Dear forum reader!

If you want to get actively involved in the Forum and participate in the discussions, or want to start your own thread or topic, you will have to log into the game first. We are looking forward to your next visit in our Forum! Please be sure to register if you do not own a game account. CLICK HERE
Go Back   Drakensang Online > Drakensang Online - The Game > Update & Idea Pool
FAQ Members List Mark Forums Read

Reply
 
Thread Tools Display Modes
Old 07.03.2013, 18:04   #1
-=Callisto=-
Game Admin Drakensang Online
 
-=Callisto=-'s Avatar
 
Join Date: 17.08.2012
Location: Khalys' Lair
Posts: 1889
Default Wilderness Ideas and Suggestions

Any ideas, suggestions and improvement for wilderness area's of the game.

Could be:
Quests
Environment
Mobs.

Try to include:

What your idea is, what aspect of the game it effects
Why you are suggesting it.
How it would improve the playing experiencing.
-=Callisto=- is offline   Reply With Quote
Old 07.03.2013, 18:34   #2
DesertKoala
Old Hand
 
Join Date: 30.07.2012
Location: I do not authorize this account.
Posts: 567
Default

Thank you for yet another great thread Callisto.

My two biggest wishes are:

1. PVP/E+Boss: 3v3/5v5 Player-versus-Player within a controlled environment such as Eternal Watch would be fantastic. Toss in Sig Hard and that is real winner. The stumbling blocks of the past are all well known. The two biggest are instantiation problems and viewers. I think both would be pretty easy to tweak so that spectators could enter as non-PVP mode.

2. Environment. I've posted a bunch on this one. Net it out, I would like for Development to get the environment to be just as important as the Mobs. Things like mazes, mud/quick sand, traps, one way doors, flooded rooms, avalanches/land slides, lava rivers, and maidens in distress that need escorts; are all ways to get beyond mob killing.

Thank you again for soliciting the Community for ideas.
__________________
In accordance to the Big Point Data Privacy and Safe Harbor Policy. I de-authorize all use of my personal information and require this account to be deleted.
I fully expect the Forum Moderator to fully comply with this request, prevailing Safe Harbor policies and prevailing U.S. Privacy Law.
DesertKoala is offline   Reply With Quote
Old 05.06.2013, 15:38   #3
Teleportist
Someday Author
 
Join Date: 28.01.2013
Posts: 77
Default Hidden Entrances

Example.

You notice a door to one of the buildings in Darbmoor now highlights
when your mouse hovers over it. Despite there being no blue arrow
indicating you can enter you click on it...

...what's inside?

Access may be permanent or random, say every 10th visit to the map.
It would encourage players to revisit old areas of Duria in the hope of
battling bosses, finding uniques or just exploring secret areas.
Teleportist is offline   Reply With Quote
Old 05.06.2013, 16:04   #4
Slitrobo
Forum Master
 
Slitrobo's Avatar
 
Join Date: 03.09.2012
Location: Chicago
Posts: 426
Default

I'd like to see an end to the massive fragment collecting quests like in the parallels.

For environments, I'd like to see more colorful and interactive scenes. Some ideas: an eastern, Chinese themed area; an African or Egyptian themed area; or the inside of a giant monster where the floor, walls and furniture are alive.

For new mobs try bugs, everyone loves bugs. They're easy and indispensable in video games. They could burrow under ground and hide from you until right next to you. The ranged ones can shoot poison "nature" damage arrows. Big nasty bugs can lay eggs in tunnels while running away from you so if you get too close they pop open unless you kill it's mama.
__________________
Server - Agathon; Language - English; Guild - Nobles of Duria
SW - Xeoi - Level 45 - Detail
DK - Thakhan - Level 40 - Detail
R - Zhania - Level 37 - Detail
Slitrobo is offline   Reply With Quote
Old 07.08.2013, 11:16   #5
frostshock
Forum-Apprentice
 
frostshock's Avatar
 
Join Date: 11.10.2012
Posts: 41
Default

Seeing as though level cap us going to be raised i thought of an idea of a new wilderness map once you enter you can attack any player and any player can attack you. plus how about you put in hard monsters to kill that can give you loads of exp and drop uniques at that persons level or you can put in one boss that can be really hard to kill after being killed it comes back 10 seconds in a different place on the map, once you kill it you can either get a legendary item or a unique item/merchant unique or a polished and better gem or if not that how about a rare 2000 andermant or 2000 CoTs plus 50k exp or how about a jackpot bonus kills 10000 andermant 10000 crystals thus benifiting to pvpers 450 crowns per player kill also how about class killing quests for this also you have to kill 100 spellweavers or rangers dragonknights etc etc or just kill 100/200/300 players on this map etc etc and get like 50k-500k crowns in reward so now it sounds appealing to both pvpers and pve-ers and how about an entry payment too of 100 andermant to enter or 1 gold to enter plus if you die your items durability stay the same they dont get damaged one gold and 100 ander is easy to get so its easy for any player to go in. this idea is meant for pve servers. cmon people CONTRIBUTE!!!
__________________
THERE AINT NO BREAKIN' ME, I AM ROCK, THERE AINT NO SHAKIN' ME, I AM ROCK, THAT AINT NO EARTHQUAKE ITS ME! I AM ROCK, I AM ROCK, I AM ROCK!!!

Last edited by frostshock : 07.08.2013 at 11:19.
frostshock is offline   Reply With Quote
Old 07.08.2013, 12:06   #6
IamB0ss
Active Author
 
IamB0ss's Avatar
 
Join Date: 13.04.2013
Posts: 131
Default

How about some sort of high risk area where the punishment for loosing is grueling?
__________________

LV 41 Ranger - Ardent Centurion - Heredur
LV 28 Ranger - Ardent Centurion - Heredur
IamB0ss is offline   Reply With Quote
Old 08.09.2013, 05:02   #7
pipiw
Forum Pro
 
pipiw's Avatar
 
Join Date: 24.04.2012
Posts: 300
Idee to resolving problem that higher level farming on low level wildernes..

how about make some different layer of instance wilderness as if some "CHANNEL" so we can move into another instance by choosing another "CHANNEL" at same wilderness, this will solve the problem for low level not getting monster for leveling on wilderness because there many high level player farming on low level wilderness. and provide the channel up to 4-8 channel so we can choose which instance is have few player to leveling(for low level), which instance is have few player to farm(for high level).
__________________
Mark my word "Every of your post on this Forum Community Official Board could make the System on DSO better or worst than ever "
My deepest apology, i don't wanna harm nor be harm...
pipiw is offline   Reply With Quote
Old 08.09.2013, 05:17   #8
pipiw
Forum Pro
 
pipiw's Avatar
 
Join Date: 24.04.2012
Posts: 300
Idee

Quote:
Originally Posted by frostshock View Post
Seeing as though level cap us going to be raised i thought of an idea of a new wilderness map once you enter you can attack any player and any player can attack you. plus how about you put in hard monsters to kill that can give you loads of exp and drop uniques at that persons level or you can put in one boss that can be really hard to kill after being killed it comes back 10 seconds in a different place on the map, once you kill it you can either get a legendary item or a unique item/merchant unique or a polished and better gem or if not that how about a rare 2000 andermant or 2000 CoTs plus 50k exp or how about a jackpot bonus kills 10000 andermant 10000 crystals thus benifiting to pvpers 450 crowns per player kill also how about class killing quests for this also you have to kill 100 spellweavers or rangers dragonknights etc etc or just kill 100/200/300 players on this map etc etc and get like 50k-500k crowns in reward so now it sounds appealing to both pvpers and pve-ers and how about an entry payment too of 100 andermant to enter or 1 gold to enter plus if you die your items durability stay the same they dont get damaged one gold and 100 ander is easy to get so its easy for any player to go in. this idea is meant for pve servers. cmon people CONTRIBUTE!!!
wow wow hold on buddy, this idea maybe too explicate and too much reward for the player, i know what u suggest about wilderness area is BOSS WORLDMAP that can be kill by many player whether it grouping, solo, or maybe with guild, or 10 guild at once to kill such worldmap boss on wilderness, and we struggle each other who the most do damage and kill the boss will take the reward(well if the group do the most damage then whole group member will get the reward or if the guild do the most damage then the whole guild member that participate to kill the boss get the reward). But the reward must not too much dude. the reward must be more ballance. about such 2K ander or 2K COT reward even it jackpot reward from the worldmap boss its cant acceptable. the things will make many player to farm it than doing any other activity such PWs or killing bosses for farm new uniques and gear for glyph or to wear. they will busy to get as many as COT also Ander and Uniques on worldmap bosses. and thats annoying for people who still need to do PWs or killing certain bosses for quest and other dungeon and wilderness will be so quite without player since the worldmap bosses give too much reward. its ok if the reward is ballance such the boss on certain dungeon(drop many extraordinary and legend and rarely uniques also some ander and cot) but we can do this worldmap boss with different way than certain dungeon bosses as if we do it with guildies(mean up to 40 player to beat the boss instead only 5 member of group in certain dungeon)
thats my contribute idea about ur idea. hope it polishing ur Idea buddy..
__________________
Mark my word "Every of your post on this Forum Community Official Board could make the System on DSO better or worst than ever "
My deepest apology, i don't wanna harm nor be harm...
pipiw is offline   Reply With Quote
Old 08.09.2013, 11:03   #9
Masamune56
Forum Great Master
 
Join Date: 21.06.2012
Posts: 442
Default

1. Enlarge PvE maps, take example on other MMOs. Currently maps are jokingly way too narrow to play with full placement opportunities.

2. More animated elements integrated into the environments, statically and randomly positioned. Like offensive towers in Thunder Crests, one could imagine :
- trees "slapping" careless player
- geysers bursting when stepping carelessly on it, knockbacking the player far away (into even more mobs)
- thorns on forest floors, freezing traps on icy floors
- trees/plants spilling poisonous mist
- sandholes slowing movement
- storms slowing movemet
- one place called "Thunder plains" where random lightning strikes can hit players
- traps in dungeons, like spikes from the floor, or hidden axes cutting anyone (including mobs) passing through, etc...
- large ice areas on which players carelessly running, will slide and get no control over their displacement, ending up eventually into a mass of monsters.
... and of course, all those elements are destructable, and inflicts various debuffs (knockback, poison, stun, slowed movement).

3. a large PvP area, opened only at fixed hours, twice each day. This area proposes a CaptureTheFlag-like system, but with 4-5 "flags".
Each of the two teams, composed of 20 players, will try to control a flag and keep it as long they can to score as much "points" per tic of controlling each flag(s).
The winning team is the one who have collected the most "points" then Fame points will be calculated accordingly.
A variant like DesertKoala suggested, could use a 5th flag in center of the map, protected by a tough level-scaled boss, its flag earning double "points" as other flags.
"Flags" can be something else, like some obscure dwarfey mineral extractors, or gas-spillers, etc...
IMPORTANT NOTE: given the large number of players to search, this idea can realistically be implemented ONLY with a cross-servers PvP matchmaking engine.

4. When considering the general map, only the southern part is unexploited : could imagine a desert-like environment, with sandworms beetles scorpions foxes and rapace birdies + a local-type of enemy (like gorgons in Atlantis or darkdwarfs in Myrdosch) ...
__________________
Bogatyr Dragon Knight 41 (lvl30 PvP) @ Tegan, Guild "FultresKnights"
Sharlaan PvP PvE Sorcerer 45 (lvl37 PvP) @ Heredur, Guild "Potes Sanglants"


Last edited by Masamune56 : 08.09.2013 at 11:09.
Masamune56 is offline   Reply With Quote
Old 23.09.2013, 03:41   #10
pipiw
Forum Pro
 
pipiw's Avatar
 
Join Date: 24.04.2012
Posts: 300
Cool

Quote:
Originally Posted by Masamune56 View Post
1. Enlarge PvE maps, take example on other MMOs. Currently maps are jokingly way too narrow to play with full placement opportunities.

2. More animated elements integrated into the environments, statically and randomly positioned. Like offensive towers in Thunder Crests, one could imagine :
- trees "slapping" careless player
- geysers bursting when stepping carelessly on it, knockbacking the player far away (into even more mobs)
- thorns on forest floors, freezing traps on icy floors
- trees/plants spilling poisonous mist
- sandholes slowing movement
- storms slowing movemet
- one place called "Thunder plains" where random lightning strikes can hit players
- traps in dungeons, like spikes from the floor, or hidden axes cutting anyone (including mobs) passing through, etc...
- large ice areas on which players carelessly running, will slide and get no control over their displacement, ending up eventually into a mass of monsters.
... and of course, all those elements are destructable, and inflicts various debuffs (knockback, poison, stun, slowed movement).

3. a large PvP area, opened only at fixed hours, twice each day. This area proposes a CaptureTheFlag-like system, but with 4-5 "flags".
Each of the two teams, composed of 20 players, will try to control a flag and keep it as long they can to score as much "points" per tic of controlling each flag(s).
The winning team is the one who have collected the most "points" then Fame points will be calculated accordingly.
A variant like DesertKoala suggested, could use a 5th flag in center of the map, protected by a tough level-scaled boss, its flag earning double "points" as other flags.
"Flags" can be something else, like some obscure dwarfey mineral extractors, or gas-spillers, etc...
IMPORTANT NOTE: given the large number of players to search, this idea can realistically be implemented ONLY with a cross-servers PvP matchmaking engine.

4. When considering the general map, only the southern part is unexploited : could imagine a desert-like environment, with sandworms beetles scorpions foxes and rapace birdies + a local-type of enemy (like gorgons in Atlantis or darkdwarfs in Myrdosch) ...
more visual effect to load more lag bro..
please reconsider this idea lol
__________________
Mark my word "Every of your post on this Forum Community Official Board could make the System on DSO better or worst than ever "
My deepest apology, i don't wanna harm nor be harm...
pipiw is offline   Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT +1. The time now is 14:46.

Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.