Silkroad Online Forums

A community forum for the free online game Silkroad Online. Discuss Silkroad Online, read up on guides, and build your character and skills.

Faq Search Members Chat  Register Profile Login

All times are UTC




Post new topic Reply to topic  [ 22 posts ] 
Author Message
 Post subject: What would make Silkroad even better?
PostPosted: Wed Feb 14, 2007 12:01 am 
Common Member
User avatar
Offline

Joined: Dec 2006
Posts: 116
Location:
Eldorado
Try to keep things at least somewhat realistic.

1) More skills.

Today there are just a few basic builds that most people use, simply because they have proven to be the best. Each skill tree needs more skills, and a cap on how many skills you can have, or something like that, so people actually have to think about what build they want, what skills they want to use, and how to use them. Silkroad also needs more useful defensive skills. It would make PvP interesting, and not all about who has the best gear.

2) Support- and other types of characters

Alchemists: with their own skill tree that gives them bonuses when using alchemy, and makes it possible for them to make potions that increase Speed, HP, MP, Hit Ratio etc. Low leves should get a very small bonus, so you would have to get more than just a few levels to be a successful alchemist.

Healers: with new Force skills, like an Area Heal, like the normal heal spell, but that affects all friendly units in a certain area. Other skills, like being able to cast buffs and shield spells on other players.

Merchants: gain access to new transports, a barter skill that gives them a higher profit when trading and lower prices in the NPC shops. They should also be able to get drops that no other classes can get, like tiger skins when they kill tigers, demon horse manes when they kill horses etc. These drops can be sold to NPCs or Alchemists who use them to make potions.

These are just a few thoughts, and I would like to hear yours.

_________________
IGN: MsAssassin
Lvl: 3x
Build: on my way to an 83% INT hybrid

IGN: Sophia777 (on vacation)
Lvl: 2x
Build: healer
STR/Force/Fire/Lightning/Blade


Top
 Profile  
 
 Post subject: Re: What would make Silkroad even better?
PostPosted: Wed Feb 14, 2007 12:03 am 
Loyal Member
User avatar
Offline

Joined: Oct 2006
Posts: 1818
Location: MA/PA
EliteHealer wrote:
Try to keep things at least somewhat realistic.

1) More skills.

Today there are just a few basic builds that most people use, simply because they have proven to be the best. Each skill tree needs more skills, and a cap on how many skills you can have, or something like that, so people actually have to think about what build they want, what skills they want to use, and how to use them. Silkroad also needs more useful defensive skills. It would make PvP interesting, and not all about who has the best gear.

2) Support- and other types of characters

Alchemists: with their own skill tree that gives them bonuses when using alchemy, and makes it possible for them to make potions that increase Speed, HP, MP, Hit Ratio etc. Low leves should get a very small bonus, so you would have to get more than just a few levels to be a successful alchemist.

Healers: with new Force skills, like an Area Heal, like the normal heal spell, but that affects all friendly units in a certain area. Other skills, like being able to cast buffs and shield spells on other players.

Merchants: gain access to new transports, a barter skill that gives them a higher profit when trading and lower prices in the NPC shops. They should also be able to get drops that no other classes can get, like tiger skins when they kill tigers, demon horse manes when they kill horses etc. These drops can be sold to NPCs or Alchemists who use them to make potions.

These are just a few thoughts, and I would like to hear yours.


Good idea on the new skills, but first I'd rather have the current skills fixed. :(

_________________
Facebook/Wii addict :(
ITG2 player :)


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:03 am 
Senior Member
User avatar
Offline

Joined: Aug 2006
Posts: 4451
Location: reno
i dont konw, but i think we should have another thread like this. i mean, i dont think the 600000000088834343 we have had before were good enough, im glad you started another one. thanks.

_________________
Image
a work in progress...http://soundcloud.com/crowetic/trials


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:05 am 
Valued Member
User avatar
Offline

Joined: Nov 2006
Posts: 364
Location:
Red Sea
Would be cool if there was some skills associated with alchemy. so you could get better at it rather than just loose more when you fail at it at higher levels. It makes me want to quit at least a few times a week.

_________________
<<banned from SRF for rules violations. -SG>>


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:08 am 
Forum God
User avatar
Offline

Joined: Sep 2006
Posts: 8705
Location: Canada
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:11 am 
Senior Member
User avatar
Offline

Joined: Aug 2006
Posts: 4451
Location: reno
Zypher wrote:
Image


*votes for zypher*

*id frauds another person*

*votes for zypher as the other person*

*repeats steps 2 and 3 about 14 million times*

*zypher wins presidency*

_________________
Image
a work in progress...http://soundcloud.com/crowetic/trials


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:12 am 
Elite Member
User avatar
Offline

Joined: Feb 2006
Posts: 6119
Location: A den~
More stat points :x

For examle

Dex(dexterity)
Con(concentration)
Sen(sensibility)

It would be nice instead of everyone only being str, int or hybrid.


Buffs(NOT like euro)
Crafting(skill would nice so not just anyone could do it)
More Quests(different kinds too >.>)

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:13 am 
Common Member
User avatar
Offline

Joined: Dec 2006
Posts: 116
Location:
Eldorado
PsYch008 wrote:
i dont konw, but i think we should have another thread like this. i mean, i dont think the 600000000088834343 we have had before were good enough, im glad you started another one. thanks.

You're welcome.

_________________
IGN: MsAssassin
Lvl: 3x
Build: on my way to an 83% INT hybrid

IGN: Sophia777 (on vacation)
Lvl: 2x
Build: healer
STR/Force/Fire/Lightning/Blade


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:14 am 
Advanced Member
User avatar
Offline

Joined: Jul 2006
Posts: 2483
Location: Changing
Making the game all-legit!!! W00T!!






No seriously though they need to vary their quests and make them involve intellect and teamwork :)

_________________
McCain, he (Barack Obama) said, will soon "be accusing me of being a secret communist because I shared my toys in kindergarten."


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:22 am 
Common Member
User avatar
Offline

Joined: Dec 2006
Posts: 116
Location:
Eldorado
DarkJackal wrote:
More stat points :x

For examle

Dex(dexterity)
Con(concentration)
Sen(sensibility)

It would be nice instead of everyone only being str, int or hybrid.


Buffs(NOT like euro)
Crafting(skill would nice so not just anyone could do it)
More Quests(different kinds too >.>)

Absolutely, I support all of this!

More stats would be great, for instance splitting STR into Strength (STR) and Constitution, where Strength makes you deal more physical damage, and Constitution gives you more HP and better physical protection. That way a "normal" STR character would be a 50/50 Strength/Constitution, but you could also customize it and make a character that deals massive physical damage, but has very few HP, or the opposite, a super-tank with a huge amount of HP, but that doesn't deal a lot of damage..

The same should go for INT, which should be split into one stat that gives you more magic damage and one that gives you better magic protection. And of course a DEX stat that increases your dodge/parry ratio and increases your number of critical hits...or something like that.

Imagine guild wars like this, where each guild has a couple of real damage dealers with low HP, which means that they also need healers who can concentrate on healing them, and of course some real tanks that are just there to take a lot of damage....would be fun, and would encourage real teamplay.

_________________
IGN: MsAssassin
Lvl: 3x
Build: on my way to an 83% INT hybrid

IGN: Sophia777 (on vacation)
Lvl: 2x
Build: healer
STR/Force/Fire/Lightning/Blade


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 1:06 am 
Loyal Member
User avatar
Offline

Joined: Oct 2006
Posts: 1739
Location: The staircase to heaven
a job system would be nice
and for the 565847393739072028208th time an auction house
and make the storyline alittle deeper(thus making quests more then defeat xmonsters)

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 2:14 am 
Regular Member
Offline

Joined: Oct 2006
Posts: 330
Location:
Venice
better rewards for quests (honestly for most quests the task is not worth the reward unless you are already grinding the monster it involves) and also more quest variety besides drop collect, headcount, and delivery. There are alleged plans for guild quests according to the ingame manual i think, but who knows how long those will take to get here.

_________________
Image
ISRO China:TyeMaiShu ~ [BloodLine] ~ Lv 75 Glaiver~ Venice
ISRO Euro:MagicToaster ~ [BloodLine] ~ Lv 56 Wizard/Cleric ~9 gap~ Venice


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 3:20 am 
Casual Member
Offline

Joined: Jan 2007
Posts: 95
a job quest.??

:?


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 5:26 am 
New Member
User avatar
Offline

Joined: Dec 2006
Posts: 32
Location:
Rome
Those are nice ideas, but i think if JM will ever do something like this, then your grandchildren are lucky :)

_________________
Image
Image


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 6:00 am 
Banned User
Offline

Joined: Nov 2006
Posts: 723
Location:
Redsea
Less lag :D
And for a more helpful idea:
Have quests that relate to a characters build. Maybe like a healer has to escort a person to donwhang from jangan. More quests also so you dont have to grind for just exp :D

_________________
<<banned from SRF for bot admission. -SG>>


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 6:41 am 
Loyal Member
User avatar
Offline

Joined: Nov 2006
Posts: 1779
Location: Warcraft 3: The frozen throne
What would make silkroad better?

No lag :D

_________________
Us west (lordaeon)
ign: karanadon


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 7:54 am 
Valued Member
Offline

Joined: Jul 2006
Posts: 450
What would make silkroad better??

GMs WHO CARE

_________________
<<banned from SRF for bot admission and rules violations. -SG>>


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 9:11 am 
Active Member
User avatar
Offline

Joined: Aug 2006
Posts: 679
Location: South West London
lynxz wrote:
What would make silkroad better??

GMs WHO CARE


lol +1

I think another thing that would make silkroad a lil bit more fun. It was mentioned before in another thread but i'll give a bit more detail

Solo/Party Arena

In solo arena there are set stages, maybe like..50? In these stages it's a non stop fighting arena when you kill off the next person you go to the next one, kinda like survival matches. This would be against other players or if theres not enough players participating it would be against npc characters that have skills as well *heuskal, bicheon, pacheon* and also nuker npc's. Doing this will give you points per turn, after winning arena or loosing arena you accumulate a certain amount of points which add up in the end. At the end of the week there are special prizes you can buy via auction and the person who bid the most amount of points will win that prize.

Before the next round begins pots can be bought so that your ready for the next one.

Party arena is the same, having up to 8 people in your party and fighting through 50-100 stages you face the same amount of people on the other side both player or npc if not enough players are in arena doing party arena. The party accumulates points and at the end of the week they can bid on a prize which everyone in the party receives again it's like a auction the party with the most points wins.

Just one idea but having this would prob take away the bordem from grinding/jobbing all the time like most people do in the game, it's something fun i'm sure people would enjoy and can be rewarding at the same time doing it.

_________________
Yarkan locations Updated 12th Feb


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 9:54 am 
Common Member
User avatar
Offline

Joined: Dec 2006
Posts: 171
Elemental weaknesses, ie fire beats light, light beats cold, cold beats fire, or however you want to arrange it, as long as each is strong against one and weak against another.

While we're at it, do the same for the weapons. Pacheon beats Heuksal, Heuksal beats Bicheon, Bicheon beats Pacheon.

This way everyone stands an equal chance of getting theirs asses handed to them if they cross paths with the wrong build. It would reduce the effect of having the superior equipment in PvP, and we'd see more diversity in character types.

And maybe even, dare I say it, lower the mastery cap to prevent people from grabbing as many skills as they can. 2.5x the level cap should suffice to max a weapon tree, an elemental tree, and get some miscellaneous skills from other trees as well.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 11:47 am 
Active Member
User avatar
Offline

Joined: Dec 2006
Posts: 543
Location:
Aege
I think what Jay said about Solo/Party Arena would be really cool. Like a gladiator tournament. It would also be cool if you could bet gold on whoever you think will win the fight.

Also what metroAID said, job quests? Wouldnt that be cool? I dont know his this should work though.

How about guild quests? I dont know if this is planned (heard some talk about it a long time ago), but it would be cool to gather up with your guildmates for a huge quest. And not like the quests like today where you have to grind 3000 flowers. Something with a storyline would be cool. Maybe something that requires you to do quests on diffrent places of the map, at the same time.

But for now, really. Please remove ALL botters. This is so annoying that people dont need to play at all and still become lvl 80 when others spend several hours each day just to reach lvl 50.

_________________
Aege
Level: 73 | Build: Pure STR [Fire/Light/Cold/Heuksal]
Level: 63 | Build: Pure INT [Wizard/Cleric] (FF to 90)

Athens (inactive)
Level: 46 | Build: Pure INT [Fire/Light/Cold/Bicheon] (farming)
Level: 27 | Build: Pure STR [Rouge/Cleric]


Top
 Profile  
 
 Post subject: Re: What would make Silkroad even better?
PostPosted: Wed Feb 14, 2007 11:57 am 
Ex-Staff
User avatar
Offline

Joined: Apr 2006
Posts: 17293
Location: Ghosting around
EliteHealer wrote:
Try to keep things at least somewhat realistic.

1) More skills.

Today there are just a few basic builds that most people use, simply because they have proven to be the best. Each skill tree needs more skills, and a cap on how many skills you can have, or something like that, so people actually have to think about what build they want, what skills they want to use, and how to use them. Silkroad also needs more useful defensive skills. It would make PvP interesting, and not all about who has the best gear.

2) Support- and other types of characters

Alchemists: with their own skill tree that gives them bonuses when using alchemy, and makes it possible for them to make potions that increase Speed, HP, MP, Hit Ratio etc. Low leves should get a very small bonus, so you would have to get more than just a few levels to be a successful alchemist.

Healers: with new Force skills, like an Area Heal, like the normal heal spell, but that affects all friendly units in a certain area. Other skills, like being able to cast buffs and shield spells on other players.

Merchants: gain access to new transports, a barter skill that gives them a higher profit when trading and lower prices in the NPC shops. They should also be able to get drops that no other classes can get, like tiger skins when they kill tigers, demon horse manes when they kill horses etc. These drops can be sold to NPCs or Alchemists who use them to make potions.

These are just a few thoughts, and I would like to hear yours.


they got that in FlyFF =D that way I was able to kill a giant like thingy, really rox.

_________________
Image
Props to chrisorg for the sig <3


Top
 Profile  
 
 Post subject:
PostPosted: Wed Feb 14, 2007 12:17 pm 
Frequent Member
Offline

Joined: Oct 2006
Posts: 1038
Location: Inside your Mind
I think I've seen a similar thread to this.

So I think this post is *********.

_________________
Image
Bakemaster wrote:
... Now I have to spam up about 30 more posts tonight so I can go delete some of Nave47's posts.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group