Scuffed Gachapon Ticket Integration: Faulty Machine Feature Proposal: Introduce a 1% chance for the normal gachapon machine to malfunction and dispense a Scuffed Gachapon Ticket instead of the usual rewards. Rationale: 1. Increased player engagement: Players will be incentivized to use the gachapon machine more frequently, hoping to obtain the rare Scuffed Tickets. 2. Enhanced game experience: The element of unpredictability will add excitement and surprise to the gachapon system. 3. Balancing scarcity: Maintaining the exclusivity of Scuffed Tickets while providing an alternative means of acquisition. Implementation: 1. Update the gachapon machine's logic to include a 1% chance of malfunctioning. 2. Display a visual indicator (e.g., sparks, smoke, or an explosion) when the machine malfunctions. 3. Replace the usual reward with a Scuffed Gachapon Ticket when the malfunction occurs. 4. Ensure the chance of failure is minimally 1% for all gachapon machines. Potential Variations: 1. Time-based malfunctions (e.g., increased chance of failures during specific events, such as the player's birthday) 2. Machine-specific malfunctions (e.g., certain machines have higher malfunction rates) 3. Player-influenced malfunctions (e.g., certain IGNs have higher malfunction chance)
Don't forget to make it show you what item you would have gotten. Can't wait to see I got a scuffed ticket instead of a WS Maybe make malfunction rate based off your luk stat too
I think it's too harsh to award scuffed gacha tickets when the player could have obtained WS/CS Instead, players can obtain scuffed WS/CS Scuffed WS - the number of item upgrade slots will sometimes be deducted if the scroll fails. Scuffed CS - Alters the equipment for better or worse, but usually worse.
Introduce the chance of a boat ride malfunctioning causing players to crash land in an alternate version of Maple Island with no exit NPC restarting from level 1. For extra realism, players who are fortunate enough to avoid the inescapable island actually die during the plane crash resulting in a respawn from their travel origin point with double penalty to their EXP. - Scuffed CS variation: Subtracts values from one category and redistributes it to another.
Hero becomes the only class that can use Hero's Will Inspired by an actual misunderstanding from a crusader guildy
Night lord damage reduced by 90% except at dark places like ant tunnel or actual nighty areas like Magatia and Korean Folk Town
Let's make a Day lord, which is the opposite of the feedback above. Basically the same class, but terrible in dark places
Upon character creation have your character roll a random phobia for a certain type of monsters. You don't know what phobia you have until you get to face that type of monsters. Your character is unable to overcome their phobia and you take critical damage from them while also halving your own damage output against them. e.g.: Your character has leophobia; monsters like Von Leon one-shot you and your damage against him is halved.
Instead of instantly getting a 1st job by talking to the NPC, you now must send in a CV + cover letter explaining why you are suited for the position as Swordsman, Bowman, etc. If your application is successful you get invited to an interview, and after a rigorous recruitment process you might get the entry level position as 1st job. If you fail you get perm banned
White lady can fly and do 1/1 and sed now and if you got killed you get kick from the server like those old video
Projectiles such as throwing stars and bullets no longer *recharge* so once you've used the last one, that's it. (Stars were mentioned, but why not make them all one time use?) Also allow arrows and throwing stars to be picked up if fired.
Sometimes I try to use a skill while in the air and it doesn't work because the skill can only be executed on the ground. I think this is very confusing and I would appreciate if the game clarified what was happening with a blue chat message that says "This skill can only be used when on the ground". Similarly, I think we need to add messages for paladin's ACB and shadower's assassinate that say "This skill can only be used with an elemental charge" and "This skill can only be used while in Dark Sight". It is unfair that buccaneers have the advantage of the game helpfully reminding them that certain skills can only be used while in a state of transformation. Please implement this essential quality-of-life change ASAP.
When entering the map Ludibrium: Path of Time (the map with NPCs that gives you Piece of Cracked Dimension and Vendor and stuff), be it via Teleport Rocks or the Danger Zone Taxi from Ludibrium, it will now always spawn you at the very top of the map. The only safe way to get to the bottom is to climb down the ladders carefully. If you were to leap off from the ladders or the platform to freefall instead of climbing down properly, there is an undisclosed chance that your character will no clip through the floor and fall down into the backroom. This room can be either a gigantic light-yellow maze platform room, or a gigantic invisible maze platform room but pitch-black (like the dark room in Ludibrium Party Quest) with an invisible portal that's spawned somewhere in the map that will warp you back outside to Ludibrium or Ludibrium: Path of Time. If it's the invisible maze room, there may be some unkillable "Eyes" mobs (like the ones in Ludibrium Party Quest) that will follow you (auto-aggro). If come into contact with them, you'll be afflicted with an ailment chosen at random out of: Weakness, Poisoned, Crazy Skull, or Blind (reduced vision around your character). While in the map, your HP will be reduced slowly over time. You can use skills; however, you're unable to change channels; and if you relogged, you'll still be inside the backroom. You cannot teleport back out using rocks or return town scrolls of any kind. When trying to use /find command to find someone that's currently inside the room, it'll be displayed as [ Unable to find " ]. There is no BGM in this map.