View Full Version : Top 5 Things The Expansion NEEDS
BorderlineCase
08-11-2004, 05:22 PM
These are the features that I would love to see in an expansion! This with a STRONG storyline I think would really ressurect AC and keep it strong indefinately! I would go on and list off a hundred more things that would make AC even sweeter, but the longer this is the less likely people are to read it... and I get the feeling that this is so long no one is going to be reading it as it is now. :(
================================================== ======
1) Rebirth & Alterations Quests
New NPK servers should NOT be opened up - sociality is the SPINE of AC, and the more we divide people up the less connected they will be, and the less connections they will have a chance to make. While a Rebirth & Alteration quest is the number one thing we need, I have no idea how long this would take to do so it may not be a wise idea after all. I wrote up an indepth explanation of how it would work before, so hopefully the DEVs read it then because it is archived now and I can't find it. In a nut shell a temple of rebirth would be uncovered and we would be able to reform our characters so that they had handicapped (paralleling a "hardcore" mode within Diablo II) - all new features and recalls etc. would then by default be turned off, and so no person would have their character tainted by progress (and a person could have a pure character free of chains or allegiances or whatever they felt was destroying the game.)
================================================== ======
2) An End to Macroing (No, For Real!)
Divide experience up into "spendable" and "pooled" - spendable experience is (suprise suprise) spendable right-off-the-bat as all experience is now. Pooled experience cannot be spent, but will slowly become spendable experience over time. All experience acquired within the first two hours of each day is spendable, and all experience acquired after that is pooled. The pooled experience will only become spendable experience WHILE THE CHARACTER IS NOT LOGGED IN - the rate in which pooled experience would become spendable experience is variable. A rate is determined in regard to how fast pooled experience was being acquired per hour, this rate then determines at a ratio of 8:1 how fast it becomes spendable
Ex.1 If someone gained 100,000,000 pooled experience in 1 hour, it would take 8 offline hours for that experience to become spendable.
Ex.2 If someone gained 500,000,000 pooled experience in 5 hours, it would take 40 offline hours for that experience to become spendable.
While a person could still macro 24-7, what this would do is make it so that only 4 or so of those hours per day would be effective. This would also make it so that it did not matter how much the powergamer played - they would still get all of their experience (assuming they logged off a character more than they logged onto it or took a vacation now and again - considering most power gamers have multiple characters or at some point take a vacation this should not be a problem... it would also be a good way to combat addiction as anyone playing 8 hours a day with no exceptions should be "encouraged" to take a break!) Now, if you are thinking that this would make it so that all of the characters would have to stay logged in on the server, in a single word, TIMESTAMPS!!!
================================================== ======
3) Collector, Quest, and Explorer Rankings
There should be one-time points awarded for visiting each of the landmarks - this would establish a ranking which can be displayed in the character information just like a chessranking. There should also be various collecters of different sorts that will each collect one type of item - robes, swords, etc. These people would give points in the same way, and this too could be a ranking displayable. The purpose of this then perhaps would be to acquire super rare items that while perhaps not being as uber as all of the items handed in would look much, much cooler... also to give a reason other than experience (which can be acquired through much more effective channels than questing) to run quests.
Perhaps they would allow you to transmute the appearance of any loot generated item to that of the quest item handed in (there would be someone by them that would sell tokens for each item), or even just give you rare items. Think about energy crystals and GSA when it first came out - this would be that effect but x100 and with much more prestige. (Oh, and as for the quest ranking, that should be obvious.)
================================================== ======
4) Reestablish The Sense Of Mystery, Danger and Growth
We have had so many new threats that we have all become numb to the sense of danger. We have killed so many things and become such a high level that we feel like we are done growing. Much must be done to correct this all.
Establishing a new sense of mystery will first require that most of the current plots be tied up - awe is an emotion we feel in contrast to commonality and when understanding is demonstrated to be false understanding - if everything is tried to be made awe-inspiring then nothing will be, as there will be no understanding at all. I am not saying that everything should be explained period, but that perhaps a library should be opened to explain what most of the places are and establish a (false) sense of understanding - that way that sense of understanding can be prooven to be a FALSE sense and we can feel things are mysterious again. Secret Empyrean societies and consipracies that contradict what even Asheron knows (and the lore of course), would be some good examples - ancient books found outlining events that have happened recently in patches are some good examples.
Another thing to do is to make death more painful - make vitae take TIME to go away rather than just experience, and make some deaths cost experience period (small amounts when killed by a monster). Also make monsters that will suck away experience period (again, will only take experience that is unspent and won't take more than 1 level's worth)... this would make people fear them.
Also create new realms that our characters cannot easily explore. Have these places dish out massive levels of environmental damage (the volcanic heat burns you for..), and require special magical protections (quests?) to endure. Perhaps a place that is loaded with millions of skeletons and is draining your lifeforce, or elemental planes - this would add another variable to armor and be a much more fair way to get people to keep tinkering (rather than just raising AL and making obsolete what people poored their hearts and souls into!).
As for growth, I am sure that you have plenty of good ideas - no sense in ruining them all ;p
================================================== ======
5) Monsters and Monster Trophies (A New Reason To Hunt)
Make monsters whose strength is partially defined by how many white dots are in the vacinity... this would make some quests best done alone and would also create an elite breed of monsters that isn't simply a matter of grabbing your friends to kill if you can't solo it.
Add much more rare monsters and new monsters that are spawned based on circumstance like whether or not you are flagged or have killed things (or drank from its well or killed its cub - have a tombstone randomly spawn in the environemnt and make it so that when you walk over it 1/100 times a vampire will spawn right on top of you... better have melee defense :) ).
Make it so that you can pick up a monster's corpse and put it in your inventory, and then hook it on the floor. It then will look the same as it did as it was dead (so it will look like there is a dead monster in your house/apartment), and the purpose would be so that you could ID it and proove that you killed it - for the elite and rare monsters, this would be quite the trophy indeed. Also have it so that it could be turned into the trophysmith to make it look like it was alive (it wouldn't be breathing or moving though, and it would still say who killed it.)
================================================== ======
Dieter McBain
08-11-2004, 05:39 PM
I like the exp pool idea. It opens up some awesome possibilities. :)
Yinchi
08-11-2004, 05:48 PM
Borderline, I really like your rebirth and the concept of actually getting UCM's less rewards. We had a "rebirth" recently with the opening of a new server. If your #2 was in place, it would have been a much richer experience.
Thanks for sharing, I will play your game, go ahead and design it. :)
Edit.... I book marked your post, I hope at least #2 is seen by Turbine, this should be in the expansion pack. :)
BorderlineCase
08-11-2004, 06:02 PM
delete please! how do i delete this??
BorderlineCase
08-11-2004, 06:08 PM
Why thank you very much Dieter McBain and Yinchi! I was going to make a game with my friend and use that idea to prevent macroing (because the game we had was going to be VERY susceptible to macroing). My friend has decided though that the ideas that the game are based on are way to innovative to be "wasted" on a game... so we are making a stand alone client! So yeah... I have these a whole bunch more of ideas...
Anyways, when our client gets finished it WILL bring the internet to the next level - surfing the web the old way will seem lonely and a waste of time... :-D
BorderlineCase
08-11-2004, 07:01 PM
I was just reading the info on the expansion at the acvault website, and they are already planning on using augmentation gems!! Woo Hoo!!
Augmentation Gems:
Are Augmentation Gems givable?
Answer: Augmentation Gems will take your XP from the character’s unassigned experience pool and give the augmentation to that character. Therefore, a level 45 couldn’t use a gem intended for a level 200.
Will Augmentation Gems decrease one’s total XP?
Answer: Augmentation Gems will take the XP from one’s unassigned XP, not their already spent XP.
Will Augmentation Gems drop on death?
Answer: Augmentation Gems will not drop on death. That is only for rare items.
^^^How hard would it be to make gems that ONLY work on people that are level1 then??? Come on!! There is no excuse now to not have gems that disable recalls, pass-up xp, quest experience, fellowship experience, external buffs, etc.!!! Man!!! I am excited again!!!!!!!!!!!
BillBraskey
08-11-2004, 07:37 PM
Why would anybody want those types of gems?
Yinchi
08-11-2004, 07:42 PM
I understand they are not raising the cap on unassigned xps. The gems would give those who have capped out their xps a way to lose them by using the gems. The extreme levels would gain by having augmented for x prize, at the same time, they are losing that cap.
I may be reading this wrong but that is my take on it.
BorderlineCase
08-11-2004, 10:36 PM
That is how the augmentation gems they are working on now will work - that doesn't mean that they shouldn't put some vender that will reset your level to 1 and sell hardcore gems that can only be used if you are level 1.
If I could disable pass-up, quest experience, fellowship experience, and external buffs (and be able to proove that my character didnt use them by displaying it in the ID pannel), I would make me come back.
Its the same reason people would want to go PK rather than PKL, or play hardcore mode on diablo II. Not everyone agrees with everything about this game, and this would allow people to keep their characters "pure."
-Dirty_South_
08-12-2004, 11:22 PM
I think that is the dumbest Idea I have ever heard... the pooling the XP...
That encourages people to not play... Who wants to play a game that the games only encourages you to play so much per day... There are aleady enough rules in this game, why would you pay 14 bucks a month so taht they can tell you how much to play.
BorderlineCase
08-12-2004, 11:38 PM
What are you talking about? How is that a bad idea?
You could play as much as you wanted and you would still gain all of the experience you gained - you could play 12 hours a day on the weekends and get all the experience that thursday. At high levels where this would matter it would only be like 1 or 2 points in a skill that you are talking about... its just that your character would only be able to grow at a rate of 5 hours of experience per day. Now, if you are playing more than 5 hours every day (and I mean, EVERY day), then you have a serious addiction or you are macroing. END OF STORY.
My guess that it is the MACROING.
Present some arguments here - you can play all you want, you would just have to wait a little while. This would do nothing but stop the macroers, and maybe 4 addicts. The macroers shouldn't be getting the XP, and the addicts shouldn't be playing so much.... so where is the problem?
EDIT: btw, you do realize that your post count makes your post's motives highly suspect... right?
BillBraskey
08-13-2004, 12:29 AM
Bad idea. Lots of work for things that very few people would want.
Sunjhi
08-13-2004, 12:50 AM
[QUOTE=BorderlineCase]What are you talking about? How is that a bad idea?
You could play as much as you wanted and you would still gain all of the experience you gained - you could play 12 hours a day on the weekends and get all the experience that thursday. At high levels where this would matter it would only be like 1 or 2 points in a skill that you are talking about... its just that your character would only be able to grow at a rate of 5 hours of experience per day. Now, if you are playing more than 5 hours every day (and I mean, EVERY day), then you have a serious addiction or you are macroing. END OF STORY.
Some people play only on certain days that they are off, and if they can they will play ALL day. Pooling xp would not be satisfactory in such that they may take 6 hrs to earn the xp required to raise a skill one or 2 points to be able to wield that new weapon or armor. They earned it, but then they have to log off and wait several days to be avble to test thier new weapon or armor they have been wanting to use for weeks already? I earned it, I want to spend it when I want to, not when you or anyone else say it's ok. I understand the macro issue, I can agree with a cap set on spendable per day, however, who decides? Some folks can earn absurd amounts of xp per day hunting. At certain levels skill points cost absurd amounts to increase. They worked for it, they are entitled to spend it when and how they wish. If your toon is maxed to infinity on all attributes and skills, you cant spend it anyway.
If you are playing more than five hrs a day, that means it's summertime and you are out of school, or you are unemployed, or, you enjoy the comraderie of AC and spend a lot of time chatting. Who has the right to decide how people play or when they play or whether or not they are "addicts"? I dont think that was a fair statement. I'm all for doing whatever to remove the macroing, but this affects the people that DONT more that those that do. A macroer will macro for a month straight if they can, then switch toon and macro that one. When the timer is up for the spendable for the first toon, they log in and spend away. This idea wont work and will only make the real players gaming experience less enjoyable.
BTW, you contradict yourself. You claimed that sociality is the spine of AC, then later you decide people should be forced to be logged off. it doesnt work both ways. I spend a lot of my game time chatting with friends and family. It's a heck of a lot cheaper than a phone call, better than email or letters and I dont do chatrooms. Soo. I get hammered because I'm a social junky that enjoys friends and family, and when I do hunt I cant have what I earned. I dont think so.
Sunjhi
BorderlineCase
08-13-2004, 03:02 AM
Sunjhi & BillBraskey - lets get a debate going on this then. I think that I am right and you probably think you are right so lets go into our reasoning on an indepth level and see what happens. If nothing else, perhaps we will find something other than what I am suggesting that will be a solution or innovation.
First BillBraskey...
Bad idea. Lots of work for things that very few people would want.
There are 5 ideas here - please be specific about which one you are talking about. I would assume though that you are talking about having the gems that would allow for a hardcore or elite mode of gameplay? If so, then I disagree with you both in regard to there not being many people that would want it, and how much work it would take.
How much fuss was thrown when they added a new recall or the marketplace? How much fuss has been thrown over chaining and buffbots? By adding these gems people would be able to keep their characters how they want them, while at the same time allowing for limitless growth.
As for how hard it would be... I really am not a programmer. But things like removing fellowship XP really don't seem like they could be that hard. If all of these were added, then there should be code from how it was before they were added. It is just a matter of regression - if anything they could make it so the experience just goes somewhere else.
Now for Sunjhi...
they have to log off and wait several days to be avble to test thier new weapon or armor they have been wanting to use for weeks already? I earned it, I want to spend it when I want to, not when you or anyone else say it's ok.
I don't think that this concern is even comparible to UCMing. But, let's say it is... then there are two ways that we could get around this.
The first would be to make pooled experience spendable but invisible to our level and actual skill level. That is, we raise our skills and we gain the wield requirements, but it isn't for a couple of days that the experience we put into the skill effects our level or functional ability? This would allow people to get the wields.
The second way I think would be much, much better. That is, to make it so that these limits only register AFTER a certain level. That is, the limits are low or nonexistent up to level 50, slowly start to emerge at 60, and then it isn't until 90 or so that they become severe. So, pooled experience wouldn't even be an issue until long after most-all of the wield requirements have been surpassed.
I understand the macro issue, I can agree with a cap set on spendable per day, however, who decides? Some folks can earn absurd amounts of xp per day hunting. At certain levels skill points cost absurd amounts to increase. They worked for it, they are entitled to spend it when and how they wish.
If you read what I wrote carefully you would see that this would not be an issue (that or I did not write it correctly and it is my fault and I am sorry for that) - either way, the rate in which pooled experience would become spendable would be based on th rate in which the experience was originally acquired!
Lets pretend that you put experience into your pool at a rate of 8 million XP per hour - your pool would become spendable at a rate of 1/8 of that. So, you would be gaining 1 million experience each hour for the next 8 offline hours if you hunted for one hour, or 1 million experience each offline hour for the next 16 hours if you hunted for two hours, or 1 million experience each offline hour for the next 24 hours if you hunted for three hours. This pooled experience-principle would ONLY be limit how many HOURS of growth a character could go through each day - the rates at which a person acquired experience would not be limited in any way, shape, or form. This would only make it so that there would have to be 8 offline hours per 1 hour of growth.
If you are playing more than five hrs a day, that means it's summertime and you are out of school, or you are unemployed, or, you enjoy the comraderie of AC and spend a lot of time chatting. Who has the right to decide how people play or when they play or whether or not they are "addicts"? I dont think that was a fair statement. I'm all for doing whatever to remove the macroing, but this affects the people that DONT more that those that do.
You are right about it being unfair to say that it is only people that are addicted. An addiction is a serious thing - it is only if playing AC is causing significant distress to yourself, causing significant distress to others, is impairing your ability to fulfill your responsibilities, or is uneffectively being used as a coping mechanism that it is fair to call it an addiction. It has nothing to do with how much someone play.
But, I strongly doubt that anyone is actually hunting for more than 1,825 hours a year (and I say hunting rather than simply logged-in now because one of your later arguments is actually sound)! I can believe that there are COUNTLESS people UCMing more than 1,825 hours a year, but I can't believe that anyone is actually hunting that much - that is enough time to write a novel!!! Now though, even if there really were people that are hunting that much, rather than hunting that much with a single character they could learn to use more than one character. Or, rather than acquired experience through hunting they could acquire from QUESTS - quests would have NO REASON AT ALL to appear as pooled as quest experience cannot be macroed (easily :-P ). This would even encourage the power gamers to go out and do quests!! A positive thing!
A macroer will macro for a month straight if they can, then switch toon and macro that one. When the timer is up for the spendable for the first toon, they log in and spend away. This idea wont work and will only make the real players gaming experience less enjoyable.
This is totally 100% wrong.
What is it about macroing that people are complaining about? Is it that there are high level characters or that there are SUPER UNREALISTICALLY HIGH LEVEL characters? I have no doubt that people would still macro 24-7 and rotate through 8 charactors - the point would be that they wouldn't have any unrealistically high characters. I don't care if there are a thousand, ten thousand, or fifty-thousand toons that are level 126... I don't care how many are high leveled. What I care about is that there are toons that are such a high level that it ruins the gameplay and meaning of experience.
There is no difference to me whether or not 10 of those high level toons all belong to the same person or different people. What matter is if there are ANY toons that are so vastly powerful and advanced as to wholly devalue the little experience I earned. I understand that this wouldn't decrease the amount of experience a person could macro - the purpose is not to decrease the experience that is macroed but decrease the amount of experience a SINGLE CHARACTER could get.
(Pass-up then would have to be calculated as pooled experience became spendable.)
BTW, you contradict yourself. You claimed that sociality is the spine of AC, then later you decide people should be forced to be logged off. it doesnt work both ways.
A contradiction exists when two or more mutually exclusive premises are used within an mutually inclusive context... it would only become a contradiction if I believed that...
a) we should not hurt the spine of AC
b) forcing people to log off would impair the sociality of the game
...while I can see how it is fair to assume 'a' I do not accept 'b' as a valid assumption.
Therefore there is no contradiction... but... you do have a point here...
I spend a lot of my game time chatting with friends and family. It's a heck of a lot cheaper than a phone call, better than email or letters and I dont do chatrooms. Soo. I get hammered because I'm a social junky that enjoys friends and family, and when I do hunt I cant have what I earned. I dont think so.
There is a PK timer that determines when the last PK kill was... would this be impossible to extend to PvM? Rather than it being determine by when a person logged off, it could be defined by when a person last killed a monster. This would allow people to stay IG and gain their pooled experience even while they functioned as a buffbot, portalbot, or even while they just talked to their and were social as you say you are. And actually, I think that this would be a MUCH better way to do it than to actually force log-offs. A person could buff their friends and do everything but acquire experience (fellowship experience would go into pooled of course.)
So now, I will wait for your response!!! Thanks for taking the time to point these things out... see how the ideas evolve? Wonderful!!!
Draloch
08-13-2004, 10:48 AM
I very much would like the idea about pool xp. Hope it will be a part of the xpack. Very good post you made there :)
BorderlineCase
08-14-2004, 04:28 PM
Draloch - Why on earth would anyone not want it? The only thing it would do would make it so that people couldn't macro effectivelly! What I would like to hear... is from the DEV... and why they don't do this :-P
BorderlineCase
09-29-2004, 05:08 PM
So... how many of these things are going to be implimented? :-D
On topic 1, I'm not sure what you mean, as I don't know where to look for the original article.
Topic 2:
Bad idea IMO.
First we must discuss a UCM itself. For a UCM to work it must first meet several conditions.
1. It must be setup in a place where it does not stand a reasonable chance of dieing. Which means, it must either be perched, or it must be placed somewhere where the creatures don't pose a significant threat. Many perches have been removed over the years. This leaves us with the significant threat issue. For the UCM to be viable, the creatures must be either Melee Only or cast reasonably weak spells. This seriously reduces the number of locations that the UCM can be safely setup, and results in UCMs that do not target high level creatures with high Xp rewards. A few exceptions exist, but not many.
2. The UCM cannot wander to look for it's targets. It must be setup in a location where a guaranteed ready spawn of known creatures occurs. This is primarily dungeons, with a few landscape exceptions.
This combines to insure that the average UCM isn't pulling vast amounts of experience. There exists a couple spots where one could potentially draw huge amounts, but not many. This means that the "Pool Amount" would have to be significantly lower to affect UCMs, probably somewhere closer to the 25-50 million Xp mark. Overall, this idea would be primarily harmfull to the Player who enters High Xp Fellows and to the Players who invest significant time per day. As the UCM cap would have to be reasonably low to affect UCMs, High Xp Fellow Players and Extremely Active Players would end up with more Xps in the pool than they could change over per day. It would be frustrating to those Players, while UCMs would just do their thing, and then wait out the timer on the pool.
Further, Xp chains were the primary motivators for a significant number of UCMs. With Xp chains being at least partially nerfed, so too goes the motivator.
IMO, the best approach would be to identify UCM spots, and target them with regular unpatterened visits with Bans on discovery. UCMs can't setup just anywhere, and their locations can be identified and regulated.
On Topic 3:
Anything that rewards discovery of things, or increases diversity is good IMO :) I agree here.
On Topic 4:
Agree with Lore.
Disagree with Vitae. The punishment for death is "My lost time", when I die, I lose the time I spent progressing to the point where I was when I died. Whether it's a Quest, or hunting, I lost my own time. Body recovery adds more Lost Time penalty. There's no need to make me lose the time I spent failing, + the body recovery, and then make me lose more time just recovering my Characters Skills. My time is valueable, and there's a point where it's no longer worth my time to play a game, when dieing makes me waste more time doing nothing, I play games to have fun not to pay prices for mistakes, I do that often enough IRL. This is why I never touched an MMO that has Xp penalties on death, this is why I hated SWGs decay penalty and wounds. I value my time.
Disagree with environments and overpowered spawns. AC has tried this before, with the Numindira quest where you condemn her and gain access to the dungeon of Golems. Certainly it could be profitable to group up and go there, but people don't do it because it's outright frustrating and not worth it. Environments tearing you up are equally frustrating, no one wants to die to something they can't affect in any way. That's why Acid Pits are universally hated.
Topic 5:
Agree. Anything that adds more value to a kill is worthwhile. Be even better if there was a very rare chance you could turn it into a Pack Doll on turn in with every critter in the game :) Be one heckuva economy item too.
Ashbringer
10-01-2004, 12:27 PM
I also agree with some of your ideas.
However your view on UCM and xp pools and whatever seems.... illogical to say the least. It is penilizing characters that just like to play. Or for people that set up thier mains as tradebots after hunting ( I do know a few) and things like that. And as someone said, a player could just macro for 2 weeks then switch to another char.
I think it would probably be easier just to program a monitor on each server. There are Envoy's on most of the day now. Why not just program a monitor into a server that when a character is logged in for more than X amount of hours (say 8 or 12) that it reports the characters name, location and level to a tab that Envoys would have access to.
Then a simple filter can be added, if location = marketplace >> disable. If location = 2 degree radius of housing coords >> disable. Something like that. Then each remaining flagged character can be visited pretty quickly (I believe Envoy's have the ability to teleport anywhere) and investigated. Then players that are logged in a dungeon macroing can be found quickly and 3 day banned(whatever first offense is) and then name is flagged for future investigation. Next time is perma ban.
But then any Bots located in landscape area (ex. Thurwyn or Luminessnce on TD, Tinker Bots located at the Rithwic LS) when these names come up they could be added to an "Ignore" list.
I think this is a much more sensible way to find macroer's and get rid of them. The servers all already have timers monitoring your time in game (Auto Logoffs and just your Time Spent IG can both be viewed) as well as current locations of characters. May as well put it to some use and write a simple program that would flag the chars.
Oh well. I dunno how hard it would be to implement it. Im no programmer but I do have very basic C++ knowledge and I can almost think of how to write this program in my head right now.
~Ash of TD
The White Wolf
10-01-2004, 02:35 PM
Personally, I would be extremely upset and may end up quitting the game alltogether if these ideas came into existance. I have played since just after release, do not have any 126+ chars, in fact my highest lvl char is 108. While I haven't been able to play much lately, when I did have time, it was usually a couple hours a day during the week, and when I had weekends free, 8-12 hours or more per day. When I wasn't playing, I had a bot up and running about half of the time, so I wasn't logged out. So we'll say Mon-Fri = 10 hours, + Sat-Sun= 20 hours (average) = 30 hours per week of playing time (most of which was hunting/salvaging/tinkering/etc, doing something to gain xp) so according to your scenario, I would have to be offline for a total of 240 hours or 10 days (8:1 ratio) before the XP I had earned would be available to me. So play for 1 week, no play for 10 days so I can use my XP that I had earned. = BAD IDEA
Or in the other example you had:
The first would be to make pooled experience spendable but invisible to our level and actual skill level. That is, we raise our skills and we gain the wield requirements, but it isn't for a couple of days that the experience we put into the skill effects our level or functional ability? This would allow people to get the wields.
ok, so it isn't for a couple of days that the experience we put into the skill effects our level or functional ability how in the world are they going to get thier wields if it doesn't effect the level or functional ability? They would have to keep 2 seperate entries for each and every attribute and skill for each and every player, constantly running checks on both of them. = BAD IDEA
Removing Fellowship XP ... I thought you said you wanted to keep the social aspect of the game. If there is no fellowship XP, what is the point of having fellowships at all except to do quests that require a fellow. Mutually gaining XP while hunting in a fellow w/friends/other people/whoeveritis is one of the many ways people can get to meet each other and make friends in this game. If they aren't going to get XP in a fellow, they might as well just go off on their own and /tell people instead of being in a fellow and competing for XP with the others in your fellow. = BAD IDEA
Hardcore/Elite gameplay gems - Maybe you think this would be a good idea, but the people I know wouldn't want this. Why in the world would you want to play a game for 4 years, die, and have to start all over? They already have a solution for this one... the 'Delete Character' button is already part of the game, and you don't have to quest or anything.
vBulletin® v3.7.1, Copyright ©2000-2009, Jelsoft Enterprises Ltd.