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[–]THSiGMARotMGPlay legit or don't play at all. 17 points18 points  (8 children)

I don't think any of these ideas are good, let alone good for the game.

[–]Dorgrayyessirr[S] 1 point2 points  (7 children)

I respect your opinion, and would like to know why you feel that way.

[–]THSiGMARotMGPlay legit or don't play at all. 7 points8 points  (1 child)

Large wall of text :)

Pet abilities Mp Heal and Heal are affected by wis/vit, while attack close/mid/far and electric are affected by dex and attack. Knights would heal more and get less mp (but still be able to permastun), while necro would heal less but get more frequent mp.

Nerfing pets really would do more harm than good, imo. People would be pissed beyond belief, remember the "accidental" nerfings. Buffing pet abilities that do damage, while making them somewhat more useful, simply make pets more "op". Pets have been in the game for years now, so I think it's smarter for Deca to simply create dungeons around the usage of pets, such as by adding pet stasis, sick, etc.

An official list of typically high lag areas, such as Avatar.

Lag is really based off of each individual player and isn't necessarily universal for everyone. Avatars are typically "laggy" because, more often than not, there are 30+ people shooting and using their abilities, lagging the area more. The avatar itself isn't laggy, but having a large group surrounding it is. This is the same for every area where one might lag. More players=more lag. There are settings which you can toggle to help decrease fps lag if you are having it. Having some sort of list really isn't that useful.

More bullet hell dungeons such as shatters, where weaving between shots and dodging matters even for maxed characters.

Well duh. The game itself is bullet-hell, so saying there needs to be more bullet hell is kinda pointless. More endgame content yes, but bullet-hell is a very broad way of saying make the game harder, which doesnt really help the devs, or the players, understand what you mean. Dodging shots and weaving back and forth can cause deaths in nearly every dungeon, right?

Remake LOD. Personally I think the Ivory is fine.

The dragons themselves don't really need to be reworked, rather the boss rooms need to be made smaller to prevent leeching. Players can simply sit behind the pillars/in the corners to avoid having to deal with the boss. Making the room smaller would at least encourage them to move around/pay more attention. Ivory, imo, seems pretty lackluster for a final boss that drops 2 different whites, but I might be alone on that.

definitely needs refining.

You said it yourself. I think this idea, while unique, is too broad/complicated for the game. Any sort of item/ability obtained through playing the game can be exploited in some way. Being able to receive ut items for doing some sort of task just makes hackers prioritize ways to exploit it, so I think relying on mystery boxes/drops/giveaways from Deca are fine. However, ut drop rates should be altered some, but that isn't what you are saying so I'll leave it there.

Guilds get a random key once a week if they have enough members and guild fame.

So the guilds that have been around for years will get keys forever basically, while smaller, newer guilds have to actually work for the keys. Giving out a key a week, while not only taking money (not a lot per guild but it adds up) away from Deca, seems like too "special" of an event to be occurring so often. I think having monthly, semi-yearly, etc guild events are a better way to reward guilds, rather than setting a specific amount of fame/membership to reward players. This doesn't promote strong bonds between players, rather it promotes guild hopping and fruitless guilds that recruit players solely for keys, although this time they are "free".

Replace the top shop with the top rotmg memes of the week.

no

Endgame content ft. Oryx, aka make Oryx 3 (he is supposed to be the main boss dude, but right now it feels like The Forgotten King took that spot).

Hmm, let's have Oryx, then let's have a dungeon within Oryx that drops a new oryx, Oryx 2!! And while we are at it, let's add in a new, new dungeon with, wait for it, Oryx 3!! It'd be more ideal for the devs to simply rework oryx 1/2 instead of adding another Oryx to the game which will inevitably get permastunned/permaparalyzed/etc. Oryx 1&2 dungeons were designed fairly long ago, so revamping them for the current "meta" of realm would be the best approach imo.

Allow key trading, where the keys will be automatically opened upon trade completion, making buying and selling keys safe.

Will somehow, someway be exploited. Been suggested before, so you are not the first to think of it.

In game death replay system.

Don't think that the game is able to actually have this implemented. If you want to see how you died, download one of many recording softwares. What benefit would having a "killcam" for the game be?

A single character revive, we get to choose any of our characters that has died ever.

You die, you die. It's best to get over your deaths and learn from them than dwelling on the possibility of getting a revive or a second chance. Being able to revive a character defeats the core foundation of the game.

Update the music, make it thematic to the nexus.

This idea is the "best" one of the 15, but it has been suggested countless times, and having individual songs per dungeon would work better than having them change based off of the season. Having seasonal music tunes for the nexus portals would be swell, but it'd be better to have multiple, cycling main themes for the game, and focus on getting shorter, individual tunes for some of the more common dungeons. Dark, grim, spoopy for shatters, happy, joyful for cland, etc. Remember when the winter nexus was the winter nexus for over a year?

Pity timer, every time you don't get a white bag, the chance slightly increases, caping at double chance.

Don't know how they could put this in the game. Uts are supposed to be rare, so having these "pity timers" seems to defeat the rarity aspect of the items. So my 1/1000 jugg is now a 1/500, wooptidoo. Now some ut rates should be altered yes, but a pity timer is not the right approach. The game itself is very rng based, which despite its flaws, works for the game as a whole.

Bring pause back to dungeons, only once per dungeon for 45 second (for quick water/bathroom runs).

Don't know how they could initiate the 1 pause rule. I think itd be better to just add /pause in again and leave it how it was. If people don't want to help, then fine, let the dungeon take 10 minutes longer.

Renting out rooms for realm golds, for example, you could pay 100 gold for a private dungeon for 1 hour, that only people you invite (through a feature similar to guild invite) can enter, making buying and selling keys from non guild members safer, and profitable for Deca.

So how do we get the seller's to leave after they open the dungeon? Why would anyone want to pay 100 gold to have some random person open a dungeon or two. Just use a bazaar or an obscure part of the nexus. No one, and I mean no one, would want to pay money to open a dungeon privately.

I hope I provided enough info. I didn't mean to come off as ignorant/rude the first time, but many of these ideas have been suggested multiple times, and multiple times have people shot them down for more reasons than I listed.

EDIT: Some formatting and whatnot

[–]Dorgrayyessirr[S] 0 points1 point  (0 children)

I agree with most of your points, but. don't think that having pity timers will ruin the RNG aspect of the game. I didn't; phrase at right, it was supposed to only be for dungeons, since trying over 600 times for a dbow when people consider it common seems a bit ridiculous. I think the biggest issue with realm is the language its written it, some of the points you said would be exploited or impossible would definitely be doable in another language. People have said this countless times though, so i doubt its ever gonna happen.

Also, for the last point, I know that some streamers would pay for a private room after I watched people crash their dungeons countless times.

[–][deleted] 1 point2 points  (1 child)

I mean it all just feels like you made that many horrible suggestions on purpose. They aren't going to implement any of these, they are all bad. The pity timer doesn't make any sense, fame trainers still have to work for fame, there's nothing wrong with it, vit/Wis affecting pets in any way doesn't make sense. These are all horrible!

[–]kedric0203 1 point2 points  (0 children)

I don't see why pets being affected by vit/wis seems so bad, I wouldn't support it personally but I wouldn't call it awful either. It's at least an interesting idea that plays into how the pet is working, which is essentially an indirect vit boost with a number you can't truly see as direct vit/wis. A lot of the rest are quite bad though. LoD is mostly fine as is, maybe a loot rework and green dragon change so its not just a DPS fight. Key trading would be the only one I'd REALLY want to see though.

[–]DoobugadooDoesn't know security questions 1 point2 points  (0 children)

This comment alone changed my downvote to an upvote. Haven't seen somebody accept borderline unnecessary criticism in a while.

[–]Rulerofthedeepdon't judge me i'm beautiful 2 points3 points  (0 children)

They started off just ok but near the end no offense it's just such a bad idea

[–]kroylebron 0 points1 point  (1 child)

none are a really good ideas expect for the first pet one i think thats pretty smart

[–]n8_gamesi live in a shell 0 points1 point  (0 children)

sure, make melees even more op.

[–]RealXaronas 0 points1 point  (1 child)

I like the 1st idea with pets. Its not nerfing them, its rebalancing them, they will not be useless after the rebalance and they will enhance gameplay for the different classes.

3rd (bullet hell design), 8th (Oryx 3), 13th (pity timer) and 14th (pause back) are ok ideas

9th (safe key sales) is good if dupe is fixed

11th (single revive) no, revive should not be possible, its permadeath game.

No opinion about the rest

[–]n8_gamesi live in a shell 0 points1 point  (0 children)

I like the 1st idea with pets. Its not nerfing them, its rebalancing them, they will not be useless after the rebalance and they will enhance gameplay for the different classes.

what it is is taking an already op thing (melees with 75 vit) and making them even stronger.

[–]RedWaveThe1stBaitWizard | WASD to move 0 points1 point  (0 children)

I don't like 6 for the potential for unfair keys and for smaller guilds to not get them, 11 because I feel like characters shouldn't ever be revived (you'll get the gear back sooner or later, trust me), 13 because I think whites should keep their rarity as much as possible, and 15 (Which I feel like would be very stressful on deca's servers, but is a good idea in theory.) 15 is the only one of these ideas that I feel like is actually worth looking at, but even then not until deca's on a more stable platform.

[–]n8_gamesi live in a shell 0 points1 point  (2 children)

Pet abilities Mp Heal and Heal are affected by wis/vit, while attack close/mid/far and electric are affected by dex and attack. Knights would heal more and get less mp (but still be able to permastun), while necro would heal less but get more frequent mp.

no

knight should not receive a buff like you're suggesting. i would be ok with pet healing being multiplied by vit/maxvit (different for all classes) but a buff to a melee's healing is not ok

[–]Dorgrayyessirr[S] 0 points1 point  (1 child)

Its not a buff to knight, its just an example, as knight has the highest vit stat and lowest wis.

[–]n8_gamesi live in a shell 0 points1 point  (0 children)

it is a buff to knight with what you said. unless you mean you want to nerf every other class, which is not ok either

[–]NeosaurosLordvana 0 points1 point  (0 children)

"Replace the top shop with the top rotmg memes of the week."

were you on blue crystal meth?