UPDATE:
Added the idea to include bonus cubes into the Guild Castle shop (Interactive Worlds only) to help fix the supply issues for Interactive Worlds' bonus cubes problem.
Note: Pricing I set is based on 2x the mesos cost of Heroic World's regular glowing/bright cube prices since bonus cubes have an innate higher value than regular cubes.
Straight to the point, but Erda Daily and Guild Castle needs some improvements to make things either more desirable to do by players, more rewarding, and/or just quality of life improvements like less time to spend to finish in the day / week.
As well as, to make Erda Daily and Guild Castle multi-character supported, especially with upcoming Champion Legion that promotes making and support multi-mains.
ERDA DAILY:
~ Reduce kill requirement from 3,000 monsters to 1,000 monsters so that players that have limited time in a day can still get their daily Sol Erda Energy and Sol Erda Fragments.
~ Allow for the Sol Erda Fragments to be acquired by every character that does the daily to allow for multi-mains players to progress all of their current mains at the same time as long as they are willing to do the daily on that character.
- This would result in Fragments from Erda Daily needing to be completely Untradable and Non-Transferable as a result since the intent of these fragments would be to progress the 6th job on the character that did the Erda Daily.
~ Buff the Erda Daily reward to 1,000 Sol Erda Energy from 600, and to at least 20 Sol Erda Fragments from 12 since there is a lot more stuff to level up in 6th job, the daily rewards for Erda Daily should be increased as well so more casual players can realistically keep up with their 6th job progression.
GUILD CASTLE:
This will be split up into Guild Castle's Shop and Guild Castle's Cache / Weekly Reward to be improved and made better so that it is worth using and doing.
GUILD CASTLE'S CACHE / WEEKLY REWARD:
~ Reduce research times in Personal Research so that new and newer players are able to catch up and progress their research faster than the time it took veteran players.
- Everything vertical between (and including) the skills of "Weekly Mission: Monster Mow-Down 1" to "Weekly Mission: Buff Support" have its research time reduced to 3 days from 7 days.
When more skills get introduced, this can be reduced to 1 day research time.
- Everything below the skill "Weekly Mission: Buff Support" and down to (and including) the skill "Weekly Reward: Default Distribution Amount Enhancement 5" have its research time reduced to 5 days from 7 days.
When more skills get introduced, this can be reduced to 3 days research time.
- Everything below the skill "Weekly Reward: Default Distribution Amount Enhancement 5" to the current bottom skills will remain at 7 days research time.
When more skills get introduced, this can be reduced to 5 days research time.
~ Every character gets the EXP from Cache Monsters and every character that did the Weekly Mission in the previous week can get Weekly Reward. Instead of only one character per world can get the EXP and Weekly Reward, which better supports multi-character progression.
- For the Cache Monsters EXP, I would separate it where by default, there is 5,000 monsters that World Shared EXP for that account and all additional monsters that give EXP is exclusive to each character separately.
This means, each character has to progress and unlock research skills that adds to the EXP monster pool individually and the character Cache Monster EXP is drawn from first before the Shared World EXP Monsters limit is being drawn from.
Example: Character A has the Personal Research give current full additional +5,000 monsters and Character B has the Personal Research to give an additional +2,000 monsters. The player can choose to kill 7,000 monsters for Character B and get EXP for every monster and Character A can still kill 5,000 monsters and get exp for every monsters, or Character A can get 10,000 monsters worth of EXP and Character B will stop receiving EXP after killing 2,000 monsters; since this is what each character's Personal Research is currently leveled at + the 5,000 world shared EXP monsters.
~ Reduce Weekly Mission kill requirement to 1,000 from 5,000 Cache Monsters to better support both casual players with limited time to upkeep and progress their research every week, but also help support multi-character progression as well.
- Do note that this is the kill requirement to fulfill the Weekly Mission only, while the amount of monster in the cache that give EXP would be unchanged for that character. This is specifically for players that want to upkeep and progress their Personal Research every week, but do not have the time to cap out the EXP monsters every week.
~ Improve Weekly Reward rewards and Personal Research skills to both feel more worth receiving and thus exciting to pursue, especially considering how long the research takes to unlock. This includes making the rewards always useful rather than the current where a lot of rewards stop being useful at a certain point.
- Turn all Arcane Symbols and Sacred Symbols into Symbol Selectors at a 5:1 rate. This way it helps new players max out their Arcane Symbols faster while making the rewards exciting to receive for a lot longer with having all those research skills give Sacred Symbols when you already maxed out every Arcane Symbol a long time ago.
- Turn all Flames into Black Flames so that they can always be useful and thus exciting to receive every week and worth progressing these skills. Since Black Flames can always be used regardless of how good your equipment has become.
- Turn all Cubes into Bright Cubes (and a combination of Bright Cubes and Bonus Bright Cubes for Interactive Worlds) so that these rewards are always useful since they can always be used regardless of how good your equipment has become.
- Change Miracle Circulators into choice coupons where the player can choose to receive a Miracle Circulator or a certain amount of Honour EXP. This way new players can still get their Miracle Circulators to have their Legendary Ranked Inner Ability that they desire, but still be useful for all players to roll the other lines with Honour EXP when the Miracle Circulators stop being useful for the player.
- Increase the amount of Sol Erda Fragments we receive since this is so deep in the tree that they should really feel worth it for when you finally start unlocking these skills.
- Give the research skills such as "Weekly Mission: Dragon Studies 1" ,for one example, an additional EXP effect of 10/20/30% more EXP to ALL Cache Monsters to every one of these types of skills that currently only give EXP to that specific Cache map.
This way, these skills are always worth leveling and maxing out, while also making the weekly monsters of the cache always the superior EXP hunting maps.
GUILD CASTLE'S SHOP:
Guild Castle's Shop needs better rewards and pricing on things to be worth going to and use, as well as more kinds of rewards.
~ Castle Equipment Set reduce the price to 2,500,000 mesos from 30,000,000 mesos per equipment (4 set reduce to 10,000,000 from 120,000,000 mesos).
- This is a cool item set that would help out new and returning players level from 101-200, but it costs way to much for a new player to be worth pursuing.
~ Castle Equipment Set gains a 5th piece that is a ring with a fixed potential.
- The Castle Ring will have a fixed legendary potential of 20% Item Drop Rate and 20% Mesos Obtain, which cannot be modified. The ring can be starforced up to 8 stars like the other Castle Equipment.
- The Castle Equipment Set will gain a 5-set effect of +30% Normal Monster Damage and +10% Bonus EXP.
The goal here would be to help new and returning players better settle into a good hunting gear, while getting them started with their drop / mesos equipment. This will also help teach new players that rings can have item drop rate and mesos obtain as a potential line outcome.
~ Reduce the price to all effects / transformation items by dividing the cost by 1,000.
- These be cool and fun casual items, but cost way to much for casual players to acquire, such as paying 500,000,000 mesos for the "Kiddie Potion" is absolutely ridiculous for an item that does nothing more than casual fun, but 500,000 mesos is a lot more reasonable for item such as these.
~ All other items increase the quantity and change them from daily to weekly, as well as reduce the price of these items, and add in more things we can buy with mesos in these shops. With these items being things like flames, symbols, and nodestones.
Useful Guild Castle Shop Items:
~ Add in "Ginger Ales":
(This is the 75% HP/MP restoring potions, at the same mesos price as the current NPC, this would give a better location to buy these potions for new and returning players to obtain them from. Unlimited sell limit.)
~ Karma Powerful Rebirth Flames:
- Reduce cost to 9,500,000 mesos to match the Heroic NPC price.
- Increase sell limit from 1 per day to Unlimited.
~ Add in Karma Eternal Rebirth Flames:
- Cost set to 28,500,000 mesos each.
- Sell limit set to 50 per week.
~ Add in Karma Black Rebirth Flames:
- Cost set to 47,500,000 mesos each.
- Sell limit set to 20 per week.
~ Arcane Symbol Selector Coupon:
- Reduce cost to 100,000 mesos from 3,000,000 mesos.
- Increase sell limit from 1 per day to 500 per week.
~ Add in Sacred Symbol Selector Coupon:
- Cost set to 10,000,000 mesos each.
- Sell limit set to 50 per week.
~ Nodestones:
- Reduce cost to 250,000 mesos from 4,000,000 mesos.
- Increase sell limit from 1 per day to 50 per week.
(Between Arcane Symbols and Nodestones, this is content that is completed and should be very easily acquirable and fast to complete for new and returning players to better catch up to veterans at a faster rate than what we had to endure back when this content was still being developed.)
~ Add in Sol Erda Selector Coupon:
(This is the choice between 1 Sol Erda or 30 Sol Erda Fragments per coupon.)
- Cost set to 300,000,000 mesos each.
- Sell limit set to 2 per week.
~ Add in 10,000 Honour EXP Medals of Honour:
- Cost set to 500,000 mesos each.
- Sell limit set to 10 per week. (100,000 Honour EXP per week.)
~ [Interactive Worlds Only] Add in Bonus Glowing Cubes:
- Cost set to 24,000,000 mesos each.
- Sell limit set to 20 per week.
~ [Interactive Worlds Only] Add in Bonus Bright Cubes:
- Cost set to 44,000,000 mesos each.
- Sell limit set to 10 per week.
I would like to see Guild Castle better supported and improved in the near and distant future as this is really cool content, but it is very lackluster in its current state.
In addition to adding in more fun and useful rooms to go into, like how the Enhancement Room helps with Starforcing.
Some ideas are things like:
~ The Theatre Room where you can play YouTube videos on it and everyone in that room can watch YouTube videos together for a fun social activity while still inside MapleStory with their character moving around and talking.
~ The Fishing Room where you can fish for fish, and the fish serve a functional purpose of giving random progression rewards such as flames, cubes, scrolls, honour exp, sol erda energy, sol erda fragments, symbol selectors, spell traces, nodestones, etc. Players can chill and hangout with each other while also progressing their characters that is different to hunting or bossing.
Comments
NOTE: Bonus Bright Cubes (only for interactive worlds of course) to be added to Personal Research / Weekly Reward idea was already included.