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Charlie Loves U

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Charlie Loves U last won the day on October 8

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  1. Gear/Non-Weapon Refine Needs a Buff

    if it wasn't clear, I"m not suggesting we make the values as insane as classic where DEF in general was broken. back in classic its way too easy to get high defense numbers over all. I'm suggesting more minor changes that make them relevant. because in their current state they are completely irrelevant. the difference between a +7 full plate or robe only is big becaues of the base defense. you wouldn't +7 either because you don't care. you would leave them at +4. It's not even worth breaking armor on here. and that was my point. just make it worth it to refine. right now its really not. and we aren't in renewal where more gear requires upgrade values. we may never even reach renewal as a lot of people just don't like it. there's definitley more than a little room for some buffs. its an aspect of the game basically not being used right now.
  2. Gear/Non-Weapon Refine Needs a Buff

    With how painfully hard it is to refine armor without enriched (which isn't a bad thing), it should feel good to refine an armor. Worth it, rather. Currently, that is clearly not the case as in revo-classic/renewal you don't bother to refine your armor unless the gear has a requirement for it or there is a card that has a specific requirement you want to slot in it. And no, its not just the defense changes in renewal. DEF was nerfed hard across the board, but the def you get from items is still relevant. The difference between a full plate and a cloth armor for an (extreme) example is still relevant. So why isn't armor the same? Well, armor refine in renewal was balanced around the idea of people being able to reach their new limit of +20 instead of +10 that you see in pre-re. This means the bonuses had to be more spread out. Not only does +20 not exist here, it only exists on official servers as a pure cash grab to basically force players to buy HD elu/carnium/safe certs/enriched etc. Its a huge cash grab and little else. On servers without it, you basically don't even try to go past +12 even in renewal as its completely impractical with the success rates (8% each time past 10). For my last point, I want to say that armor refine not being relevant is BAD for the long term health of our server. Sure, the game functions balance wise with or without it, but without goals for higher refines for armor, that's one less time sink and a quicker amount of time people could get bored. To keep in theme with the goals of our server, I think its important to make every aspect of the game that encourages actually playing the game more relevant. And farming gear/breaking it, trying to reach a goal is one of, if not the biggest parts of the game. Weapon/Armor refine is one of the big aspects (besides cards) that separate Ragnarok from other MMOs. and it's lacking in Revo-Classic(and as such, this server) I propose we just adjust the def bonus you get from refines to be scaled up to +10 instead of the bonuses you currently get which are scaled at a system where +20 armor is (potentially) a thing. I won't bother proposing exact numbers as I'm not into the math side of things, but I'm sure the staff with some time could figure out approriate numbers which would make armor refine feel relevant, but not break the game. Please answer the poll whether you agree or not!
  3. My suggestions to improve the server's appeal to casual players

    that is indeed very similar. the headgear is actually a welcome addition. other servers have a similar one that they make cash shop exclusive for some reason and does basically all the same things that one does. (except I think it also makes novice potions give you sp recovery as well, might be something you guys can look into). Halter lead is also in that package (just called a riding bridle instead, literally the same thing though) Obviously the jRO would have to be adjusted for this server as that is set for 3rd classes (free morpheus set would be monkaS) but good to know you've looked into it. Novice packages help a ton for getting going. look forward to seeing them hit the server.
  4. TLDR AT THE BOTTOM As a player who still wants to see the server do well, I am going to leave the few suggestions I have in a more visible/structured way. I want to note I am putting these out there because suggestions are welcome and I feel without noticeable changes the server player population will literally never improve. I'll start with my mindset so you have an idea of where I am coming from. An MMO rpg is driven by its COMMUNITY primarily. You jump into an online world and escape reality. In order for that to exist it must feel real. It needs a reason to interact with others, and most important it must have others to interact with in the first place. Ragnarok, above anything else, is still an MMO and still needs a player base to function. Especially at lower rates where the game becomes essentially unplayable when there is no economy or players to buy/sell to. (which sadly, is the current state of the server whether anyone will face that fact or not. ) Every server needs casual players. Casual players make up the MAJORITY of a playerbase. The hardcore, die hards, purists, whatever you wanna call us, we only make up a small portion of the existing player base. This exists for ANY MMO rpg as if everyone was like this, then no one is like this. As such, it is very important to find a way to appeal to casual player base to attain long lasting players. TitanRO has never had problems getting new players to come in and try the server. Hell many I did meet along the way loved the server, but simply couldn't keep up. I have heard too many times something along the lines of "well that is just how RO is, we're not changing it". This is the fundamental problem with the mindset of the server right now. To the point where changing anything different from the original RO is blasphemy and just cannot be bent on. The game hasn't been in a state like this probably since the very beginning of RO. For the majority of players, there has always been some form of convenience on official servers through the cash shop. (and no, I'm not implying Titan should get a cash shop). The game is not usually this TEDIOUS. I won't even call it difficult. Tedious. It is a chore for casual players who simply want to get into the game and play. The way I see it is, people with limited time want to spend that time having as much fun as possible. With basically zero convenience features (with the exception of rodex) everything must be done by hand. This is great in theory and on paper for people want the OG ragnarok feel. It feels like an official server without all the garbage. Thats great until you realize it means there is a lot more just boring/tedious things to do that a casual player with limited time just will not want to deal with. Or rather, even if they are willing to deal with it, will probably get quickly bored as they will spend a lot of what little time they doing tedious things rather than just grinding/playing. Now that my mindset is out there, I'll go over the biggest suggestions I feel would impact long term server health while not completely sacrificing the identity of the server. Remember, I am of the belief, that some small sacrifices must be made so there is a greater appeal and a chance for the server to grow. 1.) Tool Dealer next to every Kafra in the game that holds most of the major items you can buy from npc and/or frequently used items. Pretty straight forward here. You put an npc tool dealer next to every kafra that has the majority of NPC purchaseable goods that are frequently bought. All the potions, conc/awake/berserk, holy water, green pots, blue gems, yellow gems, red gems etc. (yes I know yellow gems are not technically npc but we all know you can just convert blue > yellow so save people the time and adjust the price for yellow accordingly). The point here is to just save people time. Also, zero idea why empty bottles were removed from the server NPC when the holy water sells for 10z? Zero profit to be made by NPCing holy water with your time spent. It wasn't an issue and could literally never be an issue. Empty bottles should be available from npc and this type of specific npc as well. 2.) Weapon/Supply shops for classes in prontera so pront can become a one stop shop for people. You see this on a lot of other private servers, and its good idea I feel. Can have a bullet/cartridge NPC for gunslingers, a arrow/quiver npc for hunters, and maybe a generalist weapon npc and a generalist armor npc. This is so you don't have to go to specific towns to get your basic gear. Doesn't have to include literally everything, but a few of these (specifically for ammo based classes) can be very helpful. I feel it is helpful to include most elements in the ammo npcs if they are made as well. The key is to balance it by making sure the prices are always high enough to make it worth arrow crafting to save money still. Can include most elements except maybe immaterial/holy quivers which are usually very difficult to acquire/craft anyway. Arrow crafting will still be relevant, but players who want to save the time can use them. It also is a great zeny sink for the server. 3.) @Go town warps enabled and/or Airship Rep type npc next to every kafra. Or have Kafra have every town available to warp to that is released. I talked to this with Saegys and crew last night on my stream, but @go is not bad. Sure it can make a player who isn't purist feel dirty, but in practice it doesn't do anything besides save a little time. You aren't getting ANY in game advantage other than maybe saving some butterfly wings/zeny which are so small of a cost they should not be considered. @go can save so much time without having to walk to a kafra and helps you get straight into playing the game. The faster you can get where you want the go the faster you can play. The more time you spend playing the more fun you have. Alternatively you can just have every kafra have an airship type rep (the one in yuno) npc next to them where you can warp to any town in the game (even the one in yuno doesn't have all towns) for a zeny cost with maybe the airshp cities (hugel/einbroch/lighthalzen) having an extra cost that factors in what would be the cost of the airship. You can even not have an npc at all and just enable a warp to any town from any kafra anywhere. Either way, the point is that the server should be looking to save players times where it can. And this is admittedly smaller, but feels really good on saving time. If you are spending the majority of your time playing the game and not getting from place to place, you will be having more fun. 4.) SP Consumables available through Tool Dealer (especially the suggested one) This is more controversial as there are in game trade offs here, but the rewards out weight the downsides in my honest opinion. SP Recovery is essential for any and all classes. This means that with SP Recovery purchaseable from NPC at a reasonable to higher cost, the server has a great zeny sink and players get to spend more time using their abilities at said cost. As long as the cost is high enough to warrant thought in buying the SP Recovery, it should be fine and balanced. Granted, that is hard to find that number, but in my experience you can simply price it around what players would buy the sp items from players. maybe a bit higher as to not sully the player to player sp market. around 1500 for a grape juice maybe would be a good spot. Again, this one is more debateable but I've always been of the belief that its more fun to use your abilities and not be limited by literally having to sit down at times, and its also a good as a zeny sink long term. Straight up as well, besides the few guilds that have a ranked alchemist, grinding your own blue potions is not a viable option and with the rates as low as they are grinding sp items is usually not feasible either. couple that with a low pop and no one to buy sp items from anyway most of the time and you got a recipe for a rough time. 5.) Novice Packages for New Characters On other servers they give you packages that help you get started as a new player easily and quickly and get right into playing the game. You can have the novice academy give these out or maybe just have every player get one on creation. The way they do it is they have packages that include other packages. With the package contained inside another unable to be opened until a certain level requirement and including better and better stuff. Here are some examples of what you can include Novice (level 1) ------------------------------------------------- Rental Halter Lead(Lasts 5 hours then disappears) Equippable Experience Ring(buffs exp rate by 20%, last 5 hours) AGI/Bless Scrolls(give you level 10 agi/bless one time) maybe 5 of each. (character bound, sells to npc for 0) Intermediate (level 40) ------------------------------------------------- 75 Orange Potions (character bound, sell to npc for 0) 40 Blue Potions (same as orange potions) AGI/Bless Scrolls x 5 (same) Novice Fly Wings x 70 (same) Novice Butterfly Wings x 10 (same) and so on and so forth. You can include things like Battle Manuals or Bubble gum if you are willing to include those, but in my personal opinion, agi/bless and the halter lead/experience ring helps a player get going right away and speeds up the "getting around" process. I do like the idea of progressing and getting more packages to open as you level. Its an incentive and makes the player feel like they are progressing. On other servers they have a cash shop they include bubble gum/battle manuals along the way, but those are not necessary. But packages to help new characters would be a welcome addition. 6.) Improvements to Daily Login Rewards I also talked about this on my stream, but the rewards for daily login on here are simply not enticing enough for a player to feel like they missed out. And while its nice to see the system in place, with no improvements to the rewards it simply will not server its purpose. On other servers they make the daily rewards IP bound meaning you can't get them on multiple accounts but only one. And with their progression system you want to get them on the same account instead of just logging into any old accounts. (it progresses based on the account not your IP despite being IP restricted.) so you always get it on the same account every day. They put a rule in place that those who try to circumvent the system and get more than one daily reward will be punished. I understand the player pop on titan is low and banning/punishing a player is a slippery slope, but I don't forsee abuse being as big of an issue as you think it is. There are also some restrictions that will help abuse anyway. The key I noticed is to make the items account bound. With no ability to put them in guild storage, or vend them or trade them to other players. Or even drop them. Here are examples of enticing rewards I think that would be fun. Keep in mind the idea here is to make the rewards progressively better. BASE LOGIN = Every day get one Titan Coin. (10 Titan Coins = 1 Titan Token exchangeable at NPC) Bonus Rewards progressing each day Day 1 = 5 Blessing or AGI Scrolls Day 2 = 5 Titan Coins (in addition to the daily one) Day 3 = 25 Dead Branches Day 4 = Yggdrasil Berry Day 5 = Mini Battle Manual (lasts 30 minutes, increase exp by 25%) Day 6 = Stat Food Box (gives 1 random +10 stat food when opened) Day 7 = Bloody Branch Day 8 = Kafra Card (opens storage from anywhere, only way to obtain one) Day 9 = Mini Bubble Gum (lasts 30 minutes, increases drop rate by 25%) Day 10 = Ori or Elu box (gives 5 Ori or Elu randomly) Day 11 = 10 Blessing or AGI Scrolls Day 12 = 1 Titan Token (in addition to daily) Day 13 = 50 Dead Branches Day 14 = 3 Yggdrasil Berries Day 15 = Battle Manual (lasts 30 minutes, increases exp by 50%) Day 16 = Stat Food Box Day 17 = Bloody Branch x 2 Day 18 = Kafra Card x 2 Day 19 = Bubble Gum (lasts 30 minutes, increases drop rate by 50%) Day 20 = Ori or Elu Box (gives 5 ori or elu randomly) Day 21 =24 Hour Rental Halter Lead Day 22= 24 Hour Beelzebub Wing (infinite Fly wing use, weights 1) Day 23= 2 Titan Tokens (in addition to daily) Day 24= HE Battle Manual (+100% exp, lasts 15 minutes) Day 25= HE Bubble Gum (+75% drop rate, lasts 15 minutes) (side note, chose 75% as to not increase mvp card drop rate. 100% would effectively double chance at mvp card) Day 26 = 3 Titan Tokens Day 27 = Stat Food Box x 2 Day 28 = Bloody Branch x 3 Day 29 = Old Card Album Day 30 = Special Costume Box (contains the most popular carefully selected costumes that are EXCLUSIVE to this box, rewards loyalty to the server) Day 31 = Titan Mystery Box (contains a random item(from dailies), with very small chance to include a rare exclusive item like a permanent halter lead or 1 gym pass ) Day 32 = Golden Thief Bug Card (just kidding, wanted to check if you were paying attention ;]) Resets after 31 I understand gum/manuals are frowned upon on here, but without a cash shop and only available through daily login, this really gives you a reason to login and makes it feel special. Think about it, You get your rare item that you can only get because you were loyal to the server and you gotta use it carefully because you cannot acquire another for at least another week or so. I also made it noticeable to nerf the gum/manuals as opposed to official servers since the rates are already higher on Titan. 7.) Implement Halter leads in some capacity. If you haven't already seen by my suggestion, Halter leads are good for the game I feel. they give every class the ability to get around quicker which simply feels good. Some will say it takes away from Peco classes, but I feel that's not really the case. Peco classes can attack and use abilities while mounted and halter leads have cooldowns upon mountin/dismounting in addition to not being able to attack/use abilities. In my suggestions I have Halter leads available only through novice package at level 1 (and only lasting 5 hours) and through daily login rewards with a permanent one only attainable by luck in the final day of loyalty. Halter leads are fun though and I don't think they break the game, they just speed up the ability to zoom around. 8.) AGI Up NPC in front of Criartura Academy Small quality of life here, just an npc you can click on that gives you agi up in izlude to help novices do their quests faster. The first time you do the academy you will definitely do it slower and its easy to lose your agi (many of the npcs already give you agi) while trying to read the guide. this will help new players get through the tutorial much faster. TLDR = Tool Dealer npc next to every kafra that includes most frequently bought items, weapon/ammo supply shop npcs in pront for one stop shop, @go enabled and/or enable warp to anywhere from any kafra or implement npc that does same thing, SP consumables purchaseable from npc, novice packages for new players/characters, vast improvements to daily login rewards, implement halter leads in some way, agi up npc to help novices in criartura academy.
  5. Fullforge Build

    armor: starter is poring, best in slot is baby leopard accessory: starter is npc rosary, best in slot is slotted glove or rosary with zerom cards footgear: definitely crystal pumps weapon: starter weapon is fortune sword, best in slot is excalibur (GOOD LUCK) shield : zealotus card (otherwise nothing, also good luck) garment: mastering card is an option(+1 luk), but best in slot is high refine green maiden card (green maiden card is -5 LUK, +1 per refine, so 8-10 gives you a good amount of luk) headgear: AoA or Bride's Corolla (requires 1000 maneater Blossom, 1 silk ribbon and quest in orc village)
  6. Balance Changes re: Stat Foods as BG Rewards

    while the logic sound and i would agree with you in almost any scenario.,, (doing more stuff is fun always) we are low pop and the chances of people getting the time to even consider farming +10 foods over doing more important stuff is very low. we barely have enough time to gear up ourselves, pot for woe, and hell the mvp scene is pretty weak right now.
  7. The Server Needs Incentive For Daily Login

    to clarify, there is a cap based on how much time you spend. like 1-3 hours, with each hour increasing your reward to something better in this scenario. Also the daily rewards should be locked by IP. I also think we should look into getting "master" accounts like Origins if that is possible. (might not be, might just be too late for that). But there are definitely cases it could be abused, but the idea is there and it can be refined. just like any idea I put down or anyone else puts down should be.
  8. The Server Needs Incentive For Daily Login

    Regardless of whether server dies, I have no regrets of my time spent here. I have had a lot of fun, and will continue to have fun. if it does indeed die, so be it. I will never look back on time I've enjoyed as time wasted.
  9. Currently the server population appears to be getting lower and lower over time. I have seen many of my guild members quit and leave the server even after heavy investment. This is to be expected with any server, but it seems a lot of it is purely out of boredom. The things we really can't fix right now are lack of content and balance. Changing the way the game fundamentally works too harsh might ruin our long term health ANYWAY even if it does fix our short term health. That said, we can make some investment in changes that encourage people to login more regularly. We've had a lot of players come in and try it, and even like the server, but they have no reason to login every day besides spotlights. even if they aren't fully geared. We are a pretty low rate server with absolutely no p2w which means you legit do have to grind everything you want. Combine that with our low pop and the market being garbage right now, and you have recipe for people getting frustrated and quitting. I personally like our server set up, and think we can fix the amount of people leaving or just not logging in anymore. Here are the ideas: 1. Daily Login Reward (Like Nova RO) If you haven't seen Nova RO's daily login reward system I highly recommend checking it out. It forces you to stay logged in for at least 1 consecutive hour on 1 character to receive the reward, but the rewards are pretty good and they get exponentially better. after 30 daily rewards they get a pretty good reward for their server (Mystical Card Album I believe). I don't know if we should go to that extreme with the rewards, but perhaps finishing 30 days with an OCA and decent stuff along the way (has to be good enough to warrant logging in for, not just pots or whatever). Either way, I'm not sure on the specifics of how you would balance the rewards, but what I'm stress is moreso the idea here. Alternatively you can also make the reward mediocre if you only play an hour, decent if you play two hours, and pretty good if you play 3 hours. The key is to fluctuate the daily login rewards every day as well and make them different and fresh. You could perhaps have tiers of items based on the previous like spotlight monsters have tiers (high exp, mid exp, low exp) and then just have it automatically shuffle the rewards daily. There are a lot of ways to make daily login rewards, but they are very encouraging for playing more. 2.) Weekly Events or Bi-Weekly events for costumes or temporary event buff costumes/headgear On official servers they usually do weekly or bi-weekly events that give people something that is exclusive to the window they are logged in. Exclusivity will always encourage people to log on and play during that time because its a chance that won't always be there. That's just proven in all aspects of anything. Sales in business use it to pitch to people of "don't miss out on this once in a life time deal" even. I think having weekly events is fun even if they are simple or just implement a costume. It adds more to do and right now there isn't enough to do. iRO has all kinds of fun events that implement interesting things that may be "op" but are temporary. Or they could just be for a unique costume that you won't be able to get alter. Think like The Super Cute Dog Hat on restart (although that one is an extreme example and completely broken) and the idea of it temporarily buffing use of meat. Either way, there should always be stuff going all the time and you can plan for weekly or bi weekly events in advance so when the patches come they are ready to go. You can also do this with the former cash shop gears as temporary items (like rideword hat, snake head, etc.) that can be turned into costumes at the end, but I think there are better more fun ways to implement those items into the game potentially. (that I won't get into right now since its not a part of this post) 3.) Party Seeking NPC I'm not sure how this would be implemented or if its even possible. But an Idea I had is to create an NPC or Queue for finding people to play with. I know we have #party, but it would be cool if you could simply set into an npc or queue (like with battlegrounds) and list yourself as a specific class and type of that class. An example of this would be, say you are a bard looking for a party you could put that you are a bard, level 74 and be placed in the queue while you go play. Other players can form their own parties and put seeking bard with a level range. Then you would automatically get a notification to join their party once they put themselves in the queue as well. Notifications for both to confirm, and then they can communicate through party chat. So it would look something like: Form Party (75-8 range) HAVE: Wizard 75 Priest 82 Knight 83 Dance 79 WANT (Range 60-90): Knight Crusader Bard Or alternatively we could have it set up an npc where you can look up who is looking for what party and then message them if it too complicated to implement automatic partying. I know that this entire idea is likely a pipe dream, but I'm just dumping all my ideas down because I might as well. 4.) More Fun zeny Sinks With spotlight rotations being a good idea overall, the server is rapidly inflating. We need zeny sinks and without socket enchant coming, the big one is not yet here. I personally think we need more fun and interesting zeny sinks that help keep inflation down overall. It can be convenience items like Beelzebub Wing, Heavy Lifter Box, Halter Lead, etc. Or you can have a convert headgear into costume(that also removes the stats). You can maybe also implement card de-socket etc. Just right now we are massively inflating and it is not good for the server imo. Need ways to dump our zeny and make it disappear off the server. It will also encourage more grinding rather than players just sitting on mounds of zeny. Because unlike other servers where you have tons of zeny but it gets put around on different players, on this server people just hold onto their zeny for a super rare card or gear. Nothing good ever hits the market so when it does thats when the zeny changes hands. But as a result the zeny isn't spread out and the gap between the strongest players and the weaker ones is noticeable. 5.) Increase Drop Rates of Gear/Cards to 5x (leave other drops normal) and increase MVP drops to 2x This one is more of a last resort for me on this list and I think we should try everything else to get more players active. But this one might help ease the pain of grinding on a low rate server with low population. I've lost many players in my guild with one even yesterday saying "I love this server, but I don't have the time. I can't do it". And he wasn't complaining. But he genuinely doesn't have the time with a life and kids. And that's a lot of players. RO's player base is older and we have jobs/families/lives. We can't just grind for a week for 1 card. People want some pay off or the ability to at least buy what they are looking for. I believe this guildy farmed 1 item for over a week, didn't get it. and not a single one hit the market for it. And that's not healthy for the server. If we had higher player population with maps being farmed more often it would be ok. These rates are fine, but in the current state you either no life it and grind it out yourself over potentially 1 week + or just give up getting the item. I know this is actually debatable and there are strong arguments for both sides, but higher drops even slightly would help ease the pain a lot. Often time spotlight mobs feel less painful to get their gear/card but you still have to grind to get it. MVP are also straight up not being killed as much as they should and we went over this in the other thread. Higher drops overall could be a good last resort to ease the pain of farming on this server for more casual players who still love low rates, but don't necessarily have the time to be super hardcore. (and yes 5x is still relatively low rate)
  10. MVP Drop Chance TOO LOW

    After mvping for the better part of the last week or so I can confidently say MVP-ing is by far more often than not, not worth the investment. Even if I were to be getting drops (spoilers: I'm not), it still wouldn't be worth. Hell a lot of the time I don't even get the trash common drops like piece of shield from Lord of Death or Ori/Elu. We could easily double the drop rates of MVPs straight up and it would honestly be fine. We're ok with MVPs being spot light and getting increased drop rate from that, why not just disable MVPs from spotlight drop rate and just double their rates across the board and call it a day at this point. Mistress right now is double drops and its not like you are seeing a sudden surge in her items hitting the market. It's not going to break the game. Its getting beyond frustrating. I'm spending all my time just to invest into MVP-ing and then I'm multi clienting priests, warpers, merchant to send myself fly wings/white pots, etc. and I'm still not getting any pay off for it whatsoever. I'll be straight up. I'm an RO purist, I'm a grinder, and I love to fight through the bad RNG, but this is just not healthy for the server at this point. Its the point where its not really fun anymore to try to MVP. And its literally my favorite aspect of RO. For me to not be enjoying it says how frustrating it is. there is too much work for so little pay off, even for someone as patient as myself. Please strongly consider just buffing the rates of non card drops. I still think cards should be 0.01, but the regular drops could stand to be dropped higher because our lower population.
  11. Events for the 'launch' of Juperos/Geffenia

    i have enough nightmares of eremes guile violating me with his 35k soul destroyer from stealth to not have him randomly in towns for an event. I like the ideas over all though. Venatu Invasion would be cool.
  12. Trap damage nerf

    I agree and disagree with this post. Yes trappers badly need a straight damage nerf. No they do not need a formula change that weights their damage differently. (INT over DEX is the suggestion. ) to elaborate, I feel we really just need to nerf how much damage they get from the same style of build. The build is fine and stylized and makes certain gear and cards valuable like say rocker or baby desert wolf. alternatively we COULD change the formula and have traps scale with attack as well. That way in order to do bonkers damage they would need +9/10 double carded weapons instead of skating by with just an NPC arbalest and tights. The biggest issue is that they require no investment to be as strong as they are and when high level are too cost efficient. this means they just need a straight damage nerf in the end. We could do a lot of interesting things, but gutting them to a more healthy damage number is a good approach. I dont want to see them dumpstered though, and I do think they should still be able to mvp, but there should be more cost or risk associated with what they do. Since trapping mechanics can't really fundamentally be changed, that means cost. Well we can't nerf that either because then we nerf agi hunters. The only viable solution is to either nerf them or buff literally every other class' cost associated with their optimal play pattern just to compete. Monks for example shit on trappers when they are played properly, but rarely even want to do so because even when they win the trapper lost next to nothing and the monk had to invest a shit ton just to beat the trapper. Eventually monk stops showing up even when he wins because the cost is high, and the trapper keeps going no matter because why not? There's literally no downside.
  13. MVP Drop Chance TOO LOW

    Let me just say you are really really biased towards official servers, when you really only look at them in a vacuum rather than seeing the bigger picture. That's the problem in the bias in our discussions. Players like yourself and pope will immediately dismiss any mention of peoples experience on any server with p2w features as it "isn't anything like our server". But in reality you just have to look at it from all angles. You don't even seem to fully grasp the concept of how bubblegum/vip works on officials either what you are saying. Bubblegum is basically a standard for MVPing on official servers. It can be bought with ZENY from other players who use it as a pay to win feature (buy gum, sell to players, easy zeny). With how easy it is to get, it isn't an advantage or a pay to win feature in any way really. It becomes a must, and without it you get left in the dust vs other players. By all technicality its a buff and pay to win, but the reality was so much different. Any one with a brain used it because it was worth the investment. And that is all Tyrant is saying, buff the levels to that because he feels it would be good for the server. He also feels it wouldn't cause balance issues. I'm honestly really tired of the dismissal of experiences on restart. Restart WAS an abomination. We ALL know that, but that does not discredit all of someone's experiences. I, myself, have had a few people mindlessly dismiss my opinions simply because they feel restart was that different from ragnarok. It's still Ragnarok Online. Restart is still very much the same, and far too often I see stuff dismissed JUST because it was pay to win. You aren't wrong in that we aren't restart, and I don't think anyone is trying to make us JUST like restart, but that doesn't mean we can't take things from restart, or learn from it or other servers. You talk about how players have no skill or managing of resources, but he straight up says he doesn't want to no life the game. And that sentiment is a common theme amongst a lot of modern day RO players. There's a reason mid rate private servers thrive and low rates tend to struggle, Even origins was a small server until restart died. We need healthy discussion with actual arguments for why something would be or wouldn't be balanced. That does not mean "no you don't need it, there are ways to deal with it as is". That's not an argument. thats an opinion and offering a solution someone doesn't want. Let's talk about our view points and talk about why something could be good or not good for the game. That's not even something I'm seeing a lot of in this thread. Most people are just telling Tyrant he's inefficient and could be doing x, y, or z, but no one is actually talking about the effect that buffing MVP drop rate items WOULD have? I've seen this trend too much. We have no discussion really about anything. It's just "learn to adapt" rather than trying to find ways to improve the game or potentially make things more fun. As an RO purist, I understand the reluctance to make things easier, but the harder the game is, the less players we are going to have. The fact is, there are more casuals like Tyrant, then there are like me and you. And quite frankly, I enjoy playing with people. Even if they aren't as hardcore about RO as I am.
  14. MVP Drop Chance TOO LOW

    i agree with that initial sentiment a lot and feel it happens on most discussions. Not going to name anyone specific because there isn't anyone to call out, but in general we have a bunch of biased opinions vs biased opinions. We don't have true discussions about balance here, its just bias through and through. You have people who see them game through a purist stand point and think the game is essentially fine as long as it is as close to the OG ragnarok as possible, and then you have people who have played on official servers of recent who like the luxuries/benefits that come with that. The problem I see more than anything to be honest. I 'd love to see more of a healthy back and forth rather than people being elitist and trying to prove each other wrong. I see a lot of people saying shit like "well you are doing things inefficiently, if you aren't bad then..." and that's honestly a horrible way to have a healthy discussion. I am no exception. I'm guilty of being an elitist purist at times myself, so don't think I exclude myself from that blame either.
  15. Questions on 3rd class and stuff

    definitely this is the biggest problem for sure. the abilities themselves actually do moderate damage relative to how strong the monsters are in 3rd class. However, a lot of the gear is just a joke in 3rd class and so busted it amps their ratios way too hard. (white wing set, lindy hop, etc.)
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