Suggestions

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Do you have this awesome idea of how The Mana World could get better? Great! But before you post your awesome ideas, remember that some of them might have been suggested before, so please check the summary first.

Contents

Summary

A short summary sorted out from the suggestions below. This list does not necessarily represent the future intentions of the development team.

Gameplay

Ideas affecting how the game works.

  • AFK - An away from keyboard mode (someone needs to implement it)
  • Balance - Balancing all aspects of the game/economy: items, mobs, drops, quests, ... (ongoing effort)
  • Bounties - Having players enforcing the local law through bounties (someone needs to implement it)
  • Chat channels - Split the chat into several channels: global, party, IRC, trade, support, off-topic, VIP, ... (already in tmwserv)
  • Classes/builds/jobs! - Every character should be able to fit itself in a category (not for the official game, ‘continous classes’ are already in tmwserv)
  • Conditions - Characters should be able to feel hunger, be poisoned, drunk, ... (someone needs to implement it)
  • Crafting - Being able to craft, manufacter, cook et cetera (soon available as spells; someone needs to implement it in tmwserv)
    • Books/notes written by the players themselves (someone needs to implement it)
  • Death penalty - Everything from loosing stats to embarking on a journey in another world has been suggested (currently there is an unimplemented plan)
  • Digging - Being able to dig a hole in the ground and look down at the map beneath (someone needs to implement it)
  • Dynamic world - Planting trees, digging holes, raising cattle, build structures, ... (someone needs to implement it)
  • Evolving mobs - Monsterst that evolve through crossbreeding and natural selection (someone needs to implement it)
  • Foot steps - The characters leave temporary foot steps when walking, the sound should be different on various grounds (someone needs to implement it)
  • Highlighting drops - Drops should be highlighted in some fashion (someone needs to implement it)
  • Movement controls - Better movement with mouse/keyboard... (being worked upon)
  • Name change - Ability to change your character’s name (someone needs to implement it)
  • Orientation - Geographic orientation through the sky/constellations (someone needs to implement it)
  • Parties and guilds - Player groups of various kinds (already in tmwserv)
  • Pets, mounts and summons (summons will soon be available as spells; someone needs to implement it)
  • Player shops - Players/characters should be able to sell items in a shop/market when not in the game (someone needs to implement it)
  • Post office - Send notes and items to other player/characters (already in tmwserv)
  • PvP - Players should be able to battle each other (currently a PvP zone exists, more will probably come later)
    • Especially in pay-for-access areas, the player should be made aware if there’s none inside the PvP zone
  • Repercussions - actions in game should not be limited, rather have repercussions (someone needs to implement it)
  • Skills - Characters should be able to use skills (already in tmwserv)
  • Tile changing - Tiles should be able to change/move (someone needs to implement it)
  • Time and seasons - The world should be affected by the time of day and season (someone needs to implement it)
  • User owned maps/buildings - Players should be able to own/use their own houses or maps (someone needs to implement it)
  • Vehicles - Players should be able to travel the seas, the sky, ... (someone needs to implement it)
  • Weather - Earthquakes, wind of varying strength, hails/rain, et cetera (someone needs to implement it)

Game content

The music, maps, sprites, quests et cetera.

  • Beards - The characters should be able to grow facial hair (someone needs to implement it)
  • Downplay background - Items should be easily recognised not belonging to the background (ongoing effort)
  • Gore - Characters should splatter blood when they are hurt (not for the official game, some mods that enable this exist)
  • Harmony - Please only use aesthetically correct music/maps/sprites/... (ongoing effort, maybe you can help?)
  • Money - The currency needs to have a name (???)
  • More! - More monsters/items/equipment/maps/quests/translations/... (ongoing effort, maybe you can help?)
    • Huge, spectacular, rewarding, singular bosses (please draw one!)
  • Sets - Sets of equipment that when worn together give an overall bonus (someone needs to implement it)
  • Story - A great background story intertwined in the gameplay (being worked upon)

Interface

The graphical user interface (GUI).

  • Connection statistics - Number of dropped packages, time to ping, ... (someone needs to implement it)
  • Copy ’n’ paste - The player should be able to copy and paste text (someone needs to implement it)
  • Drag ’n’ drop - More things should be able to be dragged and dropped (ongoing effort)
  • Language filter - Ability to filter the chat (not for the official game?)
  • Notepad - A personal diary/notepad where you can keep small notes (someone needs to implement it)
  • Pick-up and drop - The player should be able to specify the number to pick up/drop (someone needs to implement it; some mods exist)
  • Quest log - A log of completed and current quests (someone needs to implement it)
  • Stats - More detailed character/item/monster statistics (ongoing effort; some mods exist), e.g.
    • Hints on the remaining hitpoints of characters and mobs
    • Hints on how strong a mob is compared to you, and which traits it has

Project at large

  • Design document - TMW needs a general design plan (ongoing effort)
  • Team building - A great and helpful community is better than solitary devs (please help keep the spirit up)

Shout box (make your own list here!)

floatswitch

added: 2010-02-13 I believe the Guild system should be implemented. it would add more depth to the game.

andForMore

Edited: AndForMore 01:45, 4 January 2009 (UTC) I hope that these suggestions aren't already implemented and I just don't know about them.

1.) I think there needs to be a way to know how powerful a monster is compared to you. Maybe when you target them some basic info will pop up like health, difficulty(probably color coded... red, orange, yellow, green, blue), and their name and aggression.

2.) We need some sort of health bar over the monster or somewhere on the screen when your fighting them. I can never tell if i Should run away or not.

3.) some sort of punishment should be implimented for dying, but nothing too annoying.

4.) When I move in and out of zones i'd like there to be a loading graphic to let me know its working.

5.) Also, this has been mentioned, but lets go for some sort of quest log/tracking. I like the idea of a question mark or something floating above an npc who has a new quest for you, and a different mark if you are currently working on one for them.

TheDarkFinder

A few suggestions,

1.) Add a in game text editor, something like gedit for quest lists and mental notes.

2.) Add an item find option, since it is 2d. This can be a sprite, like the one that goes off on every hit, as long as it is above the top layer, or a key option, highlights any items, or a server log, like the one used for trading. So when items are drop, you can find them or at least search for them.

3.)Make, or at least make it known, if there is away to contact a mod. This could be as simple as just listing the mods, that want to be seen, at the start menu. It would be nice, but not really necessary.

4.) Remove, or down play, non-quest items on the map. For example, in the cave under the inn, there is a sword attached to the floor, a broken shield, and a knife stuck in a stone. I was told they where for decor, I understand, but make it known, by npc. For example, make a sign that reads "Sora, The Commander of the Red Knights fought and died here..." or have a npc says, "Oh you found the rest place of the Dark Knight. The sword we placed there is a monument to us over throwing his rule." Or simply, "a long forget relic fused to the rock." This will make the game easier to play and less confusing.

5.) On the subject of signs, we seem to have them, but they do nothing. It would be a lot better for everyone if the signs, have something to them. For example, the sign leading to the desert saying something like "Open Desert." or "_____ 4 miles ahead."

6.) The open fighting arena, you need to tell the PC if there is actually someone in there.

7.)NO HOUSE RULES IN BLACKJACK. A push does not end up in the dealer winning, it ends up in no one winning, or at least winning back what you bet.

D351

Lumberjacking! The trees should be able to be cut down and used for something. It's really the only thing I miss from an other mmorpg that I no longer play. Deforesting a virtual world is such fun!

Jaxx

Connection statistics, Connection information such as ping, dropped packets etc. (Jaxx)

Nikku

while the back-story is excellent, it is not obviously intertwined with the game. my friends liken the game to "Zelda [The Legend of Zelda] without the story." making players a vital (and obvious) part of the story will help the RP seem more believable, and get players into the spirit of things, as well as help the NPCs make more sense. giving players a purpose (and NPCs coaching them on with more than disliking scorpions) will give an entirely new dimension of gameplay to The Mana World. There is no need for cut scenes, but at least giving players the option of hearing the plot would be nice (...the hello world NPC players meet when they begin would be a good place to start). i understand that the current client is pre-alpha, but stubs should at least be placed so that the story can be built **deeply** into the game.


Zero

dunno wat its called but umm when u click to move u should be able to just hold the mouse down, instead of having to click again and again and again. another suggestion is in addition to be able to move with arrow keys we should have a choice of moving with wasd.

BrightCiro

Hi. Today is Semptember, 13th, I saw the new desert map today. I didn't write so much, please, take a sit and read.

Suggestions

Now some suggestions I still think are cool:

  1. YELLOW SLIME EXPERIENCE POINTS MODIFICATION IMEDIATELY
  2. Dragon Boss. Oh, it must be green, it must be big, it must be strong, it must have some Fireball attack and that Fireball must be a distance attack. And this beautiful Dragon Boss must be ONLY ONE. One single boss. One is enough. End dot.
  3. Hit Point Bars at every single enemy. It's a must-have to every nice MMORPG, and this WILL BE one of them, I know! HP Bars and end dot.
  4. Some Quest at Desert, to players have some fun there. I think a Snake Rampage would be cool. I make the History: Some Breeder is having problem with his farm (a farm in the middle of the desert!) and need all snakes in his farm dead. They should be 10, 15 snakes and a Desert Shirt or a new defense item must be earned.
  5. Game Full Translation in Portuguese. Brazilians always have the largest community in most of MMORPG, and I, CIRO, must make this translation. I speak English and Portuguese very well, I wanna translate the game and make an Official Fan Site.
(ª_ª)<<I still want a Desert Shirt||
(º_º)<<A Desert Shirt?||
(^_ª)<<That's right! And New itens also||
(^_^)<<Cooler!||

That's all folks, c ya next week! Ciro Leonardo, the BrightCiro.

Feel free to take a look at the forum where all this topics were already discussed. --ElvenProgrammer 09:58, 6 Sep 2005 (CEST)

But I think this place is better for suggestions than the forum, as on the forum things get lost and here we can clean up and make use of the nice suggestions. --Bjørn 01:19, 7 Sep 2005 (CEST)

U rox,Bjørn

Thanks BrightCiro. ;-) --Bjørn 21:16, 8 Sep 2005 (CEST)

Deviexx (content manager)

Ok. So I have watched this project for quite a few months now, and i noticed that not everyone is on the same page. I discussed this is Bjorn, the need for a game design document. Im currently finding a nice place to post the game design document template so we could call work on it.

This is a small game-play evaluation, there will be more to come when more is available to evaluate.

Bugs:

1. Quite a few combat phase bugs ( monster would be a space ahead of you, then two spaces behind you.. can attack monsters that are not in your reach.. monsters move blocky... ). Mainly stuff that you shouldn't be too worried with at this time, but i thought i'd point the obvious out.

Notes:

1. One of Vincent's messages are unreadable (i.e. This maggot action figure is awesome.....). 2. One of the girl's NPC messages say.. "Item's dropped by monsters can be sold for *currency name here*", We need to come up with a currency name. 3. Job levels have no meaning yet, and only go up to 10.

Suggestions:

1. A small Death Penalty would make lower level characters stop and gain their life instead of just killing a creature until he/she dies. When the character spawns they should start out with full HP. By small death penalty i mean, a % of the experience until next level( Virtually, you can not loose a level ). I tweaked around with a calculator a bit and with a character level 6, with 112 exp until 7. If i was to loose 22% , thats a loss of 24.62 ( round up to 25 ). At this level you can kill 10 larvas in around 2 min. with a properly tuned character. So you would loose around 2 min. of gameplay out of 8 min. of game play that it would take to reach level 7. And as you can see, the higher your level exp goes, the more your death penalty would be.

2. Concerning the PvP system in the upcoming updates, the Polls state ( http://www.themanaworld.org/phpBB2/viewtopic.php?t=649 ) that out of 31 votes: 45% of the people think their should be PvP zones, with no PvP outside these zones. 29% say protection zones and PvP outside of the protection zones, and 25% say that towns - villages are PvP zones, any area outside of that are no PvP zones. However, we had some unique ideas to evaluate: A. Beginner's area is protection zones, once you get to the 'main'land there's PvP. B. Kingdom vs. Kingdom wars C. If a player decides to walk across the wood, desert… away from any path the player is unprotected. Enemies are always unprotected. Enemies can always attack in a foreign kingdom. However the outcome may be, i believe the players should be able to govern themselves. Creating a dynamic world.

3. Needs a Chat system. Global chat, area chat, trade chat and private message system. I suggest the chat in tabbed form, for organizational purposes.

4. Under the drop menu, i suggest a Scroll Bar in addition to the +/- feature. So if you have 100+ items, you don't have to click the + button 100 times.

Akyla

PLEASE NOTE THAT THIS ONLY CONCERNS THE PSEUDO SERVER (CURRENT ONE RUNNING) AND NOT THE NEW UPCOMING BUTT-KICKING SERVER!!!

Welcome to the suggestions from us players. Yeah, it's great to have all these people who are programmers and know what they are doing actually listening to what you have to say! You want to see a feature in this game? Post it here! There is a rule of course (like everything else in life):

Please keep it proper. If you are trying to sell an idea and you can't type proper English and no one understands you, well, you're kinda stuck. Just keep it understandable. And polite/respectful all of that. Thanks ahead of time!

Oh, and post it at the bottom of everything else, it would make it A LOT easier to see what is new etc. and help the devs keep their heads on!

And now on to the suggestions and all of that.

  • More maps! Definitely! The world feels pretty small when it is supposed to feel like the WORLD! Players will not play when they find out there isn't much to explore/do and get lost trying.
  • No monsters in town. Hire new guards. Or have monsters attack town and they can kill NPCs/guards/anything they see. This would require players helping out or they lose their town to baddies!
  • A PVP arena. Players get bored always and LOVE to test their strength to see who is strongest. Or a /pvp option of some sort that would allow players to go PVP constantly and not affect those who do not wish to participate. But most players don't just wanna kill monsters.
  • Class change. See this for something really nifty: http://www.eathena.deltaanime.net/board/index.php?showtopic=12477 I suggest this link ONLY because you can have one class that has MANY abilities. IE you can customize your character however you want. Like I can learn swords or clubs. Plus there would be a reason to get a little INT and a real good reason to even have a mana bar.
  • __ECONOMY__ Enough said. There is none whatsoever. You buy the best stuff in shops (dagger/some crap armor pffft) when players should be hunting strong monsters trying to find these ultra rare drops that EVERYONE wants! BUT if you make these items good and even slightly easy to get they won't be worth squat.
  • Speaking of economy, maybe there should be a higher level town for the people who have class changed that sells better gear?
  • XP needs a total revamp. Monsters give way out of whack XP. Something that does more damage should give more XP. Or else players who know the XP per hit math will hunt the same things all day long.
  • Quests. Stuff to do thats actually fun compared to repetitive hunting. Or a challenge. Make quests level based, IE levels 10-20 can do this for a challenge.
  • In most hunting grounds (except noob grounds and near cities etc) there should be a pretty strong monster. Rare to spawn, rare-ultra rare to drop something nice. People will risk their lives and have fun doing it. Don't have it just drop arrows or some crap. Even a common drop should be something nice for everyone risking their lives to kill the bugger. Why would you want to waste A LOT of pots and time killing the red scorpion when it gives crap XP and drops total crap? Something new to do I guess...
  • Crafting. Any kind. Whether it be mining/cutting trees for hours on end or finding an item that makes your sword stronger, this will make players more unique.
  • Speaking of uniqueness, people LOVE to be one of a kind. More hairstyles, another sex (sheesh ha), CLOTHING! ARMOR! People wanna look badass for a reason, not run around in their undies (well people like doing that too).
  • Graphical errors. Everyone doesn't want to watch their status window thing in the top right to see if they got the XP for killing that poop stain. Have it look like its dead. Make characters swing as fast as their agility allows.
  • On maps, don't make them so empty. Spacious. Put little things here and there, trinkets, NPCs who just stand around and do nothing, guards, whatever. Eyecandy.
  • Money needs to be worth something. But that goes back into economy. There is no reason to even try and get money when poop stains give you better than what store sells and there is no EQ to buy.
  • More equipment. Honestly the greater problem does not lie in how strong monsters in the mine are, it's how crappy the equipment is. There is no selection. Like what was stated before, people like a selection. Here's an example: You are going to fight strong melee no magic monsters to try to level. What should you bring? You want high defense/damage gear. If they hit you extra hard try a shield. Assortment of equipment.
  • Quests. I could go on and on about quests but I won't even list any ideas. You have to build a foundation before you can build a house (AKA more maps).

Basically TMW needs more maps. A lot more. Like what was stated earlier, you cannot build a house without a foundation. With only three maps, that does not give you much room to improve at all. Add another town separated by 3-4 maps with aggressive monsters here and there (don't make them all aggro unless they are going to give alot more XP!) and in this town put a better shop and the class change thing. But make it kinda hard to get to this town. That way noobs can't just go there and buy the good stuff. That and have expensive items. The best armor right now costs 8k. Make then next armor cost 25k. Then have one there even higher then that. Make the first town "noob town" basically and the second town the beginning of the real game. RPGs are based around wasting time with so much to do and not enough time to do it all in. That and slow leveling which eats up time also.

Also, the next patch should be HUGE. And when I say huge I mean HUGE. The larger the gameworld, the more things there are to do, the more players will show up. The very basic foundation is here. How the game plays. And it's good that is why people are playing it. BUT people are leaving because there is absolutely nothing to do. You level a little bit and you are done. I understand the REAL server will be coming out (hopefully) soon and all of that. People who are actually playing this game dun care about clothes or sexes or any of that. They just need content. More stuff to actually do. Then worry about clothing, etc etc. Put in weapons, armor, skills, things to do! That way people can do them! Looks are nice but when people come to RPGs looks aren't everything. It's gameplay. And that is what TMW is lacking. Build the skeleton then dress it up. Why is Ragnarok Online most popular MMORPG? It's HUGE, that's why. Everything else about it is exactly the same as any other RPG. Well, the graphics are original too. Also, RPGs require crap graphics. Ever see Doom 3 graphics on the RPG that came out after it? Nah, looks more like a PC from 1995.

Here's another example of what I am trying to say. You just bought $1000 outfit to wear. New shoes, got your hair done, EVERYTHING. Only problem is, you got all this and only place to go is your neighbor's house. Why? Cos there is NOWHERE else to go. I dunno about anyone else but I'd go party or go anywhere but around the same spot I see every single time.

Also, I did not include all the bugs that definitely need fixed. There is a place for that on the forums. These are just suggestions to make this game #1. AND these are basic suggestions. I don't want to let the dogs out just yet.

Also everyone should work together as a team more possibly? I don't know what everyone is actually doing but I do know there's a person doing this and a person doing that when if everyone worked together I think it would get done.

And that's just my two cents. Hope it helps. Sorry if I offended anyone. :P~

Bear: I'm hoping the Pet system will be implemented early into the game. :D

Peacemaker

  • A detailed Stats-Window (like ALT+N) with additional information about attack/defence damage (both phy. & magic), attack speed, hit %, evade %, etc… As far as I see these information are missing.
  • Currently I don't know if the miner's hat is better than the Santa's hat. So there should be damage/resistance information in the inventory-description

Anonymous 1

  • Something like post office where you could carry letters and packages to people around a (BIG) world to gain money and exp.
  • Living cities with children running around, beggars, tired women and young men and so on. Now TMW looks like dead place. Put there some grass and water, whatever. I'm starting to hate the color of sand!
  • Inn, place where players can meet and talk, if they get _tired_.
  • Make players able to fight each other but punish for killing constantly one person and hunting for noobs.
  • Is there no penalty for death?

Feltpants

  • I'm not sure if anyone has mentioned this, but, it would be good if there was an in game mail system so you could send things/money to other players around the world, maybe tied in with the ideas about the post office in the suggestion above :)

Anonymous 2

  • A belt, like a light weight inventory that can be left on the screen without being in the way, so we can quickly access things like cake for healing. Perhaps even requiring a belt item that needs to be equipped, you could even have bigger and smaller ones, or even more than one.
  • A dialog quick hide/show key binding, to minimize the clutter.
  • More logical key bindings, I mean seriously F5? Perhaps user definable.
  • AFK mode, auto and key binding.
  • Spawn into a hospital or somewhere a bit more logical, suppose that'll all come with nice new big maps, but just in case ;-)

DeathJoker

  • A temple would be nice. A place of worship or something
  • Magic Magic Magic!!! It can't be a Mana world without magic!
  • A penalty for dieing, or perhaps having your soul go to the temple and having to go get its body, a loss of money, Becoming undead and not being able to attack until you find a priest and being resurrected. something
  • It would also be nice to see more NPC's and maps. (sorry for beating a dead horse)
  • A law system, having thieves in towns and people with bounties for there capture, (NPC's and Player killers)

Pajarico

  • Recipes: Skill to make recipes. You can mix two or more ingredients and obtain a different item. Also, you can just cook a single (or more ingredients) with fire (this should require a skill to camp or make fire if the player is in the outside, or use a kitchen indoor). This has several aims:
    • Mix ingredients: The player has a pepper that if eaten gives 20 HP and oil that gives 10 HP. If cooked (pepper + oil + fire + pan -pan sold sepparately :D-), you get a fried pepper that restores more than the sum of each ingredient, let's say 40 HP (that's the point of having such a skill and using it ;)). The price also rise more than the uncooked items added.
    • Possibility to make your own preserves: Maybe some goods are perishable or rotten at high temperatures (like in desert), so you can use vinegar or salt (and a recipient for storing) to preserve them.
    • Using dishes as gifts: Sometimes is just a nice gesture to give presents to people you love or people you need a favor from. This way may not necessarily give an "upgraded" product but can give you the favor of some important persons...

Not every mix of items is a success... Players can get recipes from libraries or ask local residents. Usually they use ingredients available in the zone of its origin.

  • Skills, Training and Success: A system that prevents the player from always doing a thing the perfect way. Better an example: let's think about the recipes... A player with the necessary skills and items make a recipe, and gets an item that restores 40 HP, repeats the operation and gets another 40 HP dish, repeats again and gets the same thing, again, agaian, and again... and always the same 40 HP plate.

My proposal is to add a success rate so a player doesn't always get a perfect dish (or wathever other skill-based operation is doing...):

    • Every skill-based operation has a maximum (a perfect fried-pepper would be 40 HP, meaning 100% success), named M.
    • Player has a minimun of secure points, named x. His recipe will have x + (percentage of M). The percentage should be a random number between limits, depending on the level of the skill:
      • Level 1 cooking: 10% to 20%
      • Level 2 cooking: 20% to 30%
      • Level 3 cooking: 30% to 40%
      • ...and so on.
      • Top Level cooking should be 90% to 100%, is able to do a perfect dish but necessarily always.

Maybe it shouldn't be a random number and instead be based in the quality of ingredients/raw materials (but, how? I don't know).

  • Gameplay:
    • Plagues: We put several species of monsters on the maps, a limited number of each one so the server controls how fast every species dissappear. When all ofthe spawned plagues are death, the two kind of monsters which stay longer alive are chosen as the strongest species and get crossbreeded. The new monster is put on the map with mixed aptitudes from its parents. The physical aspect should be a mix of the two, no matter how stupid it may look. Part of the fun is to see what strange crossings come from this... When the new breed is put on the the maps it will get crossbreeded again and again... Note: this is not a subtitute to every enemy out there, just a way to improve the implementation of plagues like maggots or scorpions giving some logic to it and as a experiment of random artificial "natural selection".
    • Ability to orientate by constelations and maps (both geographic and astronomic). Add a set of items for the job, like compass, map and small telescope.
    • Harvesting skill.
    • Add beard layer (the same way we have different hair styles).
    • Engine: Ability to show underground tunnels, BUT without going to a lower level; similar to Super Mario Sunshine. This would require adding the ability on the engine to create a "hole" in the ground layer to see what's below.
    • Engine: Earthquakes. (Add ability to the engine for making the effect "world moves").
    • Engine: Add ability for glowing effect. Haven't think thoroughly about it, maybe a gray-scale layer incorporated to some tiles that the engine interprets as the glowing channel, subtracting saturation (or adding brightness?) to lower tiles.
    • Engine: Add moving tiles.
    • Engine: Add a system for wind: It should be a global variable (understanding "global" as a vast area of land), from 0 (no wind) to 10 (tornado). The global variable can be used in a variety of scenarios:
      • Outdoor: Clouds of dust of varying density (task for particle engine). Water's surface movement (this only in case water reflection is implemented). Wandering dried bushes carried by wind, the speed of rotation and movement varies according to the global variable. With highest levels, even small rocks, leaves and branches are carried by wind (task for particle engine).
      • Indoor: Levels from 0 to 5 move curtains inside houses. This needs animated tiles, so we change the speed of the animation with wind speed variable, without need for an exxagerated number of frames. From 6 to 10, people keeps their windows closed. The same for rainy days (in case weather changes are implemented).
  • GUI:
    • Ability to select and copy text directly from the chatbox.
    • Ability to select differents servers in a drop-down style list (probably not essential at the moment).
  • SFX: Add footsteps sound. It should not be very audible to prevent stressing the ear of the player. This point brings me the idea of adding the possibility to change the sound of footsteps according to the surface: walking over water, over mud, over sand, over a carpet, hard soil, soft soil... produces different sounds.
I'd really like to have something like that and shouldn't be really hard to add. (Probably it will need another layer for the map specifying the type of soil). But you made me think about something I've seens in Blues Brothers RPG. What about adding temp footprints as you walk on soft soils? This could be really a nice add-on in my opinion. And for sure I know one of our developers knows how to add them to our graphic engine ;) --ElvenProgrammer 12:41, 22 Sep 2005 (CEST)
"Footsteps prints" is a great idea --Pajarico
Type of soil could be a tile attribute so that sound or footstep prints can be applied automatically depending on the tile, not needing another layer. --Bjørn 15:09, 22 Sep 2005 (CEST)
  • Creatures:
    • I still don't know how to name this creature. When someone gives me a good name I will put a page with some story and biological facts.
I'll give you an hint, this creature inspire in me a name starting with D and ending with O. Not enough? Something like "Dongo", "Dano", "Dingo", "Dodo", "Dino", "Detro". Hmm I fear they sound too much italian? And a couple of them are already used for real animals. Oh well at least I tryed :P --ElvenProgrammer 13:54, 22 Sep 2005 (CEST)
I was thinking about something that sounded more original and less goofy. Nice try, anyway ;). Pajarico 14:35, 22 Sep 2005 (CEST)
    • New creature, suggest name (or maybe just name it "living tree"?).

Bladewarrior

  • Better Abilities:
    • More abilities to use. Maybe combined with the idea of selling your soul you could have light and dark abilities, equipment, etc... Make it so that it is not more beneficial to sell your soul as well. Magic, power moves, archer abilities, just more, more, more.

venorway

Hi (10/26/2005)

I'm playing well.. l0l

  1. I think there are few training areas.
  2. The game could have guild system.
  3. Vip Chat mode. (as tibia) VIP list
  4. Party Mode
  5. Vocations, as Mages, Archers, Knight, etc
  6. More weapons.
  7. House system, Houses or a bank to keep itens or equipment.
  8. PVP-nice, instead of PVP, i think better a arena PVP, where the players can fight vs each other
  9. Monster, it could be named. Example: Larva, Red Scorpions, Scorpions, Snakes...
  10. Guilds, Guild system and Emblems for guilds.
  11. Pick up, a new pick up system, in wich the player can select how many or if he's sure wants to pick it up.

Thanks and bye

Letharion

  • Nerf the short bow, atleast a little. Make arrow more expensive, or the bow less powerful
  • Are there critical hits?
  • I don't see a need for gibs

Rezmont

  • Gold Drops - Just think monsters should drop a few gold peices
  • Marriage- With the Coming of the Female Sex, It might give a more roleplaying feel
  • Private Chat- Whispering, Guild Chats, Private Chats
  • Text- The names and chats should be smaller font, and more condensed so not spread apart.
Definitely not :-). Instead the text size should be configurable (for bitmap fonts e.g. 3 different default sizes and an extra large one for people with disabilities, for ttf or bdf fonts the default scaling algorithms). --Marcusva 00:16, 26 September 2006 (CEST)
  • Jobs- I know there will but I think they should be found, like in final fantasy series but we start with novice and get Warrior, Archer, Mage (basics) early on.
  • Facial Hair- For men make beards, goatees, and stuff
  • Magical Items- Like for example Santa Hat +5 (with +5 to defense)
  • Color Text Boxes- Well its grey right now talking to NPC but I found out Brown textboxs work better
  • Target- Instead of Target above the target it could be red outline or something. (Just think so much text is craming screen)
No here, too. Colorblind people will not be able to distinguish anymore. Make this at least configurable. --Marcusva 00:16, 26 September 2006 (CEST)
  • Archer- Archer when it comes out and hunter please have them like 50% increase of bow attack speed because its slow and since they master it

BIG IDEAS

  • Sets Like many games sets of items that when together further their powers

Example: Scorpion Set Dropped by Scorpion: Scorpion: .01% Red Scorpion: .04% Black Scorpion .08%

Scorptail (Pants)

  • 5 Defense
  • +4 Agility

Blade of the Scorp (Sword)

  • +30 Damage
  • +3 Attack Speed

Scorpscale Armor (Armor)

  • 7 Defense
  • +10 Health Points

2 Peices on: +5 Defense +5 Damage

3 Peices on: +10 Defense +10 Damage +5 Attack Speed

(You know something like that but not that)

  • Trade Mode Lets face it who can you really trust without a trade option
Actually you can already trade with other players. Try right clicking them, I think. --Bjørn 21:58, 12 June 2006 (CEST)

Im not gonna say NEW MAPS, ITEMS, EQ, BANk because I know its in the making and that stuff takes time Keep up the good work.

If anyone needs me Rezmont on the game

Thanks

CBLADE

Implementation of Jobs:
What I Would Like To See.
Basic:

Monk
Thief
Mage
Psion
Force User
Priest
Barbarian
Swordsman
Archer
Ninja

// Civalian Classes
Scientist  (Can Use Alchemy and Crafting) No Magic or Powers

Craftsman  (Crafts Weapons and Armor and other uniques)

Alchemst   (Crafts Potions and Poisons, other chemical stuff)

Librarian  (Can Use any Power or Spell, but Limited Progression upto Level 5: 
May also Teach Skills to those untrained (Max Training is Lv. 3)

Sage       (Like a Librarian but better progression Level 10: Cannot Train others however.)

Smith      (Can only craft Weapons and Armor, but can also infuse works with magic.)

Chef       (Cooks Foods and Stuff)

Advanced:
--Monk
   +Samurai        (Swordsman)
   +Cleric         (Priest)
   +Jedi           (Force User)
   +Samurai        (Ninja)

--Thief
   +Rouge          (Swordsman)
   +Shadowmind     (Psion)
   +Assassin       (Ninja)
   +Hunter         (Barbarian)
   +Sniper         (Archer)

--Mage
   +Monk           (Ki Master)
   +Mystic         (Priest)
   +Specialties    (Pyromancer, Aeromancer, Geomancer, Aquamancer, Shademage, Luminamage)
   +Sorcerrer      (Barbarian)
   +Spell Sword    (Swordsman)
   +Arrowmancer    (Archer)
   +Shadowmage     (Ninja)

--Psion
   +Specialties    (Kenesist, Telepath, Distortionist {Teleporter}
   +Cerebralmancer (Mage)
   +Force Master   (Force User)
   +Battle Master  (Swordsman)
   +Psychoarcher   (Archer)

---Force User
   +Jedi           (Monk)
   +Forcemaster    (Psion)
   +Sith           (Barbarian)
   +Specialist     (Forces{Lightning, Fire, Telekenesis, Telepathy, Self Enhancement})
   
---Priest
   +Mystic         (Mage)
   +Specialist     (Druid, Healer)
   +Paladin        (Swordsman)
   +Shaman         (Barbarian)
   +Ranger         (Archer)

---Barbarian
   +Sith           (Force User)
   +Shaman         (Priest)
   +Ragemind       (Psion)
   +Sorcerrer      (Mage)
   +Hunter         (Thief)
   +Warlord        (Ninja)

--Swordsman
   +Paladin        (Priest)
   +Spellsword     (Mage)
   +Battlemaster   (Psion)
   +Rouge          (Thief)
   +Weapon Master  (Archer)
   +Weapon Artist  (Ninja)

--Archer
   +Arrowmancer    (Mage)
   +Weaponmaster   (Archer)
   +Sniper         (Thief)
   +Psychoarcher   (Psion)
   +Ranger         (Priest)

--Ninja
   +Samurai         (Monk)
   +Assassin        (Theif)
   +Warlord         (Barbarian)
   +Shadowmage      (Mage)
   +Weapon Artist   (Swordsman)

Kromoh

Small suggestions from me (don't know if it has been mentioned before), is:

  • add a red box around the creature you are currently attacking (perhaps a transparent box)
  • show player/creature names when you place your mouse over them. That way, you avoid attacking a wrong creature and can see their name without attacking
  • a buddy list for adding friends and perhaps private messaging them

just had another idea after reaching a certain level, you would be able to choose a certain proffesion by talking to a special npc.. according to which one you choose, you get that proffesion's skills.. e.g a monk would be able to 'Meditate", which means that he heals hp faster than while sitting down.. perhaps a skills that allows warriors to defend better while not moving, meaning that he tanks the creature while another player attacks

Casper.3

There's a proposed card system under PvP that I'd rather see take on a more prominent role. I remember when I played Septerra Core - which used tarot cards for summons, coupled with magic circles - and watched shows like Cardcaptors, I thought it wouldn't be long before someone exploited those ideas. But I haven't seen another game implement that method since, even after so many cliches being exhausted, except for a slight example on Ragnarok Online that is barely used for item modification. What I would like is these cards to be made for pets or old-school summoning, even if it's just in another class, but at least have them in a more 'collectible' manner.

Modanung

I just had this idea that players should be able to write notes/books that other players can read. At a general store a player could buy some parchment or an empty book (multiple pages in one item) and using a pen (maybe also an ink well that runs out) he could write poems, random thoughts, a letter or something like his guild's rules and goals. He could ofcourse write the whole text again and again if he'd want to give away a copy or he could visit a copy shop or monastery where he could have people rewrite it... or maybe there'll be a press. Ofcourse this costs some shinies. He could then distribute it amongst the people himself or have it sent using the mail system we (still?) plan to have some day. He could give them away (sell ofcourse) to friends, guildmembers or as marketing material. If his guild owns a building maybe he could place a book dispencer inside. This dispencer could be filled with, say, 50-100 books and guildmembers could take a copy... something like that. Notes could be places on messageboard-like things, like the kitchen door: "Would someone, for the love of God, do the dishes? The fungus already ate the plunger!!!"

JAMBO

that the powers of magick could be bought.


that you could sea wher people in the map


that the was a transletor


that the was japnes dressings for girls and the was more warriors dressings, that you could change your sking color eyes etc.


that the colour of your atack depends on you lvl Exmple.lvl 5 to 20 blue lvl 20 to 30 pink lvl 30 to 35 orange lvl 35 to 40 black lvl 40 to 45 white lvl 45 to 70 red lvl 70 to 100 silver.


that when you are selling objets you dont have to go up and down and it lets you in the same place as you sold last thing exmple if you are selling 1 2 3 4 5 and you sell 3 then you reapear in 3 and

continiu from that point.


that you could make food dipending on your lvl and then sellit exmple when you kill a spider get 50 meat a maggot 3 meat with 100 you make a burger that makes you go up in lvl quicker.

that you could change the colour of your boots and new close exmple princess dress a pink long drees defense +15 a gold neclese like a circole on top of a triangol (i cant put pictures sorry) a unixex belt a normal belt with stripes that go up on air...

new monsters like flying devils that dont atack if you are from fire ore dolfins that dont atack if you are from whater but do still atack.

new weapons lances chains....


that you can put a market per lets say 2000 a day and people can go and bye things ther that you have in your inventori with aout even talking to you, you make a list saying iron potion 300 milk 400 pressents 100 and people go and buy,and npc wolud be in your place,but you wouldnt be able to sell in the mintaime,then the benefits just would go up.

that the wore houses.


that the wher new tipes of spicis witchis that turn into animals a tipe of person that camuflaits (usfol for fighting) ....


that if you pay 2000gp and someone lies an arrow on top of him sayes lier ,lier.


magick

thank you very much. Image:MAKELOVENOTWAR.jpg



- why upload the same image two times?

- this image isnt a
suggestion. why is it here?
- press "alt+p" to take screenshots, not "print screen".

- MAKE SMOOF... NOT WAR(fairy oddparents)--Blamoo 02:01, 30 June 2007 (CEST)
it is cose i dont like the fighting each others.

sorry whats smoof?

2 times,i just whanted you to sea it.

is alt+p just for the game?

MI CLOSE DESAPEARED!!!!!!!!!!!!!!!!!!!!!! MI MONEY DISAPEARD (60 000GP MORE LESS) plx give me mi red sueter mi blue jeans mi forest bow just 50 000gp i dont mine the boots gloves or arrows but plx i cant even fight to win lvl plxxxxxxxxxxxxxxxxxxxxx purple help i belibe in you.

UFO_PREDATOR

Suggestion for implementation of a satus point re-allocation system.

At some point in playing the game a player may want to reallocate their status points to optimize thier character. This idea calls for implementing an NPC into the game which would allow players to re-allocate their character's status points and reinvest points into different attribute areas (ex. move points from luck to derexity). The player would pay the NPC a reasonable fee for this sevice so players would not re-allocate skills in the middle of combat. Also placing the NPC inside a "safe zone" such as a building where players could not attack other players or monsters would help prevent this problem. Such a system would allow players a degree of freedom in customizing their characters the way they want them and save them time so they would not have to sart a new character all over again.

DREAD

I realize it may be too late in the development cycle to implement the following, but here goes:

Abstract

Most of my suggestions have to do with giving freedom to the player. The player should be physically ABLE to do anything they might want, but there could be repercussions. (Jail, death, loss of items, etc)

World Allow for a dynamic tile-set. Players may build structures, dig holes, chop down trees, etc. No MMO has done this, and the 2D nature of the game would help. Some areas, such as towns and major pathways would be restricted, but only by the in game government. Guards wandering the trails would enforce the laws, and assemblies set up in the cities would be taken down.

That being said, let the players create! Make tracts of seemingly endless forests be clearcut and a booming town be born. Let paths be cut through tangled forests, and mines be cut into the earth. The back story is in a perfect setup for this. If the world is in chaos, let people re-tame it. An economy will generate itself if you NEED raw goods. Implementation would be daunting, but I've chunked it out already:

Maps

There will be need for a LOT of space. We already have need for more maps, for strictly content. The best way to produce a lot of content would be to code a random map generator that will generate a map based on size and specific parameters (Location type, special features, desired elements,etc) Right now it takes a lot of care to make even a single map. Such random map generators are already in abundance in RTS games, and there is a market for tile based gen--The Kid 16:08, 6 September 2008 (CEST)erators to make maps for Dungeons and Dragons games.

There is an RPG game series called .hack (also an anime) that have this random map generation feature, the catch is their a back-story fits with a portal that allows the randomized maps. I'm wondering what kind of back story would allow such portals and fits on the current TMW universe. btw, strictly speaking, .hack's random map generation is more accurately described as pseudo-random map generation, since if you give the portal the same "seed" number, it would always brings you to the same map. For dynamic world, TMW might allow a user to "own" a map (i.e. changes to a map that is owned would be saved and if the map-generator's code is changed that map wouldn't change, perhaps for economy, owning a map requires a huge amount of money so less rich people would have to share map with others and the server isn't hogged too much). --The Kid 16:08, 6 September 2008 (CEST)


The rules to generate the map could directly effect what players could do to it. Based on what item a player uses, a certain feature would be made. Shoveling in the middle of a field would start to effect the areas around the hole. A pickaxe on a wall of rock would create a cave opening (And a new cave, a single tile generated map, surrounded by walls.) Based on the type of rock, the player would need tougher tools, etc.

And don't make it so that one-hit one-tile, that would make it too easy to manipulate the world, make it like 10 hits with Bronze Shovel to dig a dirt-hole.--The Kid 16:08, 6 September 2008 (CEST)

Dynamic player interaction

There are many ways we could implement dynamic interaction with the map. Tile types would probably be the most effective, with an event driven model. When a tile is acted upon, it is informed what is acting on it (shovel, saw, etc) and reacts in whichever way it does by default. If the user wants to do something else, there is a right click context menu showing everything a user can do to this tile. (move to, dig hole, search, etc) When an action is chosen, the piece specific event happens, based on the users attributes, skills, what is being attempted, a user defined parameter, and/or any environmental variables. When the initial event is done, any server messages are sent (such as create a new map) and any tiles around it are notified that is has changed (and might cause an event in themselves, updating in a rippling effect.) Tiles would keep a history of the last few revisions to their state for error handling, or so the guards/city maintenance/other players could revert any changes. (Once again, an action based on skill, like filling a hole or destroying a structure) Altering the ground may give an item (dirt would generally be discarded, but ore may be found, or the user could get scrap would back, etc)

Assemblies

In corollary to this, players would be able to build functional assemblies. For example, chunks of ore would weigh down the character, and some would be too heavy to lift. The user could build a mine cart and track along the floor of the mine (using metal and wood, employing carpenters) to an ore crusher (which could be powered by a steam engine, forcing you to carry/pipe water and coal to the site, etc). Thus, to be an effective mine, it would require a large amount of effort, role play, and teamwork.

An assembly would then simply be a change to the tile (initial tile of type 'Buildable”) to another type, using resources, skill, and some luck. Most larger assemblies would require more tiles around it to function correctly. Each chunk of the assembly would communicate to the others when their status is changed, following the normal tile event procedure. (Ex: When a user adds ore to a mine car situated on a track, the mine car changes to a filled mine car, and includes whatever the user has inserted. The mine car can then be attempted be pushed a user defined number of spaces. The mine car then checks to make sure that the direction is valid (corresponds to the direction the track is in, and there is another section of track near it) the section of track it is on is updated to show nothing, and the next track is given the train cart object.

All those would make "The World".--The Kid 16:08, 6 September 2008 (CEST)

Rheda

I'm just a newbie around, but if a bunch of ideas can't hurt.. Some of them are inspired by the crafting system of a dead mmorpg i used to play long ago.

Crafting

Crafting ingredients could be flexibilized through a categorization, for common recipes. Since basic item creation could involve (for example) wood and iron for a spear, then allow various typed or iron to coexist, all with different, unique, properties. This could affect the crafted item properties, making the spear more speedy or sturdy, for example. This isn't so difficult to balance with a bit of caution, and allows genuine crafting where the idea of tripping around the continents looking for better materials makes sense. Of course, it would be great to have special materials out there also (e.g. boss materials) that could be used as rare mats to build a bit boosted common item, or a specific rare recipe that requires exactly that.

Also, the quality of the materials should also be taken into account, since it's not the same to craft using slimey moss obtained from a level 10 creature than from a level 100 (it could, for example, cap the level of the crafted item). The only problem here is avoiding the best-materials best-items relation, which should be false. I loved when recipeing was an art, and many players kept recipes for themselves and used them to craft unique items not known by others... a great realistic point for economy. In this case, items should have a level assigned to them... that is a lot of hassle with the ideas i've seen on this wiki, since this would also imply categorizing weapons by type, then setting it's stats based on the level of the item (for base items). For example: a level 1 knife making a +5 damage, letting a level 10 one do a +10.

The level-dependence is just a way to straighten the balance system, imho.

And last but not least... add a prospection system, apart from the crafting system, which is a skill of the related jobs. This will allow for example to explore a zone looking for mineral resources to dig. This, again imho, avoids the dig-spot massifications or camping, and allows prospections to be weather or season dependant (maybe not for minerals, but for potion ingredients, or whatever).

I wish I had the spare time to help you, sure I'll do if i have the chance.

And a must... bats dropping daggers, that isn't really nice, is it? :)

SOMEBODY

I hope that since the game is so simple, maybe try to have some monsters that have specific ways to kill. Say a monster that walks slowly, but has killer ATT so you should always used a ranged attack against it, or say, a creature that is invulnerable on one side, or perhaps a creature that can reflect arrows, or be flipped over.Something like that. Most RPG games these days simply raise the stats for more difficult monsters, and that simply turns out to be annoying. And if possible, with so limited a community (expanding rapidly!)perhaps try, maybe just try, to implement areas in which the map (or monster spawn rate, NPCs, ect)can actually be affected by players while in the game.

Also, there could be a shortcut for targeting other players/ NPCs and not just target the nearest one, but scroll through the ones near you, so the game can be played totally with the keyboard.

And I like how monsters don't drop gold, but please make their "not much use but can be sold" item drop rate higher.

AND automatically hold random contests like scorpion killing spree, race form A to B stuff. Stops the game from getting boring after a while

AND a search function to get invisible items that pop randomly from the items that were never picked up.

Pixl

  • language filter
  • There should be a language filter in the game. I don't very much appreciate it when somebody says something inappropriate, it makes me wish I didn't have to put up with that.

Yanom agrees

A language filter would be difficult and rather useless. They cannot possibly be programmed for everything, flag perfectly allowable text as bad, can easily be gotten around, etc. A better idea is to allow reporting players in game and the ability to put flags in the chat logs so abuse can easily be found. — Jaxad0127 21:20, 4 May 2008 (CEST)

fjin

  • system to report botter or otherwise badly behaving player.

ZeroX03

  • General: Add the level cap to 200 and create bosses... more bosses like JackO... make it in a regular boss, min. 5 hours spawn, and add the GP rate, is too hard to buy items, almost the most weak monsters drops 2-4 GP each one and the most powerful (snakes) 500 -1k...
  • Maps and mosters: Need dungeons , more maps and really powerful monsters (lvl 60-80 who deal 300-450 dmg.) and have awesome exp (600-2 k exp) to increase the players in this wonderful game..
  • Items:Add capes and earring who gives stats like STR or DEX and more HP... a level 11 can die really fast with scorpions and goblins -_-'... and make dex a secondary attack skill (STR add 1 weapon attack, DEX maybe add 0.8 weapon attack).
  • Bosses: add a regular boss in certain area. In the desert add a golden scorpion who deals 100 dmg and gives 1k GP and 800 exp and sometimes drop rare drops.
  • For example add a new quest involving a boss:

the dark slime: quest requirementes: the red scorpion stingers. Sandra wants to hint for a 1 dark slime core. Need to: kill one dark slime and obtain its core. Stats dark slime. HP: 2000

                 attack: 100-135
                 exp: 350
                 drops: dark slime core (80%)
                        dark sword (1%)
                        dark boots (0.2%)
                 Time spawn: 1 minutes
                 Spawn location: the cave with red slimes and dark scorpions 
                 Reward: 5 000 GP and 1 000 exp.

items: Dark sword: attack 125

      Dark boots: def: 10 attack: 5

anonymous

im a newish player but by no means a noob but i have some ideas that i think would make the manaworld experience more interesting 1. A tribe/clan system like the snake clan and they specialize in killing the desert snakes or the green ones or whatever... or on top of that make up a clan system then let them build their own city in the desert and have them sell their snakeskin as armor or whatnot make it ridiculous impossible for noobs to get there but people who really want it have to work to get in... 2. Making a boat/water/island quest would be cool too... we are a world surrounded by water and untamed forests use the logs from the forest bow quest to make a raft from the carpenter that allows you to explore the rivers and oceans or a ferry system that you can for a fee be floated down the river to the next dock or build your own and venture out around and find more creatures or undiscovered cities or... add another idea here... or to expand have a boat quest that transports you to another smaller island off the coast somewhere that has an underground city or a cave with a big bad creature that spits out really really cool stuff or something... 3. More weapons... like an axe or a club or maybe even a mace... all the characters look like peasant renaissance why not invent weapons based on that time? a spear or javelin doodad would be cool 4. Make a night cycle and have certain creatures come out only at night... base quests on them make them super bad 5. Using logs and spikes to build a hut so that when you die its another option instead of the rocks.

Neo644

Weather conditions Rain: Healing and Attack+ depending on severity of rain for people in the Water clan, Range up for Electric, and Damage along with an Attack- AND Defense- for fire, and slight healing and up all stats for earth/plant Hail: Heal and Attack+ for Ice, No effect for water or fire, damage for all other and double for plant. Intense sun: Geal and Attack+ for Fire, Heal for plant, Damage to all other classes, double the damage for water and ice Lightning: Some effects of Rain, plus lightning strikes randomly with a shockwave effect. If youre struck, you die instantly unless you are Electric. Tornado: Picks you up and drops you off somewhere in the affected area. Sandstorm: All classes except Earth get damage and lose accuracy. Goggles negate this effect. Flood: Will wash away all monsters, items and people except water types. Fire types experience major damage. Can rust armor. Snow: Can pick up and throw harmless snowballs. Snowballs do minor damage to fire types. If you are not wearing warm armor (and arent ice type) you will be slower and experience slight damage. Note some places shouldnt get certain conditions (tulimshar rarely gets rain, snow town never gets sandstorm, etc.)

Lie

Shortcuts -- Mana World really needs them, underlined alt-letter shortcuts.

Drag and drops -- For (at least) three spots sorting inventory, equipping items, and moving item to the shortcut bar (the current click and right click is not very intuitive)

Less reliance on mouse -- For basic activities like talking to an NPC, there should be a keyboard way to do it, both for initiating a conversation and maintaining a conversation. For initiating a conversation, there could be a new keyboard shortcut, or you could even use "A" to target the nearest NPC then Ctrl to start talking. For replying NPC conversation, each conversation option could have numbers that if pressed would direct the conversation to the option. For maintaining conversation, perhaps pressing space would continue NPC's talk.

Less reliance on keyboard -- No offense, but the current walk by mouse sucks, attacking an enemy with the mouse is plain impossible. You're forced to use keyboard, problem is, you cannot talk to an NPC, use the menu, and many thing by keyboard only. Result: Moving back and forth between mouse and keyboard.

Kalessin

Alright, it's only a few things from a completely new player, but here goes...

There was a suggestion about leaving footprints on soft ground, and somewhere else one about a cloaking ability - would it be possible to have cloaked characters still leave footprints on certain surfaces? This could add a deeper element to the ability, and mean that one would have to take care in some areas. It could also work in combination with another ability ("lightfoot" or similar) that stopped the character leaving footprints, but the two abilities together would have to be hard to use (a high minimum level on the lightfoot, perhaps?).

Substory quests - like a chain quest, except that some sections have multiple possible outcomes, that affect what the next task is, and how the substory unfolds. Actually, this could be done with the main game story if it was tied deeply into the game as suggested elsewhere.

A diurnal cycle would be great, though finding the right length for the cycle would be tricky. However, this (perhaps in combination with weather conditions) would allow for players to choose an alignment that would make the time of day (and/or weather and terrain) affect their abilities/attributes/etc, which in turn would mean it made sense to have areas that for one reason or another were locked to a particular setup. Elemental affinity would be optional, and provide some benefits and some disadvantages. This would avoid extreme restrictions on unspecialised characters, while still making choosing an affinity worth while.

Savi

I have been playing for a few weeks and been to most areas. I went to the Winter area and I thought there should be an area with lava and fire. Maybe it could be a Dormant Volcano. What also gave me the idea was a Fire goblin stopped at the top of the head a Mouboo. It looked like a perfect addition to the Fire world, Fire Mouboo. Then I gave it more thought. Create Fire Bats and Put some Fire Goblins in the maps too. Add Fire Ants to the world along with a Fire Ant queen. The mobs in this Volcano would drop lava stones, petrified dragon eggs, dragon scales, fire arrows. Create a quest to get a fire bows and flame swords. The reason to add these items from The Volcano world is to give a player an advantage when fighting in the snow world. In the snow world add ice arrows, frost bow and crystal swords. Those items would only have an advantage while in the Volcano world. Kind of a hot/cold battle.

There has been some forum post for a new forest set. In that set there is a very large tree. I was thinking that the large tree could be a secret entrance to a new area. Or that tree could have a door on it. When you enter the tree you see a ladder that takes you to a new set of maps. The new area would be a cloud world. while playing TMW you always see the shadows of the clouds.

Crank

Magic : It would be nice to be able to somehow combine magic, let's say to have different magic schools and to be able to combine spells from different schools to create "new" ones.

Quest skills : There could be some skills related to quests or only accessible through quests.

The magic system is done that way. — Jaxad0127 04:51, 16 February 2009 (UTC)

OpenGl Integration: What about some 2D OpenGL effects such as particle system or something like that?

We do have a particle engine and openGL is a rendering option (it adds some more effects). — Jaxad0127 04:51, 16 February 2009 (UTC)

Nico

Hello,

It's the 2nd time I join the mana world, the additions are nice.

I've read the comments above and only one person mentioned it but we totally need an economic system in this world. It would make the world really lively if we could have to start with a set of jobs to do. If currently we can't really interact with the world outside monsters we should at least be able to do something with the drops. The things we can do with an drop will define its value. If it's commonly used, then even if the drop is common, it will have a fairly good value because often looked for as well. If it's not very often used but extremely powerful and rare, it will make the drop very expensive as well. Thereby, creating an economically viable environment.

Side effect will be gathering of crowd on one map to shout about what they sell or buy but can be solved with an auction house later as the game gets more popular.

We shouldn't be dropping food from monsters to heal. We should find ressources to make food. Except at low level something like candy but we also got the nurse for that... We should be able to forge swords/daggers We should be able to carve bows and crossbows and sticks from logs and strings and leather. We should be able to make clothes and armors We should be able to make potions.

In the beginning, we could start with just 3 jobs. Baker/cook for food, forge for swords and taylor for clothes.

Management of objects creation.

That's a development matter. I think that the creation of weapons should follow a road map. We need to know what we want for what level and allow our artists to pick an object and create it. Right now it seems to be more of a bring what you got, we'll see what we can do with it.

There's a really polish management for development but it seems nothing for content. It's a cloud of ideas and good intentions which is great but would be much more efficient if organizing and following a planned direction for a way to go.

Weapons

We should be able to make different build for our characters depending of the weapon we are planning to do. A weapon should be able to allow for more Critical Hits doubling the damage but is at the same time totally random if not gaining a critical hit. That also makes for pretty hilarious situation with a character hitting at 200 on a CH and at 5 the next time because minimum of a normal hit.

The damage characteristic for such a weapon would be: damage normal: 5-50 damage on CH: 60-100 (plus *2 modifier from CH)

The players would gain critical hits by adding points to Luck but also by looking for CH modifiers on clothes armor and weapons. The critical hit rate can't be high than 1/2

If a weapon has a 1/50 change to get a critical hit from the start. The character can add (50 points in luck to get 10 CH modifier). This makes the weapon to 11/50 to gain a CH. It also makes the luck characteristic more interesting to raise.

Then his clothes, gloves, boots etc... give him some extra point to reach the much sought 25/50 CH change which gives the weapon a cool 1/2 to make a critical hit.

Critical hit is already implemented in the game. I don't know how compatible my ideas are with the current development but I think those changes would really give some colors to the game and shouldn't be too hard to perform.


Alexbishops

I have been having a problem with the game and forums and here seems to be the best/only place for me to express them.

I think the automatic banning for spamming is far to harsh. The very least you could do would be to give a detailed warning as the current one is unsatisfactory. I received a warning which I did not understand as (I believe) I was not spamming at the time. I was subsequently banned for an hour after repeating "Hey ho lets go" a few times. I really don't think this is in the spirit of the game and this has considerably spoiled my enjoyment of it.

Also the catchpa for forum registration is far too hard to read. I tried numerous to enter the phrase but none of them seemed to work. A link to email someone for help when you have maxed out your attempts to get past the catchpa would also be helpful.

One's feelings about the game at the moment are ALT+4


Hawkmoon

Proposal for a new skill system.

Let's say, we want to have different skills like

mining fencing swimming fishing sewing whielding a whip curing poison (passive at our own) healing poison (active at someone else)

Every skill goes from 0 (unknown) to 100 (perfectly known). For every skill, the right thing must be equipped,

let's say, a shovel or pickaxe for mining.

Mining can be learned by looking at someone – doing the mining skill. By watching someone doing the skill, it can be learned up to the 1/3 of the needed basic skills.

Lets say, mining is based on Strength and Dexterity. You add Strength and Dexterity and divide it by 2 (for 2 skills). Let's say we got 68. So 68 divided by 3 (22) is the maximum mining skill, we can learn at the moment by simply looking at someone, doing the mining skill.

If we want to be better, we have to do the following. Let's say, we mine. If a roll is less or equal our skill of mining (at the moment 22), it's a success – and we mine ore. If it is not successfully – we have an internal counter which goes up by one, started at 0, so now it's 1. Every unsuccessful usage of the skill increased the counter. If the counter is bigger then our actual skill (23 this time), our skill is increased by 1 (now 23), and the internal unsuccessfulcounter is set back to 0. So at the beginning it is easy, to level up, but with every level of a skill, it takes more and more time. And it get's harder to get the next level. Think about – how often you have to (virtually) use a skill, until it get's up from level 90 to 91, or from 99 to 100.

Every skill we use with 100 becomes a mastership level.


The same could be done with magic spells. For spells it should be needful, to have the needed ingredients at hand. Every spell has it's own skillelvel. You can learn a spell, by watching someone doing the spell successful up to your (INT/3). Beyond that point everybody has to cast the spells themself. Casting spells should become easier. A Key (let's say the U-Key), should open a small window. The next keypress should be for the magic school (e.g. nature N) and the spell number (from 0-9 or from 00-99). So wizards could be cast faster – it would become as useful, as meleefighting.


The good thing, in a skill system like that is, that people can do other classes – and alas, at last it is possible, to play a character – who mustn't be a killer. Items like armours and weapons could be crafted …

One last thing about the mastership level.

Let's say, someone has the mastership level on mining. Every time, he rolls a virtual 100, when using a skill, he should be granted an increase of the basic skills of the mining skill, so +1 randomly on Strength or Dexterity. If one is already at 100 (let's say Strength) the other basic skill (here Dexterity) gets the increase by 1. If everything is at 100, there is no more increase.

Looperz

Black Jack

Draw does not mean the bank wins. The easiest would be to get the 15 coins back in case of draw.

Marketer

An NPC that offers your ware. You can sell him/her things an he will resell them. Differences could be:

  1. You are able to buy stuff there, that other players stored there to offer it.
  2. You are able to determine the price of the stuff and get the money only after somebody bought your stuff.

Auction House

You are able to offer your stuff there for 0.5, 1h the fee is 10% or 20% of the price of sale. Your profit is posted on your bank account. And all players are able to place bids.

Period of Grace

  1. When an automatically attacing monster is created it will not attack for 10 seconds. This way you are save when you think you are because there is no monster in your area. (And there is no attack from out of nowhere
  2. Perhaps this Period of Grace should also take place, when you enter a new room/cave.

Mining Railroad System

It looks a little like a cave. But if you enter the Trainstation you have to pay a fee to get to another map immediately instad of walking there.

More precise #itenplz

If you want to aggrevate a certain kind of monster you should be able to append its name after the #itenplz

A Storage in Nivalis

There is one in Hurnscald and one in Tulimshar, but is there one in the snow World?

No Password in plaintext

Wireshark told me that our passwords are transmittet in Plaintext, thats horrible!

Bareknuckle boxing in arena

There seems to be an arena for getting it on with a competitor, beside the rock which is touched in Tulimshar to stay on level. There should be a system where the points and experience allow similar figures (average score of level plus skills) to be able to fight for a prize. Bets can be cast by onlookers and the spectators can bet as they feel free with the casino coins.

A purse prize is given as a percentage of all funds received, where the odds are given on the figure calculated by the points and experience section. Maintaining that the average is similar will prevent fraudulent usage of it for one person fighting their friend who is going to lose by forfeit. Maybe have a penalty for forfeitures.

A medal or belt can be given as a prize after so many wins, and an announcement made if the person has become the site champion, or the town champion.

There should be penalties for stepping outside of the ring, and for any other fouls, like using magic, weapons or other means.

Braklya

Hints on cave exits

Some caves have no hint if the exit is south or in the lower edge of the screen. The same problem can occur in left/right exits. The suggestion is to use something like a light (coming from the other scenario) tile that would indicate an exit. Similar to what exists already in buildings but adjusted for cave context.

I was navigating some caves with which I was not familiar and had a few problems when I tried to find the exit. This was aggravated by the fact that I was experiencing connection problems which prevent map change if you hit a portal/exit to other map. The same happens with lag. On this particular cave I ended up navigating the full map twice because I didn't know the exit and I thought I was going the wrong way.

Shortcuts for text

This could be integrated with the current shortcuts but allow addition of textual shortcuts. They could be used for predefined textual messages, magic spells or any other action the player desires. Pressing the shortcut key would be the same as typing the message in the chatbox. Sending of the message could be optionally defined as presence or absence of a newline character in the end (i.e. multiple line command). This would allow predefined insertion of magic spells that require parameters but allowing the player to type the rest in the chatbox.

Target magic

Make spells that require targets (such as healing) use the "Target player" behavior (the same that is now used to target enemies). I've seen people going around with apparently the exact same name, targeting one to use the spell was problematic. On the other hand, clicking on a player that shares the same tile with others can be a problem. Please consider the possibility of a clientside command such as "/target playername" or "/targetnext partial_playername". The latter would allow toggling between characters with same or similar names.

Lag/Ping feedback

Include an optional (enable/disable in Setup - enabled by default) GUI box/section displaying ping to the server, or at least connection status. This could simply be the time that passed since the last received information.

Since the client doesn't block on connection lost, one can still navigate the scenario. If one is not familiarized with this fact the player will experience "strange behavior". Having a ping/lag display would give information to the player that his/her actions are not being sent to the server due to connection problems.

I assume that this non blocking behavior is something that will be dealt with in the future. At the moment one can use this as an exploit and do huge warps across enemy infested areas. I can think of a few places where this could come in handy. Grayback

Grayback (Vorenthal 43)

Macros or Spell icon

Give us the option of setting macros or spell button so we can click and cast the spell without typing too much. As a result, we as the player must learn or meet the NPC who teach the spells rather than a lowbie player typing #[spell] without learning. I mean, only the player who had meet the spell learning requirement can cast the spell. The magic control that we can see by typing #abizit can be indicated by another bar on our status tab. Give more spell on warrior based stats and archer that really helps in leveling rather than trash material-consuming spell just to get magic exp.

Class

Basically just make the class for this game..not much but have their own proud NPC's to encourage the player which class should they choose and on what manners they'll using their toon much easier such as I'm choosing to be a Warrior. I should meet a trainer NPC to initiate me as a warrior. Then I'll be given quest to choose my path. Some new player are clueless on how to play the character itself since wiki guide doesn't give much clue. Just rash sketch on long-termed based. Make an official class. 3 class is good enough to start Warrior,Archers, and Mages.

PVP and arena

Much like other MMORPG's, PVP is one of the stuff that makes the game interesting. Make a battleground, on what style much like, a raid. Who's controlling a castle, make a faction. Much like a brotherhood, 2 of them, they're fighting for a rich land which is very important to them. Choose which sides we're going to help, then PVP with objectives on each battleground such as capture the castle, eliminate the NPC guards to reduce reinforcements. Those who've cleared out the objectives considered as winner and given token or badges that they can use to redeem their prizes in armory.

Ragnare

  • Night and day (different mobs depending on time of day)
  • Ability to investigate items and interact with environment
  • Readable sign-posts
  • Super rare mobs (only show up in area once a day or once every few days)
  • Easy way to tell which doors can be entered and which cannot
  • Penalty for dying
  • Ability to judge how tough a creature is compared to you (e.g. "an easy fight", "very likely to kill you", etc)
  • More rare tough creatures (like the black scorpion in initial area). Each zone could have one or a few tougher creatures and periodically show up.
  • More weapons! (Swords, Axes, Mace, Hammer, Pole-arms, etc)
  • Easier spell casting (quick buttons)
  • Mini-bosses that show up only once in a while and are more tough than other creatures (may need a group to fight), but drop special items.
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