I am sure others have mentioned some of these, but would be great to 'continue' the VIP experience past 12. Some ideas that spring to mind are:
VIP 13 - Remove the cooldown on allowing a map transition. So many times I enter a zone to see a broadcast to go to map X, then miss out
VIP 14 - Gain PE (Protectors Enclave) Garden key, gain ability to teleport directly to PE Garden
VIP 15 - Teleport directly to PE - Throne room (or outer courtyard)
VIP 16 - Guaranteed marks drop, any zone (I am thinking Hunters Marks in Chult here, but I am sure there are other zones where this may also apply)
VIP 17 - Auto Tend all plots in Stronghold - have a special option with Steward in Stronghold to Tend all Plots.
VIP 18 - Improved RNG results - All RNG on opening or receiving an item are improved by 10%
Comments
VIP 13: 1 Legendary Dragon Key (character bound)
VIP 14: 500 Bonus Pool AD
VIP 15: Portable Seals Vendor + 1000 Bonus Pool AD
VIP 16: 5% Campaign Currency Reduction + 1500 Bonus Pool AD
VIP 17: 10% Seals boost + 10% Campaign Currency Reduction + 2000 Bonus Pool AD
VIP 18: Ring Trade-in Vendor (Trade in 5 +3's to get a +4, 5 +4's to get a +5. Must be of same ring) + 15% Seals boost + 15% Campaign Currency Reduction + 2500 Bonus Pool AD
GWF: Vretzina
OP: Vee
DC: Evee
CW: nezterV
Leader - Valaraukari Ascension
Might is not always right - the powerful sometimes forget that.
The Small BandI park my less play toon in front of the bank in PE because it provides one thing VIP cannot provide, guild bank.
Might is not always right - the powerful sometimes forget that.
The Small BandI especially like krailov's the VIP 13 - Remove the cooldown for map transition and jmiller84's VIP 18 Ring Trade-in Vendor.
jmiller84's idea of VIP 13 - 1 legendary Dragon key is good, but you could offer a choice of the legendary Dragon Key and any other Dungeon key not covered by the legendary Dragon key.
krailov's VIP 14 & 15 teleports could be added to a new (and improved) Adventurer's chest lockbox option.
I know these don't have any real economic value, but these are coming from someone whose favorite VIP perks are the signpost, bank, mailbox, and injury immunity. I'd get VIP just for those. I'm not sure I could go back to playing without them.
Other more economically valuable ideas would be a free pres ward per day per account, a trade bar store discount, and a seals vendor discount.
Something like 1 enchanted key per character per day will never happen. Some people have over 50 characters. Can you imagine how bad that would be?
Any of my comments not posted in orange are based on my own personal opinion and not official.
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I do not expect we would get all our requests across the line, but I am sure a few are worthy of consideration...
Might is not always right - the powerful sometimes forget that.
The Small Bandvip 13 add a 36 free bag slot to your shared bank
vip 14 give you the permission to trasform one item per day from character bound to account bound
Thats one id like to see.
Also:
- maybe the removal of the gold cost, when you remove an enchant.
- the possibility to create a BTA copy of a transmute (only the appearance). For example, I would like to create a copy of my River distric weapon to use it as a transmute instead of feeding it into my new weapon and losing the skin.
Here my opinion:
VIP 13:
Tarmalune Trade Bars Mercant costs reduced by 5%
Wondrous Bazaar costs reduced by an additional 5%, 30% total
Rushing Companion training and Profession tasks costs reduced an additional 5%, 30% total
Every day you receive additional items per character:
+1 Legendary Dragon Key
+1 Epic Dungeon chest key (Total: 4)
VIP 14 (MAX):
Tarmalune Trade Bars Mercant costs reduced by 5%, 10% total
Wondrous Bazaar costs reduced by an additional 5%, 35% total
Rushing Companion training and Profession tasks costs reduced an additional 5%, 35% total
10% more Influence
10% more Guild Marks
10% more RP
ZEN Market costs of all items reduced by 3%
Every day you receive additional items per character:
+1 Legendary Dragon Key (Total: 2)
+1 Epic Dungeon chest key (Total: 5)