"Rebirth" idea | The Legend of Mir

"Rebirth" idea

zad48231

Leading Contributor
Thoughts to give those at the top something else to do while waiting for others to catch up...

Have an NPC that will only speak to you when you're at hard cap, and he gives you an option to engage rebirth. If you accept, he puts you back to soft cap (at the moment would make you from 188 to 183) and in exchange gives you permanent extra stats to your char. AC/MAC 30-30, DC/SC/MC 50-50, Agil+10 or something similar to that. And you can do as many times as you like, so in effect endless levelling for real benefits, for those who are committed enough.
 
Thoughts to give those at the top something else to do while waiting for others to catch up...

Have an NPC that will only speak to you when you're at hard cap, and he gives you an option to engage rebirth. If you accept, he puts you back to soft cap (at the moment would make you from 188 to 183) and in exchange gives you permanent extra stats to your char. AC/MAC 30-30, DC/SC/MC 50-50, Agil+10 or something similar to that. And you can do as many times as you like, so in effect endless levelling for real benefits, for those who are committed enough.

As a concept I like the idea but can't see it working on the server. You would be handing a massive advantage to shared characters and those that can afford to live on the server as they could cycle through and build OP characters where avg Joe would always get stuck with increasing lvl caps and being weaker and weaker. It would just make the strong, stronger.
 
I Agree we need some sort of reward for 188 however think the reset with additional bonus won’t really work ,
Some chars will be back to 188 with a month of reset....
Maybe a NPC selling special 188 items e.g.
Flame of Mastery ��
light radius 5
MC20/20
DC20/20
SC20/20
HP regen 20%
Mana Regen 20%
Duration 3hrs

Flame of continuous hope
Light radius 5
MC10/10
DC10/10
SC10/10
Mana Regen 100%
HP Regen 100%
Poison recovery 50%

Duration 3hrs


Just an idea on how to reward 188 without reset etc
Maybe some quest line for a elite archimon only doable at 188
To keep interest etc
I am sure there must be ways to do this
 
Appreciate the idea however personally not something I would entertain.
1. We did rebirth on Project69 - no one chose to lose levels! It was rather unpopular
2. The cap is really there to slow everyone down and prevent power getting out of control, this is rather contrary to that
3. As above it would probably be more elegant to just add more levels to soft cap and ramp up the difficulty to level (essentially how it used to be!)


I do agree something more tangible needs to be given to those who are a high level. Heroes League buffs are really effective but I don't think anyone really has a sense of that because it is just not measurable (outside of us reviewing logs!). This means those at high level don't really feel any achievements and those below Heroes League have no desire to achieve it.
 
Appreciate the points everyone has made here, certainly makes sense!

I think those who actually have the heroes league buffs do appreciate them though, just hungry for more hehe
 
Appreciate the idea however personally not something I would entertain.
1. We did rebirth on Project69 - no one chose to lose levels! It was rather unpopular
2. The cap is really there to slow everyone down and prevent power getting out of control, this is rather contrary to that
3. As above it would probably be more elegant to just add more levels to soft cap and ramp up the difficulty to level (essentially how it used to be!)


I do agree something more tangible needs to be given to those who are a high level. Heroes League buffs are really effective but I don't think anyone really has a sense of that because it is just not measurable (outside of us reviewing logs!). This means those at high level don't really feel any achievements and those below Heroes League have no desire to achieve it.

I have an idea for you, for higher lvl people.

How about, when people reach lvl 185, they can become a master (with a dojo) take on disciples? Kind of like a sub-guild, but more like marriage. Dojo's can have a master and 10 student

* If people hunt with their masters, or as school, then they get an XP (and maybe other) bonus.

* masters can challenge other masters in 1v1 or dojo vs dojo.

* Dojo league. A league table for people who have the balls to go into dojo's and challenge masters to 1v1 duels.

* Dojo's can have their own quests so they can unlock the ability to spawn training mob/ bosses, or add features to the dojo's. These mobs dont need any drops or anything (but could haha), they would only be accessible there so masters and disciples can practice killing them.

*Every master could have one of the random buildings in the game to use as their dojo - If we run out of buildings we could always have a few small maps with buildings for this purpose (although, there are that many buildings in-game, and that many unused areas that i dont think they would be needed. They could easily be upstairs or entered from behind buildings, so no visible entrance is needed).

Just thinking out loud now, so ill stop. It would be a cool addition and add more playability and something to work towards into the game.

(Guilds could have multiple masters and be made up of multiple schools, kinda like how real guilds work re businesses coming together to form guilds).
 
Every reply above has mentioned ideas where your seeking power and it’s power that will destroy the server. So nah bad idea Andy is correct about everything.
 
Nothing I mentioned gives anyone a bonus, it just gives people a way to train to be a better player. Outside of the school, it would be meaningless and doesn't give anyone an advantage other than being able to develop better playing styles.
 
I have an idea for you, for higher lvl people.

How about, when people reach lvl 185, they can become a master (with a dojo) take on disciples? Kind of like a sub-guild, but more like marriage. Dojo's can have a master and 10 student

* If people hunt with their masters, or as school, then they get an XP (and maybe other) bonus.

* masters can challenge other masters in 1v1 or dojo vs dojo.

* Dojo league. A league table for people who have the balls to go into dojo's and challenge masters to 1v1 duels.

* Dojo's can have their own quests so they can unlock the ability to spawn training mob/ bosses, or add features to the dojo's. These mobs dont need any drops or anything (but could haha), they would only be accessible there so masters and disciples can practice killing them.

*Every master could have one of the random buildings in the game to use as their dojo - If we run out of buildings we could always have a few small maps with buildings for this purpose (although, there are that many buildings in-game, and that many unused areas that i dont think they would be needed. They could easily be upstairs or entered from behind buildings, so no visible entrance is needed).

Just thinking out loud now, so ill stop. It would be a cool addition and add more playability and something to work towards into the game.

(Guilds could have multiple masters and be made up of multiple schools, kinda like how real guilds work re businesses coming together to form guilds).

I like the concept but the biggest flaw I can see is that it assumes high level equates to high skill. Half of the players over 185 have simply paid to get there, which makes it fairly meaningless and takes away from the achievement of those who have done it themselves
 
I wouldn't focus on skill so much as really, as its not about skill, its just about higher lvl people having something to do and another way to be the best at something in a way that can feed down into the game and give people slightly more to do. The fact there are people who have 'paid' to get to that level really shouldn't be taken into account as at the end of the day you will end up cutting your own nose to spite them, which is never a good line to go down. Focus on your own game and experience, if people want to spend (waste) money to be at a high level then that's on them - the good dedicated players will always be better. (quality, not quantity).

If anyone was to get to the point where they can become a master, and they lacked skill, this would be represented by their dojo's not being ranked highly. Players with real skill would have that reflected by having a stronger dojo.

I mean, think of it like a pokemon dojo, there are the crap ones you beat first at the start of the game and the hard as nails ones at the end of the game. They dont all need to be skilled players. Any shitarse could start a dojo but it takes skill to be a good dojo, and mastery of the game to be the best.

It's just an idea. I like your rebirth idea but I also see why that could also be used by the people paying or with multiple people lvling their accounts 24/7 to get way overpowered. I think content aimed at people at or near the level cap should be more about having things to do that keep the game experience moving without it being based around busywork quests. I would love to know what the big man things about it.
 
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