This is a general list of suggestions I’ve come up with in an afternoon of thinking combined with things I noticed while leveling to 120, the idea is that these things will give more of that ‘special’ feeling that was present when I played ragnarok (I know this isnt ragnarok, but that is how it was described to me and many others and is my reason for interest in the game initially), that feeling of exploration and meaningful content. They’re listed in no particular order while some may be more controversial than others and many of these could probobly fill out their own threads. They’re here however not solely to spark discussion but rather for consideration of the developers with the hopes that even 1% of this will somehow make it to them and that they will take any that are right for the game. Furthermore I accept and acknowledge that the game is still in development and some of these will already be planned for implementation in someway or that others in this list may have already been considered and rejected.
for lazy people who shouldnt be replying to this thread but will anyways, the TL;DR is at the bottom
make the quests actually matter, change xp cards to %xp increase for 30 minutes cards. quests that open up new zones, quests that give useful rewards and quest givers that are out of the way instead of peppering us with thousands of quests that are always superior to fighting mobs and almost always superior to party play.
more unique rare monsters in zones. Golden thief bug, anyone?
- this provides a sense of mystery to farming the same zone over and over and will make me actually want to be looking at the screen when I’m farming(will I see something new that might drop something amazing? something so interesting I will want to tell everyone?)
boss stages at 50 and 10% such as a different move list, faster movement speed, lower delay between attacks and higher damage.
- currently most bosses are zero risk snooze fests, this will make them more interesting and will encourage party play (that dang boss keeps killing me at the last 10%! lets do it together!)
Increased party xp to compete with the (often) solo’d quests
- this decreases that feeling of ‘Am I wasting time talking with these people/grouping with these slower players?’ feeling that arises from the shallow ladder leveling based quest gameplay. about half of my time played now has been helping other players catch up to me in the questline, as an aoe dps player I very very quickly outpace almost every other class in clearing content. this leads to loneliness and discontent.
more minibosses like big kepa, when I first started the game I thought big kepa style minibosses would be the norm and something to look forward to, little did I know that this is (afaik) a one off encounter that sets a mistaken tone for the rest of the game
- again, adds more variety to zones, demands attention from the player while grinding so they dont miss out on minibosses, adds something exciting to experience and return to
Allow the hunter to actually skin and harvest materials from monsters to sell to other players (sell meat to squires who then turn it into buffs for their parties, sell to necromancers who need corpses for their spells, sell bones and blood to alchemists for special potions etc etc)
- gives archer a way to contribute to the economy in a way that makes sense using a class thats already in the game
hidden and non-hidden non-exp quests with high demands that give cosmetics, special items, potions, etc. within zones to give a reason to come back to that zone and kill 1000 kepa collecting their skins to return to the quest giver, or to sell the skins on the market to another player who wants the same quest reward without doing the work
- this gives all areas longevity through re-playability and can further diversify the economy across levels (sell this level 1 drop for 1s to the vendor, or 100s on the market) imo this far better suits the game than party quests that can be so easily done as to make the rewards feel utterly meaningless
-this increases map exploration and thus enjoyability
more things to do around bonfires, maybe instruments that work with converted music sheets, or cooking monster meat to eat for unique buffs, maybe even make this the only way to regain stamina so it actually makes sense.
-adds atmosphere and camaraderie
MUCH larger maps, right now almost every map is a couple rooms linked by hallways, theres no wide open spaces that can take a large amount of time to fully explore and the small size of the map kills mob leveling
as well as
more mob density, higher mob spawn rates. with a party 75% of our time is looking for more than 5 mobs in a group to kill.
- more emphasis on group play, makes grinding a little bit more enjoyable when you get to spend your time fighting rather than looking for fights
a dangerous day/night cycle where depending on the area the monsters become much more dangerous, rarer monsters may appear and certain quest givers appear. sun would make plant based monster areas more dangerous while night would make evil areas much more dangerous, allow players to campout either around a bonfire or a squire basecamp as a way to ward off dangerous night monsters.
- this adds massive re-playability through increased exploration, as well as increased sociability due to the necessity of partying when night comes
tieing in with the day/night cycle, add monsters that hunt players. give me packs of roaming raider goblins that search for players to kill, or rare solo hunters. heck even super rare themed monsters like a demonic wolf that hunts you during the day yet only attacks at precisely nightbreak - this gives an actual sense of danger to leveling, right now 99% of my 100 hours could have been done by a retarded child, or a bot or myself while reading a book/watching a show
more varied mob monster abilities and base stats. I havent come across a single mob that I think is actually dangerous, nor have I come across any mob that makes me question my build by having either very high resistances towards my damage types or an attack type that is specially damaging towards my armor.
probobly the best mob I’ve seen so far in the game is the goblins that cast frenzy on themselves in the level 50 chapel dungeon that actually run fast enough to chase the player down between casts.
item durability loss only on death and scale repair costs to level
- an actual punishment for dieing while a buff to people who are just getting hit (why should I have to repair my armor a couple times an hour as a tank?)
more collectables, while these seem to be already planned I reiterate that this is something myself and many others are actually excited for
- adds re-playability
add more pets, every small or medium monster should have either an extremely low chance to drop a monster egg, or a taming item for either itself or another monster. this shouldnt even be hard to implement since we already have pet AI and seemingly a pet tag attached to all devil monsters that have cards.
- adds re-playability to all zones, makes your time spent in lower level zones than the top players feel actually meaningful because you can get an item that they would beg to have from you
some MUCH larger dungeons with much LARGER parties, make them as hard as they can be. This gives a real purpose to the squire class and his basecamp, and adds party value to alchemist and pardoner who can supply a highly mobile guild of adventurers while they clear deeper and deeper floors. right now with the map size and mob density the way they are squires basecamp is mostly just a silly gimmick, the food table is nice but unnecessary as most mobs die in 2 hits anyways, sp potions are readily available and the ability to teleport back to basecamp is only used to clear mobs slightly faster.
more squire recipes, already mentioned somewhat, but let hunters supply squires with rare meats, let druids supply them with rare plants, let alchemist supply them with rare sauces etc
- adds more social diversity to the game, adds more value to existent classes, adds party synergy
add some actual story relevancy to players across levels. this was already mentioned once in another thread but I reiterate it here because of how important it is. we’re supposedly at war with a host of demons? how about having these demons actually attack fedimian, klaipeda and the capital? right now the extent of this supposed invasion is a bunch of passive monsters walking around in circles harmlessly.
- adds immersion into the story, gives players something to actually rally against. right now my biggest goal isnt to save the world or play with my friends, its to level as fast as I can so I can stay competitive. Thats because the only thing in the game that has any weight in regards to providing motivation to play the game is to stay in the top of the ladder.
community managers who play the game and organize events
-this does wonders to make the player feel special when they get to rub shoulders with one of the people whose part of the game team and it makes the player feel important when they know that their feedback is actually being heard.
a consistent bug report button, right now it appears and dissapears for seemingly no reason, this severely effects the amount of feedback that will be given on the game. (do I spend 15 minutes to boot up the forums and report that this boss stops doing anything everytime I fight it or should I just be thankful and keep leveling?)
-benefits should be obvious
TL:DR
make the quests actually matter
more unique rare monsters in zones
boss stages at 50 and 10%
Increased party xp
more minibosses like big kepa
Allow the hunter to actually skin and harvest materials from monsters
hidden and non-hidden non-exp quests
more things to do around bonfires
MUCH larger maps, and much higher mob density
a dangerous day/night cycle
more varied mob monster abilities and base stats
item durability loss only on death
more collectables
add more pets
some MUCH larger dungeons with much LARGER parties
more squire recipes
add some actual story relevancy to players across levels
a consistent bug report button
community managers who play the game and organize events
