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  1. You realize that you need to keep a decent amount of casual players for a community and economy to work, right?
  2. So, right now, we have a number of rewards: Tiered Gear Gear Levels Gear Prefixes Gear Suffixes Charms Charm Level Relics Legacies Crafting Materials Crafting Levels Potions The problem is that there is essentially only one thing to do to advance all of them. That is follow the core game play loop of Kill Monsters > Get /Complete Quest for Key > Complete Dungeon. If you follow this loop you'll eventually earn every reward, time gating is achieved through use of RNG and exponential grinding. This, to me, makes new "things" (like when charms were introduced) less exciting, because they are essentially just an added reward for continuing the same treadmill. There's some complexity in HOW you achieve certain things (i.e. crafting materials gotten by breaking down gear...but that gear still comes from the same loop). I would prefer to see the game loop broken up into distinct activities. These Distinct activities should reward you with Distinct rewards, allowing you to choose what you want to achieve on any given play. I'll stick with Gear & Charms and propose a system: Tiered Gear T1-T9 is gained as per the standard game-play loop. The Tiered gear that drops is basic, without any pre-fixes, or suffixes. Then you can add Prefix/Suffix To do so: Buy a blank parchment from Vendor, or craft specific parchment template Go to certain overworld areas (for example, Druid Circle) and activate the activity Proceed to kill wave's of mobs that attack the area, defeat boss monsters that spawn during waves Gain mystical energy on blank parchment (essentially XP) until parchment is full Convert charged Parchment to a random (or specified for crafted) prefix/Suffix Attach to weapon Repeat with new parchment Charms: Charms work in a similar fashion. After reaching T6, you get a new equipment slot, for charm incubators. Charm incubators serve 2 purposes. Charm incubators have a "Challenge" system attached to it, that can be toggled on or off. The challenge is some sort of (random?) penalty or hindrance assigned to the character (Slower walking speed, shorter shot, perhaps a specific activity such as T2 Hard, etc) While the challenge is "on", xp earned through normal gameplay is translated into Charm XP, which is then used to level the charm up, without resorting to clogging up the inventory of the player In the vein of the above suggestion, when you decide to add in a new feature set of rewards into the game, do so with new adventures in mind. Something that is either a different gameplay loop, or tweaks an existing gameplay loop in a meaningful and interesting way.
  3. So, I just dismantled the armor I was wearing, didn't realize it was my equipped armor (since dismantle is the only place equipped stuff shows up like that). Would it be possible to either remove worn items from the crafter, or to at least have a warning if you try to dismantle equipped gear.
  4. Its small, but it makes dungeons better. You reach the end, "ding", and wait for that other party member to show up.....are they dead or alive....
  5. Honestly, at that point remove bloodstones altogether, and make Electrum and Silver Exchangeable.
  6. Subclass options should be fairly broad. This is to allow the other 4 cards to better define the sub-class's actual abilities. I'll use Sentinel as an example. He can have 2 sub-classes: Sanctuary (Defense), Kill Zone (Offense) The other 4 cards define exactly what those do. Perhaps cards increase the health regen, creates physical barriers, etc. The cards that add to kill zone add debuffs, motion, heavier dots, etc.
  7. Would it be possible to change the Icon for dead players from a yellow "O" to a yellow "X"?
  8. So, if I want to craft Enriched Amber, I need to craft: 5 Amber, which requires 5 resin each, which requires 5 Raw Resin each. So, if I have Tier 5 crafting open, and 125 Raw Resin, why not let me craft Enriched Amber Directly at a cost and time identical to doing it piecemeal?
  9. Just a couple of different modes to change things up. 1: "Race" mode. Instead of the normal room/hall mode, this dungeon mode is a string of all halls. The opening room has a barrier that stays locked until the entrance closes. From there, death (wall of lava, unbeatable mob, etc.) chases the heroes forward through the hallways at a steady pace. They have to race through the halls, killing mobs until they reach the normal dungeon boss. 2: "Chaos" mode. This one is just more of a silly idea, and would require extra thought and monster scaling. In this mode, the dungeon is built from tiles from any dungeon in the game, with monsters appropriate to each tile scaled to the dungeon Tier. The boss is the Chameleon, which can switch between forms and attack patterns.
  10. Generally, I think the current set up is largely fine. I just want the person who opened the dungeon to not get their key wasted by others.
  11. I hate when I open a dungeon with a key, only to have other players zerg the boss, and complete it before I reach it, essentially wasting my key. I suggest locking the boss room behind a barrier that can only be unlocked by the key holder. This ensures that the key holder does not have their key wasted by others, and gives other's strong incentive to ensure that the key holder survives the dungeon.
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