content

Rappelz Forums

What Pet are You?

Enhancing Game Mechanics

Have a suggestion to improve Rappelz? Post it here!

Enhancing Game Mechanics

Postby dgosjgois » June 1st, 2010, 3:42 pm

Pet Leveling/Summoning:

- Separate the pet's level into 2 distinct forms; a summoning level that is dependent upon the player's level, and a pet level that is based on accumulated experience of the pet.

- JP, Skill restrictions, and Primary stats have dependencies upon pet level.

- Equipable items/stones are dependent upon summoning level.

Old Mechanic:

+ Level 120 player summoning a level 80 pet will have a pet level of 80.
+ 80 JP pool.
+ Skill restrictions based on level 80.
+ Equipable item/stones based on level 80.
+ Primary stats based upon the level 80.
+ Level Evasion based upon the level 80.

New Mechanic:

+ Level 120 player summoning a level 80 pet will have a pet level of 120.
+ 80 JP pool.
+ Skill restrictions based on level 80.
+ Equipable items/stones based on level 120.
+ Primary stats based on level 80.
+ Level Evasion based upon level 120.


Creature Breeding:

- Increase the formation experience for unsummoned pets to 20%.

Code: Select all
                      Summoner Creature Breeding

Skill Level:     1   2   3   4   5   6   7   8   9   10
Exp% (sumnd):   105 110 115 120 125 130 135 140 145 150
Exp% (formtn):   11  12  13  14  15  16  17  18  19  20
Passive



- Add a 4 pet slots to non-pet classes.

- Add a " creature breeding " type skill to non-pet classes that increase the experience gained from 100% to 175%.

Code: Select all
                      Creature Breeding

Skill Level:     1   2   3   4   5   6   7   8   9   10
Exp% (sumnd):   107 115 122 130 137 145 152 160 167 170
Exp% (formtn):   1   2   3   4   5   6   7   8   9   10
Passive



Creature Taming:

- Modify the creature taming skill to have a % modifier that directly effects the tier taming rate, and a summation part that is added after the multiplier.

Code: Select all
                     Creature Taming

Skill Level:     1   2   3   4   5   6   7   8   9  10
Taming%:         5  10  15  20  25  30  35  40  45  50
Base:           .2  .4  .6  .8   1  1.2 1.4 1.6 1.8  2
MP Cost/Use:    100 120 140 160 180 200 220 240 260 280
Cool Down:                    2 Minutes

Card Effect:   
Taming%:        2
Base:          .1
MP Cost/Use:   -10



Skill Card Crafting:

- Eliminate the rare lotto possibility when breaking skill cards down, and make it a bit more rewarding for each attempt.

Old Combination:

1 Entropy Accelorator + 4 Skill Cards = 2-4 Distilled Cards** + 2-4 Solid Energys** + 2-4 Enchanted Vessels**

** Lotto chance to obtain upto 99

New Combination:

1 Entropy Accelorator + 4 Skill Cards = 4-10 Distilled Cards + 4-10 Solid Energys + 4-10 Enchanted Vessels

- Add a " Skill Card crafter " npc to trade in distilled skill cards for a card of your choice.

4 distilled cards = +1 skill card
16 distilled cards = +2 skill card
64 distilled cards = +3 skill card
256 distilled cards = +4 skill card

Old combinations

1 Distillled Skill + 1 Extreme Power = 1 Random Skill Card

New combination

2 Distilled Skill + 10 Extreme Power = 1 Random Job Related Skill Card


Soul Stone Crafting:

- Change the current requirement 10 same type/rank to 10 random soul stones of any rank. The first soul stone placed in the combination box would be the rank/type of a successful combination.

Old combinations

10 Rare soul stones same type/rank + 1 Extreme Power = 1 Epic soul stone

New combinations

10 Normal/random soul stones + 10 Extreme Power = 1 Rare soul stone

10 Rare/random soul stones + 10 Extreme Power = 1 Epic soul stone


Durability Recharging:

- Eliminate the use of the combination button to recharge ethereal gear.

- Add a " Recharge " button to the inventory window that functions exactly the same as the soulcrafter npc. Players can either recharge all their gear at once or drag and drop the ones they want to recharge.

- Add the use of 100 Concentrated power to give a 50/50 chance to double the effect of a recharge.

- Eliminate the need for an identical equipment to repair a broken durability item, and instead require a fully charged big ethereal stone and increase the price of restoration stones to 100k.

Old Combination:

Repaired Dura Item = Broken Dura Item + ( 2 * Rank ) Restoration Stones + Fully Charged Dura Item ( same name )

New Combination:

Repaired Dura Item = Broken Dura Item + Fully Charged Big Ethereal Stone + ( 2 * Rank ) Restoration Stones


Mobs and Maps:

- Raise mid r6+ dungeon mob hp 2x - 3x the current amount.

- Increase r5+ dungeon mob difficulty by adding AoE debuffs, attacks, and mob self buffs.

- Add unique mob characteristics to dungeon mobs/rooms.

Warrior type: Higher HP and P.Def, but lower P.Atk
Attacker type: Lower HP and P.Def, but higher P.Atk
Evasive type: Higher Evasion and Magic Res.


- Limit tameable e.pet drops for tameable mobs and keep tiered pet drops on non-tamable mobs.

- Alter mob spawns to 5 - 12 mobs, and do not spawn further than .75 chip radius.

Ex. of the 90 - 95 mob range near the marduka entrance.
Image
Last edited by dgosjgois on November 1st, 2010, 3:13 pm, edited 9 times in total.
dgosjgois
Death Tyrant
 
Posts: 3143
Joined: March 14th, 2008, 11:47 am

Re: Enhancing Game Mechanics

Postby dgosjgois » June 7th, 2010, 3:59 pm

Updates: Added/Improved Creature Breeding suggestion
Updates: Deleted some sections in Pot Crafting
Updates: Added to Durability Recharging
Updates: Added Pet Leveling/Summoning
Updates: Added Creature Taming
dgosjgois
Death Tyrant
 
Posts: 3143
Joined: March 14th, 2008, 11:47 am


Return to Suggestions