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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Thu Feb 18, 2010 7:52 pm 
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They better make it start at level 1 for EVERYONE. It's a new game get over it.

Only one I have is better customer service and botting prevention. I really didn't have many problems with the games.

1). I would make all gear, once you add a blue becomes bound to your account.
2). All elixirs account bound and allow elixirs to stack
3). Once you break and item for elements, elements bound to account
4). Seal items are received from a vendor. Example if a Seal Weapon box drops, you turn it in and choose the weapon you want. Seal shoulder item drops, turn it in at vendor. All seal items are bound to account and cannot be sold.

This would discourage gold buying which in turn discourage gold buying. Player botting is annoying, but not nearly as much as gold bots. Prevent reasons to buy gold.

Put in place a 5 hour grinding limit. Cannot grind for more than 5 hours. Go ahead and bot, but you can't do it for more than 5 hours anyways. Doesn't matter.


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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Thu Feb 18, 2010 9:38 pm 
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U are addiced with bound to your account , that means u can't do any money , goldbots will own again .

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 12:42 am 
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I disagree with binding EVERYTHING to you're account.

That DEFLATES the value of in game currency sooo much.

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 3:52 am 
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an active gm?

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 9:05 am 
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The GM becomes bound to your account also after Wello27 says .

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 9:36 am 
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S3by wrote:
U are addiced with bound to your account , that means u can't do any money , goldbots will own again .

No they won't. The demand for gold will lessen (if equipment acquisition being the modus operandi) and the restricted trade further impairs collection of gold by gold bots (through open trading). It's a great idea and it works. People who opt to spend money over time would not like the idea.


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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 9:41 am 
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more item mall items, more power premium, sun items in item mall.

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 12:12 pm 
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Strwarrior wrote:
more item mall items, more power premium, sun items in item mall.


This thread is about improvements, not degradation. The last thing we need is more item mall items that give a totally unfair advantage to those who dont pay.

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 12:37 pm 
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hey v ^^

i honestly think sro has had its time, it's a shame but it is the truth.

Sro would only become a real game again if it was made more casual, for example, same as getting normal lvl 100 would become lvl 60 instead (keeping a 100lvl cap) and then have more stuff to do when ur capped, etc, so everyone could enjoy the triangular conflict, wars, all that bla bla bla.

Cause, the way it is nowadays is, either u don't really have much to do and have 3-5 hours completly free to play (wich, if u have something going on, is rlly hard, imo) or u just can't play lol

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 4:17 pm 
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IceCrash wrote:
hey v ^^

i honestly think sro has had its time, it's a shame but it is the truth.

Sro would only become a real game again if it was made more casual, for example, same as getting normal lvl 100 would become lvl 60 instead (keeping a 100lvl cap) and then have more stuff to do when ur capped, etc, so everyone could enjoy the triangular conflict, wars, all that bla bla bla.

Cause, the way it is nowadays is, either u don't really have much to do and have 3-5 hours completly free to play (wich, if u have something going on, is rlly hard, imo) or u just can't play lol


I agree that SRO as it is, is a completely lost cause and pretty much the only reason most people praise it in such a way is because A) they're addicted, or B) Its their first MMO.

But if Joymax learns from their mistakes (lol) then there may be a little hope for SRO2, even if its only for a few months.

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 4:52 pm 
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I hope, if it's gonna be similar grinder as the current sro, there would be some kind of grind limit per day and lots of account bound stuff like Wello27 said. Most important of all, active GMs who'll keep the game clean of cheaters.
..or maybe it'll be just the same old sro with a facelift.


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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Fri Feb 19, 2010 9:07 pm 
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WALL OF TEXT!

Retain and fix the triangular conflict system (TCS).

1. Add more job levels and restrict them based on the player's level. A level 20 player should only be able to reach job level 2. A level 50 player should only be able to reach job level 5. At cap there should be more job levels relative to previous player levels. This adds more end game content. At player level 100, restrictions to job level 10 should be raised to 12 or 15, giving players 5 job levels to work for even when capped.

2. Add job specific skills that are obtained and upgraded based on job level. Give hunters a thief/trader tracking skill, traders a thief/hunter tracking skill, and thieves a hunter/trader tracking skill. Give traders a mercantile skill. Trap skills. Passive bonuses when in TCS. There's so many skills you can add that can make TCS more dynamic.

3. Instead of just having one item for jobs (thief suit, trader flag, hunter card), there should be an entire set of items exclusive only to the TCS. Let's take the glaive for an example. There should be a glaive exclusive for hunters, another for thieves, and another for traders. The same goes for all the weapons, all the equipments, and all the accessories. JM could also add job specific mounts, potions, etc.

4. TCS exclusive items should give bonuses to skills. For example, a certain glaive gives a hunter tracking bonus of 30 yards. A crossbow extends a thief's trap for 10 more seconds. These items can also add bonuses against enemies. For example, equipping a hunter specific staff deals bonus damage when fighting a thief.

5. Add tiered items that are based on job level. A thief with a job level 7 should only be able to equip tier 7 TCS items. If the player wants tier 8, s/he has to level up to 80, work up to raise the job level to 8, then buy the tier 8 items.

6. High gold reward when participating in the TCS. Hunter/Trade/Thief are the professions in the game. These jobs should be the primary source of income for players. Due to the high gold reward, the costs of TCS items should also be high.

6. Account/Soul bind all the TCS exclusive items. This forces every player to actually go out and participate in the TCS. If you're not participating, chances are, you don't have a lot of gold (see #6), and if you don't have a lot of gold, you have low or no TCS items. To help low levels, cost of the first 3 tiers should be easily obtainable.

7. Leveling jobs is based on kills and successful trades/steals just like the current system.

8. Keep the aliases. Also allow whispering using aliases. Remember when you were a kind-hearted hunter and found loot at the crossroads then whispered the trader who owns the loot telling him/her that you'll protect it?

9. No ingame communication between thieves and hunter/traders. Say you're a thief. You're standing right in front of a hunter. The hunter says "I don't want to fight you". But instead of getting that message, all you see in your chat box is "Ecv ifenq Tdfg FFhq 251". It's gibberish! You don't know what the f*ck it means. Is s/he saying "I come in peace" or "I'll clean this glaive with your blood"? You can't cooperate with any random hunter you meet. Just go with your instincts - fight or flight.

The only communication you can have should be emotes. You're thief can give an animation of giving the hunter the finger. You can spit him/her. You can taunt him or raise your hands up for surrender. When a hunter and thief are in the same guild, they should be able to communicate in guild chat, allowing them to cooperate in fooling a trader, giving another incentive for a player to join a guild.

10. When a thief, you can't pick up the loot of a trader who is a fellow guild member. This prevents guild members from cooperating with guild traders to raise their thief job level.

And the most important of all...

11. Have active GMs that monitor players under the TCS. They have to watch out for the players who cheat their way to level their job skills. I'm talking about the guy who logs on to his trader character, buys a shitload of trade goods, drops them at a secure location outside the city, logs out, logs into his thief character, takes the goods, go to thief town, sell the goods, and level up. Yeah, that guy. #10 already prevents doing this with fellow guild members. There are obvious ways around this with non-guildies such as IM and vent but these are tools that are out of the game's control.


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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Sat Feb 20, 2010 1:02 am 
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I like what you said their Prophet but I have my own ideas
What changes are needed in SRO2
1. It should be lvl 1-20 for jobbing. Lvl 10-20(yes you start ur job(thief/hunter/trader) at lvl 10) you max out at job lvl 2// Lvl21-40= job lvl 6// 41-60= job lvl 8max//61-80 job lvl 14max//81-100 = lvl20 max and it gets a lot harder after lvl 14 to get a job lvl but the rewards are greater as your job lvl increases...
2. When you are under a job cap your original equipment cannot be seen and is hidden by cloth/cloak. But as you gain job lvl ur cloak gives you added boosts but as you can see you can only attack people of ur lvl so it wont be much of an advantage accept if you get to lvl 80 and only lvl 2 job... SO it is a 20 lvl differential that you can attack someone in a job... So a lvl 100 cannot kill a lvl 79 trader :) but lvl 80 is ok ^_^
3. Having total different equipment for jobbing would be too much imo but that is what different cloaks would be for. They could have more blues added to them so up to say 10STR 1000hp and so on... but the size of blues would depend on the lvl of the job cape/cloak...and this depends on ur jobbing lvl. An extra job add-on would be there for your weapon. It would do basically 1% more when you buy from NPC but it would add shine to ur weapon as you increase its attack power through alchemy.
4. I feel that alchemy should be a still huge part of SRO2 but items can only be sold a maximum amount of times. So the main alchemists get the profit... So maybe a maximum of 5x sold but you could buy silk items that increase the sale amount ;) (joymax would love this imo xD)
5. Gold drops and item drops are larger/more numerous from NPC hunters/thieves and their should be choke points where traders and thieves have to go through where there is a bandit or Hunter gates that pop up randomly on numerous choke points which need to be destroyed b4 the trade can continue and these sites can have great drops but add 10-15 minutes to a trade and if all the traders/hunters or theives die b4 destroying it then it disapears so these sites cannot be farmed for Gold/greater equipment. So in these sites +3 or higher equipment drops and nice gold sums ;). It would be nice to have that during a trade so you make extra gold but an extra challenge and they spawn when you decide to trade farther than 1 city/town.
6. There should be many towns and cities/ bandit&hunter loyal villages that the other cannot enter so they are safe points but cannot be traded in. You can repair items and stock up on pots for regular grinders so anyone can enter the towns but a hunter cannot enter bandit town and thief cannot enter hunter town. :)
7. Their should be 4 different classes European, Chinese, Egyptian and Indian. Yes the silkroad went through all these places and have unique weapons.
8. Each class has its own territorial fort and only that class can fight in it. But taxes max out at 5% and do not tax trades. So a fort would be in each area and do not tax hunter/bandit villages too. This FW would be every week but it is Free for all and guild alliances do not matter in this fight anyone can attack any other guild.
9.A central fort can be fought for every other week and taxes all trades./ trading villages(hunter/bandit) and get taxed up to 3% on trade runs(merchant shop/bandit lair) and 10% on items purchased in the trading villages(hunter/bandit). Everyone can fight for this fort and alliances up to 6 guilds. Their will be 4 other forts that can also be fought for during this time but get no tax revenue but are tax free havens, generate scrolls that can only be used during FW time. So you can spawn Uniques and mercenaries to fight for you and get buff nullifiers that eliminate the buffs that the main fort holders get during the FW.
10. Focusing on the 4 extra forts that can be fought for during this time are found just out side the main fort. If you register to fight in the main FW you can try to capture one of these forts.
It only happens every other week just like the main FW but cannot be held if you hold the main central fort. Only one guild can hold a fort and a guild can hold a max of one fort.
Yet capturing these mini forts can help you with the scrolls they produce so you can capture the main fort eventually. So one guild/alliance cannot hold the main fort like on some servers today for ever. Holding a minifort can lead to you creating a strong enough(yet has a maximum number of spawn mercenaries per FW and Uniques)

11.Personally I would love to have a unique bashing all my enemies and mercenary armies so a small guild/alliance could actually take a main fort from a massive guild/alliance.
These Scrolls can be used in regular FW or the Class FW of Europe, egypt. India or china. So you could hold a large or small fort and a Class Fort at the same time cuz they do not happen at the same time. Maybe one on Saturday and the other on Friday every other week.

Each area would have lvl 1-60 monsters which only drop items for that race but a central area would drop items for all races and monsters/items lvl 60+

This would make each race work against each other or together to capture a main fort :)


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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Sat Feb 20, 2010 7:12 pm 
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the job system should be changed back to the way it originally was

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Sat Feb 20, 2010 8:00 pm 
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VforVendetta wrote:
IceCrash wrote:
hey v ^^

i honestly think sro has had its time, it's a shame but it is the truth.

Sro would only become a real game again if it was made more casual, for example, same as getting normal lvl 100 would become lvl 60 instead (keeping a 100lvl cap) and then have more stuff to do when ur capped, etc, so everyone could enjoy the triangular conflict, wars, all that bla bla bla.

Cause, the way it is nowadays is, either u don't really have much to do and have 3-5 hours completly free to play (wich, if u have something going on, is rlly hard, imo) or u just can't play lol


I agree that SRO as it is, is a completely lost cause and pretty much the only reason most people praise it in such a way is because A) they're addicted, or B) Its their first MMO.

But if Joymax learns from their mistakes (lol) then there may be a little hope for SRO2, even if its only for a few months.



I can't believe that one day, playing this game was reasonable, you could actually believe you could get somewhere and have fun WITHOUT SILK, but now not even WITH SILK you can have fun... it's such a shame, i miss playing this :/

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 Post subject: Re: What Improvements You Think SRO2 will have IF/When It Comes
PostPosted: Sat Feb 20, 2010 8:16 pm 
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