3.3.2 Suggestions Thread
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Duosora | Date: Saturday, 01.02.2014, 15:17 | Message # 1 |
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| Yes, I will make 3.3.2. I want to hear the suggestions from Kaliron's supporters. What do you want to see in 3.3.2?
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kaerrad | Date: Sunday, 23.02.2014, 16:19 | Message # 2 |
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| New class, fixed dps war (atm full hydra dps war still sucks), improved Q on SB(it sucks), improved Q on druid caster(it sucks even more), USE DAMN CRIMSON WATERMARK(so those curi and hallion and vex people can't fuck you up that u stole their map). Also would be good if wolf gets kinda additional DoT(weak, but it shall be inaf). Add some chain gear for barb, maybe, cos even full hydra dps barb can't do more then 1700 (while full tn Ps can 2k).
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ScorchedEarth | Date: Sunday, 13.07.2014, 15:45 | Message # 3 |
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| I would suggest a whole new concept, one that would make a major change to TKoK as an RPG - Skills These skills could be leveled, up to for example level 60. A skill would only be able to be trained as high as the level of your hero. For example, a level 18 Medicaster could only level up his skills to level 18, which is a rather low level. Thus that player would only have acces to lower level equipment made in the skill Crafting.
To go into Skill Mode, the will have to remove his/her armour and would not be able to fight any longer. For example, a Phantom Stalker would remove her armour and weapon and would change into a female without any combat possibilities. A model is needed to make this change, Male and Female.
5 skills:
-- Smithing -- → Making Mail armour yourself using materials gained through the skills Mining (ores) and Woodcutting (logs) → Example: Skilled Chain Chainmail (level 8) - Knight's Iron Chainmail of Spell Power Stats: 9 Armor - 5 Spell Power - 1,4 SCP Instead of Magical Chain Chainmail Stats: 8 Armor - 4 Spell Power - 1,29 SCP
-- Crafting -- → Making Cloth and Leather armour yourself using materials gained through killing Sheep (Wool ► Cloth) & Cows (Cow Leather ► Leather) and Woodcutting (logs) → Making Accesory armour (Rings and Amulets) through the skill Mining (gold ore) → Making Healing Wards, Mana Wards & Camp Fires through the skill Woodcutting (logs) → Example: Skilled Cloth Leggings (level 16) - Silk Leggings of Spell Power Stats: 7 armor - 8 Spell Power Instead of Magical Cloth Leggings Statis: 6 Armor - 7 Spell Power
☼ This would introduce a new class of armour besides Magical, Enchanted and Epic: Skilled ☼ These armours would at early levels be a bit stronger than Magical and eventually at higher levels be a bit stronger than Enchanted items at levels around 40, the armour should be a bit weaker than Epic items _______
-- Mining -- → Throughout the map, there would be deposits of ore which you could mine from → There are 5 types of ore that you could mine: - Copper ore ► Chain Bronze equipment - Iron ore ► Chain Iron equipment - Coal, combined with iron ► Chain Steel equipment - Mithril ore, combined with Coal ► Chain Mithril equipment - Gold ore ► Rings and Amulets
-- Woodcutting -- → Throughout the map, there would be many trees you could cut → Logs are needed for all weapons (except Daggers & Swords), wards and camp fires → There are 4 types of trees that you could cut: - Oak (level 1) - Willow (level 8) - Ironwood (level 16) - Birchwood (level 24)
-- Herblore -- → Throughout the map, you could pick up certain weeds, spices, mushrooms and herbs → With these you could make your own (better) potions → At early levels you would be able to make slightly better health and mana potions and at higher levels make stronger elixirs and better potions with lower cooldowns → Example: Lesser Elixir of Block - Increases block chance by 20% Medium Elixir of Block - Increases block chance by 23% Greater Elixir of Block - Increases block chance by 26% → Example: Lesser small health potion - 135 HP - 13 second CD Medium small health potion - 145 HP - 11 second CD Greater small health potion - 150 HP - 10 second CD
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I think this would be a very nice change to TKoK as we know it and I believe the whole community would enjoy seeing this update. This update would make TKoK seem more like an RPG instead of a fixed path where u have to kill every creep that comes at you. For those who work hard and make their own equipment and such, they would have a small benefit when going for bossfights. Gameplay in general would be more enjoyable this way and people would be able to spend many more hours in the world of Kaliron
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Devlain | Date: Sunday, 20.07.2014, 18:44 | Message # 4 |
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| 1-Please buff Shadowblade's damage in early, none of my friends want to raise it coz it's damage sucks until he has timestrike. I guess it can be done raising base values of skills and descreasing just a little bit the leveling scalling.
2-Also, the command -rewards is still bugged, it shows you all quests you have, even the ones that are not completed.
3-And I want to know why there's is no more "VX info" in the Training Grounds. I liked it and it was useful I think
4-Speaking about Training Grounds. An HPS training dummy will be great. It can be an allied dummy with 90k max life who's hp always resets to 45k/90k so you can test you healing on it =)
5-I don't know if is even posibble or doable in JASS but I would really like to have terrain marks. Like in WoW. I guess there could be a skill that puts a flag in the ground (targetet, with range) and a chat command or skill that cleanses all flags. The flags will have no colission and will aid unexperiencied players understand certain positions on fights =)
6-I have said this already but the Medicaster is missing some text in his abilitites, I just reapeat this here to have my suggestions in a more clean way.
7-I tested the Medicaster and I'm not pretty convinced of the ability "Natural Prey". Our groups have never had aggro issues, so I think that an aggro lowering ability in the healer of the group could be not so useful, I don't know if you think you could change it a bit or replace it with another concept.
8-I'm not so sure about this one, but I always wanted to merge Talk and Interact actions in one single "Interact" button, because as far as I know, there's no single object on the game that could be "talkeable" and "interacteable" at the same time. By the way, merging them makes the game a little more intuitive.
Thanks in advance! =D
Message edited by Devlain - Monday, 21.07.2014, 02:15 |
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Duosora | Date: Monday, 21.07.2014, 15:16 | Message # 5 |
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Group: Administrators
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| Devlain, Thanks for some reports and suggestions. I am going to discuss them with my team. There are some things I especially loved there! I appreciate your suggestions
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ScorchedEarth | Date: Monday, 21.07.2014, 21:07 | Message # 6 |
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| Duos, Do you think it's possible to add my sugestion in a minor way? Or do you think it doesn't fit in TKoK?
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Devlain | Date: Monday, 21.07.2014, 22:22 | Message # 7 |
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| ScorchedEarth, I think that the problem with your idea in this kind of game is the next:
1- If you get a real and effective benefit for encounters from crafting then you are punishing players that dislike that aspect of the game by making them do more and more grinding. And players who doesn't do this will be underpowered in comparisson with the crafter ones. The idea of crafting is cute but I think that crafting is a concept that just doens't fit with what Kaliron is today. I might by wrong, it's just an opinion. 2- If you don't get any real benefit from crafting to do the encounters, then you are making a feature who is difficult to program just to be ignored by the players.
Possible solutions >>> 1- Try that sistems and look what happens as you posted it. 2- Try that sistem but with only cosmetic, fun or non-combat oriented features (toys, model-changers, maybe pets?, waypoint activators, portals, etc...)
Any possible solution I see at the moment demands coding time, planing and enough testing.
However, good luck with your suggestion!
IMPO I'm not that interested in that feature by the moment
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Duosora | Date: Tuesday, 22.07.2014, 00:20 | Message # 8 |
 Lieutenant
Group: Administrators
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| ScorchedEarth, The team thinks that it's too overzealous addition to the overall Eastern Kingdom. Though, your suggestion will be used in some TKoK and part of it is going to be implemented in next version of TKoK Eastern Kingdom.
Devlain, My + going to you here. There is too much grinding already.
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ScorchedEarth | Date: Tuesday, 29.07.2014, 05:05 | Message # 9 |
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| Suggestion:
Add a waypoint at the 2way split before Crueltis Ambush. The way to Crueltis is fixed, but there is a small extra path that you can take, here could be the ideal place for a Waypoint. The whole walk is just too much.Added (29.07.2014, 05:05) --------------------------------------------- Suggestion:
Add a small DoT poison-like ability to the Jahara Scorpion so that unit has an ability too. A small stun or a poison-like ability that would decrease the target's movement speed could also be possible.
Message edited by ScorchedEarth - Monday, 28.07.2014, 20:24 |
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Duosora | Date: Thursday, 02.10.2014, 14:05 | Message # 10 |
 Lieutenant
Group: Administrators
Messages: 40
Status: Offline
| Closed. Different principle will be used.
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