Sandman
Grandmaster
Backstory:
I sent this to staff back in January in a word document and feel like someone should take over trying to help UOF. . I'm posting this so maybe some of you can tweak, change, edit, whatever and get any form of these implemented. When vetted through Discord back in January, these received really favorable feedback from players.
ANYTHING IS RED IS SUBJECT TO CHANGE. I by no means analyzed the numbers, these are PLACEHOLDERS and should be discussed and analyzed in detail.
Problem: Relics and Powerscroll farming is getting boring. When asked, even the top PVM tamers on the server said they would like something new to spice it up. Most agree that new dungeons every season with nothing but house deco and no new mechanics are not enough.
Idea: Change tamer relics (and eventually mage/dexxer) to enable the use of 6 total relics, with only FOUR active at any given time. Only allow relics to be disabled/enabled once every xx hours or days. With this change, create 2 new relics to be used on tamers (Dexxer/Mages would follow suite eventually).
Idea: All Relics should be removable and tradeable. A relic can be removed from your talisman, will retain all of the XP and can be traded to another player ONCE every 7 days per character. This would allow an entirely new objective for people to play as they actually level relics to sell them.
Problem: Everyone really wanted a summoner class, and thought we were getting it with rifts. They just don't work.
Idea: Tweak how the Vivify relic works to enable the summoned pets (all level 8 summons) to not only spawn tougher like they do with Vivify, but to continue to grow in strength and refreshed duration based on mobs they kill. Think "soul siphoning". Your demon kills mobs and gains power over time by collecting a soul fragment or something. Max the spawn timer up to 30 minutes, and have it refreshed through actively collecting fragments. Also have the summon scale in power up to be a viable solo farmer. Add some changes to summon creatures to allow summoners to play their own way. Demons = tanky, Air Elementals = glass cannons, Fire Eles = AOE Burn Dmg, ETC.
Idea: Rewards, currency based system that rewards players, regardless of the content they participate in.
These Points are used at a vendor (similar to gold sink) to purchase custom mount hues, title hues, 1 yard of special cloth hue, etc. These are NOT TRADEABLE and are ACCOUNT BOUND (if that’s doable). Something like 50 points per 1 Yard of cloth, 500-1000 points per mount hue. The intent is for some of these rewards to take months, but for it to be achievable to get 1 or 2 yards of SOME of the cloth or smaller rewards every (some of them should be more expensive) every week. Testing must be done to stop BOD farming and any type of abuse.
Problem: Reward Solo PVM / Make Dead Dungeons Usable
Idea: Look at scrapping 1 or 2 of these places that never see human interaction, and create a permanent themed dungeon with custom loot tables. When I say custom I do not mean simply flower boxes and house deco that only 25% of your player base cares about. I mean look at creating a dungeon where EVERY single mob in it has the chance (scaled based on HP) to drop a custom currency that can only be used to purchase items FROM THAT DUNGEON.
Example: Heaven/Hell inspired dungeon with two distinct types of mobs. Holy and Evil. Tough mobs (Balrons, Wyrms, Etc) have a 5% chance at dropping this currency while lesser mobs have a 1% chance. If you kill a holy mob you receive a holy token, evil mob an evil token. Have 50% of the dungeon as holy and 50% as evil. They ALSO drop the normal gold, and hell just for the sake of keeping people happy, have a chance to drop house deco. The kicker here is the coins can be used at a machine inside the dungeon to purchase more cool stuff like cloth hue ONLY obtainable from that dungeon, buffs that can be used to buff you or your pet INSIDE the dungeon for 2 hours, house deco that is colored to match these heaven/hell monsters. And of course, as usual have items that can be obtained REASONABLY within a week or two or farming, and items like the coveted Heaven or Hell sandals that would take something crazy like 2 months of farming to get. This currency is NON Tradeable but the items purchased can be sold/traded.
That's it for now. There was more in the word document, it was 5 pages, but these were the main points.
I sent this to staff back in January in a word document and feel like someone should take over trying to help UOF. . I'm posting this so maybe some of you can tweak, change, edit, whatever and get any form of these implemented. When vetted through Discord back in January, these received really favorable feedback from players.
ANYTHING IS RED IS SUBJECT TO CHANGE. I by no means analyzed the numbers, these are PLACEHOLDERS and should be discussed and analyzed in detail.
Classes
Problem: Relics and Powerscroll farming is getting boring. When asked, even the top PVM tamers on the server said they would like something new to spice it up. Most agree that new dungeons every season with nothing but house deco and no new mechanics are not enough.
Idea: Change tamer relics (and eventually mage/dexxer) to enable the use of 6 total relics, with only FOUR active at any given time. Only allow relics to be disabled/enabled once every xx hours or days. With this change, create 2 new relics to be used on tamers (Dexxer/Mages would follow suite eventually).
- Healing Stream Relic - Every 60 seconds (down to 30 at level 10) this relic causes your pet to heal itself and the pet owner for (Level * 4) life. (Values are clearly subject to testing/change)
- Healing Link Relic - Links Two Pets Together, Allowing the Healing Stream Relic from one pet to now heal both for 2x the normal amount healed. This relic ?does not level? however it is required to be on BOTH pets for it to work.
Idea: All Relics should be removable and tradeable. A relic can be removed from your talisman, will retain all of the XP and can be traded to another player ONCE every 7 days per character. This would allow an entirely new objective for people to play as they actually level relics to sell them.
Problem: Everyone really wanted a summoner class, and thought we were getting it with rifts. They just don't work.
Idea: Tweak how the Vivify relic works to enable the summoned pets (all level 8 summons) to not only spawn tougher like they do with Vivify, but to continue to grow in strength and refreshed duration based on mobs they kill. Think "soul siphoning". Your demon kills mobs and gains power over time by collecting a soul fragment or something. Max the spawn timer up to 30 minutes, and have it refreshed through actively collecting fragments. Also have the summon scale in power up to be a viable solo farmer. Add some changes to summon creatures to allow summoners to play their own way. Demons = tanky, Air Elementals = glass cannons, Fire Eles = AOE Burn Dmg, ETC.
Content
Problem: Rewards based PLAY.
Idea: Rewards, currency based system that rewards players, regardless of the content they participate in.
- Killing xx of a mob gives xx points. (EXAMPLE)
- Completing xx BODs gives xx points. (EXAMPLE)
- Killing xx Champions gives xx points. (EXAMPLE)
These Points are used at a vendor (similar to gold sink) to purchase custom mount hues, title hues, 1 yard of special cloth hue, etc. These are NOT TRADEABLE and are ACCOUNT BOUND (if that’s doable). Something like 50 points per 1 Yard of cloth, 500-1000 points per mount hue. The intent is for some of these rewards to take months, but for it to be achievable to get 1 or 2 yards of SOME of the cloth or smaller rewards every (some of them should be more expensive) every week. Testing must be done to stop BOD farming and any type of abuse.
Problem: Reward Solo PVM / Make Dead Dungeons Usable
Idea: Look at scrapping 1 or 2 of these places that never see human interaction, and create a permanent themed dungeon with custom loot tables. When I say custom I do not mean simply flower boxes and house deco that only 25% of your player base cares about. I mean look at creating a dungeon where EVERY single mob in it has the chance (scaled based on HP) to drop a custom currency that can only be used to purchase items FROM THAT DUNGEON.
Example: Heaven/Hell inspired dungeon with two distinct types of mobs. Holy and Evil. Tough mobs (Balrons, Wyrms, Etc) have a 5% chance at dropping this currency while lesser mobs have a 1% chance. If you kill a holy mob you receive a holy token, evil mob an evil token. Have 50% of the dungeon as holy and 50% as evil. They ALSO drop the normal gold, and hell just for the sake of keeping people happy, have a chance to drop house deco. The kicker here is the coins can be used at a machine inside the dungeon to purchase more cool stuff like cloth hue ONLY obtainable from that dungeon, buffs that can be used to buff you or your pet INSIDE the dungeon for 2 hours, house deco that is colored to match these heaven/hell monsters. And of course, as usual have items that can be obtained REASONABLY within a week or two or farming, and items like the coveted Heaven or Hell sandals that would take something crazy like 2 months of farming to get. This currency is NON Tradeable but the items purchased can be sold/traded.
That's it for now. There was more in the word document, it was 5 pages, but these were the main points.
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