Broken stuff in RO

Started by Leon.H, Mar 17, 2008, 01:21 PM

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mark_sanbeda

Quote from: Leon.H on Mar 21, 2008, 08:57 PM
Quote from: 録mark登sanbeda数 on Mar 21, 2008, 08:41 PM
Quote from: Leon.H on Mar 21, 2008, 08:37 PM
Quote from: Veirt on Mar 21, 2008, 08:17 PM
xD I'm... 75% sure Anti-Static was joking, Leon. All the same, I'm curious on how they'll manage to balance something to keep a Level 150 character on par with 99 Transcended, and keep them around the same, even level, as I believe is the intention. o.O
Then why not simply make them lvl 99 Max -_-

If i had a new class project, i'd just make 2-3 classes & 3-3 :/

2-3 classes? so it'll look like bard ministrel and hunter?
that's what i would have done, but apparently, gravity is making something else

it would have been better..

Anti-Static Foam Cleaner

Quote from: Veirt on Mar 21, 2008, 08:17 PM
xD I'm... 75% sure Anti-Static was joking, Leon.

A good estimate.

I still don't know what the 3rds break here - we already have trans which beat the crap out of non-trans every day of the week. And now we will just have something that beats the crap out of trans.

But then I'm weird since I consider RO to be monster-killing game first and foremost, WoE and PvP are just addons.

dook

maybe make some pro weapons that only non trans can use, since rebirthing is alot easier it would help non trans compete in woe etc.

Anti-Static Foam Cleaner

But then people wouldn't need to grind as much and Gravity would lose money.

It would be best if there was separate PvP/WoE for non trans, but that's a lot of trouble...

Skotlex

Making new classes, which would mean making new classes from scratch, would be a lot more fun in the long run, but that's much harder than just adding a few more skills on top and making a new sprite, and then demanding you redo all your levels with a much harder experience table, which is excellent for even more grinding (ie: it would take longer this way than the way which would benefit the most new players).

I think I already expressed my views on this.. what Gravity is doing, what it caters to, and why I hate it, so I doubt I will be posting here again :B

(RMS reviews)

Leon.H

Quote from: Skotlex on Mar 22, 2008, 07:12 PM
Making new classes, which would mean making new classes from scratch, would be a lot more fun in the long run, but that's much harder than just adding a few more skills on top and making a new sprite, and then demanding you redo all your levels with a much harder experience table, which is excellent for even more grinding (ie: it would take longer this way than the way which would benefit the most new players).

I think I already expressed my views on this.. what Gravity is doing, what it caters to, and why I hate it, so I doubt I will be posting here again :B
Ok,tho just a question.

Do you think we have to follow them on everything they do? O.o
Elegy Ro Project blog http://honoretimes.blogspot.com/

Guest

acutally ya i think that'd work.....

instead of continuing to make theses "trans class only" weapons they should make some non-trans class only weapons =3 i totally want that XD

Leon.H

Quote from: JJJ on Mar 23, 2008, 01:03 AM
acutally ya i think that'd work.....

instead of continuing to make theses "trans class only" weapons they should make some non-trans class only weapons =3 i totally want that XD

Agree but i'd need to find an illustrator because making item graphics (serious ones) are way beyond my ability -_-
Elegy Ro Project blog http://honoretimes.blogspot.com/

mikeu

#68
Increasing exp and and drop rate linearly breaks the game in the long run.

Drop rates should be increased logarithmically, meaning lower drop rates such as cards would see the full increase while higher drop rates will only be slightly higher. This way you no longer run into the issue of items dropping at 100% and a ridiculous highly inflated economy later on in the game. This also fixes MvP drops.

This should also be applied to monster exp rates with a sample mean fixed a certain exp value. You can also redistribute it for MvP monsters, Mini-MVP, and normal monsters. So say the exp rates are 5x. Then low exp monsters will see a full 5x increase in experience while high exp monster such as Anubis will only be slightly higher in exp. This spreads out the leveling population and you no longer see certain high exp spots crowded.

Over the last 3 years in the private server arena, I've come to the realization that most server owners are retarded and have zero experience on how to create a long lasting and stable server by taking the precautions above and removing some of the economy regulation updates that kRO placed into the game.

Anti-Static Foam Cleaner

Quote from: mikeu on Mar 31, 2008, 02:10 PM
So say the exp rates are 5x. Then low exp monsters will see a full 5x increase in experience while high exp monster such as Anubis will only be slightly higher in exp.

So all the monsters which need the XP boost the most because XP needed to level up increases exponentially won't get it?

Guest

lol speaking about servers and the rates imo i think the only best server would be one with 1/1/1 rates with a bunch of other things too ~

mikeu

#71
Quote from: Anti-Static Foam Cleaner on Mar 31, 2008, 03:43 PM
Quote from: mikeu on Mar 31, 2008, 02:10 PM
So say the exp rates are 5x. Then low exp monsters will see a full 5x increase in experience while high exp monster such as Anubis will only be slightly higher in exp.

So all the monsters which need the XP boost the most because XP needed to level up increases exponentially won't get it?

They will still get a nice exp boost, like 2x instead of the full 5x which is still a considerable amount. This way, their exp won't be ridiculous. It depends on where the sample mean experience is fixed at. Overall, the effect of this is that level 1 - 85 will take almost the same time as on a regular 5x server while 85 - 99 will be slower. It more closely emulates the feel of officials without the rates being 1x.

Brainstorm

Guys dont be fools, you think that on a 1x server anubis isnt high exp too? If you get 25k from anubis on iRO and 2k for a isis, OBVIOUSLY these values will change to 125k and 10k on a 5x server, what were you expecting? The time needed to gather the exp will be cut by 5, doesnt matter what rates it is.

Now back to the REAL TOPIC:
What is broken on RO?

- Craft System of Blacksmiths