I want to start this by saying that I know there have been these threads around before, but I just want to put my idea forward.
Ok, so here it is; I propose 2 changes to ballista, 1 improvement and 1 completely new aspect.
1) The first thing I propose is to increase the experience points reward for participating. Lets face it, 500xp reward is very poor. It’s better than nothing, but not exactly something to shout about.
The new amount should be something that competes with campaign and besieged, but nothing that would make the xp from them two pale into comparison.
I have come up with the numbers of 3,000xp reward for the winning side, and 2,000 reward for the losing side.
The xp difference for winning and losing side would entice players to play a lot more seriously. Instead of just showing up, and going afk for 1hr and getting the same xp as if you worked for it. Granted, you might still lose, but you never know until you try.
2) The second thing that I propose is the addition to the game of a reward. Currently, ballista has no real benefit to the average player. They might have some fun, earn 500xp, maybe a cool title and that’s about it. This is where the problem lies.
The reward that I am suggesting would be benefiting to all jobs, while not game breaking.
The reward would be purchasable by a one off payment of ballista points, say 10,000 points(obviously have to raise the current cap)
I propose a piece of armour with the following stats:
Latent effect:
Lv 30
The skills on each piece would be the primary skill of a job, and as such, be different from job to job so the armour would be job specific. For example:
Latent effect: Dagger skill +2~5
Lv30 THF
The latent effect is the important bit, which will keep players coming back. The latent effect is only active when a player has a temporary key item in their possession. The said key item can be purchased with 500 ballista points, and would last 1 week earth time until it ran out and would need refreshed.
A few things I need to point out:
1) The amount of skill would increase in the same way as the CoP rings do, so as to not overpower them.
2) I’m not sure as to which slot this would be of most benefit. Neck slot is out because of the Sea torques and the magic skill torques, so it would probably be earring or ring slot, most likely earring.
3) Jobs with more than one primary skill, RNG, DRK etc, could choose between a selection of earrings for the one which most benefits them. Only one of these could be in your possession at any one time; so if a RNG obtained an archery one, but later wanted to swap to a marksmanship, the player would need drop the archery item and purchase the marksmanship one for another 10,000 ballista points.
4) An item for each job would be allowed, so players aren’t forced to choose between their favourite jobs.
5) You must participate in a ballista on the Job the item is for in order to purchase it. Either this, or have obtained the job specific chevron on the said job, in order to purchase the item. So a monk would need to have an orange ballista chevron in his chevron collection.
However, this last idea might be too much, and make the item every hard to attain. This would especially be true if a lv30 monk would be competing against a lv75 monk for the title of best monk (in 30cap and uncapped respectively) the availability of merits and the faster pace of uncapped would lean this in favour of the lv75 monk.
6) Maybe 500 ballista points for the key item is a little high, a number more like 200-300 would not require players to do 4 or 5 matches a week, and not “lock” lots of people into doing ballista when they might not have the time, or not want to participate in ballista much.
What this will achieve
These changes would likely see the increase of players participating in all the level caps of ballista. Players levelling a job wanting extra experience points will be playing with and against higher level people doing lower caps, wanting to attain the reward item or ballista points to “refresh” their key item.
This will provide perhaps a welcome break to the endgame camping that a lot of players spend the majority of their time doing. PvP is constantly different, and as such, provides an element to the game which is “fresh” and not the same old stuff, but on a different day.
Anyway, that’s the main idea. I still think one or two things on it might need to be tweaked, but that’s why I’m posting it here, to get some second opinions.
Oh, and one more thing. Is there a website or an email address where you can contact SE and put foreword ideas like this? I’ve been told that there is by friends ingame, but I can’t seem to find it!
Looking forward to your thoughts on this, because it took long enough to write up!
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