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JPO

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JPO last won the day on February 17

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  1. @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?
  2. 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%
  3. 1st job essence exclusively for +8 armor id say is a good enough one, since exped 3 is so easy to obtain, at least it would be like a "budget" version in case youre looking for some extra atk or whatever but dont have the means to just mindlessly refine to +9
  4. Im opening a topic on this just as an archive/reference for a soon-to be update. This "suggestion" or realization happened on discord so might as well post it here too According to the official rates of enchantment on +9 expedition armors: As the 2nd image states, the chances of getting a first job enchant are 4 times higher than the second job one, due the significantly smaller enchant pool of 12 items. At the current rate and mythril market price (350k) this means a 650k investment per attempt for Tier 1 and 450k for Tier 3 to get a 1% chance of getting your desired class enchant. Worst case scenario for a Tier 1 armor you will need on average 65 MILLION to get your desired class enchant for JUST ONE PIECE OF ARMOR So, my suggestions to a more balanced-less-gacha thing is as follows: Note: Current enchant rates are as follows: 4.16% chance for any first job enchant vs 1% for any second job one. 1. Remove the 50-50 chance and even out every possible class enchant at 1/62 (1.62%). This basically makes a 80:20 chance of getting a second job enchant vs a 1st one. 2. Lower the 1st job enchantment chance to 5-10%, because honestly, 99.9% of people dont want a first job enchant. See this chance as a "fail" mechanism. With the rate lowered at 10% you end up with 0.8% chance of getting a first job one vs 1.8% of getting your desired second job enchant. 3. Completely remove the first job enchants from Tier 1 (and maybe Tier 2) armor. Additionally, Id like to suggest that if possible, move the class enchant to slot 3 (however that works) since for Tier 1 armor which can hold up to 3 enchants, it takes a 300k investment to get a class essence vs the 100k zeny required for Tier 3. In other words, you have to enchant 3 times the Tier 1 armor at 100k per attempt to get a class enchant versus the 100k investment of enchanting a T3 one. What I mean with this is: could it be possible that the first enchant you get for any armor be the class one (if+9)? Hope this suggestion gets through promptly, as this is quite a ragequitting level issue since more and more people now are getting their +9 armors
  5. You cant buff them that much, since they dont have a cooldown in comparison to syrups, if you happen to come across some kro videos, specially woe ones, you'll notice they barely use any syrups, at least for hp ones. Sp on the other hand, there are few classes that can burn sp faster than the blue syrup's 10s cd
  6. JPO

    State Of The Game I

    These would be the strongest agreements I have: In addition to this, it has to be noted the constant resistance to change/suggestions/criticism. From 90% of suggestions being denied or simply closed because it "Makes the game too easy" which is a frequent response to this kind of feedback. Most players suggest improvements to make it more feasible to achieve certain Zero gears/milestones without taking away the challenge/grind itself, just decreasing a notch the time investment/requirements. Im aware the admins and a healthy percentage of people here want an as close as possible experience of Zero, however, for the 100th time this has been said before: VANILLA ZERO IS MEANT FOR A P2W EXPERIENCE MEANT FOR AN AVERAGE POPULATION RANGING ON THE THOUSANDS. Like it or not, thats the reality, we're not expecting or demanding the game to be easier, we're helping it to adapt to a F2P format, since F2P vanilla with 100 players is plain impossible. Like it or not Lukien, all these seemed like a bitchslap on newer players' faces and suggested a STRONG AF BIAS towards veteran players, since these bans were made on the spot. I wont dig on this topic anymore since the post I made in the past got instantly closed and I honestly gave up for good on changing this stupid rule. Realize that these people WERE NOT TRYING TO BE DICKS TO YOU, THEY WERE JUST TRYING TO LEGITIMATELY COMPETE AGAINST MVP MONOPOLIZATION. Learn to recognize when people are dicks and when they're trying to reach the same goal as you. I strongly believe this was the starting point on the mass emigration. People left with a sour taste of unintentional favoritism. And just because of that, people start believing "the rumors" This. 3 minor hotfixes/patches a week is way better than 5-7 lackluster ones in 2 weeks. More presence from the staff in general, atm server feels as if it was almost completely abandoned by you. And for the love of god have an archive/notepad of pending fixes. Its not the first time some reports are promised "next patch" and overdue, having us waiting for another week and half for it to hit live. Yes, some of them may not be critical in nature, but are a big factor on how some people play the game, in addition to most of them being a simple sentence of script gone wrong.
  7. 2 patches gone by and it's still bugged.
  8. I'd say aim for ~20 gelstar / hour, in some way consumables such as the 10 point pots can pay off themselves, thats also an enriched an hour, which will equal to an additional 500k/h zeny for most players
  9. Spawning the cursed swords from glast heim is a nightmare too, so you have my yes
  10. It will indeed be easier if the droprate increases, wildcard is the only hard item to get, the other ones are just a grind until you get 30 of each. Be grateful they actually increased the droprate of said item, since in kro is around .05- 0.1% By your logic, yeah, lets give mvp cards a 3% drop chance too, since increasing the drop rate wont make them easier to get.
  11. JPO

    Refining

    @Hades this wont make the game easier, just more newbie friendly and more accessible to get to a starting point as people previously stated, not even getting into midgame I'd say. I mean, wasnt this the whole point of the 2 months worth of patches of adding the kingdom/eden quests? to get new people started or more involved in the server? Giving people a safe +4 will just motivate people to stay/play for longer since some items veteran players can easily obtain and break might be a huge upgrade for newer people, now imagine these guys farming hours to get a desired upgrade just for them to have it sit at +0 until they farm tens of thousands of harpies for it to break at +5 using enricheds? Basically, guaranteed safe level refining wont affect the current difficulty/commitment in obtaining Expedition gear/majestic/bacsojin/other endgame gears and will just get players to a safer starting point to begin farming for these. It wont affect the RNG involved in over refining stuff as I previosly said, it just will save you a couple z's down the road. I must say I find enriched ores fairly priced, assuming we had safe refines, since youre paying a high price for a high reward of +7-+9ing a piece of gear. Ive thought of 2 QoL approaches to this issue. 1. Add safe refines with regular ores and leave the price of enriched ores as it is. This basically discards most player's frustration on refining and they get to get a hold of their hard-earned item with a "bonusless" piece of gear with some basic def to allow them to progress in the game. If they want to go all the way, they still have to spend a high amount of Z and ores to play with RNG and over refine bonuses if desired (which most of them will do so). 2. Leave refine rates as they are but reduce enriched ores price. Just this, an average of 10m Z to attempt a +9 at the moment is pretty much overhwelming on people who cant go past harpies or just dont have the time to commit to the game, this involves farming for around 8 hours of harpies/4 hours of magma just for ONE ATTEMPT. Again, the RNG is only involved in +5 and above, there is no reason to not have safe refines from 0-4 other than kRO RMTing enriched ores. These kind of suggestions are not made to make the server/obtaining items easier, theyre made to help adapt a p2w format to f2p yet challenging one.
  12. I support the 3% drop, 5% max if ever buffed even after personally killing 40+ extra jokers. Its a pretty op item, 20 atk/matk for a headgear slot you basically or RARELY get any bonuses at all should not be something easy to obtain.
  13. Basically what I said earlier, just get a good forged/optioned weapon and an earth deleter. Mine is a 2 h sword almost perfectly rolled for poring instance, where a friend is able to do a similar clear time with a lance having only boss damage i think. A 50-60 atk weapon + andres or whatever should also do the trick. I clear the instance somewhere in between 7-9 mins where my friend does it in around 10-12 I would say. The thing with swordies is that you will need gear, where with archers or something the investment is minimal. Boils down to personal preference, investment to it and gear availability
  14. JPO

    Refining

    As a player since day 1 and even sitting at several +9s myself, I agree at the proposal. Both with how zero's take on removing safe upgrades revolves in almost forcing people into buying Gelstars/enricheds and in hopes of helping newcomers a bit. Due the declining market and the only reliable source of zeny is farming for the most part 2 maps for days, paying 2m for a safe +4 feels a little bit grindy. This wont even hurt veteran players, as some might consider decently gearing an alt wont be a huge zeny sink/investment. I agree this wont even affect the effort put into +9ing something since youre not rnging with enricheds at 0 to +4, you will just save a couple millions and ores in doing so. Enricheds will still be the biggest money sink since zero revolves around +7 and +9 as we all know, and thats where the true rng is involved
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