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Just a couple of ideas.

Started by ASD!, July 26, 2010, 12:57:20 PM

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ASD!

Well, it's the summer, and the amount of free time I have on my hands is ridiculous, so I've decided to come back to Stick Online, which is a sufficient time killer. But, the more I play, the more I become frustrated at the lack of anything to spruce up the game play since the server went down. I'm not talking about content updates, but simple things, like raising the drop rates or experience rate by two, or maybe expanding the shops to more uncommon items, like hammers, katanas, viking hats, and such. Neither idea would take much of effort to do, and would make playing the server seem like a whole new experience. I already know what I'm going to hear from the forum trolls, "You were given access to the server as is." True, but since there really isn't a point in playing anymore, why not make it fun? Just a suggestion.

For the shop, I was thinking that some hats which are fairly uncommon, like the frog hat, ninja hat, could be sold for like ten thousand gold, and rarer hats, fedora and froggy, could be one hundred fifty thousand gold. Weapons would be much more expensive, like the a hammer could be arond seventy-five thousand, and a great sword would be two hundred fifty thousand gold. (The reasons for the prices being so high is because the economy in S.O. is extremely inflated.) Suggestions as to prices are welcome.

foG

You might have heard Meiun is about to release the clan update including an interface to create and handle your own clan. I think that'll bring back alot of people.

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Lingus

On the one hand, this isn't a bad idea... but on the other hand, if the experience rate and drop rate are increased, and more items are available at shops, that would mean people would be more likely to have nothing to do in the game. Think about it. People would reach level cap faster, obtain all or most items faster... and once that's done, there's really only pvp left to do, which you can do already. So while it would be nice, it might also serve to work against your goals.

foG

#3
What I could think of is like monster droping 'Increase Drop Rate 2x' cards. So you grind and play and have a certain chance of gettin a 2x drop or exp card that activates after picking it up and lasts for 30 mins or an hour.

Made by EpicPhail.

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Fight my brute Mr.foGlet. =D

ASD!

The game is mostly just sitting around and killing stuff for mainly no reason as of now, so why the hell not?

Mystery

#5
Quote from: ASD! on July 26, 2010, 01:39:04 PM
The game is mostly just sitting around and killing stuff for mainly no reason as of now, so why the hell not?
^This.^ The economy in SO2 is utterly broken, and adding tons more items for exclusively dropping worsens it, so adding some more items for much more Gold would give it more of a purpose. And the main items people REALLY want(IS, DH, SH, DKH, GB, Slasher, SD) would remain unsellable in the shop. In fact, we might as well change the default selling price as well(10 Gold for an IS, but 5000 for a Wooden Hammer) for certain items. Leveling can easily get monotonous as well, and this could help. For the drop rate and EXP rate, I think foG's idea would work best, or maybe as suggested somewhere else, the more monsters you kill in a row without dying, you get slightly more EXP each time.
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Lingus

What's your point? How does that relate to this topic? Are you suggesting that highscores be added to SO2? It seems the original post is trying to come up with a quick and simple way to add some additional interest to SO2. Highscores would not acheive this. It would not be quick or simple to add. I agree that highscores or acheivments would add interest, but I don't see how it could be easily implemented in the current system. It's not a matter of changing a couple variables like changing exp or drop rates would probably be. There would have to be a whole system implemented for tracking whatever would make up scores and/or acheivements as well as a system to display that somehow.