Posts by gojonoku

    really don't care about transformations atm,


    i believe it's better to get a low level cap first, like level 30.


    why level 30?


    PROS


    -> adult quest will become more satisfying to finish. max level -> still got stuff to do.
    -> Budokai (adult) will become more fun and more fascinating to look out for. (no OP pple wich are already lvl 70 fighting level 30+ pple)
    -> TMQ and UD 1 will have a meaning and will be more rewarding since it is the best armour you can get.
    -> you will be able to reset skills with money instead of a skill book (wich only has to be used at lvl 31+). so if you want to test out some skills, or look for a perfect build that fits you, you can.
    -> you will be able to get other classes to max level faster and it wouldn't feel as a grind to get many characters to max level. this will allso be good to see wich class fits you better.
    -> crafted armour will become usefull.
    -> more UD and TMQ runns will be good for the community, people will start to learn what UD and TMQ stands for and what they need to do.



    Cons

    -> there will only be kaioken availlable at level 30 and no other transformations (super saiyan, pure evil, giant namek will not be availlable yet).
    -> there will be an area restriction.
    PRFp7oW.png
    ->
    every UD and TMQ will be hard and will require a good team to finish. but on the other end, it will be more rewarding once you've gotten an armour piece of the set you always wanted.
    -> content will be less

    what's the point of only having muscles if you don't have the strength to do anything with them else then being like a cosmetic something.


    you have to develop yourself to max out your stamina, speed, strength, intellegence,...


    only training one aspect of yourself will be your strength and weakness at the same time.

    no.


    if you would lower the rate of success after +4 for weapon or +6 for armour it would be more rare to have a high level on a weapon.
    If you would change the way about "broken" into a decrease in the tier of the upgrade, it would still be hard to get a lvl 10+ weapon or even clothes.


    this will be a good change in the upgrading system for people who simply don't have a lot of time to play the game and still enjoy from it.


    the only problem this will give is that after a periode if time there will be a weapon overflow, but there's a way to avoid this. the following examples can be implemented:


    1) make a system where you need to offer a weapon of the same level with the same stats, or where you need to offer an amount of weapons of the same level to permanently upgrade your weapon .
    can be +0 (50% chance), +1 (30% chance) till +2 (20% chance).this will provide a huge item sink and will give the developers team a huge amount of time to give us new updates like new levels, which will result into new items comming up and where the circle will be repeated, so the community will never runn out of goals to complete.


    2) a system where you'll need to collect item experience to be able to upgrade your weapon and clothes. the experience that you'll for killing a mob will be the same as item experience. for example
    if you normally get 700 exp for killing a lvl 70 mob, you'll get 700 item exp.
    if a quest gives you 5000 exp, you'll get 5000 itm exp.


    and this will only apply to the weapons and clothes you're wearing.
    (perhaps allso give item xp to doggi balls so those effect get better but make it so you'll need a lot more exp and with a secent cap, like only +5 for dogi balls)


    weapons + clothes breakdown changes


    item level > tier upgrade -> no breakdown, only decrease of level item
    item level =< tier upgrade -> breakdown


    weapons + clothes success rate changes


    none (or chances are lowered)



    weapons + clothes fail changes


    item level > tier upgrade -> chance on getting a retry on the stone (will depend on tier upgrade), will consume one level
    item level =< tier upgrade -> fail








    these might be the dumbest ideas ever, but i'm just trying to help out to ballance it out for the hardcore fans (as well of DB and achievements) and the sidekicks (noobs, people who play the "real life" game).
    and of course these ideas are all subject to change, so it is rather a blank thought then an actual idea.



    I agree with everything besides the db hunt. Db hunt was fine, leave it how it was. It came on at night and the mornings. If you make it a full day it'll be toooooooooo easy to find dbs.

    aah yes you are right, it would be too easy, and only once a day in a week would just be with too many people online at once all hunting for dragonballs, wich will make it no fun for the beginners.

    - changes to the balancing system:


    in old dbo:


    namekians were very OP in as well being tanks and still deal tons of dammage with the bleeds for example.
    fighters and swordsman were raw dps but in taking hits it was like trying to cut trough butter, unless with the fighter pots = too op in dodging attacks so if it wil be re-added make it have a less OP buff.
    spiritualists were just too op in pvp with their infinite cc and spamming abilities of energy attacks.
    the majins were the ones that were the only decent ones (with the attack speed cap on karma majin).


    in DBOG:


    perhaps as some others suggested would be the fact to make your own choosing in how your character should be with giving stat points to increase your raw stats at your own choosing (raw stats = no other buffs included such as gear stats and item buffs). this would be with a certain cap on the raw stats wich will depend on your level so that you don't have over 9000 strength for example.


    To get some variaty in choosing the classes there would be a small buff towards their orginial role in the game.
    namekians


    warrior type namekian: +20% con +10% dammage red and crit def +5% resistance
    dragon clan: +20% sol +10% eng and healing rate (lp/ep) +5% con
    humans
    martial artist: +20% str +10% dex and foc +5% critical chance
    spiritualist: +20% eng +10% foc and sol +5% foc
    majins
    mighty majin: +20% foc +10% con and str +5% healing rating (ep/lp)
    wonder majin: +20% eng +10% attk speed and foc +5% foc and con


    if this will be implemented, perhaps allso add certain solo class quests to get some extra stat points and/or even skill points to further improve your character and reward the players for playing the game.
    To get access to the class quest, you'll need a certain ticket (like the one you needed for the adult quest) and it has a very slight drop chance


    example:

    0.1 - 0.5% drop chance from mobs

    0.5 - 1% drop chance from super mobs
    1.0 - 2% drop chance from ultra mobs
    5.0 - 10% drop chance from budokai tournament first place


    you'll only be able to get raw stat points and skill points from completing class quests for a certain amount of time per character (let's say 15- 20 times or something).



    Small changes


    - new item drops :


    1) very low drop chance on skill reset books from mobs (0.001% - 0.005%) budokai winners(0-5%)
    2) skill reset book with cash points (300 for example)

    3)cosmetic equipment + dogi balls

    common 0.2%-0.3%
    uncommon 0.1%-0.2%
    rare 0.05%-0.1%
    super rare 0.002%-0.05%
    ultra rare 0.0005%-0.001%


    this should depend on the rareness and popularity of the cosmetics
    and the buffs on the dogi balls


    - flying : you get 450 AP like in old DBO at level 1, flying chain quest from old DBO with the reward to get more AP and a slight increase on your speed with the use of more AP on boosted flying.


    normal flying = no AP cost
    boosted flying = 1 AP cost per second/ +5% speed =2 AP cost per second/+10% speed =3 AP cost per second/ +15% speed = 3AP cost per second


    - dragonball hunting : normally it was 2 hours every day i believe (correct me if i'm wrong) on times when not everyone can be online. change this
    to 1 full day (saturday or sunday for example).


    - scramble event server: -make it so dragonballs are dropped from mobs with a slighter increase then the ones on non pvp servers.
    -the longer you have stayed alive in dangerous areas (outside the safe areas of cities) the more chance to get a dragonball from mobs and players.


    Note


    everything was just a thought of my personal view on how to improve the game / make it more attractable unique and new.
    all the statements of the personal wanted changes are subject to change if any of them will be overlooked.

    no,


    the reason to this is because it'll be more p2w, or if pple only have little time they won't get anywhere at all. the gap between players will become to huge, where there will be just overpowered players and to many weak players, wich will just have the same outcome in tournaments or dragonball hunt over and over again. it'll get repetetive and the interest will be gone as well.


    what i would suggest is that the item doesn't break, but give the succes rate less percentage (-5% or -10%) after rank 6 for weapon and rank 4 for armour. if the drop rate stays the same as in dbo, then i don't see any problems with this. since getting enough stones for even +10 was crazy.

    imagine a super buu's antenna, the big bannana one, that would be awesome :p, or make that one (if you guys tought about it) for a transformation state higher then pure evil form, where you would simply be super buu.


    for nameks that would simply be the dogis, since all namekians have the same antenna form, and a new transformation state would be super namek (same as picollo).


    and for the humanly saiyans, ssj2 with the hair styles suggested here.


    i know this is a dream, and will possible never come out, hate it or love it, but i think some would find it nice and diverse, even tough it isn't really the real dragonball experience, where adventure was the main thing before power.

    just have to use a teleporter once to go to a location, then the quest should be completed,


    there will be many more quests with no indicator.


    these include:


    mailbox (from pig when lvl5)
    duel (from the man near the pig)
    ask popo (use the "return to home" skill)
    buying/selling items from the shop
    i'll add if i remember some more