2 pointsToday's update focuses on Battlegrounds and our World Events system. Battlegrounds Happy Hour For Battlegrounds, we have added a BG Happy Hour system, to encourage people to get some BG started, at random times throughout the week. BG Happy Hour has the following details: 10% chance to trigger each hour, for 1 hour. Increases badge rewards to 125%. Minimum players to start a round reduced to 4 players from 10 players, to encourage people to join queue, and to keep them going. Battlegrounds Rewards We have added Poison Bottles and Foods to the available Battlegrounds rewards: War of Emperium bound Stat foods (+5) are 6 food items for 8 badges. War of Emperium Poison Bottles are 5 bottles for 4 badges. Titan Token badge cost has been reduced to 75 badges, from 150 badges. For our World Events that happen all weekend long, we have added two new non-combat events: Disguise Event In this event, the NPC will disguise as a random monster and the first person to say the name of the disguised monster earns 1 Titan Token. This continues until 15 successful rounds. This event takes place upstairs in the Eden Group area. Cluckers This diabolical chicken will do its best to keep its Titan Tokens away from you, but if you're lucky enough you will get 5 Titan Tokens from him. This continues until 15 Titan Tokens have been retrieved. The Cluckers event spawns downstairs at the Eden Group. Careful of explosions; be sure to have a convenient save point! The chance to successfully retrieve tokens from Cluckers is 0.93%, so you will need persistence more than anything else to succeed at this event. With the addition of these new events, the World Event system has a 40% chance to start an Invasion, 40% chance to start a Disguise Event, and 20% chance to start the Cluckers event.
1 pointWith Valk Helm quest now in the game and these headgear quests also in the game, I think it would benefit the server long term to have Umbala Dungeon put back in an instanced form. http://ratemyserver.net/quest_db.php?qid=10006&type=10000 (headgear quests) People need to farm Logs and Wooden Golem Card for these and Wooden Golems were much more plentiful before the removal of Umbala Dungeon. While it does fall in line with the actual updates from kRO and renewal, I feel deviating from that to give people a desirable place to farm again would be good long term. And to be clear by instanced i mean giving players the option to go to Umbala dungeon by maybe something like clicking an npc outside the ygg tree. that way players who want to go straight to the tree (and also niflheim) can go straight there still rather than being forced to go through Umbala dungeon. I've seen other servers do this and I don't see any reason why it would be a bad thing.
1 pointIdea here is each player/character can go to Eden, talk to an npc and get their daily mob worth a set amount of exp for the HP group/level they are at. Regardless of mob it could be worth the same exp so as to be fair. The mob would be unique to that player, sort of like a PERSONAL spotlight. Because the exp is the same from the bounty reward the only difference is the base exp earned while killing the mobs themselves. Could be a larger amount of kills required to get the big chunk in exp like 150-200 instead of the usual 100. Renewal does something like this to an extent in gramps in that they have a place you can go, kill a huge amount of mobs, and get a large chunk of exp and then it goes on cooldown. For this set up my idea is to give people a daily turn in, that is unique. this encourages people to go to different places rather than camp spotlights only. Spotlights are fun, but it results in the market being oversaturated and players only going there for the time they exist. They would be less of an issue in my eyes if people had more reason to spread out. And since this is a daily turn in, I feel it benefits hardcore/casual players alike. It also is another reason to login daily. I'm not sure if this would need to replace current spotlights, but I think both can co exist. One drawback I can foresee is this encourages solo leveling for a short time. If the staff is against this idea overall, the alternative way of doing it I can suggest is to have the OPTION (so solo players can still benefit) to have a party leader get the daily mobs for an entire party and a group of people can do it together all at once. There would be no other benefit to doing it other than the speed at which the group can do it. You could also make it party based only which forces people to play together to get the daily benefit, but I feel giving them both options is the safer route to make players potentially feel better about it. The general theme I chose with all of my suggestions is to aim at benefiting players with limited time, while not taking away from the most efficient way of leveling (consistent parties either moving or static in one place)