What benefits or function do you expect alliances to provide?
Mainly to prevent attacking allied guilds during wars (SW/DMW and declared wars)
Guild mode will allow you to target allies,
Allied mode unable to attack allies and guildies.
Unable to war vs allied guild, to do so you must break alliance first.
Chaos/Life/Cosmos necklaces etc - added feedback to that thread, would be good additions but i think they need removing out of NR and into the wider game. They are extremely strong and should be hard to get.
I would like to see the loan system you mentioned back in alpha.
Given no body drops this would be a good system to have.
Either for guild items only (items stored in the guild bank), or possibly listed on the TM, with the same restrictions as below, but item cannot be recalled early and is auto-mailed back to owner once time expires (time is reduced while offline and not paused like buffs)
For guilds
Those with permissions in guild to loan items, can take items from guild storage - in the guild bank the item would still take up a space but be blanked out, and show who has it. Consumables (books/pots/tallis etc) cannot be loaned only equipment.
People will have permission to recall guild items back to the bank, this would then remove it from the players bag/inventory/storage etc, and can be recalled from both offline and online players
For all
Loaned items will be unable to be mailed/sold/dropped/normal repaired/refined/levelled(jewellery) etc. Only special repaired, even weapons will not be able to be refined or used bene/str oil on. They can lose current dura only as normal.
Would also like to see WD/NR bosses added.
Advanced potion mastery/bloody flower/empowered spells from goru/holy palace drop rate lowered
Item rate is fine as these are permanent, but the rate on the current books means you are very lucky to get a book drop every 5 levels, think the guaranteed rate from normal mobs would be around 5billion exp (level 45-65ish ?) and then it could be a low page book. It wouldn't be too bad doing 2-3 levels or so in that cave and getting a crap page book, as you will get another chance in 2-3 levels again, but to go 20 levels or so for 1 guaranteed book drop and it failing is destroying. If these books are not meant to be accessable until level 60+ then why have such low levels for them?
Added feedback on SW but would like to reiterate point on tempest/fwall spam.
Currently a wizz can completely spam a screen with tempest and it lasts ages, if they are higher level than you there is no chance to get close to them due to the repulsion. In most 45+ areas, any teleport type skills such as becon/inter/geo/dance etc will leave the person trying to get close with atleast a 6 second no pot, in some caves and KR this is upto 20 seconds, leaving the only way to get closer is to have a wizard of your own place temp/firewal over theirs, but with a screen of tempest you dont know which is friendly or not.
Having a cap on the number of fwalls/temp, or like on marble the more you cast the quicker the others cooldown, would help alleviate this. Reducing the no pot cooldown to 6seconds in all ares, rather than scaling the deeper you get, will also even out the pvp a little bit. Removing the no pot on earlier 45+ cave floors and outside areas like in snow would help this. Sins/Wars relay on dance/becon/inter to get close to targets, using these spells will result in your death, and not using them results in you just kiting damage. Alternatively removing the repulsion vs players from the spell, as it is a huge source of damage anyway, may help,
Free Pass Minigames - DragonGateSword
Would love to see some of these games in, such as mir craft, treasure island, team battle thing. Each game gave the Winning team a random amount of dragongatesword shards for a random element drop randomly on the map, was a free for all to pickup as many as you could. (this could be improved).
It required a free pass to create the game and only 1 game was active at a time. The creater could join free, everyone else had to pay a 10-50k fee. Not sure if for some of them they made level brackets when creating them to prevent noobs getting wrecked by higher levels. From selecting the event you had a 5 minute wait until it it started.
One thing to improve on this would be to have everyone teleport into a lobby area before it starts, as before people would teleport in and out until they got on the same team as their guild/friends. Then once its no more entry everyone is then split into teams and teleported into the map.
Mir Craft - As you enter you get alternated onto a team on each side. Each team had a base, inside it you had stuff like trees rocks etc, that you would farm, like mining, to upgrade your base, upgrading the base gave you strong minions on your side, main objective was to destroy enemy base, you had x amount of time to upgrade you base/minions before they were release to target the enemy. You could PK people on the enemy team only.
Treasure Island - if i remember rightly this was just a map full of the monkey mobs, that hit much harder. It was x time long/last man standing if everyone died before time up. You could kill the mobs and other players. It was every man for themselves.
Team Battle - Map was split in half, as you teleported in you got put on left or right team. Square map with a fence in the middle - sort of like a tennis game. Mobs would spawn every few and you would have to kill them on your side, so they would respawn on the other. You would also have random firewalls appear on the floor, that did some big damage. Objective was to outlast the other team, end of the game the winning side would respawn and collect the DGS pieces that appeared.
Quality Items
With the current upgrade system, quality items and high end rings/neckies do not seem very important/valuable as you can cheaply make another version using added level 25ish items. Maybe a stat/drop rate review of these to either make them more powerfull, or more common so they can be upgraded?