Was thinking about the kind of small selection high end for exp areas, and how much fun like meil a/b/c etc. were, I thought I'd toss out the idea of SoD Heroic mode.
Basically I was thinking a command or stance could be added, like /h 1-5, where /h 1 would be no modification, /h 4 would be like bq/cita difficulty, and /h 5 would be something akin to early/mid tier raid trash difficulty. The new "stance" would alter the players resist/dmg mitigation and dps according to the difficulty chosen, and give an exp bonus accordingly, with a ~15 min cool down on changing "stances." Changing the players dps/resists would effectively increase the mobs hp, while decreasing player resist/mitigation would effectively increase mob difficulty.
The idea being that the higher /h become available at different levels (so a lvl 20 couldn't do /h 5 and get spanked). Then, if a group of lower tier players are having fun in a zone they can handle, maybe they can /h 2 or /h 3 to increase the difficulty/reward, whereas a t9+ group that might be tired of exping in say citadel, could /h 4 or /h 5 and go to like meil c or something, to get exp that would be on par with cita or bq. This could open up any zone that has blue con mobs that would otherwise give exp as a viable exping area without having to rework the zones themselves. Being able to reset to /h 1 would remove any extra dangers/benefits which might make questing for example more difficult otherwise.
I was thinking just along the lines of exp, but as far as cash rewards we could institute a system like Krinaka the Poetess in murk - where killing mobs of a certain type (in murk or abyss) are recorded and rewarded after hailing her. We could institute an npc that would count the number of mobs killed under /h 2+, and give a randomly chosen amount of cash or items that would sell on par for the difficulty. For example, /h 4 could give a random number of remnants caves Ikilid coins type rewards to sell, or some kind of representation of what an average group in citadel might make.
Exp potions, stance's changing player's abilities, etc. are all things we've got in other area's of the game already - so hopefully it wouldn't be reinventing the wheel for any wonderful dev to look at!
Basically I was thinking a command or stance could be added, like /h 1-5, where /h 1 would be no modification, /h 4 would be like bq/cita difficulty, and /h 5 would be something akin to early/mid tier raid trash difficulty. The new "stance" would alter the players resist/dmg mitigation and dps according to the difficulty chosen, and give an exp bonus accordingly, with a ~15 min cool down on changing "stances." Changing the players dps/resists would effectively increase the mobs hp, while decreasing player resist/mitigation would effectively increase mob difficulty.
The idea being that the higher /h become available at different levels (so a lvl 20 couldn't do /h 5 and get spanked). Then, if a group of lower tier players are having fun in a zone they can handle, maybe they can /h 2 or /h 3 to increase the difficulty/reward, whereas a t9+ group that might be tired of exping in say citadel, could /h 4 or /h 5 and go to like meil c or something, to get exp that would be on par with cita or bq. This could open up any zone that has blue con mobs that would otherwise give exp as a viable exping area without having to rework the zones themselves. Being able to reset to /h 1 would remove any extra dangers/benefits which might make questing for example more difficult otherwise.
I was thinking just along the lines of exp, but as far as cash rewards we could institute a system like Krinaka the Poetess in murk - where killing mobs of a certain type (in murk or abyss) are recorded and rewarded after hailing her. We could institute an npc that would count the number of mobs killed under /h 2+, and give a randomly chosen amount of cash or items that would sell on par for the difficulty. For example, /h 4 could give a random number of remnants caves Ikilid coins type rewards to sell, or some kind of representation of what an average group in citadel might make.
Exp potions, stance's changing player's abilities, etc. are all things we've got in other area's of the game already - so hopefully it wouldn't be reinventing the wheel for any wonderful dev to look at!
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