Introduction:
My background is as a Project Manager for a very successful company. I have also been an avid gamer for most of my life. With my job, I have helped design several systems that have helped increase revenue and help customers with technical problems, general ease of use of the technology, and interactive menus on our website.
I have also been a loyal customer of Turbine for many years, through several games. I know your game designers are great, and I don’t mean to step on any toes. I hope to spark imagination.
I have been giving this some thought over the past couple of hours and I wanted to present what I think would be a great idea to implement. I would definitely see your customer base much happier, by helping to customize the game a bit more, control prices with the economy, and breathe some life into certain classes.
Problem
Though I am sure that there are some would disagree, having played both Clerics and Favored Souls, and Wizards and Sorcerers, there is a big gap between the classes.
At this time, there are very few reasons to play either a Wizard or a Cleric when you are able to play a Sorcerer or Favored Soul. From a pure caster standpoint, only certain spells are useful at the very top level of the game, and all 4 classes usually have a very similar spell selection, with sorcerers and favored souls having a huge advantage over their counterparts in the area of spell points.
Sorcerers and Favored souls are stuck to the spell selection that they have, though they may swap out every 3 days, with a monetary cost. On the other side, clerics and wizards may swap freely with many more spells known. This is still not enough to give them a good advantage.
Solution:
Give some additional resources to make both Cleric and Wizard a valid alternative, but keep the bonuses within the Dungeons and Dragons theme. By introducing some extra elements to these classes, players may be more motivated to keep playing their older characters, increasing monthly revenue. Also, with any new features, more players will try these classes out, also keeping more players playing.
With item creation feats, new drops can be added. Also, existing monster drops with no use can be given a use (GEMS). These new drops can be spread out, so that players will have the need to trade with each other, or run quests over and over, keeping them as customers, to get the items that they want.
Also, as a by-blow to helping these 2 classes, currently the in-game market economy is completely out of control, from a player standpoint, by putting a form of crafting into the game, this will artificially limit the amount that players can charge. This will let more auctions be purchased, taking more money out the game from vendor fees.
Proposal:
New Cleric/Wizard line of class feats: These can be handled like the existing line of feats, but that will make the characters less effective at playing with their peers.
Alternatively, these can be handled as a class “Bonus” feats.
For example, a cleric or wizard leveling up:
Level 1: Scribe Scroll
Level 3: Brew Potion or Craft Wand
Level 5: Create Arms and Armor or Create Wondrous Item
Level 7: Brew Potion or Craft Wand
Level 10: Create Wondrous Item or Create Arms and Armor.
Level 1: Scribe Scroll
Effect: You can create a scroll of any spell that you know. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. When you click the icon, it gives a list of known spells, and scroll is made from that list. Scroll is made at casters caster level. Use consumes blank Parchment.
Limitation: These scrolls can be traded or sold at auction, but are unable to be sold at a vendor. Would use a new purchasable item: Blank Parchment
Level 3: Brew Potion
Effect: You can create a potion of any beneficial, single-target spell of 3rd level or less that you know. Creating a potion costs gold pieces based on the relative power of the spell. Potions containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Use of this feat will create a stack of 10 potions. Shrine use will reset this ability. Use consumes blank potion bottle.
Limitation: These potions can be traded or sold at auction, but are unable to be sold at a vendor. Would use a new item: Blank Potion Bottle.
Level 3: Craft Wand
Effect: You can create a wand of any spell of 4th level or less that you know. To create a wand, you need to know the appropriate spell and have a blank wand in your inventory. Creating a wand costs gold pieces based on the relative power of the spell. Wands containing first level spells can cost a few thousand gold pieces while those made with higher level spells can cost tens of thousands.
Limitation: These wands can be traded or sold at auction, but are unable to be sold at a vendor.
Level 5: Craft Magical Arms and Armor
Use: This feat grants the ability to create magic weapons, armor, and shields.
Effect: The character places the item to be enchanted (A blank Masterwork copy, along with all reagents required, into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Recipe books (containing recipes for item creation), Essences, gems, and scrolls to create various magic arms and armors can be added to existing loot tables to be found throughout the game.
Limitation: Gives the cleric the ability to create Armor and Weapons. These weapons and armor cannot be higher then what the character can use. These weapons and armor can be traded or sold on the auction house, but not able to be sold to a vendor.
Level 5: Craft Wondrous Item
Use: This feat grants the ability to create magic Jewelry or Clothing
Effect: The character places the item to be enchanted, normally A blank Masterwork copy, along with all reagents required, into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Recipe books (containing recipes for item creation), Essences, gems, and scrolls to create various magic arms and armors can be added to existing loot tables to be found throughout the game.
Limitation: Gives the cleric the ability to create Jewelry or Clothing. These items armor cannot be higher then what the character can use. These items can be traded or sold on the auction house, but not able to be sold to a vendor.
Level 7: Brew Potion now makes stacks of 10 potions per use, and also uses 10 blank potions. Scribe Scroll now make a stack of 5 and uses 5 blank parchments.
Level 10: Potions +5 to total in stack/use, scrolls +5 to total in stack/use, Wands have additional 10 uses.
Level 14: Potions +5 again, scrolls +5 again. Wands have 10 more uses. Increase Wand cap to lvl 5 spells.
Level 16: Potions +5 again, scrolls +5 again. Wands have 10 more uses. Increase Wand cap to lvl 6 spells.
Level 18: Potions +5 again, scrolls +5 again. Wands have 10 more uses.
Level 20: Potions +5 again, to total of 30 potions made for each use of feat, scrolls +5 again for a total of 25 per use. Wands have 10 more uses, to a total of 100 uses per wand. Increase Wand cap to lvl 7 spells.
Things that can be implemented and example recipes:
1: Existing loot can be given a purpose: At this time, there are no uses for gems that come from chests within the game. By making these a requirement for item creation, players will trade more freely, and more money can be taken out of the game, via auction fee’s and creation.
2: Recipes: Basic recipes for item creation (Create arms and armor/create wondrous item) can be know when the feat is taken. Superior item effects can be learned by collecting recipes. These recipes can be dropped by bosses or mini bosses.
Example Recipe:
Adamantine Fullplate of Divine Favor
Requires:
XX,XXX Base GP Value
X Dragonshards
X Gems
X Scrolls of Stoneskin
X Scrolls of Divine Favor
Suit of Masterwork Platemail
An Example of where recipes can drop from:
Prefix’s known:
Flaming
Acid
Prefix’s collected:
Flaming Burst (Taming the Flames)
Acid Burst (Proof is in the Poison)
To increase revenue, I suggest that recipes only drop from modules/packs that have to be purchased or are VIP areas.
This is just a suggestion. I am sure many will disagree, but I honestly feel that this would help out the game in several ways. Introduce more trade between players, give players the ability to create their own arms and armor, and making wizards and clerics definitely more viable and needed in the community.
If you want anymore ideas like this, pm me, and I'll hit you up with something.