Topic

Some of my personal ideas...

- Make skills matter more, I learned some skills and forgot I have then so.. if you finish a skill you should get at least 2 quests for it one quick one easy to understand and another long epic one...
- Make quests matter more, dont just trow then to the player, after finish a quest reward acordly.
- Make skills time a bit more long... so that the learning skill will be more important....
- I could not find a place to use a Hoe, and I looked for it all over...
- Can you guys introduce a bit more of RPG to the game like stats distribuition? But something like to get 1-3 points per level only... so that the stats will matter where they are placed...
- Well if its a game of imagination and you have engneering in the game you could let players build cars, races, tracks, boats, build houses, oh is there water scenarios? can i build a hotel where players can rest and regaing str... can I build a store? oh please let me build an airship!
- Is there a Heaven? I prefer to die and go to a peacefull place but not hell... oh is there good and evil on the game like killing a pig to get more itens but get a negative score.. or feeding it and get a positive score...

I am sure I can write more since I got toons of imagination but sorry I m out of time... Finally I like the game really!

Posted 17 months ago by Yohshi Subscriber! | Permalink

Replies

  • 2x Skill Quests—Agreed on skills mattering. I also like the idea of quests getting harder, much harder. It was disheartening for me to complete the MC1 quest within minutes of getting it.

    Adjusted Skill Learning Time—Skill time is going to be a huge factor as you go further down the tree. Right now, think of all the skills on the tree as the lowbie skills. Even if you complete the entire skill chart, you'll be a lowbie for when the real game is done.

    Beginner Hoe/Patch Quest—The weed a patch w/ the hoe quest is a common problem for starting players. Just put it off to the side and wait. It's been addressed in many other idea threads. It should almost be considered a known bug.

    Stat Implementation—I have a note on my personal idea list for implementing stats. I just can't think of anything clever enough... that at the same time seems worthy enough for inclusion. I also think that this is a 'dev's have their reasons' thing. Surely they considered stats, but concluded they were happy with what they have.

    Building Houses, etc—Building more buildings would indeed be cool. Other idea threads have popped-up in regards to this. I am curious to see if anything like that is implemented, but at the same time, I'm not going to be upset if it isn't.

    Hell and Heaven and Karma—Karma was in GNE, but they took it away for this game. There is another FTPMMO in the works called Wakfu. It has exactly what you're talking about, and I mentioned it in my idea thread. So far, I haven't really seen anything like this in the plans, but I would definitely welcome it. Essentially, the more you create, the more 'wakfu' you get. The more you destroy, the more 'stasis' you get. Being at any status of balance in regards to both of these grants different pros and cons. This is a pretty huge gameplay element, and I don't know if they want to take the game in that direction.

    Hope I helped provide some additional insight into your ideas. See you there.
    Posted 17 months ago by Mr. Dawgg Subscriber! | Permalink
  • Yooshi,  you can use a hoe on a crop or herb garden after you collect a crop. If you don't own a house, try on some community garden, I think there is one in each region. 
    Posted 17 months ago by Natalia Subscriber! | Permalink
  • More Quests - I think this is definitely a spot where Glitch could improve. For a game in beta, it's already a big game with lots of map areas and various skills but I feel like there's not much incentive for someone starting out to explore it. Quests can go a long way to guiding a player through the first 20 levels and keeping player attention after level 20.

    - Quests for interacting with the UI, ie. finding a particular vendor on particular street and setting Destination from map, joining a group, using Global chat
    - New quests requiring players to enter a new area
    - New quests after entering new areas irrespective of player level
    - A quest for riding the subway, once in each direction
    - A quest for buying a house that kicks in at a certain income level
    - Consecutive quests for each skill that get larger in scope after the previous one is completed, ie. first EZ Cooking I quest is cook these 3 items, the next one is cook these 5 items but with more traveling required.
    - Add hints to quest descriptions, ie. players in Global always ask about where to find spice trees but never about cherry or bean trees because those are everywhere. A "Hint: you can find spice trees in [Ix]" would go a long way to encourage beginners to explore on their own
    - A quest for participating in street projects

    I understand that in some ways Achievements are the proxy for skill quests. But I think that's too indirect and has a very "grinding" feel
    Posted 16 months ago by SleepyAce Subscriber! | Permalink