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Charlie Loves U

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Everything posted by Charlie Loves U

  1. I've been thinking about this for awhile, but I feel after seeing the server only slowly grow I think its time to talk about it. As a server we have mainly address a lot of the bigger gameplay issues over time. A lot of the original complaints of players who left the server have been addressed and honestly even improved upon their original requests or suggestions. Titan is no longer a tedious grindy server and can very much appeal to casual/hardcore players a like. That said, we still fail to really reel in players. We could target some of the main gripes of gameplay I've seen. (Homunclus AI/lack of auto loot being the biggest two) but I feel even without address those there are bigger issues we should look at. Ragnarok, despite having a great PVP system, and a true grind towards end game, is little more than a glorified chat room in the long run. MMOs and especially ragnarok are little more than a social game for most people in my opinion. While its healthy to look at gameplay and balance, we have sorely lacked the most important core of a server and that is keeping the players active and interacting with each other. I was looking at other servers and what makes them popular, particularly some of the more popular pre renewal servers and I noticed that they tend to have very active communities, not just because of population either, but because the staff made an effort to spice things up consistently. So with that, I am suggesting that we try a myriad of things to keep players active. Titan leans a bit too much towards the solo player currently. I want to note that our automatically functioning events do not count as those do not build community. Sure it might drag a few people to come gather some titan tokens, but in the end they are not very interactive. 1.) Consistent Events I think we should strongly consider having events every month. A different event each month or every 2 weeks even could keep people intrigued on what is next. I think having events that require people to group up are better for the server than simply "gather X items and make a hat". Sure we could implement temporary cash shop gears that way, but it doesn't really add to the community at all. Adding in either custom content or temporary instances from future content (with drops removed) with a decent reward would be fun for everyone and build the community. This would require more work/planning, but is the easiest way to build community. On another server I played they had custom bosses or special instances that required you to get together to take it down and people ran them constantly with random other people to get the rewards. For Titan, I could see us doing temporary cash shop gear as an incentive to play together. 2.) RWC/PVP The RWC format for PVP is popular amongst PVPers and could be a fun tournament format to get new people into the server. Gauntlet appears to be dead for now, but I think holding RWC tourneys with decent in game prizes could be an interesting way to get more PVP oriented guilds onto the server. Further I think if we do this, I think we should really put a fun emphasis on the competitive side beyond just prizes. Rankings for guilds who win consistently for bragging rights, maybe access to the other two guild dungeons (not used for the current woe castle), and stats posted like the old WoE stats in a post or page on the website after the tourney. Maybe awards for the highest performing individual players as well as voted on by participants in the tourney/spectators. Can even host on Trojal's twitch stream. 3.) GM Led Mini Game Type Events throughout the week. I already know trojal doesn't like this per say, but I strongly suggest it as it brings people together whenever a GM is hosting an active event. I've seen it on multiple servers I've played where a huge chunk of the pop will group up for these random events, even if the reward isn't that great. Especially if its an event that only the GM can host exclusively. (like the bomb porings were one example of these or "fly wing to the mini LP I've set". ) 4.) An EXP bonus based on the number of Unique IP address in the party This would be in addition to the existing on screen bonus that encourages parties to stay together instead of fly winging and NOT replace that. This would encourage at least a few people to get together and play rather than 2 or 3 people dual client everything in a party. Dual clienting will always be a thing and shouldn't be necessarily discouraged altogether, but I do think it is a good idea to steer away from auto follow brigade parties which I've seen a lot on here due to the mechanics of the server. I don't think we should punish players for having a few duals in a party, but when an entire party is ran by 2 or 3 people I feel the essence of the game is lost. I, myself, have experienced being left out of parties because the party was "full" when in reality it really only had leeches. I think if we had a system in place to always encourage bringing another human being in and not just another client then that would never happen. And for now those are my current suggestions. I would usually do these in a separate post, but I feel 3/4 fall under the same type of umbrella (more events) and the last is pretty short lol.
  2. u must have very low aspd. this thing goes off once every few minutes on my sniper. i have 185 aspd on mine.
  3. damage increase definitely there. there is variance 10% plus or minus on every magic spell which is why you may not notice it every single time.
  4. in renewal ATK/MATK % bonuses are hidden (with a few exceptions like provoke). you still get the increased MATK values. same with the Sign, and orleans glvoes.
  5. CURRENT INTERACTIONS ON TITAN FOR SD: Skill Ignores Accuracy Check: Yes (could consistently hit wanderers with 1 dex every single time) Skill Ignores Defense: Yes (ice pick lowers dmg compared to eden katar due to lower attack, no bonus from ice pick effect) Skill is Pseudo Non-Elemental for ATK: No (forced neutral) Skill is Psuedo Non-Elemental for MATK: NO (forced neutral?) Skill Is Currently FORCED NEUTRAL (endows do not affect) -------------------------------------------------------------------------------------------------------------------------------------------------------- here are the results of testing Soul Destroyer Mechanics on Nova Ragnarok. a pserver based off of kRO. (trojal did say he wanted to know how pservers specifically interacted with SD) The results were that first, the ability always missed on ghost mobs by default. Meaning it is not non-elemental in either portion (magic/physical), it is in fact neutral by default. but it was effected by endows when i enchanted poison. It also appears to ignore DEF since Ice Pick didnt gain any dmg and actually LOST dmg, meaning the lower attack was all i got from ice pick. Lastly, the ability never missed when I was properly endowed. So to recap: Skill Ignores Accuracy Check: Yes Skill Ignores Defense: Yes Skill is Pseudo Non-Elemental for ATK: No Skill is Psuedo Non-Elemental for MATK: No Skill is affected by Endows: Yes I'll post some screen shots below.
  6. weve already killed thanatos more than a few times. we will eventually get another few morrigane mants. when we get some extras after everyone gets theirs we will sell one to you for sure. or you can hit up the RO buddies. I know they have a ton. i currently only have one tho and we rarely have the squad together to do it.
  7. listed in the database his only moves are shield charge, storm gust, and wind attribute attack for damage. I've been hit by all of these. Storm Gust still hits hard even with alice on, but i doubt it would do 43k in one tick. My guess is you got him low at this point and he went into fury state. When mvps get low their damage becomes absolutely ridiculous and they power for something like 3x their main attack which is already high. Perhaps at that point one of his moves like shield charge or storm gust would obliterate you then. I know when I fight Eddga he can one shot my knight in power up state if I'm not careful. I highly recommend one handed sword, soul link, and wearing a properly carded shield for the mvps as a knight.
  8. Title is my main point and I just want to address how absurd MVP statistics are. They straight up warp the state of the game on the later mvps (Gloom, Beelzebub, etc.) Let's talk about Beelzebub as the premier example of how warped having Renewal Stats on MVPs in a Pre-Renewal setting does. Beelzebub has too high of flee to realistically hit even with full outlandish support. You can have full hit gear, multiple phreeoni cards, humming with a perfect dex dancer/gypsy, etc. and you will never hit him in his AGI Up State. Even if you can hit him with CRIT the dmg is absymal because his DEF is so high it does pathetic dmg. You can't use a TKM because the Hell Flies, and you can't use Magic because of Magic Mirror one shotting you. Nevermind that some abilities that are supposed to be never miss are actually missing such as Soul Destroyer and Occult Impact/Investigate. The server seems to have some bugs with "never miss" in some way as I know for a fact Josh told me himself that the 25% never miss from the Hunter Set didn't work either even though it clearly should. This leaves literally the only option to kill Beelzebub is to ice wall/trap cheese. While ice wall cheese is a part of the game, it being the only option on an MVP of this caliber is a joke. It warps the game to the point where it is not even remotely close to what it was intended in classic. While other mvps are less ridiculous than Beelzebub due to having less mechanics, they are no less over the top in their DEF/Flee/MDEF, etc. Gloom Under Night is basically unable to be hit by a 99 dex sniper which is absurd. You can kill him no problem with magic/TKM, but that physical classes are getting shafted because of absurd flee eliminates many classes from MVPing. Mastersmith, Sniper, etc. on many of these MVPs are basically non existent. Thanatos, Beelz, Gloom all have absurd DEF and/or Flee to where trying to hit them with physical damage is a joke. I think its time to address the MVP issue. It does not matter that these bosses CAN be taken down despite their ridiculousness, its that it limits MVPing and some classes are simply eliminated. It's just a warped state of the game that is so far from what it originally was that I think its fair to say its unhealthy. I suggest we massively reduce their DEF/MDEF/Flee to where more classes have a place in MVPing. Bring them to a state closer to where they were in Pre-Renewal. I'm ok with them being harder than they were. A lot of MVPs I've seen in classic were honestly a joke, but this is too far in the opposite direction and its not fun.
  9. there is only one MVP card as far as I know on the server, and its randgris card. otherwise no cards exist. the idea to exchange card > oca has actually been done on other servers. I think my boy Shagaru actually said on another server they used a points system meaning shit cards you could exchange in for points and then those points add up over time to get an OCA. So maybe a shit card like poring/poison spore are only worth 5 points and you need 100 to get an OCA, etc. Getting an MVP card exchange would be a joke tho lol. MVP cards are game breaking and should be near impossible to acquire because of that. I have always been ok with MVP cards being 0.01 or 0.02. As for the items those come out in later episodes. We will eventually get them most likely, but some we maybe never get since they were added in after the renewal update. (not sure if we will update past renewal.) There will be better gear coming out in the future tho. Not sure when Krasnaya was implemented.
  10. Posting this as more of a general discussion because even I'm not sure what direction we could go, but I have come to the personal conclusion that the stat reset is a little too unforgiving in its current state given that we are a revo-classic server. I originally believed the system that we had (the same one as on RE:start) to be pretty ideal as it allowed only for minor adjustments and no abuse for brewers/forgers. However, its clear after having met multiple people who have struggled with learning Revo-Classic and the mechanics that they often find out too late to reset without spending weeks + millions of zeny to reset or more often have to reset their entire character. I think its time consider lightening up on the reset system in some ways. I'm not sure exactly how we can do this because there are obvious issues that can arise such as resets for brewers/forger resets. To start off I guess I can say I think my personal feelings are that we can allow for more full stat resets at a higher cost (in the millions of zeny) with the caveat that an alchemist/forger cannot hit the ranked the ladder, only in the case of a full reset. (not sure if this can be coded) But I figure its the easy solution. Sure a player can still reset to a brewer and have one, but without the ability to have ranked potions they get significantly less value out of their supplies. I feel its a good compromise that would allow us to have more forgiving stat reset.
  11. Title says it all. kRO recently did an update where I'm pretty sure(could be remembering wrong) they buffed ME along with a bunch of other abilities. i know those were mostly done for renewal, but ME is kind of lack luster in revo with its insanely long cast time. Would be nice to see the ability buffed so it can have a viable niche. they did other changes like make it dmg everything but deal double vs demon/undead as well, but not sure if that's necessary. could be fun as well though. Either way, the cast time is absolutely absurd. needs reducing to be viable over a wizard in niche places.
  12. This is an ability that monks/champs used to level previously solo, but is now total trash tier in renewal mechanics (at least in revo). current formula is: [ATK + (Target_Hard_DEF ÷ 2)] × Base_Damage and the old one was: https://irowiki.org/classic/Occult_Impaction (something i do not understand in the slightest /wah) the attack at max rank is 950% so it appears the change that lowered its damage is the way it works vs defense. would be nice for monks/champs to have a way to solo level outside of mvping too. they could kill mvps and level with occult impaction inbetween like in classic.
  13. So with the addition of the new daily bounty this opens us up for a good opportunity to encourage people to come together at higher stakes places more regularly. My idea is to implement new bounty boards for places that may already be good exp/desireable or unique, but are less farmed due to the effort they require to set up a party to do. By giving them a bounty board it further encourages people to group up and take these down more regularly. And because its harder content, they can't be abused alone so it really encourages people to group up and play together. Guilds/Randoms would group up more often to take these down. Due to the lack of high end gear on this server, I've found that people really only do the hard content when its spotlighted. To have something that makes them always worth it (besides drops) We could do mobs for: Thanatos Tower (Dame of Sentinel, Mistress of Shelter, Lady Solace, Baron of Retribution, Owl Barons, etc.) Bio 3 (Cecil Damon, Eremes Guile, Etc.) Odin Temple (Frus, Skeggiold, Skogul) Rachel Sanctuary (Agav, Echio, Hodremlin, etc.) Abyss Lake (Gold/Blue Acidus) Ice Dungeon (Ice Titans) The problem with the server right now is people do not farm or level unless something is really really good. Juperos is pretty much the meta for parties and the only place I see people go outside of spotlights and thats because it has good bounty boards. We could use some more high end bounty boards for higher tier leveling.
  14. Hi there! Kupo Club is a guild focused on building a community of friends who play together regularly! We participate in all facets of the game with our biggest focus being on War of Emperium (WoE). Everyone is welcome, however, as we also do lots of fun parties in PVM and like to take down big MVPs together as well. We are competitive in spirit, but refrain from getting so serious that things get toxic. Anyone is welcome regardless of skill level/aspirations. Join our discord at discord.me/kupoclub (if that link doesn't work PM me here) Discord is essentially mandatory, but you do not have to install it to use, nor do u have to use voice chat with us. (although it is mandatory for WoE, you do not have to speak) Every class is welcome as well, but if you aren't sure what to play we are in most need of a dedicated Minstrel main, Paladins, Scholars, and a Gypsy main. You can often find us running around eden or prontera as our guild spot east prontera. If you have any questions you can PM me here or post in our discord. Come play with us!
  15. So I tested Gatling Fever with a guildy in pvp and vs the izlude eggs as well as vs enemies. I will post the results of his damage vs me in pvp below. The problem with Gatling Fever right now is for some unknown reason it is reducing damage when used by about 11-12% ish. It makes zero sense that it does this as its supposed to give 100 ATK. Whether that attack is intended to be mastery attack (hidden) or straight attack (visible) is actually uknown but its definitely NOT supposed to reduce your damage while being used. We tested his damage on auto attacks without either Gatling Fever or Madness Canceller, with gatling fever only, madness canceller only, and both on at the same time. the results are here: No Buffs (besides AGI + Bless) ------------------------------------------------ 288 280 279 276 282 276 276 275 274 281 287 283 282 Average = 280dmg (rounded slightly up) Gatling Fever only (with AGI + Bless) -------------------------------------------------- 251 247 241 250 243 256 240 249 244 244 252 254 250 Average = 248 dmg (rounded slightly up) Net Loss/Gain = - 11-12% Madness Canceller only (with agi+bless) ----------------------------------------------------------- 336 340 343 334 344 326 325 340 336 326 335 336 338 Average = 337 dmg (rounded) Net Loss/Gain = + 20% Both Buffs together (with agi + bless) ---------------------------------------------------------- 300 307 293 308 304 312 314 308 301 307 313 302 296 Average = 305 dmg (rounded) Net Loss/Gain = +9% (-11% from madness canceller alone) All in all its very obvious that gatling fever is in some way broken and we should look into getting it fixed. I know there aren't many people playing it, but an ability being bugged is still an ability that is bugged.
  16. Currently the server is represented in all of its changes by staff. And sure that staff also plays on the server, but I can't help but feel it doesn't represent how everyone feels at all times. I suggest we implement community reps for disucssion about server balance regularly and so staff can no exactly how the player base feels about state the server and any issues they may have. Then staff can identify how to solve those problems or maybe identify new ones easier. I personally recommend having 1 rep from each guild in the discussions so everyone gets heard as most people are in a guild. I also recommend there is 1 community voted rep who will represent all the solo players who do not play in guilds. that way everyones voice is heard. I know people can use the forums, discord ,etc. but its not the same as being able to have a full back and forth discussion where you can actively defend and promote your points.
  17. With Valk Helm quest now in the game and these headgear quests also in the game, I think it would benefit the server long term to have Umbala Dungeon put back in an instanced form. http://ratemyserver.net/quest_db.php?qid=10006&type=10000 (headgear quests) People need to farm Logs and Wooden Golem Card for these and Wooden Golems were much more plentiful before the removal of Umbala Dungeon. While it does fall in line with the actual updates from kRO and renewal, I feel deviating from that to give people a desirable place to farm again would be good long term. And to be clear by instanced i mean giving players the option to go to Umbala dungeon by maybe something like clicking an npc outside the ygg tree. that way players who want to go straight to the tree (and also niflheim) can go straight there still rather than being forced to go through Umbala dungeon. I've seen other servers do this and I don't see any reason why it would be a bad thing.
  18. Idea here is each player/character can go to Eden, talk to an npc and get their daily mob worth a set amount of exp for the HP group/level they are at. Regardless of mob it could be worth the same exp so as to be fair. The mob would be unique to that player, sort of like a PERSONAL spotlight. Because the exp is the same from the bounty reward the only difference is the base exp earned while killing the mobs themselves. Could be a larger amount of kills required to get the big chunk in exp like 150-200 instead of the usual 100. Renewal does something like this to an extent in gramps in that they have a place you can go, kill a huge amount of mobs, and get a large chunk of exp and then it goes on cooldown. For this set up my idea is to give people a daily turn in, that is unique. this encourages people to go to different places rather than camp spotlights only. Spotlights are fun, but it results in the market being oversaturated and players only going there for the time they exist. They would be less of an issue in my eyes if people had more reason to spread out. And since this is a daily turn in, I feel it benefits hardcore/casual players alike. It also is another reason to login daily. I'm not sure if this would need to replace current spotlights, but I think both can co exist. One drawback I can foresee is this encourages solo leveling for a short time. If the staff is against this idea overall, the alternative way of doing it I can suggest is to have the OPTION (so solo players can still benefit) to have a party leader get the daily mobs for an entire party and a group of people can do it together all at once. There would be no other benefit to doing it other than the speed at which the group can do it. You could also make it party based only which forces people to play together to get the daily benefit, but I feel giving them both options is the safer route to make players potentially feel better about it. The general theme I chose with all of my suggestions is to aim at benefiting players with limited time, while not taking away from the most efficient way of leveling (consistent parties either moving or static in one place)
  19. Make bounty boards give significantly more exp in ratio (currently 50%), but have cooldowns. Very straightforward here. This would help players with less time get a good burst of exp in their limited window, but prevent abuse since they have a cooldown built in. How long that cooldown would need to be is beyond me. Would it need to be for every board? Or just that specific mob? That is up for staff to debate as I can't quite figure it out myself. The latter would encourage people to level in different places and travel more rather than just camping the same mob over and over as they can do different boards for large chunks of exp. The travel time alone would make it weaker than doing a good static party with a guild so I don't see it replacing that. It also would be more fun to be not stuck in the same place forever, which is one of the drawbacks of pre re leveling. In renewal they implement the penalty system, but that feels awful. This set up would encourage more diversity in leveling spots for smaller parties/groups/solo players.
  20. Idea here is to make MVPing a semi viable way of leveling. If you solely MVP it should still be slower than leveling in a good party, but as you can see with Kiel, Randgris, Bio Labs MVPs(2/3) MVPs worth a lot of exp are fun to do and are worth the time to put in. There's loot, there's a challenge, and the exp reward means if you die it doesn't feel so bad. That said, even with increased rates, MVPs are overall not a way to level. Some of the more intense ones provide a nice chunk like the aforementioned ones and some that come later in the progression, but the older ones even the ones that pose a big risk are simply not worth it exp wise. My suggestion is to just buff them all to make them give good chunks of exp for appropriate levels. Even weaker MVPs like Phree/GTB could get moderate buffs to be worth a few hundred K and other mvps like dracula/baphomet can give a couple mil with the super hard ones giving 10m + or better. (some of them already do). It could encourage low level parties to group up and take on a weaker mvp for the sake of getting everyone some exp or a solo player to camp some mvps who doesn't necessarily have the time to grind mobs over and over. You see this change in renewal where MVPs are primarily a way of leveling for newer players, and they give HUGE amounts of exp. Its a very fun experience and is honestly way more fun to level for some people this way I've noticed than just grinding mobs.
  21. yay i won! I'll definitely take one o the shiba I suggested if i get to pick any of them!
  22. I would say its kind of impractical for PVP/WoE personally as you will deal more damage to yourself then you will to the enemy with all the reductions players get. its main strength is AOE farming specific types of mobs weak to holy like Undead/Shadow type. As for lower than 1.5 seconds I cannot tell you exactly but I recall having a pretty decent cast time without investing a ton of dex into it on the last revo server I played on. Considering the build gets a lot of int its likely you'll get some dex for early leveling as well and that helps with cast time. I can't promise the exact cast time but if you are worried about it being slow as molasses i wouldn't worry about it. In Revo its much easier to get good cast times without investing in a boat load of dex. especially if you invest in int. (int gives cast time in renewal mechanics) You will not be able to achieve instant cast but you don't need it.
  23. 1.) MATK buff should just be a straight buff, not sure how much it affects it. i believe the formula is about equal, but STR/ATK seems to be slightly more favored than INT/MATK probably because of the 0.5% weapon attack in renewal stats for STR. 2.) it should behave the same? remember grand cross is NOT buffed by card % dmg so it doesnt matter what type of cards (say archer skeleton on a bow) would do. A bow would probably be bad due to its lower attack and less than ideal size mods. (even tho they are decent compared to say a dagger) 3.) Grand Cross is about the same as it was in classic, but because everything else is better now, its kind of fallen behind its holy cross counterpart. While its not the ideal build, it can still be a fun situational build if you are built specifically for it. and it can still do good damage. 4.) they've talked about it in length before the server launch and i think it was about 70/30 that it should not be buffed. its weaker, but it doesn't necessarily need a buff to be viable. I think people should remember that not everything has to be "meta" to be viable. If you go all out and specifically build for most abilities that aren't total garbage (and grand cross isnt) it will do work.
  24. bungee jump works for sure, you need to go to the top right cell of the water over and over once you fall into it on this server. on other servers or official ones you either die/drown immediately, die/drown after a few attempts at top right cell, immediately get to nif, get to nif after a few attempts at top right cell, or just get ported right back to Umbala a little to the side of the water and have to bungee jump again. On here its much easier, you just jump and try top right cell over and over and over. you can't die, and you get unlimited attempts. It should say stuff like "KYAAAAAAHH. UHHHHHHH" and things like that over and over until you get in. but you will eventually get in. You should also just lose health every time you step on that cell. either half or all of your health down to 1. kind of like a coma. but just keep trying.
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