First of all, I want to clarify that this thread is not intended to negatively criticize the work of the administrators of this server and I have chosen the English one because it is the most "international".
We agree that the administrators have done a huge job in terms of class balance, skill modification and monsters, however, if this server is intended to be an eternal C1 there are aspects that can lead to the loss of players, not right now, since the server is a novelty, but in the medium and long term.
There are no complaints about playing a difficult format in which you level up slowly, the monsters are harder, dying takes away a lot of experience... the question here is how fun is the game time? If the approach is just to level up very slowly, try not to die, kill random monsters and pray to get a good drop or make parties to be safer (which by the way I have made a couple of parties and it was quite boring to see how 6 dolls all hit the same monster as if we were robots), then it will become monotonous in a short time, putting the life of the server at risk and that will be a real shame because Harbor's approach is very good.
I'm going to give some ideas that may be useful to administrators so that (if the community likes it) they can implement them in their own way or within their possibilities.
-------------------
Daily Quests
The quest nerf issue has been and continues to be much debated, I don't know if within the Russian-speaking community, but in the Spanish and English-speaking community, both in the server's discord and in private player discords. In fact, to this day, the rewards for some quests in the initial cities are still being reduced, and I don't know to what extent it is positive to continue putting pressure on players in this way. Again, we must be careful not to propose a kill-kill-monsters game system without interest.
With a daily quest system with interesting rewards (without being excessive) we would be able to set objectives for the players, make the game more entertaining, offer more fun to players who have little time and take players to little-explored places, encouraging parties to complete these missions.
How to implement it? In 2 ways. 1- The most realistic, an NPC in each city, like a notice board looking for adventurers, which every 24 hours updates its list of daily quests that the player can choose from. A player can only accept and complete 3 to 5 daily quests (as determined by the administrators). 2- Simpler, with a menu, where the player chooses the city in which he wants to look for the daily quests and accepts them.
These quests will be based on hunting monsters in maps in the area of the city where the daily quests are accepted. For example, "Kill 20 Dark Succubus", which can be completed in a party, not just the one who kills or deals the last blow, so that healers who "don't attack" can complete them when their party kills those monsters.
Each time a daily quest is completed, the player receives a bag or chest in their inventory that offers random rewards based on probability that can be better or more in quantity depending on the city where they accepted the quest.
Examples of rewards:
High probability: useful and consumable, such as life potions, attack speed potions, cast or speed potions or a small amount of soulshots (the level is adjusted to the city level).
Medium Chance: small amount of adena (1000 to 2000, which can be increased in higher level cities to balance, for example in Elven Village it can be 1000, in Gludio 2000 or in Giran 4000), Scroll of SP or a plus of Experience.
Very Low Chance: enchant armor (the grade can vary by city).
-------------------
Faction War
Some ideas must be put forward to encourage PVP, because like all MMORPGs, PVP plays a very important role. In general, players are very afraid of PVP, because they are still low level, they don't want to drop or lose a lot of experience...
A good option to encourage PVP apart from clan wars, is the war between factions where 2 sides fight each other to win the reward.
How would it be implemented? You could use the NPCs of the 7 signs of C3, the Dusk and the Dawn. The event will last 7 days, where players will sign up for a side or faction, the system will always maintain the balance to avoid everyone joining the same one, that is, it will calculate what percentage of players there are in one side and if the other is very empty, it will not let you sign up for the most full one, thus maintaining the 50/50% as much as possible. A player can choose the faction they want in each period without being conditioned to one or the other, so they can play with their clan or their CP or friends if there are changes.
During the 7 days of the event, both sides will be in war mode as if it were a clan war, adding 1 point to the faction for each death of the opponent. The experience lost for faction death is 0%. To avoid attacks on the city gates, an invulnerability buff could be added to the city, this buff would disappear after a few seconds when leaving a city.
Members of the winning faction will receive a reward (whatever the administrators wish), having 7 days of rest or peace between wars.
-----------------
Additionally, as in C1 there is no CP or CP potions, passive HP Boost skills could be added to all classes, but in proportion, where for example, warriors and tanks would have more HP than mages or archers, this would balance the scales a lot.
Members of the winning faction will receive a reward (whatever the administrators wish), having 7 days of rest or peace between wars.
-----------------
More character customization
In C1 we don't have dyes, life stones, no SA on weapons, no subclass skills... that is to say, customization or builds are very limited, Mini SA could be considered for weapons and Jewelry Sets could be added.
Mini SA on weapons: currently there are only P.atak or M.atak, a mini SA could be added to weapons, making them more prominent and more sought after to develop different builds according to the player's style, and it would also improve trade.
How would they be implemented? Whether bought from an NPC or dropped, each weapon will have an additional skill type. Here are some examples:
+50 HP
+2% attack speed
+2% cast speed
+15 Crit
+25 Crit Damage
+50 MP
+10 Magic Defense
(to name a few)
Let's say a tank wants a 1-handed sword and in top NG there are 4 1-handed swords (A, B, C and D):
Sword A: +50 HP
Sword B: +2% attack speed
Sword C: +50 MP
Sword D: +25 Crit Damage
Since the player wants a more "tank" build, he will choose to buy Sword A. We would follow the same example with each type of weapon.
Jewelry set:
Just like armor sets, you could make sets with jewelry, but these would offer +1 to a stat, for example +1 STR, +1 WIT, etc.
How to implement it? The sets would be associated with (1 ring +1 earring) thus allowing for 2 stat increases depending on the equipped set to add to the player's build, leaving the pendant free.
------------------
We will add ideas if anyone else wants to contribute.
We agree that the administrators have done a huge job in terms of class balance, skill modification and monsters, however, if this server is intended to be an eternal C1 there are aspects that can lead to the loss of players, not right now, since the server is a novelty, but in the medium and long term.
There are no complaints about playing a difficult format in which you level up slowly, the monsters are harder, dying takes away a lot of experience... the question here is how fun is the game time? If the approach is just to level up very slowly, try not to die, kill random monsters and pray to get a good drop or make parties to be safer (which by the way I have made a couple of parties and it was quite boring to see how 6 dolls all hit the same monster as if we were robots), then it will become monotonous in a short time, putting the life of the server at risk and that will be a real shame because Harbor's approach is very good.
I'm going to give some ideas that may be useful to administrators so that (if the community likes it) they can implement them in their own way or within their possibilities.
-------------------
Daily Quests
The quest nerf issue has been and continues to be much debated, I don't know if within the Russian-speaking community, but in the Spanish and English-speaking community, both in the server's discord and in private player discords. In fact, to this day, the rewards for some quests in the initial cities are still being reduced, and I don't know to what extent it is positive to continue putting pressure on players in this way. Again, we must be careful not to propose a kill-kill-monsters game system without interest.
With a daily quest system with interesting rewards (without being excessive) we would be able to set objectives for the players, make the game more entertaining, offer more fun to players who have little time and take players to little-explored places, encouraging parties to complete these missions.
How to implement it? In 2 ways. 1- The most realistic, an NPC in each city, like a notice board looking for adventurers, which every 24 hours updates its list of daily quests that the player can choose from. A player can only accept and complete 3 to 5 daily quests (as determined by the administrators). 2- Simpler, with a menu, where the player chooses the city in which he wants to look for the daily quests and accepts them.
These quests will be based on hunting monsters in maps in the area of the city where the daily quests are accepted. For example, "Kill 20 Dark Succubus", which can be completed in a party, not just the one who kills or deals the last blow, so that healers who "don't attack" can complete them when their party kills those monsters.
Each time a daily quest is completed, the player receives a bag or chest in their inventory that offers random rewards based on probability that can be better or more in quantity depending on the city where they accepted the quest.
Examples of rewards:
High probability: useful and consumable, such as life potions, attack speed potions, cast or speed potions or a small amount of soulshots (the level is adjusted to the city level).
Medium Chance: small amount of adena (1000 to 2000, which can be increased in higher level cities to balance, for example in Elven Village it can be 1000, in Gludio 2000 or in Giran 4000), Scroll of SP or a plus of Experience.
Very Low Chance: enchant armor (the grade can vary by city).
-------------------
Faction War
Some ideas must be put forward to encourage PVP, because like all MMORPGs, PVP plays a very important role. In general, players are very afraid of PVP, because they are still low level, they don't want to drop or lose a lot of experience...
A good option to encourage PVP apart from clan wars, is the war between factions where 2 sides fight each other to win the reward.
How would it be implemented? You could use the NPCs of the 7 signs of C3, the Dusk and the Dawn. The event will last 7 days, where players will sign up for a side or faction, the system will always maintain the balance to avoid everyone joining the same one, that is, it will calculate what percentage of players there are in one side and if the other is very empty, it will not let you sign up for the most full one, thus maintaining the 50/50% as much as possible. A player can choose the faction they want in each period without being conditioned to one or the other, so they can play with their clan or their CP or friends if there are changes.
During the 7 days of the event, both sides will be in war mode as if it were a clan war, adding 1 point to the faction for each death of the opponent. The experience lost for faction death is 0%. To avoid attacks on the city gates, an invulnerability buff could be added to the city, this buff would disappear after a few seconds when leaving a city.
Members of the winning faction will receive a reward (whatever the administrators wish), having 7 days of rest or peace between wars.
-----------------
Additionally, as in C1 there is no CP or CP potions, passive HP Boost skills could be added to all classes, but in proportion, where for example, warriors and tanks would have more HP than mages or archers, this would balance the scales a lot.
Members of the winning faction will receive a reward (whatever the administrators wish), having 7 days of rest or peace between wars.
-----------------
More character customization
In C1 we don't have dyes, life stones, no SA on weapons, no subclass skills... that is to say, customization or builds are very limited, Mini SA could be considered for weapons and Jewelry Sets could be added.
Mini SA on weapons: currently there are only P.atak or M.atak, a mini SA could be added to weapons, making them more prominent and more sought after to develop different builds according to the player's style, and it would also improve trade.
How would they be implemented? Whether bought from an NPC or dropped, each weapon will have an additional skill type. Here are some examples:
+50 HP
+2% attack speed
+2% cast speed
+15 Crit
+25 Crit Damage
+50 MP
+10 Magic Defense
(to name a few)
Let's say a tank wants a 1-handed sword and in top NG there are 4 1-handed swords (A, B, C and D):
Sword A: +50 HP
Sword B: +2% attack speed
Sword C: +50 MP
Sword D: +25 Crit Damage
Since the player wants a more "tank" build, he will choose to buy Sword A. We would follow the same example with each type of weapon.
Jewelry set:
Just like armor sets, you could make sets with jewelry, but these would offer +1 to a stat, for example +1 STR, +1 WIT, etc.
How to implement it? The sets would be associated with (1 ring +1 earring) thus allowing for 2 stat increases depending on the equipped set to add to the player's build, leaving the pendant free.
------------------
We will add ideas if anyone else wants to contribute.
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