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eklipse

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  1. Hello, my name is Gabriel. I'll use a translator, excuse any misinterpretation. General Suggestions: 1-Level increase 2-Acquisition of equipment 3-File Acquisition 4-Acquisition of miscellaneous 5-Diversification of activities 6-Sustainable game economy Without further ado, I begin to explain in detail: 1-Level increase: The game to some extent is fun, after it, becomes repetitive, complex (perhaps absurd), exhausting and degrading. Raising the level is the basis of the game itself. The biggest mistake made so far is the difficulty level of raising the level, especially in the last stage. It is well known that the player begins to take the game as a repetitive base, which bores him after a short time The best solution (in my humble opinion) to make, is to change the leveling system. Taking advantage of the excessive number of maps and missions (not repeatable ones, for example, could allow access to gold coins in good quantity, at the cost of giving little or no experience), to distribute a large amount of experience between them missions, which allow the player to know the game environment, and climb comfortably level. It is not uneconomical. Since as the character level increases, it must be supplemented with objects. Facilitating the level in an exciting way as GrandFantasy allows, the player will feel motivated to increase the speed of their gaming experience, acquiring such accessories, at a rational price, the player will have an intense gaming experience. On specialties, they should leave aside the "kills" by a system that promotes more the balance of the economy, since each created character must remove them, of going to kill mobs, will eventually inflate the amount of coins by the game . The most convenient would be to give access to specialty stones, quest, normal alchemy, or magic, allowing the player to dedicate his entertainment to other types of activities. In the same way, it would be plausible to change the current system of "equipment cultivation", by an increase system based on item (eventual acquisition, every "x" time, and high cooldown (20 minutes, for example) with a steady increase of 10%, which will put you in a strategic position, and will make your experience more exciting than what is currently the hell of "kills" 2-Acquisition of equipment: The sprite equipment has always been a center of controversy. It is indispensable for the player, but, to what extent is it reasonable or absurd to manufacture an object? The sprite are, without a doubt, honorable companions of the player, but can even cause him discomfort when deciding whether to arm his equipment or not. At low levels, only a couple of coins, but reaching the end of each character (we agree, can be up to 9, should be 12 for the increase of classes, that is, a lot of time), even ensuring resguardos for not fail, and economize, there is no doubt that much time is spent, and literally, a fortune per piece. The solution would be revolutionary, but effective: Provide each character with sprite objects of great value, which are neither tradable, nor archivable, nor destructible, that allow the player to quickly obtain their objects. Even some of these (especially the purple material) could be included at a comfortable price in the store of "points", and for gold in merchants of the game (it is not crazy, just study the game economics plan) Increase the chance of successful procurement of materials by the sprite collection. This would make the sacrificial-reward effect accessible, an emotion that can comfortably comfort the player. As for pieces of equipment "Taro", the most complex of materials, the "metal Taro", should be accessible to a balanced price between "points" and gold in the game. The same should happen with alchemical "cores and metals", with fortification stones of equipment. In the case of runes, I consider that the "intermediate, advanced and special" scrolls should be accessible by means of fame in "rift of time", for gold and "points" 3-File Acquisition: The file is the most extensive part of the game, any player wants to have everything possible to customize their avatars. The system could change radically, giving the player an intense gaming experience, and the company a profitable profit, from a fair price of "points" It should also radically change the method of "alchemy", to date, all servers have magic alchemy as "the VIP gap", and not only that, but also try to have such a gap at an excessively expensive price, which discourages many players who begin to feel that the game will be an absurd loss of money. Players should have access to a few daily magic clays. For example, from a special fame, or buying once a day "x" amount of clays for a fair price in gold, for daily events, etc. The idea is to diversify the method, regulating it in cycles, not very boring as the current, but also without turning the game into a "rotten fruit (very rapid degradation)." As for the event objects. There are several for the same annual seasons. With the return of these events, and ensure the acquisition of all the "game" objects of the file, in its most original and fun way possible, or through methods such as daily events, random acquisition, etc. 4-Acquisition of miscellaneous: Game enhancers are an essential part of players as they allow over-exploitation of their features. It is unworthy of the game that almost all the miscellaneous are not of public access, not even of V.I.P., but are of times of annual events. The most efficient way to solve this, is to use the practical balance between points and gold to access them. 5-Diversification of activities: Grand Fantasia has hundreds of varieties of fun, but players focus only on those that are profitable to exponentially improve their power. Providing certain goals of the game (such as completing the main story, all dungeons, elite monsters, etc.) a kind of frequent reward of prizes that can be used by the player (potions, impellers, clays), would make players want more and more wanting to complete that content, which will give them an experience of constant enjoyment for their achievements, and not feel that they have done so "just because" 6-Sustainable game economy: The production of gold must be balanced to make a profitable system that allows players not to abuse or feel unattainable the fact of having large number of items within reach only for gold. A wide variety of items should be included in vendors that allow players to access most of the things they need for their development, such as: SKB, inscriptions, clays (a few, no trade, every day), talents, impellers, sprite collection materials. ETC. Providing the player with the possibility of spending his gold at a fixed price can maintain the economy, but several more factors are needed: - Gold generated by missions (dungeons, main, repetitive), should be very limited, giving the gold an absolute value, with a slow inflation, and that can disappear from the system after generating, by exchanging it for items useful to the character. - The dungeon turns should be even less (1 or 2 a day), so the player does not feel that he is dazzled by some coins, and so that he does not receive so much benefit of the system (a character 78 can make much gold each day, balance must be found) -To give players access to a large variety of items for "points", at a reasonable price, to allow the player also the possibility of using their money and feel that it is worth something. Putting things cheap would not lose the profits of the company, since more people would consume the product, and it takes months to finish characters, the constant income for each user that decides to pay, is quite high. That is all for now, I hope my contribution is useful, I have taken some time to prepare it, and to be interested in my proposal, I could still develop more, just ask. I do not do it with the desire to get anything in return, I only come here in the hope that someone will meet the requirements of a user, I've been playing this game for 7 years, I know very well how it feels "on this side". I say goodbye without more, I look forward to the launch!
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