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Investment and Guild Dungeons


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#1 Terpsichore

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Posted 10 February 2015 - 10:41 AM

Trying to figure out what to do about the whole thing.

We won't have FE Woe so it doesn't make any sense to have all realms enabled and dungeons open, only two are relevant anyway, nobody is going to invest in Geffen and Payon. Plus it's pretty bad to have all those dungeons open since there won't be any competition with our population.


So, some ideas:
 

  • Merge guild dungeons and improve them, this includes combined spawns of all relevant mobs and buff to those (EXP wise as well). MvPs will be rotated and PvP enabled on all levels. Hall of Abyss will be limited to the owning guilds (both Rachel and Yuno realms will share the same dungeons). Can take any realm as a base so you can choose the most pretty maps. This will be an addition to the SE guild dungeons. This means that investment for only one realm will be available, so zeny requirements will be boosted.
  • Make the loot more appealing since we don't have Vellum stuff, this can include some mid-tier gear, materials, consumable, etc. Hall of Abyss will have better loot (MvPs as well).
  • Tweak vending machine ticket costs and rewards, there's no Siege gear so the 50 ticket option can be made cheaper, or we could add something else to the list instead.
  • Make SE guild dungeons shared between both realms as well to stop monopoly.

 

 

Help me deal with this.



#2 FlashCombo

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Posted 10 February 2015 - 12:29 PM

First off. Geffen is very valuable for its dark pries spawn and Black Rosary drop... Especially in those dangerous times where magic is your main enemy. As for Payon, agreed, nothing of value in there aside from Abyss Hall of course.

So Vellum Weapons were removed, Siege Set was removed, Supply Boxes were removed and WoE Pots were removed. Godlike materials are removed. So basically everything was removed that made WoE so rewarding for its participants.

 

Lets analyze the rewards. Godlikes materials is a no brainer. Insanely strong gear, some are BiS. Siege Set was removed because, just like Godlikes, it was too strong and pretty much BiS for PVP. Vellum weapons were partly BiS or utterly useless. The Pots were unbeaten by anything else. In other words, the games strongest gears, or parts of it were removed. (Atleast for PvP/GvG)

 

Now to re-balance it. We would need to offer something that is valuable enough, but not as broken as the disabled items.

 

My ideas:

The guild treasure room always spawns 2 types of treasure boxes. One with common consumables. One with gears and rares. This is how it works on officials atm. Example: Payon Castle 3. Monster ID #1348. (Consumable/Common Chest). Monster ID #1349 (Rares/Godlike Chest)

This system is a good base, but the rewards are extremely outdated and poorly designed by gravity. First off, youd need a high investment level to even get anything useful OR something that benefits ALL of your guild. In other words, if you open 2 chests and get 1 OCA, 1 Berry, 2 Oridecon and some Dumb Item no one uses anymore, you basically get nothing. Sure you can open this chest 7 times a week, but that doesnt really help. If you have a guild of 20 members, you cant really reward them with something like this.

So first thing would be to REMOVE all useless items in the treasure chests were going to use and replace those items with something that is of actual use in modern RO times. I am not saying, replace "Chainmail" with "Nidhoggurs Shadow Garb". I am saying something like replace "Chainmail" with "Upgraded XYZ". Instead of single items, we should have boxed stuff drop. A Rare drop could be a "Box of Fish Slice (7)" or something.

Next idea would be to still have treasure boxes spawn in Hall of Abyss. (The Killable ones) Instead of Siege Weapon Supply Box, they now drop a Upgraded Box, which gives a random Upgraded Weapon for example. Could also use Lvl 4 weapon box that include current good items. Such as Combat Knife, Ice Pick, Weapons from Strongboxes.

Another idea would be to include Strongbox Keys or Unlocked Strongboxes into castle drops.

kawaii coins/ leika coins are also an idea worth mentioning, but need to think about long term. Dont want the donations to starve out because WoE generates too many. Kawaii coins only would be an idea.

 

If possible, have a script run during WoE. Any active/non idle/single IP player inside castle once WoE ends should get something for their troubles. Winning team could get something extra.

 

The idea is not to overpower the winning guild, without having trivial rewards no one wants anyway. We want to reward everyone for joining WoE and burning their materials and pots, but make sure the winners are the ones who take the trophy home. Long term, we want loyal and active PVP Guilds who display superiority to be rewarded for their troubles.

 

Investments should be global for every realm, increased cost. Unlocking Level 1 and 2 or SE Guild dungeon access. Hall of Abyss for Castle holders only. Castle holders of castle 1 and 2 have access to both Hall of Abyss maps (or just one, if merged). PVP enabled on Hall of Abyss. Guild dungeon pvp could be enabled aswell, or disabled, depending on player feedback.

 

Have one Huge ass map, if you decide to merge it. And either have every relevant monster spawn on that map. Or give players access to all guild dungeons at once, as soon as the investment reached the required treshold.

 

Current Most desired items in the game: (No instance related)

Cash Points (Thx to cash shop having 2many valuable items)

Kawaii Coins (High Headgear cost with not enough ways to gain, no item exchanging/crafting)

Strongbox Keys

Strongboxes and their rewards

Classic Endgame MVP drops, because of MVP power spikes. (Variants, Nidhoggurs, Bio loot)


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#3 Terpsichore

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Posted 10 February 2015 - 01:32 PM

WoE pots weren't removed, just the droprate lowered for some mobs since they were like 80% per box with out rates, gonna keep that stuff with default droprates.

 

As for SE godly gears, I don't even mind them, they aren't a big deal and Okolnir could be interesting (if buffed), issue would be allocating the materials to our limited available castles, overall I think it's better to keep them disabled until there's actual competition and more castles open.

 

As for the GD loot, we could replace vellum boxes with high weapon boxes (lvl 4 weapons) for mvps (buffed) and on map chests (very low droprate) and give normal mobs (abysmal only, buffed as well) boxes with upgraded stuff like you suggested.

 

Need to think about castle loot though, materials, consumables, cash points/coins, maybe even bg badges?

 

Another idea is to nerf siege and vellum stuff so it isn't bis anymore, just ok and make it harder to obtain.

 

 

I think investment is fine with just the current mats and consumables, just need to lower the price for the second option.



#4 Krabs

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Posted 10 February 2015 - 04:05 PM

add backpack, immune shield, lakuma, and bubble gum as a treasure chest drop 



#5 Terpsichore

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Posted 10 February 2015 - 06:58 PM

Naruto wings as well?


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#6 FlashCombo

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Posted 10 February 2015 - 09:15 PM

and  FAW+ enchants, godlikes, cat beret and mvp cards while were at it



#7 Krabs

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Posted 10 February 2015 - 10:47 PM

vampire wings, dragon wings, ica wings, dark ica wings it'll make syncope pewpew



#8 Syncope

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Posted 10 February 2015 - 11:28 PM

vampire wings, dragon wings, ica wings, dark ica wings it'll make syncope pewpew

i dont wear such shit you shieldless scrub



#9 Ravena

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Posted 13 June 2016 - 02:38 PM

New suggestion about investment machines go here or have to make a new topic?
Why, not make guild dugeon avaible to "all" players if competition is a problem?
Then the castle ower, get thr exclusive reward thing, and everybody get acess to guild dugeons wich will be just dugeons.


Edited by Ravena, 13 June 2016 - 10:00 PM.


#10 Terpsichore

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Posted 14 June 2016 - 02:33 AM

You would need to specify which GDs you're talking about first.



#11 Ravena

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Posted 14 June 2016 - 03:40 AM

well...

gld_dun01

gld_dun01_2

gld_dun02

gld_dun02_2

gld_dun03

gld_dun03_2

gld_dun04

gld_dun04_2

gld2_ald

gld2_gef

gld2_pay

gld2_prt

schg_dun01

arug_dun01

 

And if possible you can put those too =D

teg_dun01

teg_dun02

 

 

To be honest i never see those place as a "guild dugeon" just a regular dugeon who is not always open like "instance" kinda of thing.

 

Don't forget about the other question:

New suggestion about investment machines go here or have to make a new topic?


Edited by Ravena, 14 June 2016 - 05:13 AM.


#12 Salad

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Posted 14 June 2016 - 04:41 AM

The mobs that were exclusive to FE guild dungeons already exist on normal fields on our server. I don't mind having guild dungeons be accessible for more players, seeing as how WoE is inactive right now and one castle=one guild.



#13 Terpsichore

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Posted 15 June 2016 - 12:19 AM

Yeah, FE GD mobs are available on normal maps and we don't have FE WoE anyway. Making SE GDS available to everyone (for a fee?) is a possibility. As for those training dungeons with 2-1 and 2-2 Biolab mobs, I was thinking about adding them in form of a custom dungeon.



#14 Ravena

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Posted 15 June 2016 - 12:26 AM

Can you make a list of how many monsters we have at the guild dugeons map compare to how many of then we have outside? Because @whereis is not showing then to me, for exemple Skeleton General say gld_dun01 = 50 gld2_pay = 60 so 110, regular maps moc_pryd06 = 2 pay_dun04 = 2, so 4..., having/guide a topic saying where ALL mob from those place are and they amount? will be nice ty =)


Edited by Ravena, 15 June 2016 - 12:27 AM.


#15 Terpsichore

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Posted 15 June 2016 - 02:12 AM

  • 30x Creamy Fear to ra_fild06
  • 30x Caterpillar to ve_fild04
  • 30x Zombie Master to odin_tem01
  • 30x Giant Hornet to hu_fild07
  • 30x Giant Spider to hu_fild02
  • 30x Leib Olmai to lhz_fild03
  • 30x Wraith Dead to nameless_n
  • 2x Skeleton General to pay_dun04 and moc_pryd06
  • 2x Am Mut to pay_dun04 and dew_dun02
  • 2x Killer Mantis to ein_fild08 and prt_maze03
  • 2x Gajomart to mag_dun02 and dew_dun02
  • x1 Maya Purple to anthell01


#16 Ravena

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Posted 15 June 2016 - 02:27 AM

ok, ty



#17 Faeneth

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Posted 19 April 2018 - 07:40 PM

Is the possibility of making guild dungeons acessible by a fee still a thing? Maybe have a guild pay up a fee to have its members have access to that dungeon for a set time period? Idk, its just those dungeons are being used by no one atm and i do have some interest in a few of those cards...
Tbh they are pretty good cards which right now are "unaccessible" since no way of putting up any competition :p




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