C9 / Continent of the Ninth
C9 / Continent of the Ninth

ORVVIT

Part 3 of improvements for C9/Parte 3 para mejoras de C9

Moplo

The big launch of the ninth continent is almost here, and it's sure to be a success. This time I'm bringing you some ideas that were left out to contribute to this great game. I hope you like them and don't forget to comment.

1) Mounts: Mounts aren't very functional in the game right now, but I know they'll become more powerful with the update. My idea is to suggest that mounts be able to attack with specific skills, such as stunning, poisoning, and biting, among other functions. Of course, there would be limits, like stamina or a fury activation, to control their use and prevent abuse. They could even have a health bar that, when destroyed, has a cooldown period before they can be summoned again. It will most likely be used frequently in 50 vs 50 maps.

2) Skill books: Regarding skill books, it's necessary to increase the interest in loot drops on common maps, especially level 70 and higher maps. For example, the number of books dropped could be proportional to the number of players. If three players are in a party, the final chest could contain three books. This would encourage more players to join parties and make combining books easier. Specialized maps for obtaining books, like Shadow level 72, should also offer the possibility of obtaining more books. This way, when helping a player get their books, the helper could also benefit.

3) Battle companions: This method involves players summoning creatures, pets, or helpers to fight in stages, similar to the pet system but with the ability to level up, attack, and have a health bar that can be destroyed. It's very similar to the NPCs found on the Manoa Desert map in the fifth continent, Sarad, where leveling them up involves summoning them and having them fight in the arena. Of course, their damage output needs to be controlled to prevent them from completing the stage on their own. It's very similar to the creatures in a popular game of its time called Rakion, but it's important to ensure they don't have excessive damage or become impossible to fight.

4) key to dragon dungeon: The method for obtaining dragon dungeon keys and the farming process is entertaining, but there shouldn't be any restrictions on the keys being tied to a specific character. Remember that multiple characters need to help each other to get the level 90 set, but it wouldn't hurt if the keys were interchangeable between characters on the same account. This would create more motivation to level characters to 90 and equip them to the maximum level more easily.

5) Experience bonuses based on pay scale: The weekend experience bonus is phenomenal, it greatly enhances the fun and motivation to level up, but it should be adjusted to reflect the amount of gameplay time.For example, the experience bonus should adjust to the playtime of each account on any given weekday. For instance, if someone started playing at 8:00 PM, the bonus would be 100% (currently the base amount). If they have been playing for 1 hour, the experience bonus should increase to 200%, and so on—100% for each hour played per account. There might be a slight variation depending on the continent; in continents with higher levels, players should gain more experience, especially in Judar, where leveling up normally is chaotic.

6) Intrusion and other game modes: When it's time for the intrusion, the adrenaline takes over. Wanting to create as many characters as possible in that one hour is madness, but there's a problem: for Western players, it's almost impossible to enjoy the event because many of us work from 8:00 am to 5:00 pm, and the event coincides with work hours (we're all grown up in C9 now). It would be good to implement a rotating time slot each week or hold the event twice a day so we can participate every day and further improve our characters. We would also like more events of this kind, as it's one of the few times we all participate together for the same cause. I have more ideas on this topic that I will publish at another time.

7) Map fragments: Currently, map fragments have been forgotten. An event could be planned where, on certain maps, players can farm materials that drop from those map fragments or encounter random bosses, obtain special sets, and other things that would reignite interest in those maps.And even completing certain gems or keys that can unlock a special map, access to which is only granted by completing the keys in the map fragments, being able to face a special monster similar to the dragon would be quite a challenge

8) Increase difficulty on maps lv 1 to lv 67: Due to the improvements obtainable at low levels (palladium, rune, etc.), maps from level 1 to level 67 have become extremely easy to complete, to the point where even the enemies seem foolish. I propose increasing the attack speed of these enemies to make the game more responsive to combat. When playing in a party, enemy resistance should be increased, but in exchange, more experience should be granted. It would also be necessary to remove the animations of some final bosses, as they can be damaged or their attacks become predictable while they are introducing themselves or making certain gestures. Although it may seem unlikely, the ease of completing these maps leads to experienced players of similar games becoming bored. The correct approach would be to attack like the enemies in level 80 maps, which are agile and difficult to defeat.

9) New game mode: A game mode similar to invasion mode, activated four times a day, consisting of a large map for a maximum of 20 players. Players can constantly farm in various sectors, and each party or group can claim a sector to gain special benefits and unique random loot. More players can enter as intruders and fight the players who have already taken control of the map (approximately five intruders maximum). Upon killing these players, the intruders control the area until new intruders attack (similar to waves, but with real players). The goal is to survive and collect as much loot and gold (and experience) as possible while the map portal is active. Players who die on the map cannot re-enter with the same character. They will have to switch and try again to reclaim the area (entering as intruders if the map is full) and so on; the maps should have a certain level limit to prevent players with excessive damage.There are maps in Sarad that are large enough to be used as a reference for that game mode, and a boss can even appear randomly on the maps.

10) Correct effects on certain skills: Currently, there are skills that, when used with certain books, create a bug on the map, even if you have a supercomputer. It's necessary to correct these issues, as even creating a dragon is chaotic with certain characters and skills that obscure the battle strategy.

That's all for now. I still have more ideas that I'll reveal little by little. I hope I can contribute something to future game updates. Thanks for your support, and don't forget to comment!

By Moplo

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