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Collection of Suggestions

AuthorMessage
Survivor
May 02, 2011
20
Idea List

These are a collection of ideas I've had while playing. I've tried to organize them by subject.

Crafting
Level 60 gear - add some level 60 gear that is significantly improved over current gear. Crafted gear, by the time you finish the crafting quest, is unfortunately already often below your level and outclassed by other gear you can buy at auction. The only reason some of the level 58 gear is useful is because of the current level cap. Add some level 60 gear with much improved abilities to make crafted gear worth the effort it takes to get the crafting skill and reagents to make it. Crafted gear should be something very special in the game.

Rare Dropped Recipes - Add some recipes that are rare drops from bosses. Could be for "legendary" gear, house items (possibly some with special abilities like the genie lamp, game stations, farming bonuses, etc.), and new treasure cards that can be made by anyone.

Dueling platform - Recipe for a new house item, allows a dueling circle on a platform to be made and added to any castle that has a space large enough for it.

Dye station - allows crafters to dye their own clothes and pets, must use reagents to make color dyes. Some rare reagents can be used to make rare dyes not otherwise available (new colors or even color patterns, rare colors require quests or rare boss drops for the recipe). If new (rare) colors are not possible, then perhaps recipes for new clothing appearance options, special effects for wands, feathers for hats, etc.

House Expansions - recipes to create new additions to our existing houses. Towers that can be entered, caves, etc. This would allow us to expand the castles we have and make them more unique. Crafting would work much like crafting Watchtower Hall for example. Some might be "dungeons" that can be populated with our own monsters, which of course we have to find, craft and collect (meaning how well stocked our dungeons are would depend on what we could craft).

Storage Chests and Expansions - Craftable storage chests that act as extra "banks" in your house but lack the shared bank option. Expansions simply increase the item limit for an area (indoor or outdoor). Recipes would probably be drops from bosses.

Wand Display Case - craftable display case to hold collections of wands. Sort of a "mannequin" for wands, can hold 3-5 wands for display (including the wand "special effects").

Craftable "monsters" - find recipes to craft "monsters" which can then be turned loose in your house as another form of "mobile decoration" like pets and mounts. Can be fought, but only if you have a dueling circle (solves the problem of houses not having a place to fight, dueling may give drops, monster needs to be near the circle or wander onto it to duel much like street fights).

Design your own gear - find recipes for specific abilities which can be combined to craft totally unique gear. Base patterns for hats, robes, etc. determine how may "slots" each item has for abilities (better patterns have more slots, the best patterns are hard to get). Each "ability" must be crafted as a "gem" or some such which then become a part of the final gear.

Housing
More control over placing items. Specifically the ability to adjust the height on a wall of a picture or other wall item. Tilting items as well as rotating them.

Adjustable light levels in rooms allowing us to make rooms darker so that wall sconces, candles, etc. become the main source of light.

More interactive housing items, items that are animated in some way or react to the presense of PCs in some way. For example, a wall bust that "watches" someone in the room by turning its head to follow them. A statue that bows, waves, salutes or does some other animation when you pass near it. A bird in a cage that randomly sings. A trap door (like Clanker's Trap Door) that springs open when you come close and some creature pops out, does something funny, then goes back in and resets. Candles or wall sconces that light by themselves shortly after you enter the room, then go out as you leave. Wall busts that sings or talks or tells jokes (much like those silly singing fish some people get). A book case with books that re-arrange themselves (sort of like the crystal case, only with books instead). Books that are animated in some way (they open randomly by themselvs, a banshee pops up, screams and disappears, then the book closes itself) These sorts of things would help make castles more interesting places to explore.

New Abilities
Scavenger - Cost 1 training point. Requires a quest chain to be completed (suggest given by Old Zeke) before the skill can be learned. Effect - increases the drop rate of reagents from harvesting or monster drops. When harvesting the chance for extra reagents is increased as well as the chance for finding rare reagents. For example, when harvesting ore, Scavenger increases the chance of finding 2 or 3 ore at one time, and the chance one will be a diamond. This should be a moderate increase to avoid unbalancing the game, but enough to give Scavengers an advantage in crafting.

Stun Resistance - Cost 1 training point. Requires a quest chain from Diego to be completed to learn. Effect - gives an automatic resistance to stun effects. Possibly consider allowing multiple training points to be spent for increased resistance.

Initiative - Cost 1 training point. Again, quest chain requirement and probably from Diego. Effect - increases the chance of going first in a battle. In groups, only the person in the first slot gives the effect for the whole group.

** Optionally any of the above could be a new "badge", requiring quests and multiple levels granting additional bonuses. Or perhaps a training point to learn the first ability, then improved through quests to gain additional "badges" and improved ability.

"Cheats" - Bosses get cheats now, why not players. Go on a quest, learn a special ability... a "cheat". Each wizard is limited to only one such "cheat" and the quest chain to get it should be challenging (something hard to solo, these should be truly special abilities). Some "cheats" should not be easily found, requiring seeking out "advisors" (see below), or hints from random boss drops to discover. Changing a cheat would require spending crowns as with training points, so choose your "cheat" wisely.

New Locations
New world based on India, its culture and mythos. Could also use a Jungle Book theme. A new "palace" based on the famous Taj Mahal, etc. Tigers, peacocks, elephants, etc. would be interesting "people" and monsters.

Advisors - in game advisors to help wizards find and discover things. These are basically sources of hints about the game itself. For example, a hall of statues might give hints as to where these statues can be obtained in the game. Some might be very obvious, the Unicorn statue might give the hint "Lady Blackhope on Unicorn Way might know something about where to find these statues." Others might be very vague or even give quests that have to be completed to obtain the information. Other "advisors" might give hints on where to find recipes, housing items, etc. Some advisors might give clues about completing other quests or how to defeat "cheating" bosses, but require a quest to get this advice. This option would help "advertise" some of the various options and things in the game that players might otherwise miss because they are so rare, as well as encouraging players to spend more time searching for various items.

Game Mechanics
Drop rates - it can be very frustrating to farm a boss 200 times and still not get that rare drop. Since this game is supposed to be fun, how about a game mechanic that after 100 or so "kills" begins gradually increasing the chance of rare drops. Thus if you keep farming Lady Blackhope you will eventually get the unicorn statue, it still might take 200 kills, but you will eventually get it. Alternatively add an elixir in the crown shop to increase the rare item drop rates (I like this option less, prefer people work for things, but it could work).

XP to Gold - when a level cap has been reached, xp for quests is converted into gold. This gives high level wizards who have reached their level cap an extra reward for completing the quest in place of the xp they can't get.

Seed "Storage" - treat seeds the same way as reagents and snacks rather than taking up space in the backpack or bank, as it is seeds end up taking up far too much space.

Pet XP - pets gain a small (say 1%, so for example if I get 100 xp then my pet gets 1 xp, optionally limit this to only xp from battles (not quest xp) and up the award to 5%) amount of the xp the wizard receives from battle and quests. This would allow us to "level up" our pets without having to do so exclusively through training at the pet pavillion. The amount would be small enough to make progress gradual so that pet training is still the fastest method

continued...

Survivor
May 02, 2011
20

Quest Creator - This isn't an original idea, but one borrowed from another game. Star Wars Galaxies had a "storyteller" option that allowed you to create your own quest, rewards and so forth, then share these with others. Rewards (money, items, etc.) came from your own inventory, so if you give 1,000 gold reward, it comes from your own money. You earned rank for creating quests and more when someone completed one of your quests, this allowed you access to special gear, housing items, etc. Something similar would work well in Wizard101 I think. "Storyteller" xp would give new badge ranks (like with crafting and gardening) and allow access to new quest building options, crafting recipes, housing items, gear and pets. Rewards could include crafted gear, mounts, and so forth, creating a way for players to trade items (including teh no auction and no sell items)... but with a catch. As an additional catch to this, some such items can only be given as rewards by higher ranked "story tellers". That is, if you want to make and give that high rank crafted legendary gear as a reward to your quest, you must be sufficiently ranked to do so, and there may be quest requirments to add such an item (for example the quest has to include certain options to ensure it is challenging and not a free give away).

Looking for Group - an in game option to list yourself as looking for a group for a specific instance. This would help players find others to do the various dungeons and quests with which they need help.

Statistics Page - a page on wizard statistic. Most damage done in a single attack, total number of battles won, bosses defeated (number of times defeated), etc. Just a way for players to track their activity and how many times they've farmed a bosses for some rare drop LOL

Just suggestions and ideas,

Padric Mythforge, Master of Storms

Community Leader
Wow, such a awesome list. I really love these
Dye station
Love this idea I would love to be able to put ptaerns on different furniture.

Wand Display Case
Definitely would love that.

Housing
Yes all of the above :)
I would love to be able to adjust items on walls.

Game Mechanics
Seed storage is a great idea.

Delver
Jul 04, 2010
294
What's wrong with the level 55 and 56 crafted gear? With the level 55 gear, you get a big boost to attack, critical and accuracy for your primary and secondary school, the boots only offer resist to those two schools though. The level 56 gear is almost as good as the water works gear but the stats are toned done a little because of the card they offer. Combine the full 56 hat, robe, and boots with a spell proof pet and you'll have 24-25% resist all for every school.

With that extra blade, death blade, and spirit blade, my necromancer can clear a death mob without a prism with one scare crow without a critical.