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Thread: The future of TSO

  1. #31
    Mayor Perwyn's Avatar
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    How about a progressive set of adventures, similar to leveling up, where the next adventure(s) in the series becomes available only after you've gained "X" amount of xp/star coins/quatloos from the current one(s). Each adventure "level" unlocks a new building/feature/buff that sells at a decent price in star coins/beans/stalks, whatever these adventure pay out instead of xp. So you have goals to work toward and rewards as you achieve each goal.

    In theory, there'd never be a cap as new adventures and goodies can continue to be added without the hassle involved in raising a level cap as pointed out by Ron. In a sense this also partly addresses Raubhautz issue of LS and loot, at least for these adventures, since somebody who tags with 1R isn't going to get the same benefits as the person doing all the work, provided none of the items (coins, buildings, buffs) are able to be traded.
    "Very little is needed to make a happy life; it is all within yourself, in your way of thinking." ~ Marcus Aurelius

  2. #32
    Mayor Raubhautz's Avatar
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    Multi-taksing, great.

    Quote Originally Posted by Perwyn View Post
    How about a progressive set of adventures, similar to leveling up, where the next adventure(s) in the series becomes available only after you've gained "X" amount of xp/star coins/quatloos from the current one(s). Each adventure "level" unlocks a new building/feature/buff that sells at a decent price in star coins/beans/stalks, whatever these adventure pay out instead of xp. So you have goals to work toward and rewards as you achieve each goal [...]
    Very interesting. This would at least address multiple issues brought up in this thread. I like it.
    “Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
    J. R. R. Tolkien

  3. #33
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    Quote Originally Posted by Perwyn View Post
    How about a progressive set of adventures, similar to leveling up, where the next adventure(s) in the series becomes available only after you've gained "X" amount of xp/star coins/quatloos from the current one(s). Each adventure "level" unlocks a new building/feature/buff that sells at a decent price in star coins/beans/stalks, whatever these adventure pay out instead of xp. So you have goals to work toward and rewards as you achieve each goal.
    AWESOME idea, definitely a +1 from me as well. And please make sure we need to use beans or beanstalks... my FT castle is full of cobwebs...

  4. #34
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    Quote Originally Posted by kzar View Post
    And a skill tree for guilds
    and a skill tree for the skill tree!

  5. #35
    Mayor EpsilonSilver's Avatar
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    Quote Originally Posted by Troll-Phu View Post
    and a skill tree for the skill tree!
    A skill tree for.......ah, never mind.

  6. #36
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    Just my 2 cents:
    IMO adventuring is still the heart of the game.
    I stopped adventuring a while ago (with the exception of guild quest adventures) for a couple of reasons.
    One reason was the decrease in good loot like granite, exo logs, and weapons from adventures, much less point in adventuring. The biggest reason I stopped though was the MAJOR DECREASE in drop rates for rare items (return to bandit nest, motherly love, old friends, witch tower, frozen manor) and a question for the dev team: you guys have a product that can only be bought with gems that is called invasion of the nords. this adventure used to have a very good drop rate for frozen manor. it was reduced to almost nothing, how is this a good idea ????? seeing as though alot of players only thing left to do is fill their islands with frozen manors. you make them almost extinct!?!??! does this make people buy more gems for invasion of the nords!? or drive them away from the game in frustration?
    Last edited by runecaster69; 06-04-15 at 01:22 pm. Reason: added info

  7. #37
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    Quote Originally Posted by runecaster69 View Post
    Just my 2 cents:
    IMO adventuring is still the heart of the game.
    I stopped adventuring a while ago (with the exception of guild quest adventures) for a couple of reasons.
    One reason was the decrease in good loot like granite, exo logs, and weapons from adventures, much less point in adventuring. The biggest reason I stopped though was the MAJOR DECREASE in drop rates for rare items (return to bandit nest, motherly love, old friends, witch tower, frozen manor) and a question for the dev team: you guys have a product that can only be bought with gems that is called invasion of the nords. this adventure used to have a very good drop rate for frozen manor. it was reduced to almost nothing, how is this a good idea ????? seeing as though alot of players only thing left to do is fill their islands with frozen manors. you make them almost extinct!?!??! does this make people buy more gems for invasion of the nords!? or drive them away from the game in frustration?
    go away runecaster69, and dont come back!!

  8. #38
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    I was planning to add an island full of frozen manors, a logical self-established goal now that I've hit 50, but as rare as they have become, forget about it. Not at these prices. I also have a quest to do two follow-up adventures. I haven't even seen one of them since the fall.

  9. #39
    Mayor EpsilonSilver's Avatar
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    Quote Originally Posted by runecaster69 View Post
    Just my 2 cents:
    IMO adventuring is still the heart of the game.
    I stopped adventuring a while ago (with the exception of guild quest adventures) for a couple of reasons.
    One reason was the decrease in good loot like granite, exo logs, and weapons from adventures, much less point in adventuring. The biggest reason I stopped though was the MAJOR DECREASE in drop rates for rare items (return to bandit nest, motherly love, old friends, witch tower, frozen manor) and a question for the dev team: you guys have a product that can only be bought with gems that is called invasion of the nords. this adventure used to have a very good drop rate for frozen manor. it was reduced to almost nothing, how is this a good idea ????? seeing as though alot of players only thing left to do is fill their islands with frozen manors. you make them almost extinct!?!??! does this make people buy more gems for invasion of the nords!? or drive them away from the game in frustration?
    Maybe they think we are just that stupid? Maybe we are, if we are still here.

  10. #40
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    You brought up Wow before and the raising level cap. The game continues to do well because of the fact that there is something to do for everybody. new xpac, level cap raised - you rush to do that, new instance opens up- you grind to get your gear. meanwhile you can level your alts, pvp, farm stuff (including old content rare drops of pets/mounts) do pet battles, while you wait for new raid instance to open to do the gear grind again...

    Now you hit lev50 in TSO and got your bean stuff from FT. If you not into "pvp" than... what do you do? Log in once a day to chat with guildies, send goes and explorers on searches and rebuild your mines, do the guild quest and/or an adventure, set your trades in trade office and.. there is nothing else to do.

    I would love to have a quest chain to follow. I am just afraid that when BB gets to it they make something horribly tedious... You got to understand the reason people grind in MMO's - for LOOT! You can't drop a quest chain that requires 6 months of daily grind to get a general that is useless once the grind is over! (hint to upcoming "pvp" grind).

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