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Wishlist - what do you want added to Silkroad?
Posted: Mon Feb 27, 2006 2:56 am
by Marcato
Somewhat realistically, what would you want in Silkroad that isn't there today?
I would really like:
* More occupations and non-combat skills. Thief, trader or hunter is pretty limited, and I can think of a few more:
- Trapper/hunter (of animals, not humans): can kill animals like tigers and take their skins, or water ghosts and collect their shells or whatever, and sell them, either to a trader or sell them himself. Naturally a tiger pelt is worth a lot more in areas outside Jangan, where tigers are native. So travel longer = bigger profit but more danger. Basically a trader that has a speciality and can do things that other traders can't.
- Healer: like a herbalist; can kill animals and gather plants to prepare potions that he can sell to traders or adventurers. Perhaps he could also make poisons that thieves could buy and use...
- Perhaps even a farmer, who can sell his goods to trade caravans. Not sure how it would be implemented, but I think it would be a nice touch.
* Again, more non-combat skills, to make it more of a role-playing game than a hack-n-slash game that it basically is today.
- Barter: a high barter skill would let you sell your goods at a higher profit.
- and other skills
* More attributes. STR and INT feels a little limited. I would also like to see something like speed/agility that factors into your dodge/parry ratio, etc.
And if I venture into the more unrealistic areas, I'd like to see more politics in the game as well, to make it even more of a role- playing game/simulation.
Basically I want everything that would add more depth and another dimension to the game.
EDIT: Forgot a few important things:
- A stock market. Trade guilds should be able to sell stocks in their guilds. More stars and more successful trade runs = rising stock prices. It would add another dimension to the game.
- A banking system, where a guild/trader/adventurer can open up a bank and loan money to others, at an interest rate that he decides on. If the person fails to pay or just ignores it, gold will automatically be removed from his inventory or storage, and if he has no gold, he would either lose items to make up for the unpaid debt, or lose XP (like 1 gold in unpaid debt = loss of 1 XP or something)
Just a few thoughts.

Posted: Mon Feb 27, 2006 3:06 am
by Monition
i want pets, period.
i wonder when the pets are going to be implemented.
i want a husky
Posted: Mon Feb 27, 2006 3:42 am
by Caution
Hit Registry - If you hit the mob first, noone else can attack it. You can set an option up if you want them to help you. Otherwise, your party is the only help. In other words, no killstealers!

Re: Wishlist - what do you want added to Silkroad?
Posted: Mon Feb 27, 2006 4:06 am
by uNrEaL2
Marcato wrote:Somewhat realistically or lose XP (like 1 gold in unpaid debt = loss of 1 XP or something)
Just a few thoughts.

1 XP per 1 gold? LoL we would all de-level in a heartbeat.
Posted: Mon Feb 27, 2006 5:12 am
by sk8ter
Make a Rent Shop.
Where player can put their items such as weapon & armor for rent to other player....
The rent rate will be set by player it self...
The Item is rent duration is base by time 6 hours, 12 hours or 24hours.
After the rent duration finish/done/over... the Item will automaticly goes back to the rent shop & ready to be rent by others....
* This way players that did not have money can wear a better weapon & armor. Such as +3 and above item...

Posted: Mon Feb 27, 2006 6:42 am
by 1llu51on
GUILDWARS
It'd be interesting if SRO has it. We have PvP already, how about GvG ? lol
Posted: Mon Feb 27, 2006 7:52 am
by kagenutto
How about better controls, a better chase camera that follows me if I use the arrow keys to move, and mouse options? A saved combat log if I want to check stuff out? A way to target monsters without clicking on them? A way to cancel queued actions without clicking on the ground to run away, which doesn't always cancel an action. Those are just for starters. Then again, if they want to be a successful game when it is no longer in beta they will get those in.
Posted: Mon Feb 27, 2006 7:53 am
by sLyFoX
theres already a enemy guild sytems (and an allied guild system) and if you want to war another guild, simply throw on capes (each guild wears a different cape and everyone in 1 guild wears the same cape)
i want to see: sexchange option, for those people who want to change their character to the other sex (we all know male armour looks better than female:P)
Posted: Mon Feb 27, 2006 9:00 am
by Zelous
i wish tat sro will have several channel for one server so tat less ppl in one map and also a pk map.i dun think sro will ever consider it.
Posted: Mon Feb 27, 2006 9:24 am
by Pro
1llu51on wrote:GUILDWARS
It'd be interesting if SRO has it. We have PvP already, how about GvG ? lol
there is GvG
Posted: Mon Feb 27, 2006 10:12 am
by DeathJester
Guild fortress :O
Choose a plot of selected land where you're able to buy a building which you can upgrade into castle.
Guild Sigil
A sigil that can be placed on the armor and presents the pride and honour of the guild.
A thief suit which keeps your name hidden and hidden from the map until coming into physical combat with hunters.
The ability to see your friends and guild members on the map.
Posted: Mon Feb 27, 2006 10:59 am
by Stallowned
Caution wrote:Hit Registry - If you hit the mob first, noone else can attack it. You can set an option up if you want them to help you. Otherwise, your party is the only help. In other words, no killstealers!

I'm sure many people will abuse it, go around hitting every monster in th earea once, and no one else is able to fight them.
Posted: Mon Feb 27, 2006 11:01 am
by Marcato
DeathJester wrote:Guild fortress :O
Choose a plot of selected land where you're able to buy a building which you can upgrade into castle.
I was thinking about that too, and even the possibility of buying a house and things like that, just to make things more realistic, but I doubt it would be possible. With the thousands of players that would buy houses there would be no room left on the map.

Posted: Mon Feb 27, 2006 11:06 am
by [SD]Master_Wong
i like the idea of property but they are enlarging the map soon right? besides have a limit number f houses so that you need to buy them off other players if you wan one
Posted: Mon Feb 27, 2006 12:01 pm
by Shujaa
I would be happy if they just fixed some of the crappy/broken skills, and implemented the dodge/parry/hit chance stuff that there are stats for but doesn't seem to do anything.
Posted: Mon Feb 27, 2006 12:42 pm
by neenee
hm. an option to not show any non-stall, non-npc characters
in cities, unless in your party or guild.
more options to filter channel-messages and to set your own
channel windows for whispers, etc.
key-binds to talk in whisper or just talk or talk in guild chat,
perhaps keybindings to auto-switch to and start typing in the
afformentioned separate channel windows.
but well.. i play World of Warcraft, so there'd be too much i'd
like to see transferred from there to SRO.
some small things too, such as being able to separate stacks
of items while trading with someone. closing the trade windows
to split up a stack of horses or return scrolls annoys me a bit.
i'm not sure if any devs will take notice of this thread, so i fear
it'll be mostly annoyance-based venting in the form of attem-
pted constructive criticism
*update* forgot the most important one i think:
a system which will get you into the game while you wait, in-
stead of the current system where the game has to be restar-
ted again and again between tries (currently i'm doing this with
an automated-task program, but that's not ideal).
Posted: Mon Feb 27, 2006 12:53 pm
by (LTF)GuyLafleur
Marcato......go play WoW
Posted: Mon Feb 27, 2006 1:03 pm
by yoob
Id just want one simple thing - teamwork
lineage 2 was all based on the teamwork, you had specific roles, like a healer that cant take any damage but can heal others to full hp in a moment, tanks that have a lot of hp, deal weak damage, and can attract monsters attention, and damage dealers (mages, daggers) that couldnt take much hits but could deliver the most damage. There were also some hybrids and stuff, but it certainly was very fun
In sro youre a one man team, you can heal yourself, deal damage, and tank using pots, so the pvm part of the game isnt multiplayer at all, i could as well just play this game offline and kill monsters.
I think what this game needs is more balance, because when you choose between either to get an auto-share party and go together on orange mobs, or to get a distribution party and just kill whatever you were killing on your own, everybody goes for the second option. There should be more xp for orange/red mobs, more xp in auto share party where you all kill the same mob... something that would encourage teamplay
Posted: Mon Feb 27, 2006 1:27 pm
by neenee
ah yes, good one.
that's what i miss too - being able to help eachother more when grouped,
or as you put it - the need to help eachother.
Posted: Mon Feb 27, 2006 1:31 pm
by PB_and_J
NPC hunters and traders, there are NPC theives, why not hunters and traders?
Posted: Mon Feb 27, 2006 1:37 pm
by Caution
Stallowned wrote:Caution wrote:Hit Registry - If you hit the mob first, noone else can attack it. You can set an option up if you want them to help you. Otherwise, your party is the only help. In other words, no killstealers!

I'm sure many people will abuse it, go around hitting every monster in th earea once, and no one else is able to fight them.
After he attacked them all, they all would follow and attack him correct? If he runs, it should be set up that when he gets out of range, the monster should be anyones.

Posted: Mon Feb 27, 2006 2:10 pm
by Marcato
(LTF)GuyLafleur wrote:Marcato......go play WoW
If I wanted to play WoW, I would play WoW. I don't.
Posted: Mon Feb 27, 2006 3:55 pm
by woutR
PB_and_J wrote:NPC hunters and traders, there are NPC theives, why not hunters and traders?
that would be nice since you can actually only play thief / hunter at lvl 35 ++
Posted: Mon Feb 27, 2006 3:57 pm
by SuicideGrl
i don't know how many people on this forum are in their upper lvl30's, but the liquor quests, while tedious in that you have to gather 100 rare drops from 3 different kinds of mobs, 1 blue, 1 green, and 1 orange, were pretty involved and actually had a good bit of background and story to them. they also took a bit of memory and skill to execute.
i would like to see more quests which are more involved and detailed than "kill 1000 of this" or "gather 300 of that".
Marcato wrote:(LTF)GuyLafleur wrote:Marcato......go play WoW
If I wanted to play WoW, I would play WoW. I don't.
touché ;)
Posted: Mon Feb 27, 2006 4:22 pm
by Bakemaster
SuicideGrl wrote:i would like to see more quests which are more involved and detailed than "kill 1000 of this" or "gather 300 of that".
That's my number two wish as well, behind fixing broken things/releasing the full map.
Posted: Mon Feb 27, 2006 9:40 pm
by 40_Theives Guild
Healing other players for EXP!!! There should be a healer job who cannot attack, but has to heal other players for EXP, and like a true healer, cant carry any more than 10 gold (all other gold will be transfured into exp).
I used to play a mud that had a healer system like this, It was possibly the best mud ive ever played (and I played a LOT)
Posted: Sat Mar 11, 2006 3:15 pm
by Rabkin
I should like to be able to purchase an equipable umbrella - those heavy rain showers are rusting my helmet.
Posted: Sat Mar 11, 2006 3:39 pm
by Kew
DeathJester wrote:A thief suit which keeps your name hidden and hidden from the map until coming into physical combat with hunters.
aint it enough you can hold fake weapons hiding your lvl so?
(i dont like fake weapons)
i like yoob's teamwork idea
Posted: Sat Mar 11, 2006 4:32 pm
by Devotia
40_Theives Guild wrote:Healing other players for EXP!!! There should be a healer job who cannot attack, but has to heal other players for EXP, and like a true healer, cant carry any more than 10 gold (all other gold will be transfured into exp).
I used to play a mud that had a healer system like this, It was possibly the best mud ive ever played (and I played a LOT)
How would he be able to buy pots/eq? I'd rather see rez ive the caster an equal amount of XP as the person gains. It'd make it a MUCH more useful spell at higher levels (.2% of a level at the highest book I believe)
Posted: Sat Mar 11, 2006 4:37 pm
by Kard
Devotia wrote:How would he be able to buy pots/eq? I'd rather see rez ive the caster an equal amount of XP as the person gains. It'd make it a MUCH more useful spell at higher levels (.2% of a level at the highest book I believe)
That would work if the healing tree had skills that regenerate mana and allows the healer to cast spells that absorbs damage, give "stoneskin" etc. Yes perhaps then carrying around only 10gp is possible, other than that I don't see how it will ever work out.