So many people on this thread mention rebuilding TOS. And I agree.
- Keep all the existing character and monster assets, music.
As much as I play this game; at least 75% of the reason comes from the fact that I enjoy the way it looks and sounds.
So if we’re talking TOS 2.0; what would I like it to be, or at least see in it?
Equipment:
a) Remove equipment drops from mobs. This includes bosses.
b) ALL equipment should be crafted (Armor; weapons; accessories.)
c) Equipment ‘Breaks’ - players need to BUY new equipment from craftsmen,
Crafting:
a) NO RECIPES; have a generic base crafting recipe for each type of equipment.
b) All crafted equipment has the same look (ex. 2h crafted swords all look the same; players purchase appearance items to change the appearance.)
c) Add a leveling system to crafting with its own ‘skill tree.’ - Stupidly high level cap - As Crafters spend skills their equipment can take on completely different stats. (Allows for highly diverse gear - For example person 'A" allocates all his crafting skills in increasing the evasion and critical rate on leather shoes; person “B” spends skill points on increasing Max attack damage on 2-h swords; 'C" has balanced armor of high defense and con bonuses; “D” crafts necklaces with movement speed, “E” makes bows with Item drop rate bonus. Etc etc etc… This would make the market place incredibly diverse; and with equipment that breaks; everyone is coming back to buy new stuff regularly.)
Skills I would think : Str / Con / Int / Spirit / Accuracy / Evasion / Critical Rate / Critical Dam / Max Damage / Min Damage / Defense / HP / SP / Item Drop Rate / Movement Speed / Element Damages / Element Defenses
d) As people level their craft; these higher level versions of equipment require more items. (Examples -Lets say a person is focused on adding skill points to Dagger Crafting. Increase Str Bonus to daggers may add +2 mithril per level to craft; Con +2 topaz; Movement Speed + 1 Diamond; Evasion +1 gold bar … After 400 skill points this person has Str + 100 (+200 Mithril); Con +100 (+200 Topaz); Movement Speed + 100 (+100 Diamonds); Evasion +100 (+100 Gold Bars). Allow the craft of weakened versions (In this example: lets say the person is low on diamonds and gold bars- therefore sets those stats at 0 to make a few daggers to sell with +100 Str/Con)
Mobs:
a) Remove almost all drops from mobs; every drop that is kept should be an item used for crafting - and rare. Common drop should be like… 1 in 200. So regardless of map you choose to farm or level; the item has value. Noting that crafters can make item drop increase equipment for farmers.
Market
a) Keep the search feature (look by stat and item type)
b) Allow players to sell items for both in-game currency and actual currency (for example say they link their paypal merchant account to accept payment). So instead of making broken items like ‘Diamond Anvils,’ or "Level 9 gem abrasives,’ or “Golden Sockets’ to sell to players; you’re allowing players to sell to each other; and IMC takes a fraction of each sale. (Lets say for example Player 'X” is selling Gold bars for .25$ each or 25,000 silver each; players can select either option while using the market. Player “Y” is selling his level 400 crafted daggers for 10$ or 1m silver. If IMC takes 10% of each sale - Gold bars would make .03$ per sale; and 1$ per dagger.)
c) The market revised this way would keep people from buying from ‘Gold Sellers,’ but would likely increase bots; so that would need to be put into check.
Those are just some ideas…