I know, I just don't give up heh. I've seen something similar too, but anyways...
In an attempt to bring back Feluccia to the original thrill. I'm proposing that all artifacts/scrolls in game would be droppable from feluccia dungeons from any mob. These artifacts would be uninsurable until removed from the dungeon, and they would also prevent stealth (or have a glow). It also needs to become harder to simply run away from a fight. Dungeon teleporters and star room moongate should be deleted, and gates/entrance/exits to different levels of the same dungeon should have a 15 sec activate timer and dismount the player. The deeper someone is inside a dungeon, the greater chance of an artifact. At the deepest levels, there should be a significantly greater chance at getting something for your time spent compared to farming a trammel boss. Certain smaller dungeons which lack gates/multiple levels could have them added at various chokepoints and serve to increase the dungeon "level". Murderers would also have significantly increased insurance costs inside these dungeons. In addition, gathering resources and gold loot can also be doubled, but would have to greatly increase recall cast time when a player is not within a town or home.
Also, with specific "Dungeons of the day" that increase rewards, characters could further increase the risk/reward system. Dungeons of the day would also insure that people could still easily find a group for trammel bosses.
Champion spawns could then turn into events for large group fighting. Yes, my limited # champ spawn idea again. Could lower the difficulty of the encounter so PvP characters can complete it easily.
In an attempt to bring back Feluccia to the original thrill. I'm proposing that all artifacts/scrolls in game would be droppable from feluccia dungeons from any mob. These artifacts would be uninsurable until removed from the dungeon, and they would also prevent stealth (or have a glow). It also needs to become harder to simply run away from a fight. Dungeon teleporters and star room moongate should be deleted, and gates/entrance/exits to different levels of the same dungeon should have a 15 sec activate timer and dismount the player. The deeper someone is inside a dungeon, the greater chance of an artifact. At the deepest levels, there should be a significantly greater chance at getting something for your time spent compared to farming a trammel boss. Certain smaller dungeons which lack gates/multiple levels could have them added at various chokepoints and serve to increase the dungeon "level". Murderers would also have significantly increased insurance costs inside these dungeons. In addition, gathering resources and gold loot can also be doubled, but would have to greatly increase recall cast time when a player is not within a town or home.
Also, with specific "Dungeons of the day" that increase rewards, characters could further increase the risk/reward system. Dungeons of the day would also insure that people could still easily find a group for trammel bosses.
Champion spawns could then turn into events for large group fighting. Yes, my limited # champ spawn idea again. Could lower the difficulty of the encounter so PvP characters can complete it easily.
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