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Idea Section :) (what if we inspire someone)

Discussion on Idea Section :) (what if we inspire someone) within the Rohan forum part of the MMORPGs category.

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Old   #1
 
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Idea Section :) (what if we inspire someone)

Hi,

I think there was already something similar but...

Please share your ideas with others and one day we will have a better Rohan

In advance, I would like to apologise for the wrong spelling, wording or other mistakes that I already did or will make in the following text.

To start with, I think the game is dead at this point. I love the theme, the concept, and many other aspects, but it just missed the turn and did not evolve like other games. (I would suggest main reason for this is greed of publishers.)

Unfortunately, I have no experience or skill to create, rework or setup a server. I got just that obsessive idea of a better Rohan. (According to my believing) Well, I just thought I would share it, and if I'm lucky, someone with the required skills would be inspired by it...

My main problem with current Rohan is their stat system (more the fact that some stats are useless or less effective than others), skill system (some are just unused at all), but main problem is the grinding/farming/paying wall that there is.
I can not speak for everyone, but I firmly believe that everyone plays for the PvP aspect and not because they like to turn on the HK and occasionally check the screen.

I am not sure how to formulate following that it is understandable but…

The general idea is to base the game on an arena matches party against a party. The winning team / party wins some points in the ranking. The top 3 teams will receive costumes for one month at the end of the month. (or any other cosmetic effect that would show who is the KING)

To eliminate the unassay time spent on leveling / farming items required for participation, I think a character should be created with maximum level from the beginning. The character should also have the opportunity to have few base gear sets needed for participating in arena battles.
To make sure that the pve aspect is not completely removed, I suggest creating a variety of none regular gear (legendary gear). These items would be more suitable to specific play styles / builds or others, but should never deliver higher core values than those specified when creating the character.

I would suggest making mobs drop crafting ingredients. These ingredients can then be used to make pieces of equipment and these are forged into gear... I think this process should take a while. To make it a little more fun, I would recommend making sure if a player dies he loses some equipment (half of the items that are in his bag)

So much more, but it's getting too long and I have not even reached half of what I'd like to bring down. So I just skip to my next concern “the stat system”.

In first place I would drastically simplify the system to the basics.

So there should be X main stats:

Power- magic/melee/ ranged damage as one stat
Defense- physical and magical defense. Should work like damage drop. (7500 Def= 75% damage drop)
Health and health regeneration- well health is ok but regeneration should be per sec and should regenerate % of your max health (1000 health and you regenerate 1 health per sec)
Mana and mana regeneration- same as health just the regeneration rates should be adjusted. Due to instant max level of a character I would as well suggest to adjust skill cost properly.

Elemental defense- will fill the role of magic defense

Attack speed- should be an static stat which is defined by weapon used (changed with rare buffs or other skills but not items)

RNG Stats (Crit, block, evasion and other)- should be removed/ replaced could be skills or effects on items (Ex. Next skill will be a crit, all damage taken for next X sec will futile/ be evaded, block all harmful effects and damage used against you)

This is certainly is not everything but I think it is already more than should be...

Well as no one is willing to I will just continue…

I think there is as well a massive problem in the Main Stats placement in the stat pyramid.
They are used as a base in combination with items and then buffed with melee/magic/ranged %

I would propose to rearrange the structure a bit (I guess it would require lot of changes in items, buffs, points gained per level)

There is as well the fact bothering me that racial starting main stats have no actual effect on game as the gain from leveling up is way to high. So I would suggest to reduce the amount gained to 20-50…

So the general idea is to use weapons and armor as core for secondary stats. Main stats would then provide a % boost to those. As well I think it would be effective to implant it in such a way that every class could benefit from every main stat.

For Example:
Intellect- Increase your max mana by %
Straight- Increase your max health by %
Toughness- Increase your defense by %
Wisdom- reduce cooldowns by %
Agility- Increase your movement speed by %
Willpower- Increase your elemental resistance by %

in buff/passives every class would have that they own stat/s that should be counted as main and provide biggest bonuses. (guardian- STR provides per point % to power/ priest every point of Int increases healing done by %...)
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Old 11/16/2018, 11:32   #2
 
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You would have loved Rohan:Next as I basically reworked the whole stat & skill system.

Basically:
Power (Strength) => Melee/Ranged/Magic attack
Ferocity (Intelligence) => Critical Damage
Psyche => Elemental attack
Vitality => Health
Dexterity => Critical chance
Durability (Agility) => Defense (MDef/PDef in one)

- There is no HP recovery anymore as infight health regenerates by heal skills and outfight health regenrates with a flat 5% per second.
- Mana sits on a flat 100 points, with skills having a fixed mana consume depending on type.
- MP recovery is somewhat fixed at 5-10 points per second (in and outfight) but can be increased via certain buff skills.
- Elemental attack is basically magic attack but only really used for imbues and certain magical attack skills. So somewhat a type of skill damage. It is buffed by the elemental % modifier which can be stacked.
- There is no melee/magic/ranged buffing anymore, all buffs available grant stat% instead with the exception of psyche. Psyche (Elemental damage) is purely buffed by elemental modifiers only.
- Dexterity grants a curved based critical chance. Ex. 500 pts = 15% while 1000pts = 22.5%.

As for skills, I implemented a shitload of buffs granted by item modifiers. Ex. : On critical strike gain x buff for y seconds, which would do all kinds of stuff like increase stats or grant special effects like 100% crit, block, whatever for a small duration.

Furthermore, I did away with the skill levels / points as known. On leveling up you automatically gain respective skills on level 1. Across the world you could gather skill points with which you could level your skills for MINOR advantages. Like buffs, level 1 = 20%, level 4 = 22%, level 7 = 25%. Where level 2, 3, 5 & 6 grant minor mana and cooldown reduction.

This is just a small summary, sadly it never went live due to time limitations.
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Old 11/16/2018, 11:50   #3
 
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I surely would loved it!!!
Do you plan to ever publish it? (well to set the server)
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Old 11/16/2018, 12:00   #4
 
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Maybe, maybe not, who knows.
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Old 11/16/2018, 12:17   #5
 
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Pretty please do it for the sake of ROHAN

I was just sitting for few mins thinking over the elemental system... and well it just makes so much more sens and creates so many opportunities... as well I bet there would be magic (elemental) human/half elf/... builds

Well actually it all makes sens the stat system sounds great as well... and all stat sound like major important... for Ex. even investing few points in DEX would provide a benefit...

Please it sounds as such fun...

So to keep that thread alive I would like to continue with my thoughts bout Rohan...

My next concern are the skills (well more their randomness). It feels like developers used some just to cover up open spots. Then there other that are just OP, OP to such form that entire builds (well due to that this is rohan I would call it a class) are based on those...

Lets take in consideration reworking Evolution to a short time buff (providing reduces damage taken by % of XY and increasing your damage done by % of XY for 20 sec with a cooldown of 60 sec) allowing the user use Imbue and Sepa in that form... (well all of it would need to be reworked accordingly) and replacing those buffs that work just in evo to what ever there might be need in... there would be already few new options to a player provided to build their character in... the evolution wouldn't be a must skill all of a sudden...

Developer did in general a nice job. I mean they did a great job in creating those skill sets based on race. What I mean for sure as a Giant I would be using a different tactic in battle then a pity Human... But I think they did it not to the extend it should have been... and there could be so much more implanted to show the difference of a race...
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Old 11/17/2018, 16:23   #6
 
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Next thing that bothers me about skills is their proportion of effects and cool downs…
What I mean a stun does not need to have a 5 sec duration to be effective. 1-2 sec would be totally enough and at same time would allow its cooldowns to be reduced.
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Old 11/18/2018, 20:42   #7
 
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-Old school with crafting, without bez, flames, ruler. No Glacial, no fused pets, no twins, no hero. 2009-ish

-Buff Scouts, change sharp melee to all attack forces instead of just melee.

-Increase all standard buff timers to 2h.

-Make templar debuff identical to the one on priests, or swap.

-Make Crossbow attack speed higher, but reduce speed wind to make rangers more viable without the combo

-Balance guild buff costs

-Make forging option stones less unforgiving. Make for example Adorned Protection of Marea 320-490 instead of 220-490.

-Don't make ****** forging rates. No one likes to forge, and it's just an obstacle for fun. Don't make it any more annoying.

-Make ONE portal stone, with all locations possible to select from a drop-menu. Similar to how Town portals work.

-Make daggers,staffs and swords able to have the same max stats as any other weapon type.

-Dont change skills and items around too much, the Rohan-feeling is delicate and fragile.
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Old 11/19/2018, 15:49   #8
 
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Quote:
Originally Posted by A-Hitagi View Post
-Old school with crafting, without bez, flames, ruler. No Glacial, no fused pets, no twins, no hero. 2009-ish

-Buff Scouts, change sharp melee to all attack forces instead of just melee.

-Increase all standard buff timers to 2h.

-Make templar debuff identical to the one on priests, or swap.

-Make Crossbow attack speed higher, but reduce speed wind to make rangers more viable without the combo

-Balance guild buff costs

-Make forging option stones less unforgiving. Make for example Adorned Protection of Marea 320-490 instead of 220-490.

-Don't make ****** forging rates. No one likes to forge, and it's just an obstacle for fun. Don't make it any more annoying.

-Make ONE portal stone, with all locations possible to select from a drop-menu. Similar to how Town portals work.

-Make daggers,staffs and swords able to have the same max stats as any other weapon type.

-Dont change skills and items around too much, the Rohan-feeling is delicate and fragile.
QFT
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Old 11/19/2018, 16:20   #9
 
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Even though I am a fan of CHANGES I think it sounds like a plan… But even here I still think there would be a need of changing skills… there just to many of those that are never used.
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Old 11/24/2018, 20:50   #10
 
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Remove weight limitations. There really is no need for it and even official Rohan did it on Origin. It is one of the few things I actually agreed with them about.
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Old 11/25/2018, 12:14   #11
 
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Yeah it is kind of a pointless thing. I am not even sure what was the idea of it in the 1st place...

I think it would be nice if it were reworked in any way, that it would actually affect the items equipped...
So there then could exist plate, scale, chain mail and ... besides different armour types there could be weight difference in weapons...
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Old 11/26/2018, 11:04   #12
 
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Quote:
Originally Posted by Implausible View Post
Yeah it is kind of a pointless thing. I am not even sure what was the idea of it in the 1st place...

I think it would be nice if it were reworked in any way, that it would actually affect the items equipped...
So there then could exist plate, scale, chain mail and ... besides different armour types there could be weight difference in weapons...
What would the reasoning be behind that though, what purpose would it serve?

This is Rohan not Dungeons & Dragons or World of Warcraft.
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Old 11/26/2018, 12:18   #13
 
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There are actually many, but it depends mainly on how well it would be done. If it would be simply implanted in the current Rohan, it probably would not have any real effect...
For example, three different types of armor would offer, in addition to the different weight categories and defenses provided following:
-light: increase skill effectiveness and movement speed
-medium: increase attack forces
-Heavy: increase health
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Old 11/27/2018, 12:39   #14
 
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I just realised that I did not answer your question
Different gear weights simply add another statistic that needs to be counted in. The more stats a character uses/ depends on, well and that provides a bigger variety of potential equipment options.

Well, but as I said, there would be no point in getting it into the current Rohan. Since all you need is to maximize your main stat and rest is just not mandatory. There is never a need to make sacrifices because one of stats is clearly dominate. A Str Guard would never pick percent of HP gain over percent of Melee gain. Next part is that lot of stats are just pointless, well they do affect the game but just to such an extent that no one cares about them.
So the system created by asdfRohan (although I estimate that what is written here is only a tiny part) actually makes a lot of sense.
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Old 04/10/2019, 11:45   #15
 
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I guess most of you know POE. The game provides an interesting character progression (the game it self is great too).

Well my thought was of implanting a portion of their character progression into Rohan.

All skills in skill trees should be passive and player pick out the ones they prefer.
Skills in first skill tree would be like the passive tree of POE (well for the exception that there less perks and all races have a different one). Those passives can be activated by spending a skill point (lets say a player gets a total of 10 points). Second skill tree would be than the ascendancy class tree. Those skills would require a SES to be used to make use of them (lets say player will get 7 SES and no more are ever provided).
Active skills could then be provided by items or by option stones (option stone would be best)
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