1)make the tab selector for creating heros actually give starter items (war gets ss and sheild mage gets staf and all first spells and archer (replaces master tab) gets short bow and 500arrows to start)
thats one of my ideas to making a good server that will take a while (balance wise i still have to test in a closed beta
2)there is a default ek trade in here with LB and other rares for wars and mages for archers firew bow will be changed insted of a flame it will shoot explosive shots (mfs) as a ek trade bow
so it adds flying andmagic dmg to bows
make rare Magicswords for wars that wil drain mana but shoots impressive spells (good for war or even bmage clases make them flams/GiSs)
make a weapon exclusive to normal mages (maybe a SS that can cast spells through but has normal flam dmg?)Stated clothes drop from slimes so players can pvp strait from trav zone if they wanted (also making soft leather items from orcs up to golems)
makeing Hard leather (what leather is now) drop from w.e above golems up to trolls (which will get chain hose and berks)
3)it would modernize it without changing the gameplay style to much (pvp pvm stays the same just new quest systems and an incorperated storyline INGAME insted of a storyline base)
IE: having players talk to a spirit of Aresden/Edinel to join the city add in God quest (random and doesnt interupt normal quest)
4) Ino Stone (adds stats Hitprob/HP/MP/MR/DR not PA/MA tho) replaces angel slot looks like colored Nugget for manu
uncommon drop
5) Cursed items (this is a tricky idea ive made) Cursed/Special items have a 50/50 chance to being what they actually are but the play will never find out til they put it on (IE special flam +50 dmg player puts it on it ends up cursed does half normal dmg and must be used til (cursed quest completed /interupts current quest or it runs out of charges) the special flam will bind to the player not being able to be taken off (this makes for a preist to go into church to unbund it for lots of gold or convert it into holy type (takes 1 week) and then it will have what it said it would have flam+50 dmg (1000charges) this action would also cost gold
6) Decrease gold rates to HB INT days (slimes drop max 4 gold) Drop rate will be medium low (to keep rares out of game) ek rates will be 1 and 5 duringsades/happyhour (once every 12 hours is HH and once every 3 days for sade)
7)make a gold exchange (players can post items into this area for gold trade)
8) make Zems rarer then X/Mstones makes the PvPs more rewardable
9) add in Kbow for Uni and Abby drops (like all K weps)
10) GM commands do not work(partially fixed with configs)
11)adding in a single player campain mode/tutorial mode????? would be nice and fun to work with esp for new players to bring in (allowed to take 3 selected items maybe? nothing over 35% to online mode? must restart lvling tho?)
12) adding new mobs (recolored/ making new srites/.paks) giving more of a well rounded monster relm (have ideas for monsters just need artistic help)
13) make the deadly shot and the other Manu items from HBUSA possable maybe? (bow limb boot leather for the bishop boots)
14) Lower Gold rate ALOT
15)Add in Contribution trade (for DK items and Hunters items {new item for higher Mob dmgs but bad dmg in PVP})
16) fixing Curent bugs (ie axes working up longsword skill the minimap spawn indicator yada yada)
17) decrease mob death times (almost instant body leaving)
18) Fix /summon command
19) getting client/HG stable :(
20) Seperating magic users by type (opens up more classes of mages and opens up more items for mages/wars IE magic 100% 80ice/20air/0%earth/0%psychic)
21) continuing off of the spliting of Magic idea addin in Psychic type mages (illusions/ telecinetic spells) adding in Telecinetik Push (like esw but has sprite of just a IGs swirl) Telecinetik Rush (when casted on some1 increases there movement/swing/casting speed by 20% at the cost of defence/pa)
22)Psychic spells cast INSTANTLY BUT have low dmg (hits max 3 time max dmg of 50per hit even with 200mag/int) Psychic spells run off of int mainly but cost mana(or a new bar added purple color saying Psy and it is based on int) mages need int and mag to have dmg sooo idk how to balance this class type yet...
To be continued after testing these updates/changes
1)make the tab selector for creating heros actually give starter items (war gets ss and sheild mage gets staf and all first spells and archer (replaces master tab) gets short bow and 500arrows to start) thats one of my ideas to making a good server that will take a while (balance wise i still have to test in a closed beta
2)there is a default ek trade in here with LB and other rares for wars and mages for archers firew bow will be changed insted of a flame it will shoot explosive shots (mfs) as a ek trade bow so it adds flying andmagic dmg to bows make rare Magicswords for wars that wil drain mana but shoots impressive spells (good for war or even bmage clases make them flams/GiSs) make a weapon exclusive to normal mages (maybe a SS that can cast spells through but has normal flam dmg?)Stated clothes drop from slimes so players can pvp strait from trav zone if they wanted (also making soft leather items from orcs up to golems) makeing Hard leather (what leather is now) drop from w.e above golems up to trolls (which will get chain hose and berks)
3)it would modernize it without changing the gameplay style to much (pvp pvm stays the same just new quest systems and an incorperated storyline INGAME insted of a storyline base) IE: having players talk to a spirit of Aresden/Edinel to join the city add in God quest (random and doesnt interupt normal quest)
4) Ino Stone (adds stats Hitprob/HP/MP/MR/DR not PA/MA tho) replaces angel slot looks like colored Nugget for manu uncommon drop
5) Cursed items (this is a tricky idea ive made) Cursed/Special items have a 50/50 chance to being what they actually are but the play will never find out til they put it on (IE special flam +50 dmg player puts it on it ends up cursed does half normal dmg and must be used til (cursed quest completed /interupts current quest or it runs out of charges) the special flam will bind to the player not being able to be taken off (this makes for a preist to go into church to unbund it for lots of gold or convert it into holy type (takes 1 week) and then it will have what it said it would have flam+50 dmg (1000charges) this action would also cost gold
6) Decrease gold rates to HB INT days (slimes drop max 4 gold) Drop rate will be medium low (to keep rares out of game) ek rates will be 1 and 5 duringsades/happyhour (once every 12 hours is HH and once every 3 days for sade)
7)make a gold exchange (players can post items into this area for gold trade)
8) make Zems rarer then X/Mstones makes the PvPs more rewardable
9) add in Kbow for Uni and Abby drops (like all K weps)
10) GM commands do not work(partially fixed with configs)
11)adding in a single player campain mode/tutorial mode????? would be nice and fun to work with esp for new players to bring in (allowed to take 3 selected items maybe? nothing over 35% to online mode? must restart lvling tho?)
12) adding new mobs (recolored/ making new srites/.paks) giving more of a well rounded monster relm (have ideas for monsters just need artistic help)
13) make the deadly shot and the other Manu items from HBUSA possable maybe? (bow limb boot leather for the bishop boots)
14) Lower Gold rate ALOT
15)Add in Contribution trade (for DK items and Hunters items {new item for higher Mob dmgs but bad dmg in PVP})
16) fixing Curent bugs (ie axes working up longsword skill the minimap spawn indicator yada yada)
17) decrease mob death times (almost instant body leaving)
18) Fix /summon command
19) getting client/HG stable :(
20) Seperating magic users by type (opens up more classes of mages and opens up more items for mages/wars IE magic 100% 80ice/20air/0%earth/0%psychic)
21) continuing off of the spliting of Magic idea addin in Psychic type mages (illusions/ telecinetic spells) adding in Telecinetik Push (like esw but has sprite of just a IGs swirl) Telecinetik Rush (when casted on some1 increases there movement/swing/casting speed by 20% at the cost of defence/pa)
22)Psychic spells cast INSTANTLY BUT have low dmg (hits max 3 time max dmg of 50per hit even with 200mag/int) Psychic spells run off of int mainly but cost mana(or a new bar added purple color saying Psy and it is based on int) mages need int and mag to have dmg sooo idk how to balance this class type yet... To be continued after testing these updates/changes