Post by dayne on May 28, 2015 16:00:52 GMT
Building on Xnavier's Original Suggestion and ezrascarlet's attempt at compiling a complete list I came up with an idea, if we are able to implement unique monster drops for quests, we could add several variant items for each level of monster. Then, clans could get quests that would require specific amounts of each of the variant items to be gathered. So the clan members would need to focus on collecting items of a specific type, but would not need to sacrifice experience by fighting a lower levelled monster.
I am not sure how difficult it would be to implement, but it's feasible that you could fetch the kill value of every members current quest, then divide them by 5 or 10.
eg. Clan with 2 people, 1 person on a quest for 3.3k kills, the other on a quest for 700kills, totalling 4k kills, clan quest would require 400-800 kills, so 40-80 Reagents or 80-160 Supplies. Then, say there are 3 variants items, the quest would require random amount of each, for example 80x Item Type A, 30x Item Type B, 50x Item Type C.
The Clan Quest would be an additional quest you could do on top of your regular quests, the drops for it would be additional drops that you would only receive when currently partaking in a Clan Quest, the same as reqular quest items, you could receive both a regular quest drop and a clan quest drop in one kill, there could be both a Kill and TS Clan Quest.
I was thinking, ideally there would be 3 monster types per level, so each level (when I say level, I mean each individual monster as every monster has increased XP and gold at the same rate as the last) there would be a melee monster, a magic monster and a ranged monster, they would all have identical stats besides drops. In a perfect world, they would actually have different stats and would be better versed by differently built players in a combat triangle, but I am aware this game does not have such building mechanic and is a one class game. As such, a variant of the classes of monsters per level was zones.
On the Battle/TS screens you could change Zones, each zones would have the same monsters as each other but would have different zone specific clan drops. The easiest implementation of this would simply be using regular item drop names and appending a zone name to them, for example if Newb Rats drop Cheese, Zone A Cheese, Zone B Cheese, etc. But you could go slightly further with this and theme zones and try and create themed version of each items, for example a forest zone would drop nature variants of the items (Cheese -> Fermented Milk?), a city zone would drop artificial variants (Cheez-In-A-Tube?) etc.
So this further fleshes out another suggestion that was not turned down, making it in turn more useful for this purpose and potentially others as well as coming up with a new way to increase clan interactivity. If players/stabz are interested in this idea I will spend some time trying to finish ezrascarlet's list and coming up with variant items as well as encouraging other players in game chat to participate in suggesting item name ideas.
I am not sure how difficult it would be to implement, but it's feasible that you could fetch the kill value of every members current quest, then divide them by 5 or 10.
eg. Clan with 2 people, 1 person on a quest for 3.3k kills, the other on a quest for 700kills, totalling 4k kills, clan quest would require 400-800 kills, so 40-80 Reagents or 80-160 Supplies. Then, say there are 3 variants items, the quest would require random amount of each, for example 80x Item Type A, 30x Item Type B, 50x Item Type C.
The Clan Quest would be an additional quest you could do on top of your regular quests, the drops for it would be additional drops that you would only receive when currently partaking in a Clan Quest, the same as reqular quest items, you could receive both a regular quest drop and a clan quest drop in one kill, there could be both a Kill and TS Clan Quest.
I was thinking, ideally there would be 3 monster types per level, so each level (when I say level, I mean each individual monster as every monster has increased XP and gold at the same rate as the last) there would be a melee monster, a magic monster and a ranged monster, they would all have identical stats besides drops. In a perfect world, they would actually have different stats and would be better versed by differently built players in a combat triangle, but I am aware this game does not have such building mechanic and is a one class game. As such, a variant of the classes of monsters per level was zones.
On the Battle/TS screens you could change Zones, each zones would have the same monsters as each other but would have different zone specific clan drops. The easiest implementation of this would simply be using regular item drop names and appending a zone name to them, for example if Newb Rats drop Cheese, Zone A Cheese, Zone B Cheese, etc. But you could go slightly further with this and theme zones and try and create themed version of each items, for example a forest zone would drop nature variants of the items (Cheese -> Fermented Milk?), a city zone would drop artificial variants (Cheez-In-A-Tube?) etc.
So this further fleshes out another suggestion that was not turned down, making it in turn more useful for this purpose and potentially others as well as coming up with a new way to increase clan interactivity. If players/stabz are interested in this idea I will spend some time trying to finish ezrascarlet's list and coming up with variant items as well as encouraging other players in game chat to participate in suggesting item name ideas.