Jump to content

Photo

Server Features discussions and suggestions


This topic has been archived. This means that you cannot reply to this topic.
198 replies to this topic

#21 Rikter

Rikter

  • LeikaRO Founder
  • PipPip
  • 183 posts

Posted 01 September 2014 - 08:02 AM

To be honest, I planned to open up test server in 1 week, and I almost finished the website too, but It may take a bit longer, so I'd say 2 weeks, even if i'm not 100% sure about it



#22 Maycha

Maycha

    Hostess with the Mostess

  • Player
  • Pip
  • 58 posts

Posted 01 September 2014 - 08:11 PM

Hmm, I see~. Take your time~, take your time~.

 

Better to take it slow to iron out the wrinkles, than churn out shoddy product for the sake of speed!



#23 Bite

Bite

    8bit

  • Player
  • 17 posts

Posted 02 September 2014 - 10:55 AM

What about the ASPD formula?
(Cookie ASPD please! >.<)

#24 Rikter

Rikter

  • LeikaRO Founder
  • PipPip
  • 183 posts

Posted 02 September 2014 - 11:08 AM

I totally forgot about it, I'll give it a look during this week ~



#25 Innomite

Innomite

    Hunter Fly

  • Player
  • PipPipPip
  • 202 posts

Posted 02 September 2014 - 06:41 PM

Yeah! I want 193 aspd BPBPBPBPBPBPBPBP.



#26 Psor

Psor

    Hunter Fly

  • Player
  • PipPipPip
  • 375 posts

Posted 02 September 2014 - 09:08 PM

As I've promised you in PM, here's bunch of suggestions I made for entirely different server. Feel free to use something if you find it good idea.

 

Str effect on atk change:

According to iRO wiki now 1 str gives 1 Status Atk and 0,5% Weapon Atk. Lowering amounts per point and adding static bonus every specific amount of points would increase value of stat points thus would bring back to use lot of hats that went to shit in renewal. % bonuses are already good, this change would balance value between stats and %.

0,5 SAtk and 0,2% WAek per point + 5 SAtk and 3% WAtk added every 10 points of str would give us the same amounts of atk we get now every 10 stat points so wouldn't turn stat calculators useless.

 

Int effect on Matk change:

According to iRO wiki 1 Int gives 1,5 Status Matk. Changing it to 0,5 SMatk per point + 10 SMatk every 10 Int would give us the same amounts at every Int amount rounded to 10 and have the same effect on stats value as in case of Atk change.

 

Def formula change:

If you look at damage/Def graph, you'll see it's curved, horizontally asimptotic to be accurate. It means that the more def you have, the less effect per point it has and it's impossible to get 100% reduction. That's why your idea on increasing Def per refine is flawed.

Fully buffed RG with Def oriented +20 godly gears can reach around 2400-2500 def which is 80% reduction.

Fully buffed RK with Def oriented +20 godly gears can reach around 1200 def which is around 67% reduction.

Firstly, no one uses such gears because it's almost impossible to upgrade them to +20 and race reductions are better because they reduce both magic and physical dmg, secondly look at the difference between amounts of def and reduction. Almost 2 times more def adds only 13% to your damage reduction. For comparison 260 def gives 30% reduction.

0,03% dmg reduction per def pointwith 2400 def

0,05% dmg reduction per def point with 1200 def

0,12% dmg reduction per def point with 260 def

Solution to this is to bring back old formula but with 100 changed to 2500 for physical dmg immunity so each def point would give 0,04% reduction. In such setup RG would be able to get 100% when focused on def, RK, mechanic, maybe thief classes around 50%, soft classes like mages and priests around 30%. Sounds like a fair deal.

Another option is to change bonuses per refine to % to close the gaps between classes. Something like 5% base gear def per refine. This would give us 100% def increase at +20 so for example Rosa shield which has 130 base would give us 260 and Bone Helm which as 15 would give us 30. Then gears access would be the biggest restriction. This would require to check possible def amounts to know 100% reduction value and would render stat calculators useless in case of def.

 

Mdef formula change:

Mdef has the same problem as Def + 1 weird thing. Here maximum possible amounts are around 250 (65% reduction right now) and class that can reach that is... Rune Knight thanks to Stonehard Skin rune. Priests and mages can get much less. Adding the same system as in case of def with difference of 250 for 100% would solve problem. To be honest, I don't even see any need to nerf Stonehard Skin rune since now beside steel body sura we would have 2 other really good tanks: RG for physical dmg and RK for magical, and it kinda makes sense to leave other classes as supports/dmg dealers/glass cannons and allow swordman branch to tank things. Besides what are dragons and runes if not "magic"?

 

WoE reduction manipulation:

In pre-re we had such good WoE because of teamwork. Teamwork was needed because in the end reductions were so high, you couldn't kill anyone alone. HW without defo and support sucked, creo without bragi had too low dps to kill even chars with high vit etc. In other words, teamwork was crucial to actually kill anyone. In renewal with a bit of luck one RK or inspi RG can run into guild mob and wipe it/cripple to the point it won't be able to accomplish anything in the castle. By increasing GvG reductions in castles and GvG arenas we can bring back the situation in which nobody can kill anybody unless he has support/enemy is debuffed/fire is concentrated on 1 target. Tests would be needed to check what would be good new reduction values.

 

Castle Drops change:

Treasure chests drops are outdated as fuck. The only valuable drops are BBs, OCAs, and god quest ingridients. This needs a change. I wouldn't put any good WoE gears there since if guild is holding a castle, it means it's probably good so boosting them with gears unavaible to others would increase the gap. Instead of this I'd put there WoE mats so guild would be able to support itself with just treasure chests without wasting time for farming (and less farming = less zeny on the server = slow/lack of "inflation"). This would allow successful guild to spend their time in instances, BG/PvP or warming prontera tiles with their butts while chatting. Adding some unique hats that are avaible only from treasure chests would be nice market good and maybe bring some new players to WoE. Maybe some small chances for tickets that allow normally expensive service to be used for free (one ticket, one use) or little amount of cash shop tickets.

 

God items change:

Some of them, like megins are clearly broken. They either need a nerf or replacement with other items. It'd be shame to completly disable god item quests because they're actually kinda challenging, not because of monsters avaible there, but because of short time required to finish. I was thinking about replacing them with utility items like rfinement ores that have 100% success chance but you already changed refinement system so probably it'd be too much.

 

Possibility to lvl up in PvP arenas and BG:

Simply maing NPC that exchanges players skulls and badges for exp/zeny/mats would allow this. I'm sure someone would find a way to abuse it, but I wouldn't worry about it. There's huge part of community that cares ONLY about WoE. Low rate servers aren't appealing for them. they play either on super high rates or SuperWoE servers, especially pre-re ones. To bring them, it's needed to allow them to "skip" grinding and support themselves mainly through various PvP forms. System that checks lvl of player whose name is on the skull and compare it with lvl of player who brings the skull to NPC and maybe making skulls untradeale would allow to reduce abuse of this system greatly and allow to reward players only for beating indiviuals with similar lvl. I bet people would still kill newbs if they found them, but at least it wouldn't be rewarded.

 

Teamplay promoting party system that allows rate manipulations:

This idea has been already tested on another server and it can solve your rates problem. Disabling exp division in party would make everyone to get 100% exp + bonus per party member. Official bonus is 20% I think so in full party total bonus would be 240%. That means every party member would get 340% exp per monster kill. It allows the server to cover needs of players liking both low rates and mid rates. x10 rate could be turned to x34, x15 to around x50. It also encourages players to play in groups, and groups are capable of dealing with more challenging places resulting in increase number of possible lvling spots. Ofc this system should cover only exp rates, not drops.

 

Slight market improvement:

RO is very messy game. There's a lot of items, usually MvP drops, that are too shitty to sell in vends, but too good to sell in shops for 10z. Changing prices of these items in the database would create alternative to mindless grind in a form of hunting MvPs or monsters with rare drops. Sadly you can't avoid prices reaching dozens of hundreds of millions without nerfing prices of half of items in the database. These high prices are there because it's simply possible to farm such high amount of cash in this game. Suggested alternative is surely more interesting than grind so there's a chance that it'll discourage players from grinding for hours which generates massive sums of money. It'd also give some use for those items. I think prices should be varying from 100k to couple of millions depending on item, drop chance and monster that drops it.

 

MvP cards changes:

I see you already talked about nerf or MvP card disabling in WoE so I'll just list problematic cards:

Hibram

Detal

GTB

TaoGunka

Thanatos

maybe Ktull depending on what we'll do with Dragonbreath

Ghostring, Maya and Develing are rather borderline so I'd leave them for now.

 

Useless cards improvement:

Lot of cards became completly useless when renewal was implemented. Now cards that give for example 1-2 def are just shit. For all such cards multiplying effect by 10, maybe 5 if card has some potential would bring them back to usefullness and rather wouldn't break anything.

 

Magic dmg improvement:

Magic in renwal really suffers. In pre-re physical skills already had advantage of much higher dps thanks to spammability, more buffs, endows and more options of def bypassing. Now new cast mechanic hits magic most and mages don't have AoE monopoly anymore so they're reduced only to support roles. Renewal also introduced %cards that increase magic dmg to races others than demi human. Problem is that they increase dmg by just 10%, not 20% like physical cards, and staves have usually less slots. Increasing % from 10 to 20 would help a bit. Another solution will be listed in skills changes below.

 

Skill changes:

Shadow Chaser:

>Shadow Form - SF is now spammable and allows to redirect every dmg to any character making chaser really hard to take out. Best bet is inflicting some status, but with current character building that doesn't encourage specialization and increased lvl/stat caps ststus effects are in very bad condition. Changing revealing skills to have 100% to break SF and decreasing their check interval would make SF impossible to use at really close ranges (where chaser can reach with his masquarades) and make ranger's falcons useful since they can reveal at distance. Sounds like a fair deal to me.

>Feint Bomb - disable backslide effect in WoE.

Ranger:

>Ankle Snare- bring back old mechanics where lock duration isn't affected by str/agi/whatever of trapped player or at least increase amounts needed to reduce duration.

>Claymore - maybe bring back old effect that amde this trap to hit number of times equal to number of targets in the range.

>Unlimit - either nerf it or change bonus to affect only base atk and add it on the end of formula. This would be great addition for aspd buffs, but wouldn't turn AS broken.

Royal Guard:

>Inspiration - needs atk bonus decrease. Right now inspi RG can wipe whole guild in 2-3 hits while being one of the most tanky class.

Rune Knight:

>Dragonbreaths - demi human reduction piercing wasn't that bad idea. Actually it was nice because it had potential to bring more variety of equipment to WoE. At start this skill was broken because it could be reduced only by fire armor and long range reductions, no other fire reduction. Simply adding possibility to reduce it with all kinds of fire reductions, water armor and dragon reductions would fix it while leaving equip veriety. The same should be made with Water Dragonbreath.

>Stormblast Rune - either decrease dmg slightly or increase cooldown slightly.

Geneticist:

>Hell Plant - change to earth element and possibility to reduce dmg by plant reductions. Maybe slight cooldown increase.

>Acid Demonstration - formula needs to be reworked. Sure it needs mats but possible dmg output is huge right now, it's possible to kill any MvP really fast with just geneticist.

Mechanic:

Slides - disable in WoE. They're already hard to take out with mobile pneumas, anti target fields. Possibility to jump through any precast or trap without any consequences is too much. There's a reason why backslide was disabled in pre-re.

Weapon Upgrade - I saw you already buffed it. I'd like to just add that Mechanic can't reach as high jlvl as Whitesmith and jlvl affected refine chance.

MADO armor - This also has been discussed. Mechanic needs to have some possibility to recast his robot for instances etc. To prevent abuse in WoE, giving such skill/ability cooldown of, let's say 5 minutes, would be good idea.

Sorcerer:

Mind Breaker - change it to suffragium type buff (impossible to cast on yourself) and maybe nerf if needed (though I think it was changed to affect only SMatk but for some reason can't find any info about it now). Sorc doesn't need any more dmg buffs because with lots of utility skills, new toys in form of insignias and summons it's already great, especially when kaahi is abused, but magic needs a buff. This would allow better sorc + WL/AB/eventually SC cooperation and boost these magic users.

Fiberlock - bring back old mechanic in which it stopped target instantly.

 

Job change modification:

Modify NPC to allow players to skip high novice and high frst class. Job change path should look like this:

Novice (10) > First class (50) > Second class (50) > Trans class (99/70) > Thirt class

 

Recovery items delays:

Get rid of that shit with exception of yggs.


Edited by Psor, 02 September 2014 - 09:23 PM.


#27 Terpsichore

Terpsichore

    why

  • The Devil
  • 1042 posts

Posted 03 September 2014 - 07:33 AM

Yeah! I want 193 aspd BPBPBPBPBPBPBPBP

 
No.
 
 

Str effect on atk change:
According to iRO wiki now 1 str gives 1 Status Atk and 0,5% Weapon Atk. Lowering amounts per point and adding static bonus every specific amount of points would increase value of stat points thus would bring back to use lot of hats that went to shit in renewal. % bonuses are already good, this change would balance value between stats and %.
0,5 SAtk and 0,2% WAek per point + 5 SAtk and 3% WAtk added every 10 points of str would give us the same amounts of atk we get now every 10 stat points so wouldn't turn stat calculators useless.
Int effect on Matk change:
According to iRO wiki 1 Int gives 1,5 Status Matk. Changing it to 0,5 SMatk per point + 10 SMatk every 10 Int would give us the same amounts at every Int amount rounded to 10 and have the same effect on stats value as in case of Atk change.

 
While I also disliked how the formulas were destroyed with renewal, I don't think many care enough at this point and would want to change the way they gear up. Also, dex would need the same treatment.
 
 

Def formula change:
If you look at damage/Def graph, you'll see it's curved, horizontally asimptotic to be accurate. It means that the more def you have, the less effect per point it has and it's impossible to get 100% reduction. That's why your idea on increasing Def per refine is flawed.
Fully buffed RG with Def oriented +20 godly gears can reach around 2400-2500 def which is 80% reduction.
Fully buffed RK with Def oriented +20 godly gears can reach around 1200 def which is around 67% reduction.
Firstly, no one uses such gears because it's almost impossible to upgrade them to +20 and race reductions are better because they reduce both magic and physical dmg, secondly look at the difference between amounts of def and reduction. Almost 2 times more def adds only 13% to your damage reduction. For comparison 260 def gives 30% reduction.
0,03% dmg reduction per def pointwith 2400 def
0,05% dmg reduction per def point with 1200 def
0,12% dmg reduction per def point with 260 def
Solution to this is to bring back old formula but with 100 changed to 2500 for physical dmg immunity so each def point would give 0,04% reduction. In such setup RG would be able to get 100% when focused on def, RK, mechanic, maybe thief classes around 50%, soft classes like mages and priests around 30%. Sounds like a fair deal.
Another option is to change bonuses per refine to % to close the gaps between classes. Something like 5% base gear def per refine. This would give us 100% def increase at +20 so for example Rosa shield which has 130 base would give us 260 and Bone Helm which as 15 would give us 30. Then gears access would be the biggest restriction. This would require to check possible def amounts to know 100% reduction value and would render stat calculators useless in case of def.
Mdef formula change:
Mdef has the same problem as Def + 1 weird thing. Here maximum possible amounts are around 250 (65% reduction right now) and class that can reach that is... Rune Knight thanks to Stonehard Skin rune. Priests and mages can get much less. Adding the same system as in case of def with difference of 250 for 100% would solve problem. To be honest, I don't even see any need to nerf Stonehard Skin rune since now beside steel body sura we would have 2 other really good tanks: RG for physical dmg and RK for magical, and it kinda makes sense to leave other classes as supports/dmg dealers/glass cannons and allow swordman branch to tank things. Besides what are dragons and runes if not "magic"?

 
Being able to achieve 100% reductions isn't exactly a good idea, changing such formulas may sound good on paper but it isn't as easy as tossing numbers around. Hard mdef formula for status immunities may be adjusted though.
 
 

WoE reduction manipulation:
In pre-re we had such good WoE because of teamwork. Teamwork was needed because in the end reductions were so high, you couldn't kill anyone alone. HW without defo and support sucked, creo without bragi had too low dps to kill even chars with high vit etc. In other words, teamwork was crucial to actually kill anyone. In renewal with a bit of luck one RK or inspi RG can run into guild mob and wipe it/cripple to the point it won't be able to accomplish anything in the castle. By increasing GvG reductions in castles and GvG arenas we can bring back the situation in which nobody can kill anybody unless he has support/enemy is debuffed/fire is concentrated on 1 target. Tests would be needed to check what would be good new reduction values.

 
While the current renewal oneshotfest is bad, so was the pre renewal's "nobody ever dies except to a couple of skills and under special circumstances", need to find a middle ground with this.
 
 

Castle Drops change:
Treasure chests drops are outdated as fuck. The only valuable drops are BBs, OCAs, and god quest ingridients. This needs a change. I wouldn't put any good WoE gears there since if guild is holding a castle, it means it's probably good so boosting them with gears unavaible to others would increase the gap. Instead of this I'd put there WoE mats so guild would be able to support itself with just treasure chests without wasting time for farming (and less farming = less zeny on the server = slow/lack of "inflation"). This would allow successful guild to spend their time in instances, BG/PvP or warming prontera tiles with their butts while chatting. Adding some unique hats that are avaible only from treasure chests would be nice market good and maybe bring some new players to WoE. Maybe some small chances for tickets that allow normally expensive service to be used for free (one ticket, one use) or little amount of cash shop tickets.

 
Already in the works, don't expect anything exclusive and exceptionally good though.
 
 

God items change:
Some of them, like megins are clearly broken. They either need a nerf or replacement with other items. It'd be shame to completly disable god item quests because they're actually kinda challenging, not because of monsters avaible there, but because of short time required to finish. I was thinking about replacing them with utility items like rfinement ores that have 100% success chance but you already changed refinement system so probably it'd be too much.

 
Belt isn't all that great with renewal str formula, weight limit is also more valuable now. Mjolnir is a bigger offender since it allows for effortless instant cast on genetic. If anything turns out to be an issue, it will be changed.
 
 

Possibility to lvl up in PvP arenas and BG:
Simply maing NPC that exchanges players skulls and badges for exp/zeny/mats would allow this. I'm sure someone would find a way to abuse it, but I wouldn't worry about it. There's huge part of community that cares ONLY about WoE. Low rate servers aren't appealing for them. they play either on super high rates or SuperWoE servers, especially pre-re ones. To bring them, it's needed to allow them to "skip" grinding and support themselves mainly through various PvP forms. System that checks lvl of player whose name is on the skull and compare it with lvl of player who brings the skull to NPC and maybe making skulls untradeale would allow to reduce abuse of this system greatly and allow to reward players only for beating indiviuals with similar lvl. I bet people would still kill newbs if they found them, but at least it wouldn't be rewarded.

 
Sounds pretty pointless and you know it won't be viable with pserver population. Leveling will be easy enough and completely separating the pve and pvp aspects in a mmo is never a good idea (just look at modern mmos).
 
 

Teamplay promoting party system that allows rate manipulations:
This idea has been already tested on another server and it can solve your rates problem. Disabling exp division in party would make everyone to get 100% exp + bonus per party member. Official bonus is 20% I think so in full party total bonus would be 240%. That means every party member would get 340% exp per monster kill. It allows the server to cover needs of players liking both low rates and mid rates. x10 rate could be turned to x34, x15 to around x50. It also encourages players to play in groups, and groups are capable of dealing with more challenging places resulting in increase number of possible lvling spots. Ofc this system should cover only exp rates, not drops.

 
There's a difference between encouraging grouping and making it so ridiculously good that soloing suddenly looks like a very bad idea. Such a change would make groups mandatory and fill them with freeloaders. It also can be abused via multiclienting and mvp farming. Like I already mentioned before, we will have many viable ways of leveling available so nobody feels stuck or forced to do certain things to advance.
 
 

Slight market improvement:
RO is very messy game. There's a lot of items, usually MvP drops, that are too shitty to sell in vends, but too good to sell in shops for 10z. Changing prices of these items in the database would create alternative to mindless grind in a form of hunting MvPs or monsters with rare drops. Sadly you can't avoid prices reaching dozens of hundreds of millions without nerfing prices of half of items in the database. These high prices are there because it's simply possible to farm such high amount of cash in this game. Suggested alternative is surely more interesting than grind so there's a chance that it'll discourage players from grinding for hours which generates massive sums of money. It'd also give some use for those items. I think prices should be varying from 100k to couple of millions depending on item, drop chance and monster that drops it.

 
Mvps will be camped regardless of such a change, all it would do is pour even more zeny into the economy when we are trying to reduce the influx and create more zeny sinks.
 
 

MvP cards changes:
I see you already talked about nerf or MvP card disabling in WoE so I'll just list problematic cards:
Hibram
Detal
GTB
TaoGunka
Thanatos
maybe Ktull depending on what we'll do with Dragonbreath
Ghostring, Maya and Develing are rather borderline so I'd leave them for now.

 
Boss and mini card rebalancing is under consideration, may happen, may not.
 
 

Useless cards improvement:
Lot of cards became completly useless when renewal was implemented. Now cards that give for example 1-2 def are just shit. For all such cards multiplying effect by 10, maybe 5 if card has some potential would bring them back to usefullness and rather wouldn't break anything.

 
Such a change would be nice but the list of useless cards is pretty long and our time is finite. It may happen eventually.
 
 

Magic dmg improvement:
Magic in renwal really suffers. In pre-re physical skills already had advantage of much higher dps thanks to spammability, more buffs, endows and more options of def bypassing. Now new cast mechanic hits magic most and mages don't have AoE monopoly anymore so they're reduced only to support roles. Renewal also introduced %cards that increase magic dmg to races others than demi human. Problem is that they increase dmg by just 10%, not 20% like physical cards, and staves have usually less slots. Increasing % from 10 to 20 would help a bit. Another solution will be listed in skills changes below.

 
Magical damage is actually way better off than it was before and hard mdef doesn't make you pretty much immune to it, like it happened during pre renewal times. Biggest issue is that physical damage is way more deadly (faster to apply and dealing more damage) and warlocks are pigeonholed into spamming release since their cast formulas are atrocious compared to other jobs, which is something we're looking at.
 
 

Skill changes

 
Many changes are planned but everything needs extensive testing, wait for test server to be up before thinking too much about it.
 
 

Job change modification:
Modify NPC to allow players to skip high novice and high frst class. Job change path should look like this:
Novice (10) > First class (50) > Second class (50) > Trans class (99/70) > Thirt class

 
I fail to see the point of this.
 
 

Recovery items delays:
Get rid of that shit with exception of yggs.

 
There's nothing to get rid of since delay on consumables (with the exception of seeds and berries) is a custom change some pservers applied.

#28 Psor

Psor

    Hunter Fly

  • Player
  • PipPipPip
  • 375 posts

Posted 03 September 2014 - 01:35 PM

Being able to achieve 100% reductions isn't exactly a good idea, changing such formulas may sound good on paper but it isn't as easy as tossing numbers around. Hard mdef formula for status immunities may be adjusted though.

Righ now you can get 80% which coupled with SDef will completly reduce damage of almost all monsters. The point is to allow such high reduction when player sacrifices other kinds of reductions so he'll be vulnerable to other threats and when he gets godly refined gears.
Refines alone won't allow to reach 100% for a long time. Besides this game always had such extremes and no one cried when you were able to get 90-100 def on HP or stalker, or 100 perfect dodge on SinX in pre-re (and on Cookie it was possible to get 100 PD alone on classes like ranger or GX which allows you to mob for example whole bio2).
 

While the current renewal oneshotfest is bad, so was the pre renewal's "nobody ever dies except to a couple of skills and under special circumstances", need to find a middle ground with this.

Yet pre-re WoE is the only thing that hold people with this game on many servers. You've got PvP arenas and maybe BG for solo/semi-teamworking battles.
 

Belt isn't all that great with renewal str formula, weight limit is also more valuable now. Mjolnir is a bigger offender since it allows for effortless instant cast on genetic. If anything turns out to be an issue, it will be changed.

I'd like to remind you that megin got boosted in renewal. Now besides 40 str it gives you 10% more atk with at least 120 base str. I doubt you want this

on the server.
 

Sounds pretty pointless and you know it won't be viable with pserver population. Leveling will be easy enough and completely separating the pve and pvp aspects in a mmo is never a good idea (just look at modern mmos).

Not many newer MMORPGs have such big extreme groups. RO has fucktons of players I described. The key to bring them is to balance WoE and allow them to somehow skip grind. tRO menaged to get over 700 online while being really shitty when it filled void after Cookie and I want to remind you that they didn't lured WoEwhores and PvP/BG was much more lively on Cookie with much smaller population. When server is balanced, you've got lot of players who spend most of their time in PvP arenas.
 

There's a difference between encouraging grouping and making it so ridiculously good that soloing suddenly looks like a very bad idea. Such a change would make groups mandatory and fill them with freeloaders. It also can be abused via multiclienting and mvp farming. Like I already mentioned before, we will have many viable ways of leveling available so nobody feels stuck or forced to do certain things to advance.

Compared to now, where soloing, eventually 2-man parties are so ridiculously good that partying looks like a very bad idea with exception of instances and that's only because these are the only places that have consequences for fuck ups in the days of warpers, healers, kafra cards and other shit? Really, why should I mob for others as, for example, RK when I can easily kill stuff alone? Why should I help others when as a sorc I can abuse kaahi and with insignias and PW mob and kill almost everything? The same with ranger who both mobs and MvPs and geneticists and suras who can easily hunt MvPs alone. Abuse of such system isn't any worse than multiclient selfbuffing, especially that RO has capped lvls. Besides it's annoying as fuck to return to town to turn in repeatable quests with whole pt. If you won't increase numbers of monsters required to kill in board quests, it'll be inefficient to use both new pt system and quests unless you're lvling on some lvl 1 dungeon. Dungeon warper sure is cancer but I know lack of it is huge turn off for all those scrubs who play now.
 

Mvps will be camped regardless of such a change, all it would do is pour even more zeny into the economy when we are trying to reduce the influx and create more zeny sinks.

Free healers, stat resetters and warpers surely won't help you. All you need is 1-2 free resets for support lvling (because parties suck now) and eventual fuckups, then it should cost few m, dungeon warper should cost like 100k or something if you won't nerf half of database. This game allows you to farm dozens of millions per hour for fucks sake and I doubt you'll make enough zeny sinks for that.
 

Such a change would be nice but the list of useless cards is pretty long and our time is finite. It may happen eventually.

I could help you with that while I have one more free month.
 

Magical damage is actually way better off than it was before and hard mdef doesn't make you pretty much immune to it, like it happened during pre renewal times. Biggest issue is that physical damage is way more deadly (faster to apply and dealing more damage) and warlocks are pigeonholed into spamming release since their cast formulas are atrocious compared to other jobs, which is something we're looking at.

Better than before - yes.
Compared to physical skils - still sucks with exception of 1-2 skills and still less versatile since only Tetra and PW can have their elements changed like physical attacks. If it was up to me, I'd reduce AoEs of physical skills to 3x3 - 5x5 to bring back magic crowd control monopoly, but I know on such server it would be unacceptable. I've also thought about cast changes, but I had few different ideas and I still haven't picked any.
 

I fail to see the point of this.

It's annoying. It's not the first time I've been telling others how I'd change this game and even this detail was appreciated.

Edited by Psor, 03 September 2014 - 01:38 PM.


#29 padkoto

padkoto

    Steel Chonchon

  • Player
  • Pip
  • 53 posts

Posted 03 September 2014 - 08:28 PM

Agree with you on making the essential shit cost more and increasing the incentives for using a party. Solo mobbing becomes so much more efficient than partying once you can one hit, especially considering the lack of mobs on a lot of popular maps and the massive efficiency of some classes rendering others near worthless in parties.
 

I'd like to remind you that megin got boosted in renewal. Now besides 40 str it gives you 10% more atk with at least 120 base str. I doubt you want this

on the server.

That was very early on in renewal and those players didn't really know wtf was going on. People were dying to full hp goh (including RKs and RGs haha), no attempts to hidedodge or pot between goh and this was before sp cooldown on asura. Also no attempt to shut him down (cc, howling, harmonise (maybe before it got changed?), stone curse, deep sleep, oblivion) except the chasers, but they weren't doing very well getting close.

Also megs give: bonus bStr,40+BaseLevel/5; bonus bMdef,7; if(readparam(bStr)==120) bonus2 bAddClass,Class_Boss,10 (not just a generic 10% attack, only vs boss protocol)

150 str (with the new cap) for about 20% of your weight capacity is good, but with a +12 or above g. mace you can 1 hit anything and afford to wear kafra blossom cards/battlegrounds accessories and worry less about pot weight and masqs (and also having godlies wrecked by harmonise). I'm all for affording everyone the same opportunity for equipment though, so removing or nerfing them is no big deal.
 

Not many newer MMORPGs have such big extreme groups. RO has fucktons of players I described. The key to bring them is to balance WoE and allow them to somehow skip grind. tRO menaged to get over 700 online while being really shitty when it filled void after Cookie and I want to remind you that they didn't lured WoEwhores and PvP/BG was much more lively on Cookie with much smaller population. When server is balanced, you've got lot of players who spend most of their time in PvP arenas.

Levels are a lot more important in pvp than they were in pre-re thanks to attack skills taking a huge amount of their damage from level and disabling skills using level in the success rate. Again, agreed it would be nice to have alternative ways to level up and not grind. Maybe level range bg giving chunks of exp to both sides, or even changing attacking skills' formulas to not increase exponentially based on level and award exp for participation in team pvp.
 

It's annoying. It's not the first time I've been telling others how I'd change this game and even this detail was appreciated.


Kind of a weird change to avoid doing first class and 50 job levels of trans. The skills change and there are more stats available. Starting as high novice would have the same effect (and is also pointless).

#30 Scias

Scias

    Hell Fly

  • Player
  • PipPipPipPip
  • 610 posts

Posted 03 September 2014 - 10:24 PM

That's alot to read, I didn't read over it all, but overall I agree it all needs heavy testing before any of it is implemented.

 

That refine system though. Inb4 eryx build +120 hard mdef lol


Edited by Scias, 03 September 2014 - 10:24 PM.


#31 Innomite

Innomite

    Hunter Fly

  • Player
  • PipPipPip
  • 202 posts

Posted 04 September 2014 - 04:46 AM

Should give a look into Quicken skills. They supposedly don't give an ASPD boost. 



#32 Rikter

Rikter

  • LeikaRO Founder
  • PipPip
  • 183 posts

Posted 04 September 2014 - 08:44 AM

Could you please Keep on topic and posts about the referred topic only please?

For every other suggestion, feel free to open a new topic, as it's a lot more clean and easier to look into, I'm pretty sure I missed at least 50% of what has been said.

#33 Syncope

Syncope

    MUH BUTTERFLY WINGZZZZ

  • Player
  • PipPipPip
  • 366 posts

Posted 04 September 2014 - 09:29 AM

Easy guys, I dont doubt Rikter's skills but I believe he doesnt have a clone yet.

@Scias. Inb4 everyone copies my build again.

Edited by Syncope, 04 September 2014 - 09:30 AM.


#34 Rikter

Rikter

  • LeikaRO Founder
  • PipPip
  • 183 posts

Posted 04 September 2014 - 09:41 PM

Syncope I love you XD I promise I'll try to clone myself asap!

Having posts like PSor one is good anyway, things that requires time and big modifications don't mean that won't be added, it might just take more time but it those suggestions are valid, I'll develop them for sure :)



#35 Psor

Psor

    Hunter Fly

  • Player
  • PipPipPip
  • 375 posts

Posted 05 September 2014 - 12:22 AM

Well, I've been thinking about these changes for my own server and because I've never played with RO server hosting, nor modifications I wanted to fix shit in this game the ways I think are the easiest to ensure I'd handle it. Most of these changes should require just adding single NPC, changing values in the database or scripts. Idk how RO is written but if I was making such game, I'd make main formulas like atk, def, cast etc 'global' so probably changing single line would be all you have to do and if you know how stats are supposed to grow, it's really easy to come up with formula. If you can use the same things you can in C++ (like mod), it's even easier. I'd rather say it's more time consuming than hard since changing values in the databses for fucktons of items isn't hard. It just takes lot of time to make list of such items, come up with good new value and changing it for few dozens or hundreds of times.
I haven't listed things that I thought about but require really lot of work like new instances or BGs which require both new maps, huge scripts and lot of brainstorm, especially when you want to make a challenge that requires more than just mindless monster hunting. For example imagine solving sudoku, playing chess or minesweeper in RO while defending yourself from waves of monsters that spawn every minute or 2, each stronger than previous one.
But yeah, fixing bugs and balancing the shit out of this game should be priority now.

#36 NamiTheKat

NamiTheKat

    IceMaiden

  • Player
  • PipPip
  • 105 posts

Posted 05 September 2014 - 06:37 AM

These are things i love to see in this promising server

1) Monthly events :  Monster / Exp events,Special events for each month/ guild events

2) Main/Trade/World Channels for party/trade and stuff

3) Low levels Cards : Can be used for any quest(in turn give like hats, gears ect) instead of selling to NPC

4) Fair play during woe, no cash shop item vaild in side castles .....

5) More New quest/ head gears / hair styles

6) Weekly Party Events for leveling- No job class should be left out during party esp smith or alche class, atleast 1 of these class should b made mandotory....  Because i seen these 2 class always left out in many servers. Our server should be unique....

7) Character /account making restriction

8) If we hav market updater like ragial.com, it will be nice :P

 

Basically server should be party oriented, not like 1 person making various job class solo or leech..... Above all if  players report bugs, pls note them and take action against them instead of keep on pending and piling. The issue may be small , but from players point of view its very important!!

 

Thanks for taking time and reading my post :P



#37 Bite

Bite

    8bit

  • Player
  • 17 posts

Posted 05 September 2014 - 07:00 AM

7) Character /account making restriction


What does that mean?

#38 Rikter

Rikter

  • LeikaRO Founder
  • PipPip
  • 183 posts

Posted 05 September 2014 - 07:25 AM

I guess she means that would be annoying to see someone with 11 accounts multiclienting to do everything, and I agree.

I won't put direct limitations though, also because it would be very hard to check for legit/non-legit accounts. It will simply be easier and better to play with active party members, that's why I didn't do any post about party exp share and such. It's still under discussion to decide the best way to handle it :)



#39 Terpsichore

Terpsichore

    why

  • The Devil
  • 1042 posts

Posted 05 September 2014 - 10:17 AM

Multiclienting is an integral and basic part of this game so it can't be taken out.

Most you can expect are minor annoyances like exp gain timeout so you have to move your chars once in a while but such things are just that, annoyances.
The whole thing is a non-issue that gets blown out of proportions pretty often, it also takes a certain degree of ability to control multiple clients properly.

#40 Psor

Psor

    Hunter Fly

  • Player
  • PipPipPip
  • 375 posts

Posted 05 September 2014 - 12:06 PM

1. Make 10 clients autofollow 11th client
2. Kill shit on 12th client
3. Every minute or something alt+tab to move just 11th client which drags 10 other clients automatically
4. Eventually move your alts to some tight place where monsters rather do not spawn and make 11th client autofollow 1st client, 1st client autofolow 2nd client and 2nd one autofollow 11th, then all your alts will be constantly moving on theirs own.

Either leave it alone or come up with something that will actually have any effect like exp is given only when you see monster dying (exp share within screen range, just like it works with quest log kills) to force all MCs to follow main char or main char mob monsters from the other side of map, or allow DeadBranchBombing afking alts without consequences. I know there always will be people who would find destroying someone's alt chars fun.