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Rucoy Online - Patch 2.

0 Ideas

Prologue 2

New NPCs 3

Raids 4

Jewels 5

Ability Seals 6, 7

Buffs and De-Buffs 8

Bountyhunting 9

Guilds 9

Trading 9

More Skins 9

New Items 10, 11

1
Prologue

Dear Ricardo,
Dear Wax,

It’s me, Pagle. You most likely don’t know my ass, but I know yours.
I’m playing Rucoy Online for around 50 Days and I fell in love with
the concept.
But there is one thing that bothers me..
You guys don’t really seem to work on updating the game. I
suppose you are working on more important, maybe more
interesting and probably more off paying projects, but Rucoy Online
has a lot of potential, the rework of the PvP system is a big step in a
good direction, but it was 6 month ago and without any updates the
good concept is sadly going to die out.

On the following 11 pages I present you ideas of my own to make


the game much more interesting. You can use those without
crediting me.

Sadly I suck at doing sprites, hopefully someone on reddit may help


me out with that issue.

I would be more then happy if you guys would at least read through
this, because it obviously took me some time.

Yours,

Pagle

2
New NPCs

To realize my ideas we need four new NPCs in our beloved


hometown

Jewelery:

You can switch between two sections, like the Merchant:


First off you can enchant your equipment with jewels.
The 2nd section is used to upgrade jewels.

Raidleader:

You can buy raid seals for Diamonds at his Store and in his house
you can find stairs witch lead to the raid room.


Grandmaster:

You can Upgrade your Ability Items with his help.

Guild Leader:

You can use him to create and manage guilds.

3
Raids

To start a raid you need to be in a group of at least four players.


You have to obtain a raid seal either way by buying it for Diamonds
at the Raid Leader or by dropping it very rarely from bosses (maybe
super rare drop from regular monsters).

There are 4 - 10 different raids with a boss fight at the end. One raid
should take 20 - 60 minutes and each boss drops different rare
drops. (Page 13 - New Items)

Monsters don’t respawn in a raid to prevent players using raids as


there private training location

Raid examples:

#1 average level 50+: Graveyard


Skeletons, Zombies and more Skeletons.
After clearing the graveyard area you will discover a total of
five crypts, each one has a maze in it with a lot of mobs. Four
of them are dead ends and one will lead to the boss room.
The boss is Frankenstein, who is pretty much straight forward:
2x2 size, attacks six fields.

#2 average level 75+: Vampire Castle


Blue and red vampires.
You have to climb up the castle by clearing rooms and
searching for the upstairs, hidden in a room.
You basically walk down a hallway with several rooms on your
left and right. Once you enter a room the door becomes one
way, so your teammates can join in, but you cant leave until its
cleared. At the top of the castle you will fight the boss Dracula,
who can turn himself into a bat, swirling around the room with
immense speed, and he drains LP with a special attack in
vampire form. 1x1 Size, can only attack one player with basic
attacks, LP drain attacks every player in arrow range.

4
Jewels

This one is my personal favorite!


It makes the game way more individual and you can personalize
your character in the way you like.
So, there are two different variants of this addition I would love to
see in the game.
The basic concept is that some items have the possibility to drop
with a jewel slot. Jewels are dropped rarely from any Monster.
Level 1 - 100 Monsters drop Level 1 Jewels
Level 101 - 200 Monsters drop Level 2 Jewels

Level 5 and 6 Jewels could be dropped from raid bosses.
You can combine Jewels at the Jewelery to Level them up. That
costs you Gold. Maximum Level for Jewels is 10.
Maybe include a risk of an failed upgrade which would destroy both
Jewels once it occurs. That would make Level 10 Jewels really
interesting and valueable, because you have to risk two Level 9
Jewels in order to obtain one Level 10.

#1 - Jewel Fusion
There are some different Jewels, each one with a effect. You have
the possibility to fuse two different Jewels to one with upgraded
Level. You can only use 2 different Jewels together, once you
combine two different ones you can only use those two Jewels to
upgrade the Jewel.

#2 - Randojewels
There is only one Jewel that drops. You can fuse tree of those for
upgrade. Once you apply them, the equipped item gets up to two
different effects by random. Total Bonus equals Jewel Level.
Example: Level 7 Jewel applied on Lizard Helmet. The helmet gets
+5 Magic, +2% Crit Chance.

Ideas for Jewel Bonus; +1 Distance; +1 Melee; +1 Magic; +1


Defense; +1 Speed; 1% more Gold; 1% more Loot; 1% Crit
Damage; 1% Crit Chance

5
Ability Seals

This one will change the game entirely.


Every class has four different ability seals, you can equip those like
normal equipment, but once you equip them your special attack
changes. Maybe you can have 2 Different Ability Seals equipped at
once, or you can equip one per Class.
You start the game with one copy of the basic ability seal you are
using right now.
Every mob lv +/- 30 has a 1/2000 chance to drop one random ability
seals of all twelve.
Once you collected three of a kind you can upgrade it at the
Grandmaster. Once its level two you need two more lv two ability
seals to Upgrade it, and so on. Max level is five.
Ability seals are undroppable, unsellable and when you drop them
from a monster other players don’t have the possibility to pick them
up after a while.
Once you maxed out an Ability Seal, you cannot drop it anymore.

Magic

Fireball
Basic Fireball, 5% more damage per level up.

Frostbolt
Cooldown 7 seconds - Sends out a frostbolt to the selected
monster, that deals damage and slows the target for 3 seconds by
15% (reduces his movespeed). 5% stronger slow per level up.
Damage scales with magic level.

Heal Burst
Cooldown 30 seconds - Heal 400 - 600 HP for you and everyone in
your team 3 fields away from you. 10% More HP per level up and
1% per magic level.

Ice Wall
Cooldown 8 seconds - Create an impassable ice block on a free
area, players and monsters can’t pass but can attack those, they
last 5 hits. One more hit per level up.
6
Melee

Whirlwind
Basic Whirlwind, 5% more damage per level up.

Rampage
Cooldown 20 seconds - You get the Rampage buff for 7 seconds
that increases your crit chance and damage by 6%. 2% stronger
per level up.

Cripple
Cooldown 10 seconds - Immobilize your target for 3 seconds and
deal damage. 0,5 additional seconds per level. Damage scales with
Melee level.

Defense Position
Cooldown 14 seconds - for 7 seconds you cannot attack, but your
defense is increased by 25%. 5% additional per level up.

Distance

Spray
Basic Spray, 5% more damage per level up.

Net
Cooldown 20 seconds - Immobilize your target for 5 seconds. 0,5
additional seconds per level up.

Sniper Bullet
Cooldown 10 seconds - Do a crit hit on a target on any range you
can see on the screen. Target has 50% chance to get Wounded.

Windwalker
Cooldown 25 seconds - Increase your move speed by 10 for 10
seconds. 4 extra move speed per level up.

7
Buffs and De-Buffs

As mentioned before, the game needs Buffs and De-Buffs to make


PvP and PvE more interesting. The following Buffs and De-Buffs
would make sense to somehow put in the game:

Slow - Reduce move speed

Immobilize - Immobilize your target

Wounded - Lose HP over time

Speedy - Increase move speed

Cursed - Unable to use ability seal

Stunned - Unable to attack

Confused - Inverted movement

Maybe include some Buffs that increase your health or mana


regeneration.

8
Bountyhunting

This one is straight forward. You can place a Bounty on a Player for
a fee. The bounty is announced in the global chat.
The free should be around 50% of the placed bounty and the
minimum bounty should be 100.000 gold.

Guilds

This one would make the game much more social and interactive.
You have the ability to create a guild for 500 Diamonds at the Guild
Master, give it a name and a tag.
When you create a guild, you become the founder and you have the
ability to recruit up to 35 members. You can give them roles like
elder or recruiter to increase their powers.
An elder has the possibility to write a „Message of the Day“. Each
guild member gets the MotG as a push message like a level up
once he logs into his account. A recruiter has the ability to invite
players to the guild.
You have a separate guild chat.

Trading

Have the ability to request a trade with another player, but not as a
push message, like requesting to team up. The other player has to
open your menu and accept the trade request.

More skins

Each class should get one more skin possibility in each category.
This would make the game more individual.

9
New Items

This topic is important because the game heavily lacks on individual


items. There are only two items that have special abilities, thats
Swift Boots and Spiked Ring.
We need more of those rare special items. The raid bosses
perfectly fit as sources for those items.

I would like to see more consumable items in the game. So I


include some ideas for consumable items.

Ideas:

Black Belt
+8 Armor, +5 Melee, +3 Speed

Lucky Charm (Necklace)


7% more loot, 10% more often Gold

Rabbits Foot (Necklace)


10% more loot

Warriors Mark (Necklace)


Upgrade your Melee abilities by one Level

Hunters Mark (Necklace)


Upgrade your Distance abilities by one Level

Sorcerers Mark (Necklace)


Upgrade your Magic abilities by one Level

While wearing a Mark your Ability Seal Level is increased by one.


With the Mark you can get to Abilty Seal Level six.

Hermes Winged Helmet


+10 Speed, +9 Armor, Immune to Slow

10
Invisible Coat
+14 Armor, Monsters don’t attack you by themselves

Divine Ring of the Unknown


Probably Overpowered.
Does nothing, but has 2 Jewel Slots.

Guardian Angel Armor


+18 Armor, +10 Speed, Reduce the De-Buff duration by 50%

Battle Monks Armor


+26 Armor, +8 Melee

Pollen Powder (Consumable)


+25 Speed for 20 seconds

Green Leaf (Consumable)


10 times stronger life regain for 45 seconds

Blue Leaf (Consumable)


10 times stronger mana regain for 45 seconds

11

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