It's been a while since I played but I'm bored on sunday so I'm posting this just as some general idea stuff to make the game an addicting mobile game, hopefully without a pay to win item shop.
I'll be entirely honest when I say that I have NOT kept up with Realm news, so I don't know where the game is headed, what functions are planned, or anything.
I'm also way too stupid to ever make a video game, so I don't know the first thing about implementing any of this, how easy or difficult it will be.
These are literally just a bunch of ideas for my dream version of Realm. I'll probably edit more as I come up with them.
I don't think I need to say it but if you want ANY of this stuff, please take it. You can have it if you like it.
If you want me to do more, let me know, I'm a creative moron and would love to help you guys out. I don't want anything but a fun game for it.
1.) Remove the solo-player combat timer.
- This allows people to play with long breaks in between game time. For example, when I'm on duty, I have maybe 10-15 minutes every few hours to get in some free time. If I can start up realm, go start a dungeon, go thru a few fights then AFK in the middle of a fight while I go and deal with whatever IRL stuff, then come back in the middle of the fight, I'd really enjoy that.
2.) Reduce the level cap to 50 or 100.
- This fits more with other things I like, but I really, really hate that the level cap is 1,000. I totally get that it was 1,000 back in the 90s, but it just makes the game a daunting grind.
- This works best with change #3 by creating clearly defined skill builds. 1,000 BP is just goofy to me. 100 talent / build / skill / character points creates a firm point of reference. The idea is to allow players to build a character that is defined by choices more than just the race they chose at character creation.
- Another focal point of this is to use the levelling system as a tutorial, where the character is fairly rail-roaded for the first part of their journey, but once they hit level 100 and get a fully built character, the game opens up for them hugely.
- This removes a big fat number that looks daunting.
3.) Revamp the Skill System.
- Make Skill Level dependent on Grinding that skill, instead of spending BP to level up. This will allow people to level multiple things at once. You gain skill EXP whenever you use that skill (I.e. Swinging a sword gives you Sword EXP, casting a summon gets you conjuring EXP).
- Each Level will provide a flat bonus in some form (Destruction +Damage, Maul +Damage, Conjuring + Creature Health(?)). These bonuses will by a multiple of your Stats. (I.E. Level 10 Maul uses 10xstr value as bonus damage per strike)
- Each level rewards talent points for those skills, up to level 100. Make branching Skill Trees for each Skill that improve your character or grant new abilities. Each new level (Between say 1 and 10) should have talents, and some talents should have multiple ranks. If I stay bored today, I'll probably post a suggested tree for every skill. I've been mulling about them for months.
Aether Weaving (5 Ranks): Your summoned Necromancy creatures gain +x Health and deal +x% Damage per Skill Rank.
Necrotic Focus (5 Ranks) When you cast an Offensive Spell targeting a Monster that your Summoned Creatures have attacked this turn, you deal +x damage.
Horde (5 Ranks): Whenever you enter Combat, you start with a number of Undead Minions equal to this Skill's Rank.
Summon Daemon King (1 Rank): You learn the Summon Daemon Spell.
Deep Cuts (5 Ranks): Whenever you deal damage with a Sword, you inflict a number of Deep Cuts to the target equal to your Skill Rank. (Deep Cuts: The Target Bleeds at the start of each turn for +1% Weapon Damage. This Affliction can stack up to 100 times.)
Duelist Blade (5 Ranks): Whenever a monster attacks you with a Melee Attack while you are wielding a sword, reduce the damage by x (based on weapon damage.) This Talent applies to a number of Attacks per turn equal to this talent's ranks
Disarming Strike (3 Ranks): Ability. Make a melee Attack with your equipped sword, then the target is Disarmed for 1 Turn. You may use this Ability per combat a number of times equal to your Rank in this Talent.
Blade Dancer (3 Ranks): Ability. Select any number of Enemies within 5 squares of each other, you blink between them and strike them each with your Sword a number of times equal to your rank in this Talent.
Hardening (5 Ranks): Increase the Armor Value of Metal Armor you Craft or Wear by +x per Rank in this Talent.
Fires of the Forge (5 Ranks): Reduce Fire Damage you take by -x per Rank in this Talent.
Mithrilsmith (3 Ranks): You can now smith Mithril Arms and Armor, and weave Mithril into your Magical items to improve them. Each Rank in this Talent reduces the number of Mithril Bars required to craft or improve items.
Mistborne (1 Rank): You learn how to harvest the powers of the mysterious mists that surround the realm. When you kill creatures near the Mists, you have a chance to gain a Mote of Mist. You also learn how to weave these Motes into Arms and Armor to grant them magical powers and enchantment slots.
4.) Make combat Grid-Centric and Turn Based. Instead of a drawing with no reference points, start using the grid more.
- This is to give players a more tactical aspect to combat. This goes hand in hand with everything else I'm suggesting, especially the skill revamp and Mercenary System to create a combat system more similar to Vandal Hearts, FFTactics or XCOM. Everything combat focused would be oriented around squares. Turned based is more just for easier book keeping. And makes combat more organized.
5.) Introduce a Mercenary System.
- Mercenaries are just like your multibox alts. I'd rather they have their own gear pre-set and a pre-built skill build, but again, I'm an idiot so maybe just letting players hire & kit out their own crew would be better.
- These characters can be temporary (i.e. go to a Tavern and hire them, receive a "Calling Card item to summon them when entering a dungeon, then upon leaving the dungeon, the mercenary despawns and has to be re-hired) or permanent (complete a quest for the town drunk to sober him up and get his re-usable Calling Card)
- These characters are controlled by the Player, but really should be completely pre-built for a single role.
6.) Expand all the dungeons to be super de duper long.
- This is the grindy part. Dungeons should take hours to days to complete. With the combat drawn out and longer from #4, you can have this epic, complex boss battles and crazy winding dungeons.
7.) Guarantee rewards for long grinds.
- This is achieved through two primary things; #1 - All Bosses and Dungeons now contain crafting materials to create the most powerful arms and armor in the game and #2 - High level crafters can now craft the most powerful arms and armor in the game. Not necessarily boss items or Bonecrushers, but power equivalent items like them.
- Bosses should still have the ability to drop the standard unique weapons & hats and whatnot, but skill crafters should be able to craft and sell equally powerful items. The creation of these items should cost a lot of time to create. The time comes from grinding the mats for the items.
- Random drops feel great when you get a great item, but feel awful when you don't. With change #3 Skill Revamp, Crafting becomes the way to get the best gear, and so finding what monsters drop the materials you need, then farming them to build the set or item you want becomes your gate.
- You can also do something like a guaranteed boss drop item like "Fuloran's Essence: When you have 10 of these items, Fuloran will drop x item." Meaning after 10 kills, you for sure get x item, while he still has a random chance to just drop the item any way. It just takes time, but you know for an absolute fact that the item is there at the end of the tunnel.