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Ideas?
Topic Started: Feb 21 2009, 03:59 AM (103 Views)
Muentai

I don't want to get the players hopes up with my (possibly crazy) ideas, so I'll just post them in here, so I only get laughed at by the staff! :clap:

Idea 1
An idea I was playing with for a while but never decided to share, was to include both the currently available cash cards (100 [4031530] and 250 [4031531]), and have them both valued at different amounts. The higher-value card would be available as a drop from bosses/high-level mobs, whilst the lower value cards would be available as a fairly common item drop from the majority of monsters.

I was thinking maybe have the rate of the 100 cards higher than the current 250, but only be worth 500 nx instead of 1k, and have the 250's drop at the current rate from higher leveled enemies, but pretty frequently at bosses.
Of course, these rates/values could be tweaked, I'm just saying that having 2 cards in the game instead of just 1 gives us much more flexibility, and if done right, will keep players happy whilst retaining game balance.


Idea 2
Instead of an nx changer, implement into the actual source code to give X amount of nx everytime the card is picked up.
This is fairly simple to add, but we lose the flexibility of changing the nx amount for the card(s) on the fly, we'd have to recompile the emulator everytime we wanted it to change.

-----For Dylan--------

This can be done (in theory) by adding a small piece of code to
/server/MapleInventoryManipulator.java

if (item.getItemId() == 4031531) {
c.getPlayer().modifyCSPoints(0, 1000);
c.getSession().write(MaplePacketCreator.enableActions());
c.getSession().write(MaplePacketCreator.serverNotice(6, "You have gained 1000 NX cash"));
return true;
}
//In theory, the enableActions will cause the item NOT to be added to the inventory.


short quantity = item.getQuantity();
if (!type.equals(MapleInventoryType.EQUIP)) {


NOTE: This is untested code.


Idea 3
This idea has already been shared a number of times, but we really need more custom PQs to cater for each level group. This includes some of the lower levels. Raising the level caps on the current PQs is fine, in theory, but have you ever tried kerning pq at lvl 49 or 50? the exp is absolutely terrible in comparison.
What I propose, is that we set the caps back to GMS-like on the current pqs, (21-30 for kpq), but add more PQs to cover the now missing level groups.
So there would be a custom PQ say... 31 - 40 or so, and then the players can LPQ from there.
Again, level groups can be tweaked and caps can be pushed, but more PQs give players more choice, and encourage them to move around and try new things.

But, if we were to do this, we would need to very carefully balance the rewards from each PQ, or we'd have another AquaPQ problem on our hands.
The PQs could easily be set to only allow GMs in, so you guys could give it a thorough testing before it got made available to general players. (Testing difficulty based on level, reward balance, and bug testing of course.)






They're all my ideas for now~
More to come?
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Reiatz
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I like your ideas, seem pretty damn good to me. I created a PQ for one of you guys to code, it's level 10+ though and the exp varies on what level you're at. It's not too much exp though, the rewards at the end are what people want. It's kinda like APQ I guess I could say.
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