well, if any1 can post ideas, i thought it would be ok if i'd post 2
1.Skill point implementation
Introducing more spells would mean the mage will be able to use all the spells if they have a certain level. I suggest that for each spell, they should need to spend a skill point. Skill point should be obtained by killing monsters, e.g.: 1 skill point=kill 100 creatures of your level. Also, the spells could leveled, either by using them a certain number of time, either by adding more skill points to them, to increase eficiency. eg: fire ball level 1-deals 50 damage, requires 1 skill point to learn...to make it level 2 you have to add 2 more skill points to it, so it will go like this fire ball level 2-deals 75 damage. This will bring diversivity and we will have mage healers and mage nukers or ofc hybrids :p
2.Different spells for each class(fighter/mage/summ/archer)
Why shouldn't each class have something different? Why should the fighter be able to cast the same spell as a mage? I suggest each class should have its own skills, so we could have Fighter-tanker and Fighter-dps, for archer ive thought of 2 tipes of archers-scout-medium damage but able to hit multiple targets simultaneously, and ranger-high damage and concentrates his attack power on just 1 target. As for summoner there could be 2 tipes: Vicious summoner-summons creatures with high attack damage and Suport summoner-Summons creatures to heal himself and the party.
3.Weapons for each class & weapon ranking
First point is simple, the mage wont be able to do anything with +30 damage sword, so I suggest adding weapons that give increased magic damage and weapons that make the summoner's creatures more powerful.
Second point is item ranking. We all know the weapons/armors from the npc, plain and simple. Im suggesting adding weapons/armors that could be slightly better than the npc ones. Making an refined/elite/super sword/staff would be nice, ofc this weapons should be monster/boss/quest drops.
4.About spells...
In el there are very few spells that are actually used. Would love to see buff spells(increases accuracy by 5, can be cast on others), attack spells(increases damage by 20% for 1 hit), AOE(area of effect) spells(heals all party members for 50/damages every creatures in sight for 100). Like stated above, you should be able to level this spells, to increse their effect.
5.Cooldown...
I dont like the restore spell being able to be used by the fighter, pots are fine. Cooldown is ok(on test server people w/ 100 a/d can kill giants easy cuz no cd).
Healing can be made by the healer, you should be able to heal yourself just with pots. Also, making the sit comand greatly increase the hp/mp regen would be great. This will make the party system to be a must for training at higher levels, and the healer by the key in a party. As for pk, I dont think costly and long fights to be very fun. Adding lifesteal or making the atributes to increase HP more can make a fight as long as it should be.
6.Atributes
Why call the atributes like in el? Physique, coordination etc..., why not call them
Strenght-Increases melee physical damage and carry load(might in el)
Vitality-Increases hp and physical defence
Spirit-Increases mana and magic defence(magic resistance in el)
Inteligence-Increases magic attack damage and charm(gives +hp and damage to summoned creatures)
Dexterity-Increases ranged attack damage and accuracy
Agility-Increases evasion (reaction) and critical rate
Still needs work, thing is I dont really like the names/effects of el atributes.
7. Weapon combining
After some time we will have too many weapons in game, so I suggest that adding an npc where you can combine your weapons could be a solution, basicly because when you will atemp to combine there will be a chance of failure, failure meaning both weapons get destroyed.
Making a weapon +1 can be made by taking 2 weapons of the same tipe(2 elite, 2 normal, 2 refined...not 1 refined 1 normal) and combining it. The +1 weapon can have a slightly increase in stats. Making it +2 requires 2 weapons that are allready +1 of the same rank(two +1 elite weapons).
Also, to prevent flooding the market with too many weapons there could be an npc where you can lower the requirments for a weapon..eg: Rusty sword, requires def 35 and physique 40. To lower the requirment with 1 level would require a cost, when lowering the required level is atemp, there is a chance the weapon gets destroyed. Also you could lower the physique requirment aswell, -2 physique requires cost...etc fail chance....
Here appears a new problem, if you have a really valuable +5 super weapon and you are too high leveled to still use it. I suggest adding some sort of item/stone(rare monster drop) that can make a weapon advance in level(a tier 1 weapon becomes a tier 2 weapon).
Same things apply for armors aswell.
8.Scrolls instead of ttpr spell/rings
Easy, just make a scroll for each map...like a ring, dont really like the ttpr spell.
9.Pets
Here I have 2 tipe of pets, the 'fighting' pet or the 'bonus giver' pet.
There can either be a pet that helps you in fighting, or a pet that does nothing but giving you a bonus+10% hp/mp, +10% att damage, +1% critical rate) when he is summoned-cant attack or be attacked.
The pets should be able to level. For the 'fighting pet' leveling is done by fighting(duh)-as the pet levels his stats get higher; as for the bonus giver pet leveling is done by feeding him a number of times(eg..20 feeds=level 2, 40=level 3), feeding can only be done once a while(u cant feed ur pet 20 food at once) so there should be a time between feeding can be done(1 hour or so). As the 'bonus giver' pet levels, the bonuses he gives are higher.
Ill add and edit my post when needed.
~SouLove
1.Skill Points.. Dont like this idea at all.. I think that I as a fighter should be able to train my magic as high as i personally saw fit. and still be a fighter.. if i spent all my time training and killing monsters to get skill points for fighting. and then it would be very hard to do multible skills.. would hurt the all arounder. I also dont like the spells having multible levels.. just let the effect increase with your attributes and skill levels.
2. Different sets of spells.. i think everyone should be able to cast any spell they train to that lvl to get.. Though. different char builds would obviously have stronger spell casting abilities.
3.There are already level requirements for the weapons in game.. a/d requirements for the swords.. though i dont know if its an a/d lvl requirement for ranging weapons or not. but i think it should be based on ranging lvl.. also.. summoner weapons.? Staffs FTW!. i think summoners should be able to use staffs.. and there should be staffs with bonuses for summoners.. like one that give extra charm or increases summon damage..
4.I agree completly there should be different spells.. and i think this is already being worked on. or at least on the list of things.
5. This goes back to the spells section. i think anyone should be able to cast any spell they train up to use.. and ive stated what i thought about cooldown in other forum posts..
6.The attributes have the same names on here. but they affect you differently.. they affect different cross attributes.. so i think the change in the names of the attribues is just needless work.
7.There are not going to be an overflow of weapons in the market. and breakages and npc's that buy weapons can help with that.. I think the principle behind this idea is good. but I dont like your emplementation at all... I like the idea of having a separate set of swords. other than teh main ones. that can be combined... each sword on its own is an OK sword. but when combined with its designated mate. it can become something even more powerfull..
8.I like the idea.. but again.. dont see the point in switching from rings..
9.I like the idea of pets that can fight.. but i think they should have arena's that pets are not allowed to attack in.. I think the pet should gain experience from fighting.. maybe they can change form.. like you buy a base pet. *dog* and you get it to fight and train it and it changes and goes up the different forms... this would require a "heal pet" spell.. and maybe a "revive pet" spell for when it dies....
Jizzy