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Couple ideas for seasonal:
>>Rank 1-100 on leaderboards all get rewards, with the #1 spot getting 100 days of dias and the #100 spot getting 10 days of dias.
>>#1 player gets a special outfit item for example wings that are permanent and do not require dias to be equipped.
>>Top #3 on leaderboards get a special reward which affects gameplay for example a unique spellbook, gem or piece of gear.
I think the best solution to the reset is that after the season ends, the first seasonal server will transform into a ‘pool’ server, then any new seasonal server after that only the character profiles will transfer to the pool server. However, you will not be able to use the same account for two seasonal servers and will need to create a new account every season to avoid issues with transfers.
This pool server could also serve as the pvp hotspot server for all the pvp fanatics out there to compete against each other between seasons.
Edit: To add to the rewards, each seasonal could reward a different legendary piece of gear to the #1 person and add up to create one or maybe even multiple legendary sets in the pool server
+1 this could be really fun
If you’re talking about physical space, atleast 75% of the map (Galebrook) is empty to build on, generally the further west you go the more space there is.
Generally, as long as you don’t do anything stupid, big tribes will leave you alone. Just build a secure base and store items on mule alt accounts if you need to.
It would only take you a couple months to reach a level where you’d be able to compete. Try out UST or some other server where people have been playing for ~2 years and would decimate your existence even after playing for several months, yet new players still start up there and survive using the right tactics.
Though I agree that SEA2 wouldn’t be a bad idea, the impact of other players wouldn’t be the main reasoning for it. A fresh start at the same level is good but it’s not like it’s impossible to play in a developed server.
Can confirm, it’s been getting pretty bad here. UW is almost unbearable and everyone on the server is scared to go down because you never know when a lag spike could hit you.
Alright, I agree some mobs should stay dangerous no matter your level, but I think doing a % of health is not the answer, you guys are missing something vital.
Dealing a % of health punishes high level players for upgrading their vitality level. As you get higher, your health increases and enemies that deal a % of damage deal more damage. However, Aloe and Potions are still healing a flat health value meaning that it is detrimental to have higher health against these enemies.
No matter what, I think mobs should get easier as you get stronger. They shouldn’t get harder or even stay the same difficulty.
Maybe not Obsidian floors, but Marble floors made out of stone and ores or something would be cool.
I also don’t think there should be clay walls since they are already required to build stone walls.
I think wood and stone walls are good enough to keep the game balanced.
Decorations are a cool idea, though not a priority. I’d much rather have a new boss or some new gear over a couple decoration items.
I agree, a monthly reset pvp server would be fun.
BUT, this is very important, there MUST satisfying rewards or else it would all just in vain. Why would you waste your time grinding a server that resets if you could benefit more by playing another server? Only reason would be to obtain rewards based on your performance.
What kind of rewards? Well I made an entire thread for it here:
Yeah, I forgot to mention you’d start at level 0 for every new season. This is meant to be a competition based on skill, not just time invested in the game.
Another Winner Reward Ideas:
-A permanent appearance item based on the boss that was slain by the winner.
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-Some kind of symbol on the leaderboards representing how many seasonal server ‘wins’ you have. Could be represented by a crown or like a red star next to your name.
When you first checked your speed you were probably standing on a gravel road (+100) and then a grass tile (+0) the second time you checked.