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

ORVVIT

Ideas for improving C9/ Ideas para mejorar C9

Moplo

Greetings C9 friends, I'm taking this opportunity to offer some suggestions for improvements in C9, hoping to be heard and help us enhance the game to its fullest potential.


1) increase maximum levels

To fully utilize the content, it would be advisable to extend the maximum character level to 200. This way, you can enjoy the stages and the Nightmares and Hell stages will be the final stages between continents, not interrupting normal leveling. There are excellent maps that aren't being used because of the Hell or Nightmares stages.


2) level ups

To eliminate the difficulty of leveling normally from level 85 to level 95, since stages pay very little experience and waiting a long time for books with one billion experience points bores new players, I propose two ideas: 1) increase the experience points for maps from level 85 to level 95 so that leveling is continuous, and 2) link the books with one billion experience points to the account and not the character. This would encourage the creation of more characters and allow the transfer of these books to a main character destined for level 95 and their first R1.

3) rewards for completing stages

Improve the rewards for stages from level 70 to level 95, including final chest rewards, key chest rewards, and clan loot. This would create more incentive to complete stages and allow the items to be used for crafting weapons, armor, Tears, Akene Coins, and other interesting things.

4) improvements in intrusions

The intrusion system has been adjusted to make it more exciting. When a stage with intrusion is activated, the experience bonus is increased to 50%. However, as a special condition, monsters have 25% increased resistance and damage. If an intruder enters, the book functions are deactivated, creating a more balanced combat experience similar to a PvP room. The rewards for killing the intruder, or for the intruder killing the players, are increased with unique rewards, creating a combat experience very similar to the early days of the game, when those battles were frenetic. Another important point to consider in intrusion is balancing the intruder's damage with the damage of the players in that stage, taking into account both the number of players and the level difference. For example, if a level 70 player wants to instruct a level 60 player, the intruder's damage should be nerfed to match the player's. Another example: if a level 70 player instructs two level 60 players, the level 70's damage should remain the same since they are facing two players, granting more bonuses if a lower-level player manages to kill a higher-level player, whether it be experience or rewards.


5) PVP

One of C9's strengths is its PvP, one of the most fun and exciting games to play today. I doubt any other game will match the combat experience. What's urgently needed is a balance of weapon damage and resistance. This could be a general adjustment to existing equipment or a system of unique sets and weapons for PvP use, eliminating the current imbalance. A unique experience system could also be implemented, allowing players to acquire sets that not only increase damage but are also tailored to different fighting styles—sets with evasion, speed, damage, resistance, etc. There needs to be variety and different ways to build characters. It wouldn't be bad if PvP experience could be exchanged for experience books to level up in PvE.


6) new game modes

kingdom control

Interactive game modes can be added to attract both PvP and PvE players. One such mode could be Kingdom Control, a mode that combines two teams. Each team will have one allied monster protecting the kingdom's entrance. The objective is to attack a central monster, and the team that deals the most damage gets the chance to destroy the enemy monster. Only the player who deals the final damage to the central monster can then attack the enemy monster. The other players must protect the central monster from enemies. If the player who deals the final damage dies, the central monster respawns and must be attacked again. The team that destroys the enemy monster or the team with the last remaining players wins. This way, players gain experience in both PvP and PvE.


Guild war

A mode in which clans compete in battles for zones across continents, facing off daily or weekly for certain bonuses. This mode will offer chest rewards and monthly bonuses for conquered territories, thus demonstrating which is the best guild. The fight can be in 5 vs 5 matches without active books, where they must capture certain areas by destroying a neutral boss. The team that destroys the neutral boss will summon an allied boss, which they must protect from enemies. The team with the most bosses on their side and the most kills will be the winner.

escape from the maze

It's a survival mode where 10 players must escape a maze with moving walls that change the escape route. In each round, the maze changes shape, and either enemy monsters or enemy players appear, which they must defeat while avoiding lurking traps. The last player standing will obtain the key to the maze, which grants a collectible prize, and will face the final maze monster. If defeated, the final monster will receive a surprise reward.


7) crafting

Improve and recycle all existing crafting materials that may be needed to craft weapons, armor, and jewelry according to certain levels, ensuring they are foolproof and allowing you to obtain uncommon clothing in stages with unique attributes, such as super speed, effects, or abilities only available upon completing a set, and much more.


Bonus: To make the game more competitive and interactive, the stage levels should be unified with continuous missions, and the party size should be increased to 8 players. For example, a stage that starts on easy difficulty, upon completion, could immediately advance to the next difficulty (in this case, hard), and so on, completing missions constantly without having to backtrack and re-enter each stage. This would reduce the fatigue of repetition and make the stages more dynamic.



I still have many more fantastic ideas to improve the game. I hope these suggestions are taken into account and that the game gets the polish and boost it needs to be the best. It's a game with a lot of untapped potential. Goodbye.


By Moplo...

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