What do you want to see?

Started by Sam

Sam

Greetings, Realmers!

This post is an inquiry into what game mechanics you would like to see added, removed, or adjusted. Additional game content is also fair game, just be sure that you post your ideas in a clear and concise manner.

We plan to develop a communication method to show to players what features and such are in the pipeline. We will have three more patches this year; one in October, November, and December. If we don't begin to target additional content we will focus our efforts on bug fixes and the new client.

Looking forward to your feedback!

  • Red

AliceDjinn

Potion use shouldnt take up the whole turn. Blocks Kinda stink compared to having a 3 range melee weapon; A better counterattack system would be better.

I think loot bound to web account rather than game account would be really nice, namely for nobel accounts. Or a 50 cent / copper item to transfer to another account under your web account.

I think loot drops bound to a web account would be interesting for some of the heroic dungeons.

Make multi-web account parties earn more exp than single account parties, or get an extra roll at the loot table.

I think it would be interesting to see a scaling by party size dungeon.

Parties larger than size 6 when multiple web accounts.

Documentation of how mist 6 words.

Oh and a trade window. xD

Jinglebob

Item 1. Level 900 Weapons
Item 2. Variable stats on Magic items but make end chest guarantee 1 item each run. IE' WL helmet with 15%-20% MDM or something of the sort
Item 3. Spell Book of Nakedness
Item 4. Trinkets of Strength/end/dex/int Ability to go buy trinkets with gold to increase your stats or ability to find them.
Item 5. Fix dungeons to make them soloable. This will make it better for people to stop running 6 accounts. With the change to mass spells now sucking its time consuming to run 6. However people multi boxing provides more accounts/more money. So if the model is to get more accounts then fix the spells to make it easier to run multiple accounts.

Jinglebob

Trinket to increase damage on weapon. Trinket of 2 hander, Trinket of 1 hander, Trinket of Add Endurance to item,

Harry

Not that I play anymore, but for some reason keep checking the forums.

I stopped playing for multiple reasons but this video covers it concisely: https://www.youtube.com/watch?v=fuEy0Y4xoT4

1) Rough estimated time of arrival when multi client alpha?
2) Consistent communication (which I appreciate Red tries to do)
3) There's a bunch of ideas on the forum already. When I was more active I made a complete list somewhere (should be somewhere on the mod forums).
4) Some game mechanics for hard core gamers where they can infinitely grow (primary reason I stopped playing)
5) More rewarding game mechanics (better gold sinks, regular/consistent drops) You guys may have already addressed these.
6) Before making any change think about the fundamental question "Is this fun?"

AliceDjinn

MDM effects thrower damage

Edit it looks like it works for my adm and tempered steal throwing daggers just not my FP.

DLJackelope

In the interest of player engagement I will add my thoughts, but I haven't been back long and haven't fully fleshed out the game. At the end of the day the game is in the hands of the developer and the community at large, so these are just my thoughts as an old schooler.

What strikes me the most about this new Realm is how common AIEWiz and ASGW are. I left the game a long time ago, but the % of players who were AIEWiz and ASGW back then wasn't near as high. Although both were definitely a thing. I think that's something that demands attention if the goal is to make end game content accessible by all manner of characters. Again, if that's the goal. It was always weird to me that an ASGW is capable of casting spells, and that an AIEWiz is capable of wielding a 2 hander. I think if you choose to min/max there should be a penalty associated with that in either case, and at this point in my play time it isn't super obvious how consequential it is. For example, it seems more consequential for your ultimate success as levels progress towards end game to play a human warrior.

The reason this is bothersome for me is because at max levels in this game toons have almost always been capable of doing the same things. To varying degrees of power, sure, but they've always been capable of casting the same spells, swinging the same weapons, etc. So, if access to abilities is going to be the same across classes, then the only way to diversify your character is through your stat build, but it seems that's penalized at this point.

I recognize the developer's efforts towards making more builds viable through the prestige system and the revamping of certain mechanics, and they are appreciated, but I think more effort in this area- not just along class lines- would be a good thing. An ASGW can still hit the hardest, but perhaps the penalty of low dex and low intelligence, even after enchants and items could be a little more obvious. As an example maybe an ASGW with 2 intel can't cast greater heal. An AIEWiz will still be the most powerful caster, but the penalty of minimal endurance and strength could rob them of their ability to use 2 handed weapons. As an example, I like the idea of putting a base strength requirement on certain weapons, rather than making encumbrance the limiting factor. Don't take away their ability to use these items based on class, but based on stats. When combined with a revamping of some of the end game mobs, this opens the opportunity for more interesting builds that can still be effective, and even in some cases more effective (but not always).

I also feel like things have kind of progressed to the point they have, perhaps because of the underlying limits of the game code, where things like alignment damage modifiers have been the easy solution to creating tougher mobs rather than something like more intelligent foes. Some of this I believe can be attributed to the spell system, which is pretty limited when you're looking at the truly effective spells. This should also be looked at.

Round based combat, if it's going to be engaging, needs to be focused on making the player think and analyze. You're taking time compression and reaction time out of the equation, so in its place there should be deeper layers of thought and more diversity of abilities that makes high level combat a thinking man's game. At this point, I don't really see that in the game. I do see progress towards that, but I would like to add my thoughts to reinforce the importance of it.

Ewol

Skill baubles need to go away or be redone. People just camp the hell out of/bot them. (world bosses)
You should at least get a fraction of exp from enemies you kill in a battle even if you die before the battle is over.

Jinglebob

TOD is a good cave but they used the EVIL GOOD modifier to accomplish the difficulty. The mages basically stun every single round.

AliceDjinn

^^^ Agree with Ewol. I would love to see porportial xp for kills - death penalty and the world bosses are just anger inducing every time i try to run to them.

Attribute stacking penalties start by current tier ie poor to godlike rather than the 3-2-1-halfs
I would like to see my ASGW get 1 STR from its first ring of strength or whatever bonus because its already godlike.
While my wiz i would like to see go from poor to normal in one str bonus.

I would like to see the number of effective stacks of regeneration in /state and anything on the effects window honestly.

Items exploding at 0 is a harsh newbie lesson that I dont feel adds any value except to make money flow on 3. I feel that items should just be unequipable when they break.

Items should drop with random enchantments, would be interesting way of making customized drops. Especially if they are not player addable Ie Carry capacity or double a single enchantment.

Sorry Just keep having ideas~

Malevolent

Here's a couple random ideas for the social aspect:

1) House Pets - sticky house pets that roam the room they are placed in, could also be traded and perhaps some rare ones that people can seek/trade for (i.e. mouse, bat, slime, snakes, imp [rare]?)

2) Be able to set the 'look at' description of the ToD sign - the sign in its current state is somewhat lackluster, adding the function to be able to set the sign's description would likely result in players wanting the item for their own house

3) Social in-town spell - Curse of Ugliness - cast on yourself or another player in town and their appearance looks like they are wearing a Ring of Ugliness for a 30 second duration, mana cost at perhaps 20k mana so people aren't spamming it - alternatively a 'Feign Death' spell that you can cast on another player and they fall down like the death animation and pop back up in 15 seconds (again, high mana cost)

4) Dye-able Stong Box - a storage capable Strong Box, but with the ability to be dyed, so people can use these to organize their houses with chests, similar to dyed backpacks - also dye-able swimsuit so people can get those undies lookin' sharp with mtx dyes - also dye-able furniture to customize houses further

None of these ideas are groundbreaking and some may not even be feasible. I'm just spitting out random thoughts for the social aspect of gameplay.

Cafe

I think it would be nice to be able to own a vendor in town that could sell items for you

DragnDave

Stances to not be dispellable by anyone except the person who chose the stance.

The new client so you can actually add new content and art is imo the biggest priority.

Variations within classes so they're not all the same cookie cutter builds. Should be multiple effective ways to build warriors to be viable, wizards, thieves, and adventurers. Specialization in a certain gameplay style would broaden this.

Plenty more in my head but those three are all I feel like sharing atm.

Saxon

I would like to address a few of my concerns with the way The Realm Online is going. Most of all doing a great job with bringing new content and new life to The Realm Online.

Concerns as follows,

  1. I believe that communication between Rat Labs and playerbase is key to being successful. It will help bring us together and on the same page.

  2. When asking a staff member a question we shouldnt be ignored as a player.

  3. Support tickets getting overlooked or forgot about.

Things I would like to see that others might like to see as well.

  1. Growing the MTX store to offer more to playerbase.

  2. Monthly notes from Rat Labs to tell the playerbase what they have been working on and their ideas of what they want to incorporate.

  3. Give the playerbase more honest answers in patch notes about new content ie. where it is dropping, maybe some artwork and what it is exactly.

I think everything in this post will help the community as a whole not just playerbase or Rat Labs. In the long term we can #maketherealmonlinegreatagain.

Gargantuan2

I personally feel this game is too easy to level in. There should be progressively harder levels to grind to make the gameplay last longer. If we have to have 1000 levels before prestige to go another 1000 levels, make prestiged levels harder. We start out with every skill maxed already, making it even easier to get to that 1000 level mark again.

First time around we should have each level harder by 1000 points so that 1st level is 10k to reach lvl 2. 2nd level should be 11k, 3rd 12k and so on up to level 999 needing 100k to reach lvl 1000. The second time around should be harder by maybe an additional 1000 points per level. Level 1 to 2 would be 12k, 2 to 3 14k until 999 level is 200k to hit 2000. 3rd time around adding 3k per level.

If you look at your leader board, and having only a few hundred players, there would be no goals for new players to attain because they have all been taken within just a month of game time. We need something in place to get more active players and the new engine would allow for more variety, but until that happens, we are going to find more people leaving again because the system is flawed from the leveling we have currently.

I would love to see the leaderboard reflect when players made it to level 3k, and maybe how active (hours/day or ave time per month). We are going to see the same names and watch these players become stagnated in end-game interests while constantly begging for more stuff to be implemented.

I agree that classes need to have both more interaction with other classes, but until upgrades of this sort can be incorporated we need to find something that gears players to be playing for longer periods of time.

Gargantuan2

A simple visual we might be able to do in the Realm is a level color change to the player baldric, without needing to give them new ones. Once they hit a specific level the item automatically changes color. The item would have to be undamageable so wizzies can put 4 or 5x on them without worry, maybe 6x with a 3k wizzy.

Gargantuan2

In game books would be nice for players to buy in East Leinster. The books I have in mind would be those that give information somewhat like the in-game guides that Buttercuppz and Leviathon have been compiling. Where skills or spells can be found, Dungeon locations (though it would be nice to have those incorporated into quests instead). NPC names and where to find them (again quests could help). Area locations and what can be found in them might be nice to know. A lot of this should be in forms of quest logs, which are largely unused currently, but if they get utilized once more, please make it so that this type of information is saved for future reference in that log file so that players that use them have a heads up when it comes to the events we've had recently.

Vickstress

I personally like the way the game is. I don't want a difficult grind, that gets boring. A better, less complicated crafting system would be nice. MakeRealmGreatAgain by adding some new spells and new areas.

Curtis Cooper

So to chime in on the post. First and foremost transparency from devs needs to take a huge step forward. It is actually the most lacking part of the game. What is happening with the copper plans? Are we to just accept whatever system you are bringing with no input? I've asked many of you why we can't get loot tables but you tell us to find it ourselves and build our own tables. This is a decent idea when the player base is HUGE but for such a small game it just can't work. What's the big secret just tell us how this stuff works or where it drops. Here's an example Jordan stated in the last Patch announcement that Glowie helms dropped from bosses only yet theres been a helm found in a chest seems like the announcement lacked information or something slipped on your side. To go even further Named bosses dropping 10-20 items per death definitely has a higher chance a dropping something fun than a name boss that can only drop 2 items at a time. Case and point DP bosses all drop 10-20 items with The Dig bosses dropping 0-3 items and theres only a difference of 1 boss between the two dungeons theres no comparision on which is better to run. I can go even further into issues with The Dig if you care to hear them.

Another issue i have is how the heroic keys were handled. I'm not trying to say my idea was the best and only answer but the team missed the mark in a huge way. The original plan i provided offered a gold sink to the game and a gold farm for non subscribed players but also countered the issue where people weren't selling the keys and would have a way to buy them to run the heroic versions they wanted. Instead everyone just found the easiest dungeon to run and literally killed the market for that item. So you missed out on a gold sink and further provided to the failing marketplace this game has. The item I'm referencing is Fangs of Hell from HDH it went from 1.5-2mil clean to after patch being worth 400k clean. There is also another underlying issue with this dungeon it actually pays out to well for the time you spend on it. This isn't a personal attack but have you actually ran the dungeon in testing or just have code spill out chances and think the drop rates are ok? Please run HDH 10 times and then run HFD 10 times and you will see where I'm coming from. You can have multiple runs in a row in HDH pay out 4-5 Expert pieces and a mass heal book or some sort of trinket. You can then run HFD and maybe find 1 pro piece of gear in 10 runs.

I will be following this up with ideas to add to the game like this thread was originally setup for but had to get this off my chest. Like I've said before I would love to get into a discord call or something of the sort and talk about issues because typing stuff up sometimes comes off as rude and its not meant to be.

someone stole my slogan so i will no longer be using it…

Skoober

Masterdevil

Development and communication was going great. I loved the evergreen post that kept getting updated. Then the prestige1 patch dropped, only implementing half of the goodies the evergreen post promised and everything went downhill from there. The post didn't get updated anymore. Communication went silent. Feedback got ignored or worse, banned. That's the state development has been in for the past year now. I'd say pick back up where you left with the evergreen post. There are many very experienced people who care a lot about the game and would be more than willing to provide constructive feedback, but there is this general feeling that everything has been falling on deaf ears since September 2018. This post is a nice start to pick up new ideas, but really, unless there's a concise and coherent plan for the game already in place, doesn't really serve much of a purpose. You can't build on a broken foundation, unless the game is supposed to become even more of a mess than it is currently in.

Sam

Thank you all for the ideas, I want to continue this dialog. Part of the reason I have asked for this type of information is so that I can increase our development backlog with ideas that make sense, and fit the model of where TRO will be going.

We will start having a monthly “state of the game” engagement in which players will be able to join a chat channel in game and members of the staff will answer questions that the players have. We did this when we first kicked off Finvarra’s Fortress and it was well received, and I expect that we could see the same results.

More to come on when that will occur, but in the meantime I am brainstorming ways to communicate what’s in development and what can be expected when in a more fluid way, that doesn’t require us to update the forums repeatedly. For now here is a Trello board with some specifics: https://trello.com/b/qYt2NXoQ

One thing I will tell that will be releasing very soon is a new launcher, this new launcher will pull down all of our clients — even the development one so every player will have a chance to test content as it is being developed. We recognize that our testing pool has been too small, and this is an enabler to get people who want to the ability to test.

I’ll touch some more on what the “Challenger” server is all about soon, still formulating ideas for it. It will basically be a server in which we test new limited time things, and if they’re well received they could end up on the production server. Participation on this server will yield rewards on FF server. So more to come…

Thank you all for the feedback, and keep it coming!

  • Red

Romeo

I think the Alchemy items should be back in a store, such as Berals.. I have always made potions and it helped me increase my level. I believe its harder to find Regeneration Potions now as well. What am I supposed to do with Alchemy if I cant make potions?