Some suggestions about gameplay

trade skills

  1. When crafing level 200 trophies and suit, they are combined into one legendary equipment through tasks or production and can be equipped at the previous tent location. (Legendary items made by equipment production can consume a certain amount of materials to use corresponding special skills. Only one type can be used at a time, and it needs to be changed in town. After entering the town, the previously placed items disappear.) For example.
    Engineering: Place siege weapons that can be operated after production.
    Arcana: Place a small teleport point that can teleport 10-20 people. The quota disappears when used up.
    Weaponsmithing: Place an anvil with a sharpening stone effect
    Armorring: Place armor plate production table with damage absorption or armor value
    Cooking: Place a dining table with food buff
  2. Reduce combat trophies to one and enhance them to have the same effect as before.
  3. Remove refined suits and add single items with different levels of effects of 5%, 7%, 10%, equipped in the refining skill interface.
  4. Items produced have the signature of the producer (or a sentence that the producer wants to say, like a trademark, which needs to be registered with gold coins, and modification requires purchasing props in store. I really want it!!!)
    Town system
    1.Cancel the tax collection qualification of the town owner and use the system to recover taxes and production fee rents.
    2.The source of income for towns is changed to clearing production sites occupied by monsters after occupation, such as farms, quarries, mines, etc. After resuming production, it can be upgraded with a scale of small-medium-large. Each map can have a special production building that can produce additional materials. All large-scale production sites can produce an equivalent amount of gold coins every week.
    3.The Fort occupation time changes. After being occupied, it will reduce the time required for hostile camps to occupy every hour. 25% reduction per hour and 3 hours at most reduces 75% (some servers have been occupied by a certain color for a long time)
    4.Production BUFF permanently exists after the town has an owner and does not need to be manually turned on. Server suggestion After the number of people in line on the server exceeds a certain value, open a new server and automatically merge when the number drops to a certain value. For example Valhalla, when the number of people in line exceeds 1000 automatically increase Valhalla1, Valhalla1 continues to increase Valhalla2 if there are still people in line continuously. If the total number of Valhalla1 and Valhalla2 is consistently below 2500 within one week then they will automatically merge into Valhalla1 during next maintenance. Data between servers is interoperable and trading stations are interoperable but war can only occur on main server.

PVP

  1. Plunder. You can make or buy an expensive plunder command tent and initiate a plunder. (You have to pay some price, right XD) Place the plunder command tent near the production building in the town and spend five minutes to complete construction. During construction, everyone in town will receive a prompt. After construction is completed and the plunder share ratio is set at the tent, you can attack the production building. Engineering players can use special skills to place trebuchets or other siege weapons. Once the production building is destroyed, you can open the loot box which contains a random number of drops (drops are items with a weight of 500-1000 that cannot be traded and will drop upon death). Only when you successfully bring back the loot to the plunder command tent and hand it over will it be judged as successful plundering. If the plunder command tent is destroyed then it will be judged as failed plundering. The initiator of plundering can complete it early according to risk before all drops are collected. Afterwards settle gold coins according to number of loot on plunder interface and distribute them to each member according to set ratio. Plundering only works on large-scale production buildings and cannot be carried out on medium or small scale ones. Production sites that have been repeatedly looted will be downgraded to medium size and cannot be attacked for a certain period of time (invincibility time lasts until next attack window).
  2. Once a town loses its large-scale production building it immediately gains decay status and can be declared war by other companies during attack window period where medium-sized production sites can be attacked. Once all medium-sized production buildings are downgraded to small size and gain invincibility time then company with most attack points will gain qualification for war in next attack window (currently almost all members of large companies only log in during war period each week using multiple accounts so large companies should ensure certain online activity level to protect their own income).
  3. Once company declares war its members are locked in and cannot accept new members joining company while leaving company means giving up war at same time not being able to join new company until end of war time extending entire war process which is better than limiting number of times (number cannot really limit because they switch accounts).
  4. War and OPR ban function where players applying for OPR can choose ban 2 types of weapons entering OPR with 2 most banned weapons disabled in this OPR. War declaring side chooses 2 types of weapons disabled while defending side also chooses 2 types disabled totaling 4 types disabled (in game where weapon switching profession freely those claiming using certain weapon for thousands hours I never understood this about weapon balance currently only 14 types if future has 30 or 50 balance simply unsolvable might as well make game more fun imagine those without lifestaff without GA wars).
  5. Equipment damage should reduce difficulty obtaining BIS during PVP process there’s small chance losing one piece equipment extremely low chance dropping upon death there’s 10% chance damaging one piece equipment at same time 5% chance dropping trophy in town house reduces drop damage chance faction shop spends faction currency buying limited BIS equipment backpack items unaffected (this idea proposed for PVP map).
  6. PVP single kill experience reduced once for 200 but multiple times obtainable killed player has 10 kills per hour obtainable experience.

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