So I think this could be applied to both mir2 / mir3 but I'll be basing it crystal files it's open source and is most likely to feature there if anywhere.
Let me know what you think of my the ideas. So here goes my brain dump/ twist on seasons...
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An account can chose to create one hardcore seasoned character and many standard characters.
The job of a hardcore seasoned character is to progress the furthest in a season.
A hardcore seasoned character will be locked if the player dies. All items on that character will drop and the character will become unplayable. Once a season has ended the season characters will be ranked, and the user can chose to rebirth to seasoned character (to re-use for new season) or to restore it as a standard character.
Seasoned characters and normal characters can play in tandem allowing alliances to boost seasoned players or foes to eliminate or disrupt seasoned progress.
Seasoned characters will be valuable assets to both the player themselves and the groups/guilds in which they enshrine.
Guilds will incorporate a new currency that is dictated by the amount of experience seasoned members gain. Guilds with the most seasoned activity will claim hold to the Seasoned Stronghold (similar to sabuk wall).
All gold lost on seasoned characters will be collected in the Seasoned Shrine for the owners to access as guild funds. Players can mitigate/minimise the amount of gold lost by regularly storing it into their accounts bank.
All seasoned players will be rewarded for their progress however the top ranking player from each class will receive a grand prize in the form of buffs or currency.
Seasoned characters be at a late advantage (due to reset) and will receive a character buff of 100% to drop, exp and gold when creating the character. Seasoned characters may take advantage of currency and items collected by standard characters.
I was thinking ranking could also be based on a number of different factors (would work well if incorporated with progress tracker from a zircon post).
Ideas for rewards:
Custom companions
Custom mounts
Gamegold
Seasoned currency?
+1% account buff to exp, drops and gold for each level gained on your seasoned character.
Class specific statue in Season Stronghold with message engraving.
I think this would be a nice way to introduce a system that is competitive, allows players to 'reroll' or try a new class in an environment that supports a new start.
I also hope that it brings back that fun early grind that mir players love whilst trying to improve their main account.
There also needs to be a risk vs reward factor... maybe for every seasoned player that kills a seasoned player gets xx? However this could easily be exploited if a player choses to make many accounts. I did try to think of an calculation to mitigate this i.e in the form of
pkscore += target.level
pkRank = pkScore * player.level
Meaning each player is valued at it's level (the base score). The value of each point gained is multiplied by the progression / strength of the character (i.e their level).
This could strictly work with seasons because the ability to mass farm high level characters is limited, a level 70 could still create 10 level 1 characters gaining 700 free rank but it's less likely.
I hope that the group buff that season players would/could provide would encourage players to risk their character at boss fights/ high dungeons.
Let me know what you think of my the ideas. So here goes my brain dump/ twist on seasons...
----
An account can chose to create one hardcore seasoned character and many standard characters.
The job of a hardcore seasoned character is to progress the furthest in a season.
A hardcore seasoned character will be locked if the player dies. All items on that character will drop and the character will become unplayable. Once a season has ended the season characters will be ranked, and the user can chose to rebirth to seasoned character (to re-use for new season) or to restore it as a standard character.
Seasoned characters and normal characters can play in tandem allowing alliances to boost seasoned players or foes to eliminate or disrupt seasoned progress.
Seasoned characters will be valuable assets to both the player themselves and the groups/guilds in which they enshrine.
Guilds will incorporate a new currency that is dictated by the amount of experience seasoned members gain. Guilds with the most seasoned activity will claim hold to the Seasoned Stronghold (similar to sabuk wall).
All gold lost on seasoned characters will be collected in the Seasoned Shrine for the owners to access as guild funds. Players can mitigate/minimise the amount of gold lost by regularly storing it into their accounts bank.
All seasoned players will be rewarded for their progress however the top ranking player from each class will receive a grand prize in the form of buffs or currency.
Seasoned characters be at a late advantage (due to reset) and will receive a character buff of 100% to drop, exp and gold when creating the character. Seasoned characters may take advantage of currency and items collected by standard characters.
I was thinking ranking could also be based on a number of different factors (would work well if incorporated with progress tracker from a zircon post).
Ideas for rewards:
Custom companions
Custom mounts
Gamegold
Seasoned currency?
+1% account buff to exp, drops and gold for each level gained on your seasoned character.
Class specific statue in Season Stronghold with message engraving.
I think this would be a nice way to introduce a system that is competitive, allows players to 'reroll' or try a new class in an environment that supports a new start.
I also hope that it brings back that fun early grind that mir players love whilst trying to improve their main account.
There also needs to be a risk vs reward factor... maybe for every seasoned player that kills a seasoned player gets xx? However this could easily be exploited if a player choses to make many accounts. I did try to think of an calculation to mitigate this i.e in the form of
pkscore += target.level
pkRank = pkScore * player.level
Meaning each player is valued at it's level (the base score). The value of each point gained is multiplied by the progression / strength of the character (i.e their level).
This could strictly work with seasons because the ability to mass farm high level characters is limited, a level 70 could still create 10 level 1 characters gaining 700 free rank but it's less likely.
I hope that the group buff that season players would/could provide would encourage players to risk their character at boss fights/ high dungeons.
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