- Create player animals and allow players to PK with their animals aiding them, you can select only 1 animal per player and you cannot change it after. The animal should be able to help you out in the wilderness. The possibilities for this are endless with a little imagination
- Make changes to armour and weapons so they look a little different, similarly to the changes which have been made to large helmets, although it is only a subtle change to the item sprite it makes a big difference
- Create new objects and alter the the buildings/roofs slightly so they look a little different
- Create new NPC's with different XP rates and drops
- Make wilderness more exciting: Add new objects, NPC's, Lakes, Mazes, Trees, agility battle area?
- More organized PKing events and other events
Share some of your ideas here to get the game more popular
- Last edited by BlitZeR One (5 Feb 2018 06:25:11)
One imo cool idea which could be added in some form would be something that was implemented in ProjectP2P or KingF2p or whatever pk server(atleast i think so - might have seen it in a dream though:D). Attacking one should give player a skull(doesnt matter if it attacked you first, but if you run and then attack it yourself, you get skulled). That server had some kind of high level monsters, if i remember correctly, that roamed the whole wild. They were aggressive and actually hard to kill, also they tried to chase you around. It could've even taken a whole inventory of food for high lvl players to kill one - and it didn't guarantee a good drop. BUT there was a chance:D. I think it would be cool idea, with reasonably decent drops, to get people around wild to chase these things. It would require taking armor/food/pots whatever with you to actually kill one. Also they should be different combat levels for different lvled pkers. This would create a basis of "hunters" around wild, which in turn would bring more decent traffick to wild(not just afkers to kill). I,m too tired to check my english if i made it understandably clear, but i hope you get the idea.
Example: I would try to go kill a lvl 70 "NPC pker" in wild on (for example) my lvl 72 pker (in hopes of getting something from it - like a ruby ammy or why not very rarely even a rune weapon or whatever). That would mean that i am already chasing someone around in wild and therefore may become a target myself and create more activity in wild. And since these npcs would always be in wild, then there would be always something to go to wild for -> more players in wild -> more pking.
- Last edited by i dont care (14 Feb 2018 17:30:45)
Attacking one should give player a skull(doesnt matter if it attacked you first, but if you run and then attack it yourself, you get skulled
-1. If some cunt chooses to attack lets say a trainer in wildy, gets owned and then runs away I wouldnt want a skull above my head for attacking such fool. Not saying I could kill anyone in wildy but hypothetically 🙂
Attacking one should give player a skull(doesnt matter if it attacked you first, but if you run and then attack it yourself, you get skulled
-1. If some cunt chooses to attack lets say a trainer in wildy, gets owned and then runs away I wouldnt want a skull above my head for attacking such fool. Not saying I could kill anyone in wildy but hypothetically 🙂
5 Feb 2018 06:23:55 #1