Perhaps not releasing these kinds of events altogether might be the best option?I know that some of you may be thinking: "Just do better events next time!" but we'd still like conducive feedback on how this type of event could be improved. I like some of the things y'all wrote in here.
I put my response to Cho in a spoiler tag, 'cause it's long as hell and I didn't want to make everyone have to skip over it every time.
I think this would be fun for a while but once you hit 200 you gain AP very slowly. It can be balanced with AP from generation quests, journal achievements, and daily quests but your idea puts a soft cap on how much you can grow.
Yeah, maybe a constant triple AP could help with AP gain. Still, I think someone Level 200 would most likely have enough experience to not die for a while, thus making them gain AP at a regular rate without giving too much.
Having 30 seconds to revive someone makes party play and solo play very uneven. You're technically punished for not having friends, a party, guildmates, knowing someone who can buy ADV feathers, etc.
That's the point. In a "death game," being alone is the worst call you can make; you should always have someone else with you, especially if they cover what you don't. Soloing would still be a thing, but you wouldn't solo unless you know what you're doing. And in this kind of server, I believe there would always be someone willing to help you out. (If you're familiar with Dungeons and Dragons or Monster Hunter, you'd know that having someone with you changes everything.)
You've tweaked gameplay and mechanics way more than my idea. If this is just your own original idea added to this then fine but if you feel this is needed to make permadeath, it's not in my opinion. It makes the idea of the Triona Server into a permadeath server + random quality of life the base game should have. Things like guaranteed drops from bosses, players being able to repair, and reworking the reforge tool could just be added to the normal servers.
If there's one thing I've learned from Mabinogi, it's that adding content without adjusting the rest consequently is a dumb move. The Fighter's Respite is one example, and Taming after the Dungeon Revamp is another.
Even taming enemies as temp pets is a really cool idea but is it necessary? Again I don't know if you're adding this idea because you think it's better than my pet idea from my own post but where I said a 3 pet limit, you're saying a 5 pet limit + adding more work to get the pets. Also, in the end, you're still asking people to be able to solo G20 without dying unless that's one of the things you said you'll tweak. Some changes you suggest like not healing or regaining hunger after leveling or reverting moongates seem like they just increase the overall difficulty when not dying is already difficult.
The Pet idea is to remove gameplay centered around pet spamming, and to make them more like animal companions than weapons. As for soloing G20, I don't get your point. The Gen is mostly solo, even in the final battle. And ultimately, my suggestion is not about adding the stress factor of not dying, but creating a new gameplay experience, a new approach to Mabi. Creating a second game without rebuilding from the ground up, like vanilla Skyrim vs modded Skyrim.
The storyline will be in order, so you don't reminisce all of the events you've endured (G19) before actually doing them.
You say this is done for lore reasons yet the current servers don't even do this.
Yeah, and it's a shame. I joined right after the G19 update, and let me say it's confusing as hell to not know there's an order to the Gens.
What I believe to be the most important part of the suggestion, Lore must be respected with the idea of the Triona server, if not more so than on regular servers.
Why this has to be respected is never explained.
The suggestion is about making the game more realistic. If you throw Lore out the window, then it's no longer a Fantasy Life MMO, just some high-budget arcade game where you play for the sake of playing rather than for immersion.
Regarding your idea about monetization, I think this is very pay to win. The Cash Shop doesn't sell 500% experience fruits and AP potions regularly iirc but your idea is on that level. Paying to not lose a whole talent tree can really decrease the danger of having to start over. This is especially if people are going to focus on their main and secondary talents like you say. According to you, they'll most likely be on their main talent when they die causing them to not lose much of anything.
I don't think it's pay-to-win. You protect the rank of a single talent, but you lose the stat bonuses from every other skill you had. You'll still need to regrind AP, you just save a bit by not releveling your active talent. Though, I guess Mages would get the biggest advantage, but not enough to call it pay-to-win.
If we care about monetization here, removing gachas decreases that a lot when gacha's mainly have gear, training pots, shadow crystals, and exploration artifacts.
a debate was held on the original suggestion regarding Characters as Parameters and Characters as Equipment. Many agreed that the impact of a character's core abilities (Str, Dex, Int, Will, Luck, HP, MP, Sta) is what makes the most difference in character potential.
I don't think anyone disagreed with that but I disagreed with the amount of benefit gear gives a character. If you think character stats>gear, why cut out gachas that include mainly gear? With training pots, you still need the AP that you have to work for. With crystals you still need to complete the mission. Exploration artifacts have big diminishing returns after 3 or 4. Having pets would be easy to spam you say, meanwhile, you're for the idea of selling AP and selling the ability to keep your skills and your pet. The only reason buying AP is even worthwhile is because you softcapped the AP gain by removing rebirths.
Training potions are unbalanced; they allow you to skip an entire rank of training by spending a bit of cash. Sure, they require AP, but someone could easily let all their skills at Rank F, level a bit, then die and level some more. Imagine the whale logging in on the first day and mastering every talent within the week because they've got the dough and they did just that.
Gacha gear has been unbalanced for as long as I've been a part of this community, and from what I could read, from even before that. OP enchants, OP armors, and I'm still waiting for them to add Rank 1 Soluna Blades at 0.000001% chance (you know they'd do it). Even if it's not as important as stats, you're meant to cherish your stronger gear due to the bonuses they give that allow you to surpass your natural limits. Just buying it outright isn't the way to go about it, and why play at all if you can buy the most end-game gear anyway?
As for pets, I don't get what's your issue. Without any summon skills and inventory, they become animal companions. And yeah, you could pay to protect the Ixiom you trained and have kept with you for the past month, because it'd be a real shame to lose it; yet you can still retrain another just as easily. How is this pay-to-win?
People suggested to me there would need to be a lot of changes to make a permadeath server work which I disagreed with but your post seems like there are QoL and random adjustments that are just added for no reason. The more you add, the more complex the idea, I believe it would be way harder to implement. I think it'd be fine to suggest your changes like the store-bought reforge change or the player repairing idea to the regular servers first.
Though it is Quality of Life improvements, I'm not making these suggestions for the base game. I'm making them because I think they're needed to make permadeath palatable, and saying "Put these on every server" would trigger a series of angry responses that have nothing to do with the core suggestion.
I get that people hate slow movement (I do too), but walking around forces people to take the time and appreciate the environment, the music, etc. Also, I thought it would add some "seriousness" to hunger being a thing again.
As for squires, I wouldn't make them reset. We died; they didn't. On the other hand, though, I'd want to see their likeability fall a bit like with NPC likeability. (Plus, it's something that can easily be regained.)