Artorias Abyss Player ![]()
Pharos
Level 210
Mage
S5
18K
|
2 days 18 hours ago
INTRODUCTION
A long time ago, the PVE and PVP situation in Zezenia was almost balanced, with busy servers. A player would join their team and, with some dedication, manage to regain control of the server. Today, it's almost impossible; within a week, the server dies and ends. The losing team can't level up, and the winning team, in 1 to 2 weeks, experiences a huge difference in level and strength, preventing the enemy and other teams from developing. The server, commerce, and all the fun dies. Fewer people consume the content, which decreases the company's revenue, and we're always left with the same problem of not having a growing community. On the contrary, the community shrinks every day. We have two problems here: 1) rapid character development 2) impediment to the development of other teams SOLUTION; The first and most immediate solution is to reduce the amount of EXP bonuses we currently have, to "slow down" the development of the dominant guild. We don't want to prevent the dominant guilds from developing, as it's their merit, as they worked hard to achieve victory. It's only fair that they develop further and are free to reap their rewards. The second solution would be to develop some method so that the losers can develop more slowly. The solution would be instanced hunts. Currently, the best hunts are within the HC portals. Proposal: Every 20 hours, the player could use one ticket (instance ticket) to enter a HC zone and hunt for two hours straight. An NPC would remain in the city, and the player could safely hunt for two hours every 20 hours by paying one ticket (costing one P-card). To evolve for two hours, they could enter from a PT, and once inside the instance, no one else could enter. To avoid weighing down the game and have sufficient resources, the hunt should be virtual. The map creates the hunt in a separate space, even within the server. Once inside, they cannot pause time, and if they leave, they can only re-enter after 20 hours. The losing team would be able to evolve, and perhaps at another time, with strategy, seek a new war and try to dominate the server again. The winning team would have free reign on the map to evolve. The market, the community, and the players will continue to play and grow. How about everyone getting together and having a fun server to play on? What's your opinion? |
Colossum Sage ![]()
Pharos
Level 23
Warrior
S2
13K
|
2 days 17 hours ago Quoting Artorias Abyss: INTRODUCTION A long time ago, the PVE and PVP situation in Zezenia was almost balanced, with busy servers. A player would join their team and, with some dedication, manage to regain control of the server. Today, it's almost impossible; within a week, the server dies and ends. The losing team can't level up, and the winning team, in 1 to 2 weeks, experiences a huge difference in level and strength, preventing the enemy and other teams from developing. The server, commerce, and all the fun dies. Fewer people consume the content, which decreases the company's revenue, and we're always left with the same problem of not having a growing community. On the contrary, the community shrinks every day. We have two problems here: 1) rapid character development 2) impediment to the development of other teams SOLUTION; The first and most immediate solution is to reduce the amount of EXP bonuses we currently have, to "slow down" the development of the dominant guild. We don't want to prevent the dominant guilds from developing, as it's their merit, as they worked hard to achieve victory. It's only fair that they develop further and are free to reap their rewards. The second solution would be to develop some method so that the losers can develop more slowly. The solution would be instanced hunts. Currently, the best hunts are within the HC portals. Proposal: Every 20 hours, the player could use one ticket (instance ticket) to enter a HC zone and hunt for two hours straight. An NPC would remain in the city, and the player could safely hunt for two hours every 20 hours by paying one ticket (costing one P-card). To evolve for two hours, they could enter from a PT, and once inside the instance, no one else could enter. To avoid weighing down the game and have sufficient resources, the hunt should be virtual. The map creates the hunt in a separate space, even within the server. Once inside, they cannot pause time, and if they leave, they can only re-enter after 20 hours. The losing team would be able to evolve, and perhaps at another time, with strategy, seek a new war and try to dominate the server again. The winning team would have free reign on the map to evolve. The market, the community, and the players will continue to play and grow. How about everyone getting together and having a fun server to play on? What's your opinion? I thought it was an incredible idea, so no one has to stop their process within the game. |
Luisvasquez Player ![]()
Pharos
Level 634
Mage
|
2 days 17 hours ago
In other games like Albion there is a dungeon within the city called Hardcore Expedition. It is a dungeon isolated from all PVP activity and is a content that many players like. Obviously it has a lower amount of experience and to enter you need a rune that is easily obtained in the market or in other dungeons that do have it. pvp activity
I would also like to see other types of changes made to the economy system. Currently, the game is based on just killing monsters. It would also be good if a crafting system was put in place by the players themselves to make different types of weapons and that it not only depends on the pve but also makes the raids to go look for resources or to make different types of equipment. I don't know. It's an idea that many Elysium players will surely like because you no longer depend 100% on pve but you can also dedicate yourself to collecting resources and among other things to have a more abundant market and economic tranquility. You can also do it on seasonal servers. As before, there was a bar for fishing, that is very easy. Now imagine raising the gatherine not only to make potions but also to craft items and having a crafter bar that goes up when making equipment is also an idea. Some will like it more, others less. I'm just giving ideas. |
Tooretto Player ![]()
Elysium
Level 70
Warrior
|
2 days 17 hours ago
Interesting idea about instanced HCs, but it requires a very active and rigorous staff. Imagine players using cavebots in instanced hunts?
Or even alternating multiple characters. It would certainly pay off, and the player would have a safe haven without being disturbed. In Elysium, this would be a dream, and would require strong oversight from the staff. In Tibia, this type of situation has always been considered, as in a way, there wouldn't be a "dominant" guild, since hunted players could enjoy meta respawns for two hours without being disturbed. My suggestion on Pharos about this is to reduce EXP by 50% and loot by 50% from monsters in these instanced HCs. It will still be much more advantageous than hunting in dungeons, but less advantageous than hunting in the same HC that isn't instanced. Increase the waiting time to hunt again in an instanced HC from 20 to 22 hours, and charge two hardcore tickets to hunt for 2 hours in instanced HCs and one hardcore ticket to hunt for 1 hour. If the person hunted for 1 hour, the waiting time to hunt again in this type of instance is 11 hours. Regarding reducing the EXP bonuses, this already seems to be under discussion |
Artorias Abyss Player ![]()
Pharos
Level 210
Mage
S5
18K
|
2 days 16 hours ago Quoting Tooretto: Interesting idea about instanced HCs, but it requires a very active and rigorous staff. Imagine players using cavebots in instanced hunts? Or even alternating multiple characters. It would certainly pay off, and the player would have a safe haven without being disturbed. In Elysium, this would be a dream, and would require strong oversight from the staff. In Tibia, this type of situation has always been considered, as in a way, there wouldn't be a "dominant" guild, since hunted players could enjoy meta respawns for two hours without being disturbed. My suggestion on Pharos about this is to reduce EXP by 50% and loot by 50% from monsters in these instanced HCs. It will still be much more advantageous than hunting in dungeons, but less advantageous than hunting in the same HC that isn't instanced. Increase the waiting time to hunt again in an instanced HC from 20 to 22 hours, and charge two hardcore tickets to hunt for 2 hours in instanced HCs and one hardcore ticket to hunt for 1 hour. If the person hunted for 1 hour, the waiting time to hunt again in this type of instance is 11 hours. Regarding reducing the EXP bonuses, this already seems to be under discussion Yeah, nice. i agree too 1 ticket = 1h (11h cooldown) 50 % less exp and 50% less loot. |
Colossum Sage ![]()
Pharos
Level 23
Warrior
S2
13K
|
2 days 13 hours ago Quoting Artorias Abyss: Quoting Tooretto: Interesting idea about instanced HCs, but it requires a very active and rigorous staff. Imagine players using cavebots in instanced hunts? Or even alternating multiple characters. It would certainly pay off, and the player would have a safe haven without being disturbed. In Elysium, this would be a dream, and would require strong oversight from the staff. In Tibia, this type of situation has always been considered, as in a way, there wouldn't be a "dominant" guild, since hunted players could enjoy meta respawns for two hours without being disturbed. My suggestion on Pharos about this is to reduce EXP by 50% and loot by 50% from monsters in these instanced HCs. It will still be much more advantageous than hunting in dungeons, but less advantageous than hunting in the same HC that isn't instanced. Increase the waiting time to hunt again in an instanced HC from 20 to 22 hours, and charge two hardcore tickets to hunt for 2 hours in instanced HCs and one hardcore ticket to hunt for 1 hour. If the person hunted for 1 hour, the waiting time to hunt again in this type of instance is 11 hours. Regarding reducing the EXP bonuses, this already seems to be under discussion Yeah, nice. i agree too 1 ticket = 1h (11h cooldown) 50 % less exp and 50% less loot. I don't think reducing experience and loot would be good, since there is already a daily limit. The idea is that players don't have their progress completely stopped, and that they can play and evolve even if it's more slowly. |