Why I said it would be a short term solution at best. It would only get people to stay in there as long as they needed to continue grinding to get what they want.
I have ideas for an exploratory type zone but I don't know what people would think about them.
Yes, wall of text incoming. It's fine if you don't want to read it.
- zone has no job level requirements beyond whatever point SE would want it to be unlocked. Personally, I think level 50 is fine. No reason why newer characters shouldn't have access to extra content.
- no exp grinding, no reputation grinding, no death penalties. Let's keep it fun.
- combat based activity in addition to other types if deemed appropriate.
- Combat is a BLU mage type system where players are given 2-3 actions to start with then the rest are learned in combat with creatures. If you don't want to make the actions creature specific, they could be learned Lost Action style.
- Let players have up to 10 learned actions active at a time. New actions can occasionally be added in for new effects.
- Include shapeshifting in the actions where the form offers a special perk. Cheetahs could have an enhanced sprint, turtles could have enhanced defense, etc. Alitoad and Alphitoad return.
- Stress again that none of this is tied to any sort of leveling system. Any player could learn any action at any time.
- creatures would mainly drop a currency in random amounts. Spin the wheel 1-10, no telling if you're going to get 1 or get 10.
- rare creatures would drop large amounts of currency and perhaps other special items. Other than a few creatures with special (and outrageous) spawn conditions (kill 10,000 Mandragora - go, Delger, go!) most would just have a highly variable respawn timer 1-24 hours instead of 4-6 or whatever with a high number of spawn points that they all share.
- Rare creatures would patrol the zone until dead. Make them exciting instead of target dummies.
- place obstacles in the zone where players have to choose between going around it or taking some sort of debuff to go through it. Don't make the penalties harsh, just impactful. (then imagine chasing a rare through them)
- create places to explore where players might come across personal loot chests with rewards similar to what the rare creatures have. Make their spawns random enough that there's no point trying to actively seek them out unless in the mood to explore but they'll be exciting when one is found.
- what to buy with the currency: glamour, of course. But specifically that untapped market of cosmetic replica of dungeon sets.
Someone been trying to get that Skalla chestpiece forever? They can buy the replica and use it for any of their jobs instead of just those in a specific role. Dungeon replicas would retain a level restriction for use (so job gear would still need to be for level 70 or higher jobs to use that Skalla chestpiece).
Unique cosmetic glamours could also be added at a higher price. All these rewards to purchase will bind on purchase so players have incentive to enter the zone to farm the currency instead of just going to their local marketboard.
- If there are any extremely rare reward items from the personal loot chests or from rare drops, those could still be marketable but it's important that normal glamour rewards are not.
- the available rewards to choose from could easily be added to the game as new dungeon gear is added. If the vendor data base gets too large, SE could always remove the less popular items from the vendors.
- if there is fear that players will go in to farm a large amount of currency all at once then sit on it for years, currency could be reset with every x.x patch
I'm sure there are pros and cons that others can think of. It's a bit difficult to come up with ideas for a zone that would be truly evergreen.



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