in order to be able to proc. Key items and pop items for NMs. A few roaming NMs as well.
Story Driven: Reclaim the damn city. Make it a hybrid Campaign sort of deal, where there are "checkpoints" around the plains and forest areas that must be captured to besiege the city. Intertwine the battles into a story. This opens up siege warfare where a mass of players can assault points at will. No tags. Open war once you enter the zone.
Create two Tavnazia City zones. One war-torn one where the beastmen hold it and where battle can take place. Then have another for when people complete the storyline where the city is restored and clean and now run by all five races or restored to San d'Orian glory. Connect this restored Tavnazia via Airship routes and auction houses.
Turn atma effects into useable items. If you're getting your ass kicked by some NM, pop an "Animite of the Ruins" for your Razed Ruins effect for 3 minutes. (3 Animite active at a time.)
Lastly: DON'T ALLOW ACCESS TO THIS CONTENT UNTIL ROZ AND COP HAVE BEEN COMPLETED.
Combine the old and the new. Embrace change but respect tradition. Find a way to meld!