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Old 08-15-2007, 02:37 PM
MajinDragon MajinDragon is offline
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I've having trouble posting the next bulk of ideas i thought of a few days ago... keeps saying my browser doesn't understand what i'm trying to do, and on IE it just won't post...

Edit: There we go...

List of Improvements for GK(13-08-2007):

Reffering to the issue already raised about new maps for levelling and also the agility course map dungeons:

*As the current brutal maps currently serve the purpose for medium/high level levelling, generally 40-60 for physical is not too difficult to achieve, i suggest new maps for the level groups 61 - 75, 76 - 94 and 95 - 107.
The names can be argued about, but please don't make them too cheasy. I vote for the 95 - 107 map to be named Epic Map. These maps will serve the purpose of levelling the main 3 fighting skills, wisdom, magic and physical, but mainly physical.

*As for the Agility dungeons, is suggest the same approach, but seeing as Agility is already easily levelled with current methods, i suggest adding great benefits to agility maps, and also Agility level caps. Agility dungeons would be filled with many obsticles to overcome, monsters to battle and humanoids to steal from. To make the higher level agility maps more attractive, i also suggest there be a % chance for a very good item reward upon completetion of the dungeon, my first thoughts were Gloves of the Bandit and a new speed+dex+stealth boot (the chance of getting both from 1 high level map is roughly 1/40000) as they just fit the part of an agility prize, i know many will not welcome it and say things along the likes of "Roflcopter the economy is too fragile for that" but look at it like this. The highest level agility map would be rare to come across, unlike the current brutal maps which can easily be obtained, the chance of getting the gloves or boots would be 1/200 so the chance of a) getting a map to begin with is rare b) getting a rare item drop from these maps is extremely rare. This would keep things balanced for a long time as the gloves/boots won't be found often, or at all.

*I had the same thought of an item prize for the high level dungeon maps. For the 76-94 maps i would make Ac/Wc havoks to be dropped, but of three kinds, Ac+2 Wc+2, Ac+1 Wc+2 and some new havoks ac+2 wc+5. Each of the gloves, except for the wc+5 havok would have a 1/145 chance to drop while the wc+5 would have a 1/175 chance. These drop chances combined with the chance of finding these maps will, like the agility map, keep the items rare and serve it's main purpose. With the level 95-107 map dungeon i'd allow for Giants and spiked shield. The chance of dropping with these items will be the same as the bandits in the agility dungeon, 1/200.

*The new monsters in the dungeons of 76+ should be all non-bileable, and only the *new monsters in the level 61-75 dungeon should be non-bileable as it would contain evil's.

*The level caps should be enforced, if you are more than 2 levels below the advised level, you cannot dig/enter the dungeon, and if you are more than 5 levels higher than the advised level you will again, not be able to dig/enter the dungeon. Note: This does mean that the max level dungeons will be redo-able to all level 107 players, this is to make sure the item rewards don't just become rumour and are eventually found, and like all items should be, made more common as the game ages, but this would obviously take a long time as the drop rates are very low.

Again, my ideas are controversial, might have more later on, depends on what i think of.
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Last edited by MajinDragon; 08-15-2007 at 02:38 PM.. Reason: Technical difficulties
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