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  1. Today
  2. some days you must choose to play "poring online" or "ragnarok online" , choosing the first option leaves u without energy to play the second. i don't know what change can be made to fix this
  3. The player retention issue is two-fold. Burnout from those players who are at the endgame grinding their gear, and new players looking at the end game gear figuring out how much time and effort is needed to be put in for these pieces of gear. Comparatively, let’s just look at pure zeny farming IF these pieces were to come into the market for sale. You are looking at 100+ hours of farming magma 2 at 2mil/h to get 4 pieces of gear. This is ignoring the other slots entirely.
  4. I believe that you were still generous with this mathematics, only with the potions that I still have, you can see that I did something around 330-350 runs, to get the items, which gives almost 2 days of farming, not counting the time to reset the characters, of course I made zeny for refining just that way, even so , I still got lucky in refining, getting +9 in armor in the first piece. I'm not so sure that this is the retention problem, assuming everyone does, what will motivate them to keep playing? since they are stopping before they get it, after getting what has prevented them from quitting. but it’s good to start a discussion to see which paths lead us.
  5. Edit: Please note that this is not a suggestion post, but rather a analysis of the current system and some of its shortcomings. I am hoping this post motivates discussion surrounding the end game content of r0. Alright, so after several months and seeing how the poring instance has become a point of contention among players here I wanted to take a realistic analytical and mathematical look at the poring instance and expedition gear as a whole to give people a better idea of the benefits and negatives of the current setup and hopefully get a constructive discussion moving on potential improvements that could be made that would benefit the server as a whole. I will break this down into a few key issues first and then expand into a mathematical analysis of expedition gear and the requirements. First: The poring instance itself is a "low level" content area which is completely necessary to our current top available end game gear. Now speaking as a player who has played RO for nearly 15 years off and on this sends up red flags. The level 60 cap on the instance has both positive and negative implications. The positive implication is it allows newer players with very little gear to grind out a significant amount of zeny with minimal effort once a day per character in that range. The Negative and reality of it is the server population is not nearly high enough to support the demand of the Jello Stones from newer players alone. In fact the vast majority of Jello stones and fragments that come on the market come from a handful of players who have an army of lvl 60 characters they farm the instance with daily or at least on the most profitable days. This causes massive burnout both leveling a army of low level characters and running the same instance content over and over again causing a significant drop in player retention. Second: The experience issue comes up every time poring instance is brought up in discussion. The need to clear your experience bar every time you run a character through the instance so you don't over level them is poor game design. The simple solution would be to remove the exp from the instance or lessen it greatly to help relieve this issue but that would directly affect players who actually wish to use the instance to gain significant amounts of exp on a daily basis to assist in leveling alts for low time investment. The more complex solution would be to allow players to turn off their exp gain via a NPC or have a NPC that removes all current exp gained for their current base level. Neither solution is great and both have their flaws, but the issue of players mindlessly suiciding armies of alts to be able to re-run the content needs to be addressed. This just adds to the time sink that is farming the instance which no one actually wants to have to do. The easiest solution may be to just raise the level cap to lvl 70 or 75 as the exp gained in the instance would allow players to run a handful of them before having to "reset". Third: On kRO jello stones/fragments are largely obtained from the Gelstar Lottery which turns RMT directly into Zeny. Meanwhile in r0 the Zelstar Lotto results in untradeable consumables. This has caused a significant lack of outside sources of fragments. Yes you can get Jello stones/fragments from the lotto, or at least we have been told you can, after turning in well over 500 Zelstars I have yet to receive anything other then a consumable or discount ticket from the Zelstar lotto so I cannot confirm this other then stating the rates of non consumables is far to low. The current Valentines day even has a trade in of 300 "x" hearts (x being stone, burning, immortal or wooden) for a chance at a random jello stone, 5 fragment box, or rather useless chocolate box. This can be done up to 5 times per day. This was both a interesting and viable option for farming jello stones and I feel needs to be expanded upon if the current poring instance stays the way it is. Allowing players another (albeit potentially slower means of farming stones) needs to be addressed. The concept of the Zelstar Lotto was supposed to include fragments at a decent rate but that has simply not been the case. Forth: The daily rotation of jello fragments causes bursts of people doing the instances on the most profitable days and ignoring it the rest of the week. I for one, only ever run poring instance on the Sunday night to Monday night transition as I can run the instance twice with each character I can. Once after midnight on Monday morning before the 4am server instance reset, and once after. This effectively doubles the number of characters I have to run the instance for the particular fragments I need. I have little to no motivation to run the instance any other day of the week because it doesn't benefit me at all. This again is poor game design. It supports playing for several hours to get the most done possible at one point in time and then ignoring the content the rest of the week because it no longer applies to you. With that in mind lets take a look at what is needed to actually make a full set of Tier 1 expedition gear: Body Armor: 10 stones, 50 crimson/azure/shining crystals, Needs to be +9 to be viable (the average pieces of gear needed to make a +9 is roughly 6 using Enriched to +7 from 4 and HD for +8 and +9) So for a +9 that is 60 stones and 300 of each crystal on AVERAGE to get a +9. Boots: 9 stones, 50 crimson/azure/shining crystals, for the +27 refinement bonus on the set assuming you have a +9 chest this can be left at +7. Average to make a +7 is slightly less then 50% but for ease call it 50%. So 18 stones, and 100 of each crystal. Garment: Same requirement numbers as boots and should also be +7 for the refine bonus of 27. 18 stones and 100 of each crystal. Accessory: 19 stones, 50 of each crystal. Due to the stone requirement being so high I suggest leaving your accessory at +4 to get the refinement bonus (9+7+7+4=27) Total AVERAGE requirement to get a singular full set together: 115 stones, 550 of each crystal. edit: this would put the average cost with refining considered as well for a full tier 1 set at +27 refine to be somewhere in the range of around 170mil (based on 1mil per stone, refine costs of 40mil for the +9, 3mil average for the +7s, and 5k per each crystal) This does not include the cost of rolling enchants which can get excessive very quickly if you are aiming for a specific enchant on all 4 pieces of gear. Expect another 40mil+ for enchanting, likely more then that for excessive min-maxers. For a SINGLE characters end game gear setup assuming the average number of fragments received from each instance is around 3.5 (this number may be incorrect and is a assumption based on both personal experience and what other players have told me their average numbers are) you would need to run a total of 164.3 poring instances or 165 poring instances to make your gear for one character. This is in addition to the instances needed to run to obtain the crystals. Now assuming you are running poring instance at a fairly decent pace and clearing the instances in around 8 minutes that is nearly 22 hours of poring instance, just for one component of the gear required. Conclusion: We have multiple sources of game burnout here, the content is not repeatable without significant effort, it is not rewarding outside of endgame gear and needs to be run at low level to be run at all. If the GMs wish to address player retention and why players are coming in and not sticking around: This. Poring instance is daunting and not fun. No one wants to run it over and over again to try and make their refined pieces of gear. The entire mechanic would be completely fine if the server had 5000 players on it and a thriving market which could support this sort of content, but at some point the GMs have to recognize that we don't and likely never will have that size of a community. Address the issues and hopefully keep this server from falling into oblivion.
  6. Yesterday
  7. Last week
  8. Currently in game the requirements to get a expedition ring tier 2 is 6 holy jello stones and tier 1 is 10 holy jello stones. On the wiki it is listed as 9 for tier 2 and 6 for tier 1.
  9. Only gives +1 ATK per refine instead of the indicated +2 per refine.
  10. Mighty Staff is giving only 10 MATK instead of 100. I would rather not have to switch weapons constantly lol
  11. TheFisch

    Killsteal

    Estava farmando na Orc dungeon quando juntei uma quantidade grande de mobs o jogador com nick: RasgaBucho matou todos os montros
  12. So take those from the event, and just let the visuals there? I just want the visuals πŸ˜„
  13. Lukien

    Patch Notes 1.94

    the harm is purely economic. With items listed including jello stones and zelstars from Juliet it would potentially be a significant hit to the economic stability on the server and cause significant surplus of those items for very little investment. Edit: that being said... if anyone actually had access to juliet it would be nice..
  14. s100

    Patch Notes 1.94

    i dont see the harm of making it repeatable for characters. If you make it repeatable where someone can just keep doing the quest, then keep the hearts account bound. If someone wants to kill thousands of monsters for massive amounts of halter boxes or costumes, let them.
  15. why is it character based :(? Also it's been 2 days and i can't redo it.( Stroheim said that it's going to have a change soon πŸ™‚ ) I think that making it character based only hurts new players, who most of the time only have one or two character to kill monsters. If you let the quest be repeatable we will proprably do on our strongest character and... Is that bad? I mean, is bad to use the character you invested time, and that you want, to kill things? I think that the best part of this new event is be able to do it with friends, also it's nice tha it doesn't have any competition for a mob that spawns every 2 hours, perhaps reinforce that. And as Luihen said i see the effort, the costumes are nice and we are just here giving some ideias to perhaps improve the event, to make it viable and fun. I also think that perhaps a good ideia would be to use the summoning npc that you made to summon some kind of monsters like a custom mvp, like the "ex girlfriend of romeo", or romeos ex love intereste Rosaline ( Imagine it using something like gypsy wink of charm haha) or something like bad things to a relationship, like jealousy. Or even the antagonists of the history, the Capulet and Montague family which was against their love) which drops something like : more hearts, or something like a custom too, it would be fun to do it with friends aswell and might not be so difficult to program. It would be even better if it was a instance, but that would be too much work for you guys. That's why the ideia of summoning a different monsters sounds like a fun challange to do with a party. Thx for listening to us πŸ™‚
  16. Luihen

    Patch Notes 1.94

    Hades, that is assuming you have 5 characters that can actually complete those quests in a single account. 100 Anubis?? (I got that one with my wizard and it took a long time), 100 Shinobi??? For just 8 hearts. I mean, even if you have enough good characters (which you cannot assume everyone has) youd need a whole lot of time in your day to complete all the 5 quests, and I guess forget about the porings for those days, right? I think the idea is nice, the costumes are nice, I see the effort. But like this I think people will just ignore the event, and the point is that most people join it right? Anyway, I hope that the mentioned upcoming patch fixes this πŸ˜ƒ
  17. Earlier
  18. We are also planning to improve accessibility of the quests in a upcoming patch
  19. Hades

    Patch Notes 1.94

    @Ladraozinho You can use different characters from the same account to farm. You can get 500 in few days if you use other characters! This event is charterer based πŸ™‚
  20. Intro: Many ideas have already been proposed in relation to the poring instance, which have been discarded because they radically change the instance and have strong economic consequences. However, I present this proposal in order to suggest a small modification, which will affect little the economy, but which would make the instance much more comfortable for the players. Idea description: Change the behavior of the instance monsters so that they are all aggressive Why is it good? The instance is one of the most important in the game, being essential for achieving endgame gear and also in obtaining resources. The jello fragments are one of the products that most move the economy and the instance is a recurring activity for many players. The change would be beneficial as it would bring greater comfort to the farm process, as the monsters would group around the player. Although some kill monsters individually, the most common practice is to use a "bait", which is quite irritating and impractical. In short, making monsters aggressive would make the process less irritating and more comfortable for players. How urgent is this rate 1-10: I assign the value of urgency 6. Not being something of extreme necessity, but neither can it be ignored, since jello is a vital part of zero mechanics. Will it affect our economy? The change would minimally affect the economy. The most drastic difference would be the reduction of the time used to finish the instance, which, depending on the technique and class, lasts around 16 ~ 20 minutes per round (without considering the time spent later to drain the char experience). With the modification the time would probably be around 10 ~ 15 minutes. Without changing the level requirement or the number of fragments obtained per round (most of the suggestions made in the forum are about this topic), the change would be the smallest possible for the economy, but significant in the comfort of those who practice the instance. Will it affect any of our core systems? It would change insignificantly. If we deny it, what might happen? Increased players' dissatisfaction and irritation with the instance, considering it is fundamental to the endgame, but which needs to be accomplished with artifices and solutions outside the game (parallel accounts, slave characters and so on). If we accept it, who does it benefit the most? All players who practice the instance in order to obtain the fragments, but who need to go through an extremely tiring and exhausting farm ritual You promise that this idea is for the better of the server in whole: The idea has no intuition to benefit a select group of players. The intention is to make the game more comfortable for the community as a whole, without generating radical changes in the economy
  21. Hi, I would like to suggest some modifications to the PVP system and suggest also some events that can help the server to attract more people as well as keep the ones here more motivated to play. I believe that a PVP ranking with rewards should be added (perhaps with some good rewards in terms of consumables to be further used in Woe). Also, some sort of pvp/gvg championship event where groups of people can sign up (let's say 3x3) with an interesting reward (it has to be so people have a reason to play). This will also motivate people to compete in the Woe in the future. Idea description: Create a pvp ranking system/reward and events related to gvg. Why is it good? It will make people play the game, it would create a competitive environment which is why people actually play (to show they are the "best"). How urgent is this rate 1-10: 10 (The server needs new content/feature otherwise its population will slowly decrease. Will it affect our economy? Yes, it will make people look for more gvg-based cards/items and consumables. Will it affect any of our core systems? No If we deny it, what might happen? Nothing (which is something bad) If we accept it, who does it benefit the most? Probably people who play the server for a long time, but it will people who try to achieve the same level. You promise that this idea is for the better of the server in whole: Yes Other inputs: The server has 0 appealing of Woe/Pvp/BG at the moment and this has to be changed since it is the main reason why most people play this game.
  22. @Stroheim This is the issue I told you in discord. Apparently, the way the enchanter works is as follows: An armor can hold up to 3 enchantment slots. Slot #1 for Expedition IV and III, Slots #1 & 2 for Expedition II (i think) Slots #1, 2 & 3 Slots for Expedition I Seemingly, the class enchant is only Locked to Slot # 1 and the way the enchanter works is adding enchants going from slot 3 to slot 1. Which makes Expeditions I and II to be more expensive to reroll class enchants, since the npc must enchant from slot 3 to 1 making the enchanting costs 200k and 300k for Expedition II and I respectively. Made a little diagram to show more clearly the problem: If applied, this will make the enchanting/rerolling costs of armors across all tiers equal, since people will mostly be rerolling Job Essences Or just THIS, I do believe having to roll between a pool of 50 total enchants is bad enough to have to suffer in getting a 1st job enchant, or why not add this benefit to Tier 1 armors?
  23. The itens are really nice, but the way to get hearts is really bad. I just did the quest and got 8 hearts. Let's say that i got 10. This is a Daily quest, which means that if i want to buy the 500 hearts item, i have to farm this for 50 DIFFERENT DAYS, unless this quest is staying forever, it's gonna be impossible to get the 500 hearts item. Also why the hearts are untradable? Let people farm to have something to spend zenny, like the xmas event. Please increase a lot the amount of hearts given by the quest daily, or increase a bit of the reward and make it repeatable. It's a good event but it's just simple impossible to get the itens 😞
  24. Valentine's Day Event Valentine's Guide Provides navigation to key event NPC locations. Romeo Complete daily hunting quests to earn random amount of Heart Heart can be used to purchase goodies at 'Passionate Cupid Shop'. Juliet Bring her various 'hearts' to exchange 'Gift Baskets' from her 'Gift Basket' may contain chocolates, Jello Stones or Zelstar. Max 5 daily exchanges per account Valentine Emissary Summons a random monster outside the town she's located at, at a cost of 50 x 'Hearts'. She is stationed in the following towns: Prontera Payon Aldebaran Geffen Morocc NPC Implement Change Cart II quest. Talk to 'Tuner Gaijo' in Eden Group to begin. New Cart designs! Requires Kingdom Guild Coin to learn. Fixed issue where players can get stuck with Expedition NPC. Adjusted ratio of 1st/2nd class enchants to 1:2 Simplified Ninja job change quest as per official Zero. Modified reward to +5 Asura.
  25. Voltz

    Table xp

    when you start farming poring village, you will want the loss to be 100%. LUL
  26. JPO

    Table xp

    Exp Tables and death penalty were already adjusted from vanilla, cutting experience required by around 2/3 and death penalty to 5% from 10%
  27. Tungdil

    Table xp

    Hi! First, sorry for my English. Is it possible to reduce table xp and reduce death penalty to 1%? I never found partys and solo leveling is too hard and long after 90. Thx 😘
  28. Isn't 50% the default value for all pots? Or do you mean 50% over the standard 50% for a total of 125% and 100% more healing for ranked alchemist? I guess the second.
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