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Ghost

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Posts posted by Ghost

  1. Hey, so I've had a lot of Ideas running around in my head and also seen some good ideas from other people. So I thought it'd be a good idea to compile all of our suggestions into one thread. Post your suggestions below to have them added into the thread!

    Suggestions are grouped based on what they effect, though some suggestions may effect multiple things.


    Bugs



    None Atm, all previous bugs posted here have been fixed. If you know of any bugs you're welcome to post and i'll put them here.

     

     

    Class Suggestions

     


    1)The archer skill "Immobilizing shot" decreases evasion of the target, which is silly in my opinion (and i'm sure many archers will agree). Archers hardly ever miss due to their naturally high aim + aim buff, the skill would be a lot more useful to archers if it didn't have a cast time and decreased aim and evasion of the target sort of like Immobilize for fighters. This gives archers a debuff that compliments their naturally high evasion.

     

     

    Voting Suggestions

     

    1)Add vote to play back, it definitely helps advertise the server.

     

    2)Add Incentives for the ENTIRE server when a certain vote milestone is hit, for example hitting 3rd place or x amount of votes and the server gets a EXP / Drop rate boost for x amount of time.

     

     

     

    Contest Suggestions

     

    1) Currently there aren't many videos or anything of Core being spread out, my suggestion to change that is hold monthly contests for Videos and Signatures of Core where everyone that enters will win a prize and the best Video/Signature wins the grand prize. They could be themed every month, for example April "The best PvP Video wins!" in July "The best summer Signature wins!" etc, etc so it isn't just the same thing every time.

     

    2) Have random raffles for event Items every two weeks. To win the raffle you MUST have liked the Official Core Fiesta Facebook Page, this helps with Facebook publicity and spreads the word about Core, while at the same time giving the players something to try and win.

     

     

    Player Base Suggestions

     

     

    1)Add Incentives to play on weekends, the main ones being increased Exp Rates, Drop Rates, Weekend Deals (Item mall sales), and Events (See above). The weekend is when people have the most free time, there is no better time for someone to check out Core than the weekend, they're even more inclined to check it out if there are weekend incentives going on during that time.

     

     

     

    General PvP Suggestions

    1)Add Charm Icons, it really does become a problem in PvP when player's claim charms when they aren't or claim they aren't when they are.

     

     

    General Economy Suggestions

    1) If you ever check the marketplace, you'll notice that rarely is anything being sold or bought despite the player base being quite high. I think the reason behind this is most people don't need to sell anything to make money. With Elrues and OLT farming money is so easy that people can start out, make elrues, grind to 10x, farm OLT. They'll never really need to go buy anything from the market, you can argue they'll need to buy gear but a high abundance in gear can usually be associated with a high abundance in money. That being said the people that hold a lot of gear don't need to sell it because they already have more than enough money and there isn't anything they need to buy.

    In a economy without Elrues & OLT money would be much more valued and sought after which promotes the selling of items/buying of items and overall interaction between players. However, I'm not saying to remove Elrues & OLT. My suggestion is to reduce the amount made from Elrues down to 20s a stack, this drops the average from 6-10g made an hour down to 2-3g made from Elrue per hour which is a lot more reasonable.

    To help reduce the amount of money coming in from OLT It should be instanced with a key requirement to get in, the key would be in the merchant in roumen for 5g and it only lasts for one use. Players are making 30-60g an hour from OLT which adds up to gems coming into the economy daily not counting Elrues, this would at least make the economy more balanced where actual farming of bosses would be more profitable than Elrues or Mobs for money. When a player can make just as much afking elrues with no effort as someone putting work in to farm a boss something is wrong.

     

     

    Perm Content Suggestions & Perm Bugs


    1) Millenium Robo KQ (Lvl 33-45) Is dead content. The problem with it being dead content is it's the only way to obtain level 33 robo earrings which are fundamental to any 36 perm. My suggestion is to create a new dungeon with Robo as the boss where he drops Robo earrings so they can be obtained, or add them to the drop tables of the Robo in Vine Tomb.

    2) A lot of perms don't run/don't want to run the two instances "Iyzel Tower" & "Crystal Castle" the reason behind that being the first 19 floors are extremely tedious and are only done efficiently on a Mage and arguably Fighter, taking up to 10 minutes a run only to get 1 blue that usually is bad in stats is just another thing that demotivates perms to farm it. A simple way to make perms more inclined to go out and farm these two instances is to either 1) Buff the instances so that they're challenging, but at the same time increase the amount of blues dropped to 1 at minimum and 3 at max. or 2) Add a Hardcore version of both instances alongside the normal Instance. This way normal players that can't handle the hardcore mode can still farm the regular instance but players that want a better reward & challenge can try the hardcore mode of the instance.

    3) Add a "deep" abyss with abyss resources inside the most active perm abyss. This abyss would require a party to enter but would not be instanced. Essentially these would be resources such as mushrooms, ores, etc that are in the deepest parts of the abyss but they are harvested at double the speed (or quadruple the speed if you have a king's touch) and would give double the amount of resources. It brings people into the abyss and promotes Team vs Team fights happening constantly over resources that perms would need to make stones to enhance gear/scrolls for bosses/etc. On top of the teams fighting teams, they'd also have to fend off buffed up versions of normal abyss mobs that guard the resources. To top the Deep Abyss off there would be an extreme version of that abyss's boss lurking that offers a significantly higher drop rate but a much harder challenge that could only be done with a team.

    Edit: The Deep Abyss should be released with negative EXP Cards or cards that stop perms from gaining EXP, then the EXP in the Deep Abyss should be increased to be the fastest leveling option in that level range. This tempts people to go even if they aren't a perm which just starts a chain of people coming in to level/farm mats/kill bosses/kill eachother/etc.

    Competition is a good thing, the more competitive the game is the more determined players will be to better themselves and become the best in their level bracket. If teams are constantly fighting with one another they'll be
    recruiting new players to try and increase manpower, resulting in the increase of activity throughout the game.

    4)Add 60 Orange Jewels to Crystal Castle drop tables (keep the drop rate low like it is in tower) It's always seemed silly that 66 perms can't farm 6x jewels without having a 5x perm to run tower on.





     

     

     

    Thread will be updated with more ideas regularly, feel free to agree or disagree with any suggestions made in this thread ^_^.

  2. I will be hosting different types of events in the future. You're bound to find one whose objective and prize will appeal to you.

    I don't mind the reward, as I probably won't use Item mall at lvl 50. But what I was trying to say is that a higher reward = more people entering = more videos = increased advertising through YouTube. Pretty much what I said here, not sure if it made sense to you though.  ^_^

     

    Now the logic behind making more people inclined to do this event is it just floods YouTube with videos of Core. People can look through every entry and get a clear idea of whether or not they're interested in playing Core, and just a random person searching for Fiesta Videos can stumble across Core if there are enough videos out there of it.

     

     

  3. V2P Alone won't attract that many players (imo)My suggestions for increasing player base drastically are as follows1)Make Leveling 1-90 Extremely easy, even for a solo player. My definition of easy is it should take maybe 5 hours tops even for a cleric soloing to hit 90. After 90-105 it should get harder but at that point people are so close to being 100 and getting to experience 10x content that they don't really mind the grind anymore.If you think about how many servers most people have played at this point, nobody wants to do the tedious levels no matter how good a server may be. This is quite easily one of the key factors in determining whether or not someone stays on a server after their first day.2)Incorporate the events I suggested in the other thread to give more players that are geared something to do.Example - Every weekend there is a 20% drop/xp boost/enhance boost. More people will be inclined to play on weekends if there are a lot of others playing with them, the more players playing = the more players voting which just starts a chain reaction of more players coming in.As for events on weekends one event that ALWAYS brings people and is fun is this one event where Chests with Invincible hammers are spawned in FBZ1, so even low levels can participate. There are monsters that are roaming in the FBZ that can be killed for more XP than any normal mob, but the challenge is all other players will be killing eachother trying to get the mob, and capped players will just be killing for fun. People will form groups to try and take it down for XP, or just to team up and kill everyone else. At the end of the event chests are spawned all throughout FBZ that contain stacks of potions/xirs/scrolls with a rare chance of getting a few charms or xp boosts out of them.

     

    On top of that event there are loads more like Zombie Tag, Defend the City, Scavenger Hunts, and more that people really like because it's rare to see an event that isn't just the typical Trivia or Boss spawn.3)Add vote to play back, it definitely helps advertise the server.4)Create a banner for the server on Top of Games, not many servers have one and they are definitely eye-catching and the person will at least take the time to check out the server's forums after seeing a well designed banner.

     

    Just an example of one of the banner's I see a lot when I vote. 

     

    5)Increase the reward of the video contest from 1,000 Coins to spend to 10,000. Now I don't really want to sound ungrateful here (sorry if I do, don't know how else to put this) but this is the truth. 1,000 Coins won't get anyone far in the Item mall but 10,000 is a start. If the reward is increased, more people are inclined to make a video for the server and really compete to get the grand prize. Video making is a pretty long process if you're actually putting time & effort into it.

     

    Now the logic behind making more people inclined to do this event is it just floods YouTube with videos of Core. People can look through every entry and get a clear idea of whether or not they're interested in playing Core, and just a random person searching for Fiesta Videos can stumble across Core if there are enough videos out there of it.

     

    I might add more later, agree or disagree with above ^^ but it's all just my opinion on what would increase the player base.

    This is without a doubt the most professional and best developed server out there, but not many people know about it.

  4. Please don't add shield skins.

     

    Knights and Clerics are the best defensive classes in the game even without shield skins, tanking anyone is cake for them in PvP and I've never heard of a knight (+9'd) and unable to tank in PvE to the point where shield skins were a necessity. The addition of shield skins only makes them that much more overpowered with their defensive capabilities.

     

    A class that can hit 10k+ Def uncharmed with ease, nearly 50% block rate, and over 11k HP doesn't need any more defense to help them. If anything shield skins should be purely cosmetic and not add any stats.

  5. Zephry, on 27 Jan 2014 - 5:59 PM, said:I agree with Slip Away being added.Not really fair other classes have those "missing skills" but tricksters don't.

    Slip away was never an official skill, it's a custom from Odin. So can't really be considered a missing skill. Slip away was a really buggy skill and I'd rather have Binding Blow fixed for reapers(if possible), but if not I'll take the next best thing at slip away.
  6. Posted Image

    Posted Image

     

    IF it isn't a bug... Well 36 trix gonna rule abyss

    Honestly, I think this damage might actually be pretty accurate. (Besides Dual/Claw damage being reversed) When you consider these are Teva weapons and they're comparable to 50 NPC, it's the same correlation when you look at 50 Blue's that are the same strength at 60 weapons.

     

    Zephry, on 27 Jan 2014 - 5:23 PM, said:

    36 Tricksters always ruled 20 abyss.

    Lol nevor in ur dreams nub
  7. Here's some suggestions

     

    1.Make Dragon's Tomb (the 80-90 instance) for level 70-90s, Increase the xp of mobs in the instance and increase quest XP.

     

    The reasoning behind this is it makes it easier for people that can't get GM parties to level without having to wait for parties to form. Also promotes Instance & Party leveling from an earlier Level

     

    2.Create a low level (in the 50 range is ideal for most perms) raid boss that drop's something that EVERYONE can use, even 10x players.

     

    This promotes perm activity and would give people more of a reason to make perm's not including the Teva weapons.

     

    3.Add 60 Orange Jewels to Crystal Castle drop tables (keep the drop rate low like it is in tower) It's always seemed silly that 66 perms can't farm 6x jewels without having a 5x perm to run tower on.

     

    4.Decrease enhancement rate on T2 Jewels. The reasoning behind this is majority of the people using T2 Jewels are perms, and as perms they want the best stats possible on Jewels but it's extremely hard to force enhance jewels when the enhancement rate is so high. This also is an easy gold sink because perms will have to buy enhancement bundles from the merchant if they choose to force enhance their jewels.

     

    5.Add Incentives to play on the weekends & events on the weekends.

     

    Example - Every weekend there is a 20% drop/xp boost/enhance boost. More people will be inclined to play on weekends if there are a lot of others playing with them, the more players playing = the more players voting which just starts a chain reaction of more players coming in.

     

    As for events on weekends one event that ALWAYS brings people and is fun is this one event where Chests with Invincible hammers are spawned in FBZ1, so even low levels can participate. There are monsters that are roaming in the FBZ that can be killed for more XP than any normal mob, but the challenge is all other players will be killing eachother trying to get the mob, and capped players will just be killing for fun. People will form groups to try and take it down for XP, or just to team up and kill everyone else. At the end of the event chests are spawned all throughout FBZ that contain stacks of potions/xirs/scrolls with a rare chance of getting a few charms or xp boosts out of them.

     

    Most of these suggestions might be biased towards perms because I am one, but still worth the read ^^ tell me what you think.

  8. That's not true. People wouldn't give up on LN just because Lab becomes possible to do. At max in a guild you only have 1-2 parties starting it out, then providing everyone else the essentials to do required instance. If people are still leveling, and are in a guild, it's not like they'll feel left out. The high level community has nothing to do besides do LN and farm 108 weapons. It's true people are still leveling and aren't even fully geared themselves but that's how Fiesta been running for a long time. There's always other gears to get by with till 100 LN's or 105 Labs.

     What reason does anyone have to farm LN when it's not on par with the Lab gears that everyone else is using? Once someone is geared in basic LN and they feel they can go to Lab, they're not going back to LN. It's just that simple. You can argue they'd farm LN for money, but LN farming isn't fast enough solo and in a party splitting drops profits would be quite disgusting when you factor in the price of charms/exts you're using to farm it.Not sure what you mean "they won't feel left out" Maybe you've never been in that situation but when you log on, go into guild chat and ask "Hey anyone doing GMs" and the only response you get is "Sorry, doing LN" and you realize you're the only 8x in an all 10x guild how can you feel anything but left out?The server is barely five days old (as far as this reset goes). When you no life for 5 days, are one of the first capped players, and spam instances 24/7 to get gear advantages on a server that hasn't even gone competitive yet of course you're going to be bored. But if Lab is released right now all that will change is you'll camp lab, get lab gear, and be back at square one except this time it will be "The high level community has nothing to do besides LN/Lab and farm 108 Weapons". 

    Majority of everyone I see are capped, so again, why not just readd?

    Implying that everyone that is capped also is geared and ready to go for Lab.Just be patient, any of the CBT players know that there are plenty of instances that are in development. Lab isn't necessary when other instances are coming that won't divide the community as much as Lab will.It's even hinted at here if you couldn't tell...

    Removed Level 100 Orange Jewels for the new instance.

  9. I don't get the point of removing Lab from the game. The majority of players in Exotic, Deviant, etc are already capped. For me, the knights in our guild at fully +9ed in ln gear and everyone else is geared up and +10ed. Lab would be even more challenging because there really isn't much to do now.

    Since when does Exotic & Deviant = Everyone?Majority of players still aren't capped, most are still leveling and are no where near geared and honestly sounds like you guys are using some pretty disgusting gear if you're +9'd already. No way your sets are anything above average unless you've been farming 24/7 since you capped.Edit: Also, the point of removing Lab is so that players don't do exactly what you guys would be doing if lab was here, which is giving up on LN to farm Lab.If all the players that are capped were to stop with LN completely and move on to Lab because of the obvious reason that the gear is substantially better then the players that are still leveling would have less people to party with when they hit cap. There would be less LN runs being done, less LN gear being sold, making it harder for people to get geared so the end result is the players that capped first being geared in Lab items while the players that took longer to level are stuck struggling to find gear to buy or parties to farm with.
  10. It's not hard to make money honestly.

     

    At 30 onwards you can take your level 30/40/50 +6 weapon's and +9 them, dismantle them and get a combined total of 6 karis which sell off for a nice amount and the xirs will drop from leveling in abyss so no work required.

     

    At 60 onwards you can gather all the stones and weapons you get in 6x abyss, enhance as many as you can until you run out of stones, dismantle them for karis, and sell. On top of that method just NPC'ing gear makes a few gold by the time you hit level 60.

  11. F2P Players can

    Deziinz, on 06 Jan 2014 - 02:13 AM, said:I have no problem with the current money making method, I was simply pointing out how it's bias to certain classes.Also adding enhancement eyes to raid bosses/instance bosses drop table offers a method for f2p players to obtain them without having to donate or gamble. Also if Iimplemented correctly it should balance f2p v p2p without affecting the economy and funding significantly. As stated before, while more people will flood the server and of course pump item mall items into the economy, enhancement bundles will more then likely be one of the pricier items.Of course everyone will have a different opinion.

    You can say it's biased because mages/archers can solo AoE but that's just one of the benefits of choosing that class. Sort of how a fighter would be the best choice to farm bosses, clerics would be the most desired class for leveling, etc. When you look at it like that then sure every class is biased in a way.Adding eyes to Instances/Raid Bosses does nothing but hurt the server. Bundles are the server's biggest cash shop item and is most likely one of their main sources of income. F2P Players can easily buy bundles off of P2P Players now that gold is a lot more valuable. So I don't really see why bundles would be added to instances. The rates are also extremely high taking only 1-2 bundles to +9/10 something at T5. So gonna have to disagree with this.
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