Too much reading needed, so ill just put my points out.
** SPOILERS FROM ALL GAMES AHEAD **
1. No Anti-DP Consumables! The only ways i know of arew:
- Outposts (Medic Instant-Heal)
- Champions (Healing from the gods)
- Candy Canes? *not sure*/*special event only*
Adding "potions" and "food" to heal you is kinda wrong, seeing as theorectically the only things that remove them are "Professionals" and "Gods", so how do we do it?
2. Housing, why?
We are heroes consantly on the move to save the world, scenario:
Me vs Abaddon
Me: Die Abadd- oh wait its 6 pm, i promised my son i'd read "Where's my Cow?", really sorry i gtg.
Ab.: Yeh, i know the feeling, i think my wifes calling me.
WTF?
mmm yes, Player owned Houses...
The only resovling idea i can see is to
disable your Player owned House until youve finished any chapters youve
startedor, If you charcter has no active
Main Quests, then the house is re-activated.
3. Guild Statues.
I love this idea.
It's Gold. with Chocolate on top
, which doesnt melt!
Types of Statues we can include?:
- Killed Monsters/Bosses.
- Major Allies, past/present.
- Guild Leaders, past/present.
- Alliance Symbols, Kurzick/Luxon, you Guild must be aligned to obtain one.
- Guild Members, past/present. This would be a feature of recognition, say i deposited 30'000 Factions, the Guild would mabye pay 5000 gold to get me a statue? Or mabye i bought a Rare/Material Trader.
4. Polishing.
Cool idea, might egt annoying for people who don't (want to spend money/have money).
5. Weapon Deteriation*spell check?
yeh okay, same as last one.
---
My Ideas
Cosmetic - Casual Clothing
Give us NPC Clothing XD, low armor merely for show.
Yes, just another cosmetic, bar one.
Guild Hall Features.
1. Patrol, creates a patrol of Guards (lvl 20 warriors/rangers), these are inactive during GvG, they dont fight.
2. Commoners, creatures groups of commoners doing random things on your Isle; interacting, sowing/plowing fields, mooring a boat, sleeping in a camp, playing, walking around.
3. Hostiles, pay to have a bit of action in your hall :P (provides xp - no drops) Each raid depends on the chapters your Guild Leader and Officers own.
300 gold per raid:
Prophecies:
Grawl
Bandits
Prophecies Pre-Ascalon Skale
Factions:
Crimson Skull Guild
Mantid
Naga
Nightfall
Corsair - low levels (0 - 5)
Plants
Istani Skale
500 gold per raid:
Prophecies:
Charr (12 - 17)
Devourers & Hydra
Stone Summit - low levels (12 - 15)
Factions:
Afflicted
Sensali Tengu
Yeti
Nightfall:
Corsair - higher levels (15 - 17)
Mandragor
Early Kournan
1000 gold per raid:
Bosses included from now on (1 per raid - class varies)
Prophecies:
Undead
White Mantle
Imps, Skale and Mergoyle
Factions:
Afflicted - same levels as 500g raid, just more.
Sensali Tengu - " "
Yeti - " "
Nightfall:
Kournan - (16 - 20)
Mandragor - " "
Plants - higher levels (15 - 17)
1600 gold per raid:
Two Bosses. 1.5x as many enemies.
Prophecies:
High level Mantle (20 - 22)
Forgotten (20ish)
Enchanted (20ish)
Factions:
Afflicted (20 - 22)
Am Fah (20 - 24)
Jade Brotherhood (20 - 24)
Nightfall:
Margonite (20 - 24)
Mandragor (20 - 22)
Beetles, Heket, Behometh. (20 - 24)
2000 gold raids:
Two Bosses, 2x as many enemies.
Prophecies:
Stone Summit (22 - 26)
Mursaat (24ish)
Dryders, Frost Giants, Avicara. (24ish)
Factions: Kurzick
Wardens (22 - 26)
Oni (24ish)
Rot Wallow, Kirin, Dragon Moss, Blood Drinkers (24ish)
Factions: Luxon
Outcast (24ish)
Oni (24ish)
Scuttle Fish, Creeping Carp, Rockhide and Saltspray Dragons (22 - 24)
Nightfall:
Margonite (24ish)
Joko's Minions (22 - 24)
Monolith, Djinn (22 - 24)
2500 gold FACTION round:
These give no xp, bnut rather low amounts of Faction (Balth.)
Underwold Creatures.
Titans; 1 Fire, 1 Rotting, 1 Frozen. (does die-spawn)
Shiro'Ken; 2 groups (16 units in total)
Torment Creatures; 2 groups (16 again)
Good idea?