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[Suggestions] [Progressions]
12/22/13 4:16 am
Okay, first off, I would like to address a dire need for more options. This whole game feels so much just based off from leveling, which really doesn't give any option.

1) ~The Lore and the Lure~
Am pretty sure we have yet to have any type of story to this game. Having a story will not only make things interesting but will also produce more to do. Story-line quests can be implemented, which can be configured after a history is made. We can even go so far as to set certain quests up to rank-specific or even by doing things in a chronological order in order to not only pass the quest, but to to even view the quests. But for anything to work, it can't be half-assed and put effort into. You have to crawl before you can walk and you have to take steps before you can leap. {As long as CW is not abandoned, then there is hope.}

2) ~Quests~
+Story-line quests
+Get X amount of SoulShards (Daily)
+Riddles, mathematics, use certain amount of AP at one time(maybe on certain stats, Give dude a certain number of SS, Work a total amount of turns (Can even add it to riddles/mathematics to train a certain amount on a certain stat(s))
{More quests will come of age, those are easy to come up with}

3) ~Achievements~
+Am sure Vlad Tepes (3) covered these. xD
+ Coven Achievements:
-Medals you earn for your coven.
-Daily Achievements such as donating X amount of Money and SS (Separate)
-Donate X amount of gear
-Stayed in Coven for X amount of days. (Ranked, Multiple)
+Whole coven defeated X amount of covens.
+Blood gained for coven during war on that coven in specific
(possibly more to be added)

4) ~Money/SS Converter~
+ X money gives 1 SS and/or 1 SS gives X money.

5) ~Protection on Vampires~
+Reduced to at most one hour instead of two.

6) ~Gym Reps~
+You get them at an hourly increment instead of all at once.
(And having gym reps comply with your level is type lame, but I know most of these high levels really like it. So keep it as such, but Normal players getting a certain cap before they can't gain anymore until used Vs the same for premium just they have a higher cap and earn more reps per hour would be a more preferred training to me.)

7) ~New Locations~
+Be a certain rank to travel to a different location; each location will have different things such as different shops with different items, a higher leveled gym, things that give more options even if they are random things, like just having them specific for some quests.
--------or----------
+Vampires can join a certain city of option upon registering.
-Vampires will be able to travel from location to location using a map.
-Can join those cities after doing a certain amount of diplomacy for them. (Good vampires)
-Can be banished Vampires which belong to no city and are able to rob other vampires or something.. have to put more thought into this and all...
-Each city has it's own chat specific to those vampires in that city (However, a visiting vampire can chat in it as well) besides for the Evil vampires chat, which they will have to have no city and are put there for having bad reputation..
-Certain creatures can be implemented to be lurking within the map, Such as the hunting thing, but not so much the humans.. or it can be a mix, y'know?
+This can allow for special events and other story-line fun.
{A work in progress if idea is accepted)

8) ~Help~
+A Help chat with Help staff because these help files aren't much of a help.

9) ~Coven~
+Leaders/certain coven staff can have an option to see who is loaned items and are able to take them back without needing them to be unequipped or donated back. (This protects the coven's armory, usually from crooked players or inactive ones.)
+Coven Chat moderators(Unless, it always plans to be so inactive.. xD)
+Coven Clones (Clones specific to use within the coven members of those clone)
+You should be able to kill your own coven members and still receive blood for your coven.
+Add individuation tax raises to coven members. However, the tax on individual taxes cannot be lower than what the coven tax is set as.

10) ~Just to put this out there~
+I think the whole Endurance stat is shit with a poor battle system, but the Endurance is just.. No. Should have stayed with a defense statistic. The whole battle system needs revamping, but eh, do as you can/please.~

11) ~Occupations~
+ As you rank, you can take on certain roles of occupations, giving a slight boost to either your stats or gaining more souls per humans hunted or other vampires defeated. And possibly a Healer, new statistics will have to be added, but the role of Healer is to heal and as the occupation level goes up, the healer will be able to heal more.

Anyways, that's enough for now. Many of these ideas will have to really be thought about as a lot can be a major change for the world of CW, but I believe each of these will improve it and get things more on the ball. Questions, comments, concerns...Slap 'em down here or mail me.
12/22/13 8:44 am
1) ~The Lore and the Lure~
Am pretty sure we have yet to have any type of story to this game. Having a story will not only make things interesting but will also produce more to do. Story-line quests can be implemented, which can be configured after a history is made. We can even go so far as to set certain quests up to rank-specific or even by doing things in a chronological order in order to not only pass the quest, but to to even view the quests. But for anything to work, it can't be half-assed and put effort into. You have to crawl before you can walk and you have to take steps before you can leap. {As long as CW is not abandoned, then there is hope.}

~There was talk a while back about having a Loremaster who would write a story line for CW, but it was never thoroughly discussed in detail. I do think this would be a good addition to add with quests pertaining to it.

7) ~New Locations~
+Be a certain rank to travel to a different location; each location will have different things such as different shops with different items, a higher leveled gym, things that give more options even if they are random things, like just having them specific for some quests.

~To me, this is very similar to other games that I've browsed and ended up not playing because there were so many areas it became confusing and frustrating. That's MY opinion. Some may like this suggestion, but for me personally, I am not sure I'd travel to different areas.

8) ~Help~
+A Help chat with Help staff because these help files aren't much of a help.

~A Help chat has been suggested a few times, but considering that the majority of new and veteran users come into General Chat, a Help chat isn't feasible. Most new users come into General for help so adding one specifically for that purpose would, I feel, just sit empty. The help files, if users are actually reading them, are a good source of information, as well as the Help Board. If their specific question isn't located in either of these areas, joining general chat usually rectifies that.

9) ~Coven~
+Leaders/certain coven staff can have an option to see who is loaned items and are able to take them back without needing them to be unequipped or donated back. (This protects the coven's armory, usually from crooked players or inactive ones.)
+Coven Chat moderators(Unless, it always plans to be so inactive.. xD)
+Coven Clones (Clones specific to use within the coven members of those clone)
+You should be able to kill your own coven members and still receive blood for your coven.
+Add individuation tax raises to coven members. However, the tax on individual taxes cannot be lower than what the coven tax is set as.

~Members of the coven who have the coven power to withdraw from the armory can see who has loaned equipment. If those members have been LOANED equipment, there really isn't a way for them to leave the coven without donating all items back first. As for inactive members, if they've been inactive for x amount of time, they can be kicked out and all items returned. In Crimson Nights, if members have been inactive 3+ months, I kick them out. No reason to keep them if they aren't doing anything and the equipment is just sitting.

~Having coven chat mods is a good idea, but, with so many covens inactive or empty, only the most active would need this option. However, this could also lead to those chat mods just kicking people out of coven chats because they don't like what they have to say, they don't like the person period, etc. There are pros and cons to having this power added in covens.

~Coven clones could be a decent feature to have added. Maybe a discount for creating them for the coven or something of that sort.

~Killing your own coven members was removed when the war feature was implemented. The reason Scot removed that was because when covens engaged in a war, members of both covens were killing their own members and the covens weren't actually warring each other. It was an unfair advantage over one or the other coven, and the wars took forever (this was before the timer was implemented). This does not need to be added back in.

~Adding individual coven taxes has been suggested so many times before lol. I do think this should be a feature for members who are in a coven. Not all like to have x amount of blood or money taken from them if they are trying to gain money or levels.

~Those are my opinions on just a few of these suggestions. Overall it's good that some of us are thinking about the future of CW and wanting to see it grow in all areas. This game is by far one of the best I've played and the community here is awesome. :)



Edited at 12/22 08:46:47
12/22/13 9:54 am
some great stuff here, yeah, vlad did cover some of it LOL but new ideas are always welcomed, the idea for changing training like that might be a good idea, i was thinking of some kind of equalizer for the newer players, the change did limit strategic options, so that level power ratios don't mean anything other than they used to just train and not play, at least having to collect turns or getting a few an hour would reward active players, and not just people who log in once a day, and i think it was to encourage people to level and play more, but it does kinda force people to level up, when some might want to train more first, many changes are double edged, what's perfect for some, is unfair for others, when it was based on game age, i flipped LOL being based on level seemed alright, but for new players, i guess it was to let them train a little, and still have turns to play, maybe if there was a potion that changed turns into training turns, even at a rate of like two to one, 200 turns, for 100 training turns or something could compromise this strategic problem

quests and locations, can't go wrong or have too many, some will love it others might not even check it out, but it doesn't change things for the people who like it as it is, and gives more to those who have all day to kill like i do..so always more quests achievements daily stuff and things that take time.
if someone spends more hours playing than someone else the same game age, putting in more work than just logging in once for an hour to do everything, the amount of difference is small, one levels up a slight bit faster by getting more blood, but if things took time, more to do than can be done in a hour or so, then the people who play and play and play get rewarded..spend more time exploring or gathering and have more to show for it.

werewolves and all kinds of things like that, not just humans, and the idea for a map and traveling s great, cities and all that could be interesting, so many details to work out though, but really a good start, it is a good idea to leave creative license up to the programmers, so we don't have to fill in every detail, just laying out the initial idea and some examples.
just popped into my head, CW posters of the maps, and T-shirts and stuff LMAO but great ideas all the way around, i would love to see some additions.
07/04/14 6:02 am
I didn't want to start a new Thread cause I feel suggestions would be all over the place on the forum then...
And looking back at this made me remember it and reconsider again about the new ideas...



Considering the appearance of new updates:
I wanted to suggest putting "Rigor Mortis" to actual 5 turns it used to be. For logics sakes... shouldn't it be easier to kill yourself than heal yourself?
I also have another question regarding magic skills...I don't really see the difference between Devastate and Disintegrate, except the turn price. They all did perfectly killed someone when I used them, no matter the strength?


And another thing is I'd like to contribute to the idea Agapo there had... the ~The Lore and the Lure~
Is the staff willing to get up on it? I would gladly like to try and write stories, quests, brainstorm with the rest of you to implement it for real.
What say you?


07/04/14 7:34 am
Devastate and Disintegrate will kill a user instantly, but disintegrate will take money from a user who has it on hand. I'm not exactly sure if that spell takes all money or only a portion of it.

As I stated before, having a story line for CW would be a good addition to the game. Even if there weren't any additional quests, areas, etc added with this, having a back story with the history of how Coven Wars came to be would be interesting for users to read. I know personally, I'd be on board with this idea and finding someone to come up with some ideas.
07/04/14 8:42 am
I'd love to join then!

I guess I'd had rotten luck making no money with Disintegrate before...
hehe...I'm off trying it on Demetreus and his overfilled pockets now! [)


EDIT: eh...takes only 5% of the victim's sum...and it doesn't magically appear on my account...it just goes...puffff hmph
Anyhow, I say the percentage should change with Alignment... if you're more badass on either good or evil you should be able to cast better. hm?

Or just change it so that it makes the caster happy on his 100 turns... instead of 5%...lets say 50% ? at the least?


Edited at 07/04 08:47:34
07/04/14 5:37 pm
Disintegrate makes the money disappear. It won't go into your hand or your account. I probably should have made that more clear in my original post lol.

Changing the percentage according to alignment once a user casts the spell wouldn't matter except to remove the 5% or whatever money amount from the game period. Since the caster doesn't receive the money from casting the spell, changing it doesn't make any difference. I'm sure the person having the spell cast on would mind though. :P
07/04/14 6:29 pm
But it can be considered pretty strategic from the caster's point of view.
For instance, my nemesis and friend Demetreus DSpartan has acquired loads of cash I am jealous of lately.
And he's slowly approaching me with stats, so we're down on strategy, specially since he has premium, and whatnot...doesn't really matter, what does is that then I naturally want to make it harder for him. And he just so happens to not put his money in a bank. And from 140k he had, I "took" him 7k with Disintegrate.
For me it was a total waste of 100 turns and I hadn't brought the slightest bit of doom on him, beside sucking his blood dry occasionally ... :D

Ohhoho, just imagine the pain when you pulverize a clone and you have hundreds and hundreds of cash stored in there, and then someone waits up on you and Disintegrates you in half... [) hehehe, or even more if you're a badass spellcaster by alignment for instance.


Anyway, even if the spell is not tuned with Alignment (it was really just a thought, since in battle is says you "cast" a spell of Suffering and Revitalize...)
I still think that 100 turns on 5% is a waste...should make the percentage way higher.

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