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Lukien

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Lukien last won the day on April 6

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  1. Where to start... this is a question of integrity. As a player, like many others, who has regularly donated to the server to support what I believed was a server run by GMs who actually gave a damn and repeatedly told players “we won’t wipe”. Let’s face it, this is a wipe, no matter how you look at it. I like many others have invested more hours into this server then I would like to admit. This is like a smack in the face. Not only does this shed light on the fact as to why we haven’t received a significant patch in months, but many of the suggestions for improvements will be implemented into this new server. If r0 was a beta it should have been advertised as such, cause let’s face it that’s what it was. Instead the server was advertised as a progression server which would receive regular updates and regular content patches. For the past 3 months the GMs have gone silent. And now come out with “we are starting a new server, sorry to those on the previous server you wont receive updates”. Who is to say this same thing won’t occur to the new server if/when it sees a dip in the playerbase? What assurances can the GMs give? And at that point why would we believe them because we’ve been told several times this server wouldn’t wipe and would continue getting content regardless of playerbase. Thats it for me, I have lost faith in the GMs and won’t be playing on the new server and I hope those who supported the previous one are compensated for the money they have put into it to keep this server going but lets be realistic, there is no reason to believe this new server won’t see the same fate. Its a damn shame...
  2. As far as I am aware def and mdef calculations are the same as renewal. And I am unaware of any point in time which 100 mdef gave status immunity.
  3. Prices of vendor items are based on the kRO prices and unlikely to change. Auto loot has been discussed previously and is very unlikely to be introduced. As for navigation tickets: they are a luxury, and 99% of the time a unnecessary one. You can level up a warp aco and set warps to the maps you want fairly easily on a second account. The only instances where this is not the case is Juperos 3 and Amatsu 2/3 dungeons where getting to them is a chore and I think most people would rather bypass.
  4. It comes down to a lack of advertising and player retention. There is no vote point system at all so players don’t go and upvote the listings on various RO private server listing sights. The community as a whole has seen drastic fluctuations over the life of the server and this isn’t the first time we have seen numbers this low. Player retention is also a problem. Players come in see a lack of numbers and leave. The largest drop we’ve seen was from a streamer who brought in several hundred players, then when he moved on to another server, so did those players. That along with a somewhat long patch cycle and numerous bugs with endgame gear that have gone unchecked for some time make grinding seem pointless. This is all all compounded by the fact the primary zeny sinks of enriched and HD ore have starved the economy of any stable zeny inflation keeping items that would normally be worth farming due to their high value at a very low value. This makes Liquid zeny farming the most efficient way if making money to progress your gear. It creates a cycle of farm several hours to get money to spend on ore, break the items you were trying to upgrade, repeat until you have the endgame items you want. Unfortunately the cost of the endgame items in time and zeny is simply to high to be sustained by such a low population so players burn out after breaking a handful of endgame items. Is the server a good server? Absolutely... as long as you don’t mind playing RO primarily solo on and self farming out 90% of your gear due to any sort of stable economy and then find out the end game gear set you were going for is bugged and doesn’t give the bonus it states.
  5. So after thinking about this today, I feel there are a couple of things that could be implemented to help relieve some of the issues the current system has. Level Cap Increase: raising the level cap to level 70 would dramatically reduce the % of EXP at the top level from each run. Yes players would still need to do suicide runs after a handful of instances but it would be much less significant. Assuming the EXP table mirrors the old classic EXP table (100mil for lvl 98-89) the exp needed for lvl 60 on that table is around 360k vs lvl 70 at 2.4mil. I am not currently able to confirm these numbers however. Meanwhile the time to clear the instance as a lvl 70 vs a lvl 60 is likely very similar. You might kill the bosses a bit quicker but you still need to actively clear the mobs to spawn the bosses which is what takes time. Daily Rotating Rewards: this should basically just be thrown out. Instead have the end chest drop a consistent 4 fragment boxes. This would coincide with a change to the fragment boxes, instead of giving 1 per box they would instead give 1-3. 35% chance to get 1, 45% to get 2, 20% to get 3. This would average out to 1.85 fragments per box or 7.4 fragments per run with a minimum of 4 and a maximum of 12. Hard Mode: I think this is the most obvious solution. Balanced to be soloable but give a slight benifit to doing it in a party (less so then the other instances where a full 12 man party is basically mandatory). The End chest would have 7 fragment boxes averaging out to 12.95 fragments per run. The bosses could be balanced to be similar to entry level MVPs (Eddga->Phreeoni->Orc Lord in terms of damage as an example, increasing difficulty each mini boss) with 500k health pool for the first two and 1mil for the end boss. Zelstars: the change to the fragment boxes would be reflected in the Zelstar shop NPC and increase the cost of buying a fragment box to 15. In addition to this the lotto rates would need to also be adjusted to be roughly around a 5% chance to get a fragment box (1/20). Infact all of the rates should be looked at on the lotto.
  6. 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.
  7. 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. Edit again: I decided to put forth actual suggestions to solve these issues, they are in the fifth reply to this post. 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.
  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. 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..
  10. Lukien

    State Of The Game I

    Alright, So I figure I will put out my thoughts on this as I have more or less stepped away temporarily from the server to play other things. Certain decisions have left a bad taste in my mouth as of late. Things like the release of the "guild monthly rewards" which give guild a reason and incentive to recruit as many people regardless of whether or not they intend to actively include them in guild activities or not. It also encourages players to go to the largest guild they can to increase their rewards, because why start a new guild when you can join that other guild and get free stuff every month. This is a issue and will cause further imbalance the longer it stays in the game. The release of guild dungeons, content which is far to difficult to be efficient for new players as the only source of the PVP gear and likely the best gear for WoE. The issue here is the time investment needed for a player to successfully complete a set of this gear is insane. On top of that, these sort of items are and should be obtained solely through PVP, not through PVE for PVP. If you want BGs to be active, there needs to be a reason to participate in BGs. Speaking of BGs, other then the first week I have not been able to get into a single BG since, They are largely left unpopulated due to the number requirements for them. Potentially look at altering one of the BGs to be 3v3 and immediately allow party queue. This would incentivize small groups to get together and compete. The release of WoE during a time in which the population is on a turn slide was poorly timed. I understand that the goal was to get it out as soon as it was available, but as we have seen 1 guild has been actively participating and thats it. There is no competition for castles what so ever. The times need to be looked at to bring more players into the fold. I would suggest looking at server login data to see when the most players are online consistently and setting up times relevant to those players. The original times were set up to be BR friendly as the BR population was a large number of the player base, but 90% of that population has moved elsewhere leaving the rest of us wondering why the times were decided in a poll rather then looking at server data. All in all the server is not in a stable place at the moment, but the goal should not be to bring in fresh bodies or bring back those who have quit. Focus on correcting and fixing the systems that are in place right now to better the server for those who are still actively playing. Over time, the new players will come and the old players who quit might come back, but in order for that to happen to population needs to stabilize and the only way that will happen is correcting some of the issues with the current in game systems that are apparent.
  11. Lukien

    State Of The Game I

    Not to call you out, but in what way was the decision by the GMs to follow the rules as stated and to give out bans as a result impatial? If this had been occuring to a newer player and not a veteran player should those players not have been banned? @Ihsan In regards to the minato comments, those comments were not made in the server discord. Those were made on a separate discord in which a player felt the need to go in and screen shot posts that were taken out of context to shed minato in a poor light. Regardless, he hasnt been playing actively on the server basically since he stepped into GMing as the community go between GM.
  12. 20 champion KPH would be farming out a champion every 3 minutes. On some maps that is likely lower then what is possible. So in theory, it should be possible to get 25-30 champions an hour spawned on a map like orc dungeon or poison spores. Some maps are just obviously better to farm for these than others. Putting the rates too high makes those maps way to strong.
  13. Alright so I am making a post here to get community feedback on the Zelstar system. As it is currently it is pretty obvious that the rate in which we are obtaining Zelstars is simply not enough. These have had little to no impact on the server economy at this point due to their rarity. So I have come up with 3 potential solutions which all net the same benefit: more Zelstars. This post is not a place to argue for or against adding more sources of Zelstars, but rather tweaking the current source to get players feeling rewarded in its current itteration. After some testing on average I feel 20 champion mobs per hour is a decent benchmark for tuning these drops. If someone is actively farming low level champions for these boxes this is likely around the number of champions they will be able to spawn in an hour. So I am using this number as the basis for tuning the system. Option 1: Increase the drop rates to 15/17.5/20 (depending on champion level) and change Zelstar boxes to contain 3-5 Zelstars. (20KPH)(0.15)((3+5)/2)= An average of 12 zelstars an hour from low level mobs. Option 2: Increase the drop rates to 25% from all champions. Change Zelstar boxes to 1-4 zelstars. (20KPH)(0.25)((1+4)/2)= An average of 12.5 zelstars an hour from farming champions Option 3: Increase drop rates to 40% from all champions. Change Zelstars boxes to 1-2 zelstars per box. (20KPH)(0.40)((1+2)/2)= An average of 12 zelstars per hour. Option 3 would net the most consistent rewards and least RNG dependant, while option 2 and option 1 have a higher potential zelstars per hour for someone who got lucky on drops/boxes. The numbers can be tweaked again if these still feel to low of rewards. Edit: note the current rates are 5.1/6/7.2 and a roll of 1-5. This would put the current average at 20kph at 3.06 zelstars an hour.
  14. Hands down yes. if anyone has tried to spawn GR/DR will likely agree.
  15. Lukien

    Refining

    @Taz The same result of cheaper refines could be achieved through access to enriched ore via my above suggestion. This would result in new players not only having access to a +4 via enriched but also give them items to sell on the market to veteran players with consumables and other items being included. More access to the player market for more players achieves the same result as safe refining does without the need to cut down other people’s hard work. I am arguing there is a better solution, not that there isn’t a problem. Safe refine is simply a short term fix on a issue with market access. New players feel like they can’t make money without grinding harpies or mag2. Therefor breaking a item going to +3 feels bad. But if a new player had access and the ability to farm something that all players want, then access to the market is achieved. This is just not the right fix. edit: normally market access is gained via mid tier gear, blue/white herbs and misc crafting materials. But due to the nature of how easy it is to farm mid tier gear, blue/white syrups existing, and the best gear being high end crafted gear these avenues are not viable. edit2: ima just leave this here @Hades “This is a core mechanic we will not change.” Sounds pretty definitive to me... many of us refined our gear in the first place due to this statement. Can’t say it was due to community size either, at that time we were smaller then we are now.
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