LR / MR Most Wanted.

Started by Yomi, Sep 12, 2010, 09:54 AM

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Yomi

Well, I want a NO wing and No Voting For Points System in a Server ..

So in donations for LR/MR. might be getting some x dollar will have a floating rate?
or x dollar can buy Custom Headgears also If I put Neuralizer at donation of course it should also be available in game right? :)

Does custom maps gave players a 'wow' thing?
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Usagimimi

#16
Depends on the person.

I like custom maps and mobs, as long as the mobs don't give a huge amount of EXP compared to the official mobs. It should not become the ONLY leveling spot.

Custom cards are an absolute no. Custom items as detailed in a prior post.

Resetting should only be with Zeny then. Don't make it an Event Reward to "balance" it being on donation because as many people hate events as there are people who love them. It'd be unfair. I'd like to see 100,000Z to reset stats / skills, and 150,000Z for both. If the rates are higher, and Zeny is easier to acquire (35x+ drop), a boost to 200,000Z (each) / 350,000Z (both) is in order. Gradual and incremental increases to price if it starts off low is a good idea, too. It could start at 10,000Z each, and increase per reset / at certain levels by 2,000Z.

Another good Reset exchange would be questing / acquiring tokens during events or special circumstances / an item that exchanges for Reset and drops at perhaps .10% from all monsters above Level 25 (check RMS for monster levels). Resetting should not be on donation in any way.

Floating rates? No, but EXP books are fine - Bubble Gum affects the economy, so that's a no. Purchasing 200% books don't give players an actual advantage. It just takes longer to normally level to 99 without, but it doesn't affect skill or anything.

I prefer lower drop rates, too. If you take into account the best suggestions, and make the rates around 30/30/10 (~5x MVP Cards), I'd play lol

A big thing is there should NEVER be available is a no-healing item PvP room. NEVER. It is TERRIBLE for a server's community and leads to gangbanging over'n over. It is not Party vs. Player - it's Player vs. Player, Individual vs. Individual! Not allowing a Sage to pot or a Sinx is against the way RO is meant to be played - to use all resources to ones benefit and skillfully. It's not just anyone who pots correctly.

A no-Ygg PvP room is fine, but no-healing item rooms are no good, especially if PvPing earns you points or rewards or something. I've seen a lot of servers with this trash room and no one ever uses the REAL PvP room and only prefers to gangbang in the no-healing item. Chemists become more OP than usual in these rooms, as does any class with a Champ or HP on-hand. All classes have a weakness, but to do this kind of room gives other classes that can Heal or Potion Pitch a HUGE advantage and causes imba' play.

Tom~

Let's face it: most people don't like LRs/leveling for too long anymore. That's why you see MRs with 1000+ people. Although many might be vendors, I assure you that you'll see many more vendors on LRs.

However, a MR with low drop rates has proven to be a good idea in the past (VastRO, AriaRO, or even LBRO, although it was going to be a HR). Most people don't enjoy leveling anymore, but they do like working for their items. EXP rates around ~50, drop rates between 10~30 and low MvP card drop rates (1x~5x) will make your server attractive for those looking for a competitive enviroment.

Custom maps are fine. FeelRO had lots, and was quite popular. VastRO had custom maps, and was popular too. Custom mobs are fine, too, but, like Yusifer pointed out, they must not become the only leveling spot for a certain level range. They should just be another option. Custom cards? No. Don't mess with stuff that can easily destroy your server. Custom items... maybe. Custom headgears are cool-- I prefer them over the original headgears. However, they should be merely for the looks, or give little to no stats. +2 STR -1 DEX, for example.

As for NPCs... sadly, most people like those NPCs Yusifer labels as "n00b". Removing them will drive people away from your server. Increasing the resetter's price everytime you use it is a good idea. Healers should be free or not too expensive, if you don't want newcomers to complain and ragequit. Or, maybe it could be free until a certain level...? Card Removers are hated by lots of players, so I'd suggest not adding them to your server.

Kuprin's idea is pretty good. Some MvP cards are really OP, and they should be removed before they slowly kill your server (there's a certain MR that is on a desperate situation because of all the MvP cards that are around).

Lastly, don't make anything game-breaking a donation item. If anything on your shop gives donators a huge advantage, you won't get any players that can't afford donating (70% of them).

And so you killed yourself,
but you killed everyone else around you too.

Usagimimi

I liked UtopiaRO's healer.

HP was always free.

HP&SP Heal was 5,000Z.

There shouldn't be a Buffer, though. Reduces the need to party (or if there is a Buffer, just Level 5 so Priests are still handy to have).

No MR currently disallows Card Removal, so not having a Decarder would attract those who hate Decarding for its economy-collapsing default (since it'd be the only MR without one).

30/30/10 (5x MVP Cards), 50/50/10 (5x MVP Cards) are great rates, but I love to grind so lower is more interesting to me (though it still remains an MR by RMS classification).

Most people are looking for around 50x though. Having drops low is great as it balances the economy and not all players will have the same items.

The lower rates also opens up new leveling areas. I noticed in the LR I played, Isis suddenly became useful.

You should extend the Buff duration, too. That was one of the things that attracted me to UtopiaRO - its extended buff system. Very classy. 30min Blessing/AGI, 15min Magni, 2min Gloria... Only basic Priest buffs, though, and not things like Attention Concentrate. That'd be game-breaking.

-meh-

Kuprin

Quote from: Tom~ on Sep 13, 2010, 10:28 PM

Kuprin's idea is pretty good. Some MvP cards are really OP, and they should be removed before they slowly kill your server (there's a certain MR that is on a desperate situation because of all the MvP cards that are around).


*coughLuminaROcoughcough*

Anyway, I've talked to Yomi, and if we get anything serious going, I'll probably be onboard helping. I like a lot of the suggestions here, but I don't like the low drop rate suggestion. That leads to the same elitism MVP cards do, and often on an even higher level.

What players want is rare loot to have fun with. The key word here is "to have fun with". I'm going to use Team Fortress 2 as an example because it's a game I play competitively along with RO. What's rare in TF? HATS. You don't have to idlegrind to get the soldier's Equalizer or the medic's ubersaw (considered required items for playing those classes competitively). You instead get a a bunch of neat looking hats and some silly medals, and maybe a few thousand camera beards (there was a really neat bug for a while lol).

Having some rare drops that do NOT shift the balance of existing gear is a good thing. Items that give a significant competitive advantage need to be either equalized or removed. This is the point of a competitive metagame: to have a level playing field. While this is not a super highrate item mall server where you can buy anything (which is the ONLY server you should be bragging about "owning" on unless you killed someone better-equipped than you), there should definitely be standards set. What those standards are, is imo up to the staff, and to be determined. Note that +4 BG sets are generally very easy to acquire.

Another thing I would very much like to see is first-class only WoE and PvP with a level cap, say 70. I think it would be a lot of fun with all the high powered gear we have available now, and I think every class does have a role in this environment. I would say alter the rules if possible in this type of environment; consider making endure usable, as otherwise swordsmen really don't have much over a merch with almost as much HP and much more damage output.
Embrace the invigorating spirit of sport! Come, fight me!

Usagimimi

Lower drop rate will attract better players, players who will diligently work for their equipment rather than get everything easily. The community overall will be better.

People don't want to level, but they do want to feel like they've accomplished something by finding a rare item / card at a low rate because not many others will have found it. It's no fun if everyone easily gets the same items; doesn't test the player at all, thus why MRs are a complete and utter bore and I've turned to LR for some decency.

Kuprin

I gather you've never actually WoE'd on any of these high power servers I mention. Sorry, but this is where the players who actually know how to play their classes hang out. You can't just sit and grind grind grind, wasting your life for ingame items to overpower other players - you have to actually know what you're doing. Again, that's the whole point of a competitive environment. Grind is not a test of skill. Diligence is not a talent.

I agree the COMMUNITY on LRs is often better, but that's because for some reason, more casual players play LRs. There is ABSOLUTELY no logic in WHY casual players would play lower rate servers when most of the game's content is endgame, but this is the current state. This is slowly changing towards midrate servers. This does not, however, reflect the skill of the players on these servers at all. Most lowrate WoEs I have seen amount to the guild with more highlevel players and farmed elite gear zerging everyone. That's not skill. The one or two good players on the server never really get to make a difference outside of the PvP arena.
Embrace the invigorating spirit of sport! Come, fight me!

Yomi

Really had fun reading all these suggestions.

I had lots of NPC Ideas received from your suggestions, anyway keep them coming so I can barely knew the interface of people wants ..

For now, How about the Rates?
Thinking of Rates, as you guys said Most people doesn't want leveling, they are likely loves to gather and have their equipments farmed.
What do you think for a 10x / 10x / 15x (1xMVP.) <- LR Version, might multiplied those to 5 for a MR. Mainly this server might be focusing on Quest Items Requirements that's why it'll have more dropping rates than the level rates. (Also might give excitement for those people who loves to grind too). The Equipment and MVP Card Drop would be x1 for LR and x5 for MR. Is this would be awesome?

For the Donations, Custom Headgears with a official script would be nice and might have a floating rate in case donators hit a certain level of the Admin's Donation target. I mean, If the Admin pays 300$ a month for the server and the player of his/her server reached it, Might give a freebies of a Floating Rate? Might be sound cool too? What'd you think?
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MeowyMeow

Perhaps, an item that players might obtain via leveling/farming/events that gives floating rates?

Yomi

Quote from: MeowyMeow on Sep 14, 2010, 12:46 AM
Perhaps, an item that players might obtain via leveling/farming/events that gives floating rates?
o.o it's about the MR/LR server donation features not custom items features. xD
Anyhow, Got your point there but there is an existing the Book/Battlefield manuals.. o.o
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Usagimimi

I haven't WoE'd in a while, I'll admit, but part of the game is partying and grinding for gears. It's boring to just throw good gears at players so easily with high drop rates.

Yomi

Hi Yusi, might want to suggest and comment about my post above?

Quote
Really had fun reading all these suggestions.

I had lots of NPC Ideas received from your suggestions, anyway keep them coming so I can barely knew the interface of people wants ..

For now, How about the Rates?
Thinking of Rates, as you guys said Most people doesn't want leveling, they are likely loves to gather and have their equipments farmed.
What do you think for a 10x / 10x / 15x (1xMVP.) <- LR Version, might multiplied those to 5 for a MR. Mainly this server might be focusing on Quest Items Requirements that's why it'll have more dropping rates than the level rates. (Also might give excitement for those people who loves to grind too). The Equipment and MVP Card Drop would be x1 for LR and x5 for MR. Is this would be awesome?

For the Donations, Custom Headgears with a official script would be nice and might have a floating rate in case donators hit a certain level of the Admin's Donation target. I mean, If the Admin pays 300$ a month for the server and the player of his/her server reached it, Might give a freebies of a Floating Rate? Might be sound cool too? What'd you think?
[color=green]A New Genre of [color=orange]Ragnarok Gaming[/color] Experience.[/color]
[color=red]Coming Soon.[/color]

Kuprin

Quote from: Yusifer on Sep 14, 2010, 12:55 AM
I haven't WoE'd in a while, I'll admit, but part of the game is partying and grinding for gears. It's boring to just throw good gears at players so easily with high drop rates.
Partying and grinding for rare stuff can be a self-contained element of the game though. Why make those rare gears gamebreaking instead of simply making them interesting alternatives, snazzy fashions, and the kind of item that's only seriously viable in PvM but makes you go "whoa, that is COOL". That is what a rare item should be in a competitive game: something fun, that the kind of players who actually ENJOY going out and getting rare interesting gear will want to go get.

An example is Fireblend when they first released it. It was a "whoa cool" item that EVERYBODY wanted. Was it MvP (there was no PVP at that point) viable whatsoever? Not really. It helped merchies on orc lord a little, but not much. It certainly wasn't game influencing as much as it was just a sweet piece of kit because it was a sword that shot fire. There were no swords that shot fire back then. Swords didn't shoot anything, Tsurugi was the king of weapons. I forget if we had cards or not when that thing was around, or if it came out earlier, but it didn't matter. People ran swordies with 40-50 int just for the hell of it. Sometimes more. They sucked, but it was fun.

That's what I think I could achieve again, with a whole SLEW of cool rare items, without creating a huge imbalance, and without making competitive gear a huge problem for players to get.
Embrace the invigorating spirit of sport! Come, fight me!

Tom~

Your idea sounds really fun. I experienced leveling a merchant with a fire blend once. I had lots of fun, lol.
Custom content that is cool but rather useless in PvP/WoE is a nice idea, and might attract different kinds of players.

And so you killed yourself,
but you killed everyone else around you too.

Kuprin

It's not even about making it USELESS in PvP/WoE. It just has to be something different rather than something more powerful. Another Team Fortress example: the infamous Eyelander and Chargin' Targe. Using these weapons not only takes away from your max health, they take away the main weapon that makes the Demoman class what it is. Instead, you gain the ability to charge very fast in a straight line to do massive damage with a giant sword. It's not as competitively interesting as the sticky launcher (noobs can often do better with the targe than stickies, but once you learn to play demo you will do better with the stickies, trust me, see high level play where only CoL_SolidSnake ever uses the targe, and he's crazy like that and IMO he's holding Complexity back...) but anyway, the point is, it's still very fun to use, has its own little style of play. I think these kind of items could be okay as semi-rare items, making classes play in different but interesting ways.

Take a weapon I designed back in 2004: the Matchlock Arquebus. Merchant classes only, 8 cell range, -20% attack speed, +20 critical. It was the VERY long predecessor to the Gunslinger class. The point was to give forgers and brewers something they could actually use in combat to level solo, taking away a little of the boredom of the class. It never got past testing due to EuphRO where it was getting proposed imploding (this was right when the first EuphRO collapse happened) but people saw it as a neat idea, and it changed how a class could be played.

Here's another example: Falcon Knife. 60 attack 2-slotted dagger, +20% attack speed, maybe add a buff to auto blitz damage. If that doesn't say crazy aspd blitz beats, I don't know what does kids. I like DS spam as much as the next guy (sniper's my main) but still...this would be fun, wouldn't it? Would it make you want to go kill Sniper Cecil a few times?
Embrace the invigorating spirit of sport! Come, fight me!