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SPAM THE OFFICAL FORUM WITH IT
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 Post subject: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 10:49 pm 
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now some of you may have seen me say we need npc merchants, how ever i figured out how this could benifet every one, its semi complicated so bear with me

now the problem with the tirangular conflict is you can't just go and do your job when ever you want, you have to rely on other people trading or hunting, my solution is there are say 40 (8 trades in 5 different lvl brackets, from const to sam and vice versa, sam to hotan, ext) npc trade groups at any given time. They will cycle between which town they go on but on a never ending cycle.

A trade group will consist of defualt of 8 npcs, 4 merchants and 4 hunters, if more then that show up the trade group will allow more people to sign up and join it, all people in the same trade group can see each others statuses thru a new trade group menu lvls and classes, and the trade group leader, the first human hunter to sign up gets it, or if no hunters it goes to the first human merchant to sign up, where they can set a few options on the npcs such as what precent they should use their repair kits at, and how many stars they want them to have. Trade groups will also go in brackets of lvls so a lvl 20 hunter doens't get lvl 90 npc merchants. so actually that incrases the number of trades to be going on at any given time have 5 brackets, 20 to 31, 32 to 41, 42 to 51, 52 to 63, 64 to 75, edit: realized i forgot about 76 and up, so 6 brackets could be done, or just make it so that the brackets are just single degree like they do with ctf. If no human signs up the trade groups will have random stars and a defualt of 80% repair kit useage they will have random transports with in their lvl range

Hunters can sign up to join the next group that comes by town this could be done at the hunter npc, the advantage to this is that the hunter can go when ever even solo, and still get paid, the down side is that the npc trade groups have to follow set paths and stop a few times to "camp" where at camp they'll heal their transport completely. (Npc merchants should have stronger transports then players to compensate for no repair kits, or have them automaticly repair kit with a limited number of kits of say 50 between camps).

Merchants can also sign up to join a trade group. To have basic multi star protection, how ever the trade still follows a set path, they can of course varry off and such as long as they arrive to town, but the npc hunters will still follow the main group, this is the disadvantage of using a npc trade group for them, how ever they dont' have to have a human hunter on hand either so it has its plus side.

Thieves may attack any trade aside from human one stars, this will mean that a thief doesn't need to know there is a trade to go looking for one when there will be tons of trade groups out there they can go for, not as easy it sounds though the npc trade groups have set paths but the have multiple set paths and different brackets out there alternating paths and at different intervals it can still be very dangerous. This will make thieving more econmical having targets with out requiring human prey.

The npc groups will have better npc hunters then those that spawn to attack thieves, their attacks will be equal to a humans that lvl and class with random gear, buffers will buff half way intellagantly and the trade group leader can tell them how to buff, as well the npcs will be able to auto pot like a human.

Not only will this make there be more trades even if in npc, there will be more humans willing to go out and trade multi star if they dont' need to have real humans, it'll revive the conflict by simulating it to get more people into it.

killing npc group hunters and merchants are worth more xp then spawns, about the same if it were a party champ (another way to bring more interest in jobbing, and since they are harder to kill and can pot)

JP (job points and job exp)
jp will let players buy job related skills, but not as simple as just being lvl 2 theif means blah or what ever, but allowing the players to specialize what kind of hunter or thief or merchant. you get these by actually completing a trade or robbing it, you get so many job points per job lvl so its limited except you can't really farm them unless you get killed alot.

Hunter skills example

Body Gaurd : lvl 1 5% dmg absorbtion up to lvl 8 with 20% dmg absorbtion passive of course
True Hunter: 5% dmg increase up to 20% on lvl 8
Swift Hunter: 5% moving incrase upto 35% on lvl 8
Bounty Hunter: 10% more money recieved on bounties upto 80% on lvl 8 (i'll explain foudre's bountys later)

any other ideas are welcome

Merchants Skills example

Bargining : goods cost 10% less to buy up to 80% at lvl 8
Salesman: goods sell 10% more up to 80% at lvl 8
Productive Salesman: Transport moves 5% faster up to 35% on lvl 8
Meek Merchant: the amount a star can hold is incraseed by 5% up to 40% at lvl 8

other ideas welcome

Thief:
Blackmarket Salesman: goods sell for 10% more up to 80 at lvl 8
Ruthless Thief: 10% more dmg up to 80 at lvl 8
Decoy: the amount a star can hold is increased by 5% up to 40 at lvl 8
Swift Theif: 5 % moving increase up to 35% at lvl 8

other ideas welcome

keep in mind that a player can only buy a lvl 8 skill by becoming a lvl 8 merchant, hunter or thief and only get enough jp by the time they are lvl 8 to get one lvl 8 skill and a few points in others

and the job penalty should be reduced from 7 days to 24 hours, its still enough to make one think heavily on their choice, plus they'll loose all their jp, job skills and job exp

now the bounty system


in addition to the jp there should be job reknown, or in this case infamy for thieves, dying they loose infamy, get a trade they gain infamy, and infamous thief will get a bounty on them after they get so much infamy, hunters can go to the hunter npc to check for the top bounties only so many people can sign up to a bounty at one time, if they die to the target 3 times they can't bounty hunt them for 24 hours, the thief that fights off the hunters get a huge amount of job exp and some gold from thief npc and but increases their infamy. Imfamy points go down over time, (as in real life don't do anything for a long time people forget about you, or the bounty becomes less valuable) this also makes it possible for the thief to get away with it if they avoid dying.

Bounties can be dead or alive, for the top 5 thieves, a thief can be captured after K.O for the next 1 min, the thief will now apear standing and forced into a trace behind the hunter, the hunter has to get them back to town to collect the alive bounty for 5 times the xp and gold, if the hunter is killed the thief is free again, if the thief lays dead for one min it just counts as a kill (like in ctf there is a 30 second respawn, same kind of counter) this time gives the thieves allies time to res, and if they are chained up a chance for a rescue

hunters gain reknown, gain so much reknown and they show up on a hit list, except theives can't take hunters alive they only kill them, still 1 mins as a chance to res, and reknown goes down over time, and up if they kill a thief

any other ideas would be welcome , i think this would change the game significaltly in a good way, it would make jobbing well worth it financially and be alot more fun, if it were ever to be done (not like it will, but hey its just for fun)

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Last edited by foudre on Thu Jul 31, 2008 3:31 am, edited 2 times in total.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 10:49 pm 
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I LOVE IT, just one thing is missing; Gold stops dropping after level "XX"

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 11:00 pm 
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wow, long text, but great idea

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 11:01 pm 
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Very interesting idea, would be nice but the game would be creating money and basically just giving it out by having npc's spawn and drop trade goods. Inflation would most likely take place and screw up the whole economy, or JM would just lower the drop rate even more to compensate. also, the higher levels would have a higher chance of getting a level 90 chest(not a bad thing). Overall you put a great amount of consideration into this idea and i like it, maybe it will work one day.

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Last edited by BlackFox898 on Wed Jul 30, 2008 11:13 pm, edited 1 time in total.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 11:07 pm 
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This sounds fun!

maybe you should post it on the official forum.., who knows :D

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 11:12 pm 
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heroo wrote:
This sounds fun!

maybe you should post it on the official forum.., who knows :D

after a bit of tweeking and a few more job skills ideas i might, they are right about the gold from nothing high lvl thieves will be all over the trades, luckily for humans there are enough other trades for thieves to be distracted by.

hmm how about npc trades defualt to 1 star, unless there is a human in it that said other wise, my only question is how to stop people from jacking the trade from a mate as a hunter, could make the penalty for the trade dying pretty severe, like you loose real xp for every one that dies, if you loose 2% for loosing a trader you're going to want to protect them and aren't going to fake hunter for your mates.

one more tweak if more merchants sign up to push the group past its 8 person limit it adds more npc hunters to balance it out.

i though at first to stick to multilpe 8 man groups but this way you can have a whole guild trading at once in one group, and have some wicked trades going on

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 11:14 pm 
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Guys! Lets spam offical forums with that!

I want that in game!

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 11:43 pm 
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I would love this in the game but as BlackFox has said, if JM hands out gold like candy, it will result in less of everything else.

The idea I like the most is the Infamy and the Renknown system. It would improve the Hunter and Thief population because they wouldn't have to actually rely on a merchant to be in place for the pvp action to occur.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Wed Jul 30, 2008 11:47 pm 
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I think they should make event, every two weeks ... that lasts whole day (starting at 0:00 SRO standard time) in which you are only able to walk in your job suit (meaning when you log in , you already got your job suit equppied) ...

No grinding (there are mobs , but you'd get 0 exp / sp per kill) , GT tickets stop (time)

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 12:13 am 
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Nitro wrote:
I think they should make event, every two weeks ... that lasts whole day (starting at 0:00 SRO standard time) in which you are only able to walk in your job suit (meaning when you log in , you already got your job suit equppied) ...

No grinding (there are mobs , but you'd get 0 exp / sp per kill) , GT tickets stop (time)


Only problem is level 90's would run around all day killing low lvl's. There's no point on them doing anything with the job system until they fix the lvl problems.

They need to remove protection from one stars. Then they need to make it where you can't kill a trader more then 5 lvl's below you, however you can kill anyone higher lvl then you. That would fix it completely right there. But then nitro, your idea would be amazing.

Foudre, your idea would be awesome, but I think the scripting involved for that would be to much, its joymax we're talkin about here. =P

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 12:41 am 
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I would much rather see an encouragement towards actually participating in jobbing.

I think a better idea would be to promote server wide trade runs similar to the bargain priced goods system we have now.

Twice a day there can be a 1 hour window of time in which you earn 3 times the gold you normally would on a trade. Same goes for hunters. In addition to that, any job exp gained is multiplied by 2. Thief profit would be multiplied by 2.

This would make traders and hunters work together and go on massive trade runs everyday. Thieves would also work together to try and steal some of the trades.

Even if players don't want to go on trades or steal goods during this hour, they would still get 2x job exp so job wars during this hour would be very common.

Anyone else like this idea?

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 1:13 am 
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BladeSkillz wrote:
I would much rather see an encouragement towards actually participating in jobbing.

I think a better idea would be to promote server wide trade runs similar to the bargain priced goods system we have now.

Twice a day there can be a 1 hour window of time in which you earn 3 times the gold you normally would on a trade. Same goes for hunters. In addition to that, any job exp gained is multiplied by 2. Thief profit would be multiplied by 2.

This would make traders and hunters work together and go on massive trade runs everyday. Thieves would also work together to try and steal some of the trades.

Even if players don't want to go on trades or steal goods during this hour, they would still get 2x job exp so job wars during this hour would be very common.

Anyone else like this idea?


meh, it's ok
btw i always watch everyone sigs and i finally noticed that the penguin in yours is actually getting hit in the head lol

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 1:33 am 
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very nice idea


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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 3:24 am 
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there copy pasted on the offical forums, now go spam it

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 5:03 am 
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foudre wrote:
The npc groups will have better npc hunters then those that spawn to attack thieves, their attacks will be equal to a humans that lvl and class with random gear, buffers will buff half way intellagantly and the trade group leader can tell them how to buff, as well the npcs will be able to auto pot like a human.


I agree on this one

foudre wrote:
killing npc group hunters and merchants are worth more xp then spawns, about the same if it were a party champ (another way to bring more interest in jobbing, and since they are harder to kill and can pot)


Need to be much harder to kill, otherwise just people would be grinding on trades

foudre wrote:
JP (job points and job exp)
jp will let players buy job related skills, but not as simple as just being lvl 2 theif means blah or what ever, but allowing the players to specialize what kind of hunter or thief or merchant. you get these by actually completing a trade or robbing it, you get so many job points per job lvl so its limited except you can't really farm them unless you get killed alot.

Hunter skills example

Body Gaurd : lvl 1 5% dmg absorbtion up to lvl 8 with 20% dmg absorbtion passive of course
True Hunter: 5% dmg increase up to 20% on lvl 8
Swift Hunter: 5% moving incrase upto 35% on lvl 8
Bounty Hunter: 10% more money recieved on bounties upto 80% on lvl 8 (i'll explain foudre's bountys later)

any other ideas are welcome

Merchants Skills example

Bargining : goods cost 10% less to buy up to 80% at lvl 8
Salesman: goods sell 10% more up to 80% at lvl 8
Productive Salesman: Transport moves 5% faster up to 35% on lvl 8
Meek Merchant: the amount a star can hold is incraseed by 5% up to 40% at lvl 8

other ideas welcome

Thief:
Blackmarket Salesman: goods sell for 10% more up to 80 at lvl 8
Ruthless Thief: 10% more dmg up to 80 at lvl 8
Decoy: the amount a star can hold is increased by 5% up to 40 at lvl 8
Swift Theif: 5 % moving increase up to 35% at lvl 8

other ideas welcome


Very good idea which i had in mind before, but if it is implemented, then you see all the 90 level players just grind while wearing their job suit, just for the buffs.

foudre wrote:
now the bounty system
in addition to the jp there should be job reknown, or in this case infamy for thieves, dying they loose infamy, get a trade they gain infamy, and infamous thief will get a bounty on them after they get so much infamy, hunters can go to the hunter npc to check for the top bounties only so many people can sign up to a bounty at one time, if they die to the target 3 times they can't bounty hunt them for 24 hours, the thief that fights off the hunters get a huge amount of job exp and some gold from thief npc and but increases their infamy. Imfamy points go down over time, (as in real life don't do anything for a long time people forget about you, or the bounty becomes less valuable) this also makes it possible for the thief to get away with it if they avoid dying.


Add to that, the more people notice you stolen goods, the more Imafmy points you get, so a thief should always be sneaky and try to hide from the users, even normal chars with no jobs can increase the Imafy points but not as much as a hunter, and merchent can be set in the middle.

------------

Additions:
The thieves, hunters, and merchents, they each have their own chat window "such as with the academy" that all same job players can interact and inform each other of any possible hits/trades/hunts.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 5:15 am 
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AkillerNXC wrote:
Nitro wrote:
I think they should make event, every two weeks ... that lasts whole day (starting at 0:00 SRO standard time) in which you are only able to walk in your job suit (meaning when you log in , you already got your job suit equppied) ...

No grinding (there are mobs , but you'd get 0 exp / sp per kill) , GT tickets stop (time)


Only problem is level 90's would run around all day killing low lvl's. There's no point on them doing anything with the job system until they fix the lvl problems.

They need to remove protection from one stars. Then they need to make it where you can't kill a trader more then 5 lvl's below you, however you can kill anyone higher lvl then you. That would fix it completely right there. But then nitro, your idea would be amazing.

Foudre, your idea would be awesome, but I think the scripting involved for that would be to much, its joymax we're talkin about here. =P


The bolded part would cause some complications. Say you're a high level thief, and theres a trader way lower than you that you cannot attack, but they can attack you at will. Not too much of a big deal because they wont be doing too much damage to you to cause some worry due to the level difference, but you still can't fight back -- you're just a hard to kill target for them. My solution would be something like a high level thief cannot pre-emptively attack a lowbie trader UNLESS the trader attacks the thief first; then the thief can go all out on the trader.

Other than that, I really like the idea. Alot more revisions could be needed; but keep up the suggestions. If we can get a real good solid idea going, we might be able to petition Joymax and hopefully they will try to get something done. We would need alot of people willing to do this though.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 5:15 am 
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foudre wrote:
there copy pasted on the offical forums, now go spam it


link please? and the "Official" Official forums are at the kSRO site not iSRO.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 8:06 am 
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Barotix wrote:
Gold stops dropping after level "XX"


Thats probably the most important thing this game lacks.


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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 9:57 am 
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BlackFox898 wrote:
Inflation would most likely take place and screw up the whole economy


It already happened.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 10:22 am 
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So the bots lvl 90 thieves can increase their gold by guarding at the ferry 24/24, right?

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 4:07 pm 
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Good idea!
I had some similar ideas too about the skills, in another topic.

I_R_Powerpuff wrote:
About the Job system

http://www.silkroadforums.com/viewtopic.php?f=2&t=92904
Zephyrir wrote:
I_R_Powerpuff wrote:
An update in the jobsystem is needed!
I liked it the way it was before, but i can understand peoples complaints.

- They need to reduce the change job penalty from 7 days to 1 or 2 days. Maybe even hours are better.

There should be some advantage of being, eg. a lvl 6 thief over a lvl 1 thief.
-Every Thieflevel you gain 4% extra speed when a thiefsuit is equiped, so you can run away from hunters.
-Hunters could have 1% mag/phy atk increase, so they can kill thiefs and protect the trade.
-Traders could use some extra HP or defence, so they can survive longer in an attack.
Those were some passive increases.

Here are some active skills.
-Theif should get a 2 sec stealth, which increases every thieflvl, so at maximum (lvl7) you'd have a 14 sec stealth where you cannot attack, only run. To be used to flee from hunters that pursue you. Cooldown: 5 min
-Hunter should get a 20% stun that lasts 1 sec. A lvl 7 hunter gets 7 sec of stun with a 20% stun probability.
Cooldown: 5 min
-Trader could get a defence increase buff like snakestorm/castle that would last for 15 sec and protect them from 10% damage. (ThiefNPC hits for 1000, dmg recieved for lvl 2 trader is 800) It should increase with 10% every level, so that the max is 70% damage reduction for 15 sec.
Cooldown: 3 min

The gold reward should increase really really much.
Maybe there should be some kind of reward in the job system that makes you recive some more rare potion, like a stack of Vigors, when you do something courageous.
(Go on a 5 star trade for traders, kill x number of hunters/thief players during x sec/min)

-The trade level should also allow more goods to be transported for each tradelvl increase.
-The thief level should allow faster transportations and/or Bandit Scrolls that require shorter time for each thieflvl increase.
-The hunter level should allow an kind of new item, lets say a doll with HP depending on the level of the hunter that attracts aggro or something like that.

There should be more rewards for jobbing.
Seal of Honor - type of things should be an ultimate reward in the jobbing system, just like it is in academy.


I_R_Powerpff's post includes the most excellent ideas here, at least silkroad is based on the battle between thieves and hunters, this part needs the most progress.

Additionaly (by Ash & Vandango)

- New vehicles/transports
- stack elixiers
- more specific item filter (it has already exsist on kSRO)
- More events
- Few avatar suits for gold, or at least GDF and Santa Set for the new servers
- World-wide teleport (I miss it really)

Balance changes are totally unnecessary. There were a few dominant builds on every cap, remember Lv.70 (blader), Lv. 80 w/o skills (glaiver) and so on.


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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 4:21 pm 
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.rek wrote:
BlackFox898 wrote:
Inflation would most likely take place and screw up the whole economy


It already happened.


+123456789

That's too true... and sad!

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 10:52 pm 
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i think rewards for jobbing need to match the actual economy.
The skills seem fine, i don't think it's fair you only get it if you're a high level theif.
The xp/rank should stay the same imo and get to pick one of the skills for each level...
like 1% better damage, then 2% ect ect
orrr
you could make it so the skills could only benefit you for jobs..
like more money..
less npc spawns..
more hp on transports..

WHO CARES if people start grinding in job suits... isn't that what silkroad is about anyway? jobbing =]

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 11:13 pm 
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things to note.

low lvl trades making a run hot to sam? hmmm no...
hunters joining npc trader party to get exp and gold free?
thiefs leaving bots over night to spawn rape npc runs (trust me, it will happen)
item mall usage of npc?

can the npc traders dictate whether to get off transport to help hunters or not?

smart AI needed.... sure joymax can handle it?

otherwise 10/10 for idea! love it!

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 11:16 pm 
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Very very good idea, I love it.

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Thu Jul 31, 2008 11:27 pm 
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welcomes wrote:

Additions:
The thieves, hunters, and merchents, they each have their own chat window "such as with the academy" that all same job players can interact and inform each other of any possible hits/trades/hunts.

ya thats kinda what i was thinking earlier today it almost needs a trade group chat window


i was also thinking as people say money from nothing, is simple that unlike buying gold or such the people who do this have to actually go out and job, and be lucky enough to find a trade group in a lvl bracket to survive attacking, and since they are all one stars thats 80k times 4 max if solo, only high lvls will be able to hit every trade they find, and even then they still have to be actually working for it, so its fair its not just handing out gold, but to make it fair the theif return scroll should be longer with this system

sirs1ayer wrote:
i think rewards for jobbing need to match the actual economy.
The skills seem fine, i don't think it's fair you only get it if you're a high level theif.
The xp/rank should stay the same imo and get to pick one of the skills for each level...
like 1% better damage, then 2% ect ect
orrr
you could make it so the skills could only benefit you for jobs..
like more money..
less npc spawns..
more hp on transports..

WHO CARES if people start grinding in job suits... isn't that what silkroad is about anyway? jobbing =]


i think its fair that only a lvl 8 thief can have the lvl 8 thief skills, you have to earn them, and you only get job points by actually completing thief runs or killing hunters, i dont like the idea that all lvl 5 thiefs would all get the same bonus i like the idea of being able to customize your job skills to specilze for dmg, selling for higher profit, moving faster, or making getting away with the goods easier, leaving more option up to the player to choose which skills they really want

and i don't care if people wnat to grind in job suits it'll add a greater sense of role playing

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Sun Aug 03, 2008 9:59 am 
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Regarding the buffs that a thief/trader/hunter can get, it would most suitable if it is implemented in the same way as the avatar suits are.. for example, a lvl1 suit which you already buy with a 1 str/int.. for a lvl2 suit, either you can buy new lvl2 suit, with a fixed better blues, or you get the chance to add another magic item << same as avatars >> to the suit by your choice from a fixed list and the magic items can be increased as you increase in job lvl..

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 Post subject: Re: Foudre's Ideal triangular conflict
PostPosted: Sun Aug 03, 2008 1:12 pm 
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I really like the ideas here! It will make jobbingmore fun. Except for the fact that a d9 wizard can one-hit a lvl 60 trade horse. Bit overpowered?

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