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Author Topic: New Server Project - ROv2 (Rebirth)  (Read 2534 times)

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Offline -sao`

New Server Project - ROv2 (Rebirth)
« on: Feb 06, 2009, 10:22 PM »
Alright so, I've been pretty bored lately and have been messing around with eAthena in my free time. I want to change RO around a little and have been doing various edits. Its mostly just for me messing around with the game but I'd open it publicly if anyone wanted to try it out. Heres a list of things I changed and want to do:

- Max level and stats kept the same
- Edited monster information (Changed around monster exp, skills used, stats, drops)
- Edited monster spawns (Most maps only have one certain monster as to not make maps obsolete)
- New item/exp quests (more uses for unusable etc monster drops)
- Edited so partying gives a much more significant amount of bonus exp
- Edited MvPs (made them much more difficult to kill)
- Edited some items (cards/equipment, more positive/negative effects with items)
- Possibly add in custom dungeons/maps
- Other small changes

I'm leaving the mechanics of the whole game the same. I basically wanted to edit how the game is played, where people would level, where equipment is hunted. I want to keep the game balanced though, so I did not make retarded game breaking changes, like cards or equipment giving ridiculous stat bonuses or what not, nor did i nerf skills. Gravity has a funny way of making so many items and places in the game but confining players to only using certain equipment or making certain monsters better to kill for exp than others. I want to try to equalize everything. I kind of want to remake the game in a different way than it is already played, in a MouRO-esque way (but not HEAVILY edited like so). I am also NOT adding custom items, I am just working with what I have.

I'll probably make a small site which will log my edits to the game so people can see with more detail. Just respond here if you're interested in ever wanting to test or try this out. Suggestions and comments, positive or negative, are welcome.
« Last Edit: Feb 07, 2009, 08:29 AM by -sao` »

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Offline Zone

Re: New Server Project - ROv2 (Rebirth)
« Reply #1 on: Feb 06, 2009, 10:34 PM »
MouROv2(lesser of the two)
« Last Edit: Feb 06, 2009, 10:36 PM by Zone »

Offline Xeighter

Re: New Server Project - ROv2 (Rebirth)
« Reply #2 on: Feb 06, 2009, 10:50 PM »
MouROv2(lesser of the two)


Quote
I kind of want to remake the game in a different way than it is already played, in a MouRO-esque way (but not HEAVILY edited like so). I am also NOT adding custom items, I am just working with what I have.

Offline Zone

Re: New Server Project - ROv2 (Rebirth)
« Reply #3 on: Feb 06, 2009, 11:09 PM »
MouROv2(lesser of the two)


Quote
I kind of want to remake the game in a different way than it is already played, in a MouRO-esque way (but not HEAVILY edited like so). I am also NOT adding custom items, I am just working with what I have.

So it's like Vista, newer, but it'll never be as great as the prequel.

Offline Xeighter

Re: New Server Project - ROv2 (Rebirth)
« Reply #4 on: Feb 06, 2009, 11:34 PM »
The analogy almost fits the part.

XP and Vista are made by the same person, these two servers won't be.
Just starting from there, everything else you compared with just breaks down.

In actuality, it will be like Mou, but kept within what was originally made (so instead of mixing mega blocks and RO's Lego pieces, it'll just be exclusively RO-Made items, but altered to fit his map of ideas).

In any case, I am mixed about this, it'd be appear simple to just change everything in order to assess the higher rates, but there comes two impasses that I off-hand already thought of: 1. Is it truly different to up everything that is equal to the rates you'll set? To reiterate, if the official RO was the fraction 1/1 and you wanted to be original and change your server to 20/20, the gameplay will still remain somewhat the same: 1/1 = 20/20 = 1. In other words, partying and teams will be made for MVPs, the same builds will still pertain their use and the same items will just be swapped for another item.

and two, you'll be spending a lot of time with trial and error. Getting the right HP, attacks and skills just right so there aren't any imbalances. Excuse my skepticism, but I doubt you'll achieve perfection, even 20 patches later. Not alone at least.

Offline -sao`

Re: New Server Project - ROv2 (Rebirth)
« Reply #5 on: Feb 07, 2009, 08:10 AM »
In actuality, it will be like Mou, but kept within what was originally made (so instead of mixing mega blocks and RO's Lego pieces, it'll just be exclusively RO-Made items, but altered to fit his map of ideas).

Yeah, working with what I have, no custom items or source edits.

Quote
In any case, I am mixed about this, it'd be appear simple to just change everything in order to assess the higher rates, but there comes two impasses that I off-hand already thought of: 1. Is it truly different to up everything that is equal to the rates you'll set? To reiterate, if the official RO was the fraction 1/1 and you wanted to be original and change your server to 20/20, the gameplay will still remain somewhat the same: 1/1 = 20/20 = 1. In other words, partying and teams will be made for MVPs, the same builds will still pertain their use and the same items will just be swapped for another item.

I don't quite understand what you are asking but I'll answer to the best of my abilities. Total exp to 99 trans and non trans and for ever other character remains the same. What I am doing is tweaking/boosting the exp of monsters and their AI and matching a lot of them to open up different leveling places for different classes and so on, so not everyone levels on the same monster or area. Same builds will still pertain their use, as nothing is being nerfed or changed skill-wise. Some items and equips will have their effects changed, yes.

I'm trying to also change around some equipment choices players currently make so not every character is using the same armors and shoes and headgear, etc. Mixing it all up.

I am not trying to make this a whole different unique game, just want it to be played in an alternate way.

Max level and stats will be kept the same.

Quote
and two, you'll be spending a lot of time with trial and error. Getting the right HP, attacks and skills just right so there aren't any imbalances. Excuse my skepticism, but I doubt you'll achieve perfection, even 20 patches later. Not alone at least.

RO isn't, will not and never be a perfect game. I don't expect mine to be either. I only want to tweak it and make it run so that it IS playable to the extent the original RO is.

Saying this is a MouROv2 is kind of correct in a way, that I am trying to make a different kind of RO. But the thing is, I see MouRO as a completely different game from RO with different mechanics, max level/stats, custom items, custom skill effects and etc. That is NOT what I am trying to do here.

In the end, this is something I'm just messing around with on my free time, I don't ever really intend it to be released to be played unless people were really interested in trying it out. Maybe sometime later, i'll make a list of everything I changed beforehand, though.
« Last Edit: Feb 07, 2009, 08:12 AM by -sao` »

Offline Xeighter

Re: New Server Project - ROv2 (Rebirth)
« Reply #6 on: Feb 07, 2009, 01:18 PM »
In actuality, it will be like Mou, but kept within what was originally made (so instead of mixing mega blocks and RO's Lego pieces, it'll just be exclusively RO-Made items, but altered to fit his map of ideas).

Yeah, working with what I have, no custom items or source edits.

Quote
In any case, I am mixed about this, it'd be appear simple to just change everything in order to assess the higher rates, but there comes two impasses that I off-hand already thought of: 1. Is it truly different to up everything that is equal to the rates you'll set? To reiterate, if the official RO was the fraction 1/1 and you wanted to be original and change your server to 20/20, the gameplay will still remain somewhat the same: 1/1 = 20/20 = 1. In other words, partying and teams will be made for MVPs, the same builds will still pertain their use and the same items will just be swapped for another item.

I don't quite understand what you are asking but I'll answer to the best of my abilities. Total exp to 99 trans and non trans and for ever other character remains the same. What I am doing is tweaking/boosting the exp of monsters and their AI and matching a lot of them to open up different leveling places for different classes and so on, so not everyone levels on the same monster or area. Same builds will still pertain their use, as nothing is being nerfed or changed skill-wise. Some items and equips will have their effects changed, yes.

I'm trying to also change around some equipment choices players currently make so not every character is using the same armors and shoes and headgear, etc. Mixing it all up.

I am not trying to make this a whole different unique game, just want it to be played in an alternate way.

Max level and stats will be kept the same.

Quote
and two, you'll be spending a lot of time with trial and error. Getting the right HP, attacks and skills just right so there aren't any imbalances. Excuse my skepticism, but I doubt you'll achieve perfection, even 20 patches later. Not alone at least.

RO isn't, will not and never be a perfect game. I don't expect mine to be either. I only want to tweak it and make it run so that it IS playable to the extent the original RO is.

Saying this is a MouROv2 is kind of correct in a way, that I am trying to make a different kind of RO. But the thing is, I see MouRO as a completely different game from RO with different mechanics, max level/stats, custom items, custom skill effects and etc. That is NOT what I am trying to do here.

In the end, this is something I'm just messing around with on my free time, I don't ever really intend it to be released to be played unless people were really interested in trying it out. Maybe sometime later, i'll make a list of everything I changed beforehand, though.

Ah, I misunderstood. I assumed that you'd be raising the levels and rates to fit your newly created server. This idea sounds a bit silly to be honest: why are you going to tinker with a game that already works with those levels? So everything has their use in end-game? Personally, I think you're sculpting a masterpiece that it's already pretty fragile and complete.

Whether they use your gear or the old gear, it'll come around to the same thing. Personally, gear doesn't the decide the majority of how a game will be played, at least in the PVP and WOE aspects.


Offline Skotlex

Re: New Server Project - ROv2 (Rebirth)
« Reply #7 on: Feb 11, 2009, 09:08 AM »
Everyone is free to redo the wheel, with their own brand of rubber if they wish. If it's an experiment for learning, then so be it. You never know where it will grow to or how its purpose will change.

The one thing the owner must be aware of is that if you decide to open it to the public, you will be engaging in an untold contract, the responsibility to your players. You do not want to upset them or do something that will irk them off (like deciding you made a big mistake, you want to change something drastically around, and there's no way around with the current data other than a wipe), which can actually be a road-block from progress, at which point you must make the decision of sticking to your ideals or being loyal to your players.

Being a serious server-admin is complicated stuff, so if you just want to play around, do that for as long as you need before making that step of opening up to the public.

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