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[Classic] WoE Improvement, Old members rejoining.


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#1 kschamp

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Posted 23 October 2014 - 01:31 PM

Let's bring back players, and bring back competition and fun that WoE / Ragnarok is all about.

 

  • 3 castles open per realm, all unique castle loot from the 2 disabled castles go to the hardest castle to defend in each realm. Make god item drop rates stuck at 1x rates, not increased by anything (events, gum, etc.).
  • Take out the ability to have Alliances.
  • Lower guild cap dramatically. Has to be done by lowering extension I think? Base guild has 16, lower extension to 1 per lvl = 26 cap. A guild cap of 26 is much more realistic to obtain on a consistent basis for multiple guilds, WoE would be less about who can get 5+ more people on that given day. I could see a lot of competition created with a guild cap of 26. As of now the barrier to entry WoE on a competitive level is almost impossible for any new or returning guild since they would need about 40 people. (not including severe item disadvantage)
  • Cheating needs to be looked seriously into, it ruins the game. Bannable offense! Seriously.

(vrypwrful insights)

 

 

What about the drop rates and items given in the castle loots? Idea's? Thoughts?


Edited by kschamp, 24 October 2014 - 06:10 PM.

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#2 Xellie

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Posted 23 October 2014 - 01:35 PM

  • Ban cheaters
  • stop pissing on guildleaders
  • fix the community

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#3 hoikarnage

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Posted 23 October 2014 - 01:38 PM

 

  • fix the community

 

 

Calm down Mussolini. You can't just "fix" a community. A community is what it is.

 

*edit* nobody ever gets upset when you say Mussolini, only when you use the "H" word.


Edited by hoikarnage, 23 October 2014 - 01:50 PM.

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#4 kschamp

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Posted 23 October 2014 - 01:39 PM

Calm down Hitler. You can't just "fix" a community. A community is what it is.

 

Just because you think highly of someone, let's call people by their original names.  I don't want this thread being closed.


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#5 Xellie

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Posted 23 October 2014 - 01:42 PM

Calm down Hitler. You can't just "fix" a community. A community is what it is.

 

Godwin's law at it's finest, <redacted that's too mean>


Edited by Xellie, 23 October 2014 - 01:44 PM.

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#6 hoikarnage

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Posted 23 October 2014 - 01:43 PM

That's cool. I just thought it was an odd statement. Communities are made up of people, and the only way to "fix" a community would be by forcing some people out... much like certain historical figures have tried to in the past.


Edited by hoikarnage, 23 October 2014 - 01:44 PM.

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#7 kschamp

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Posted 23 October 2014 - 01:45 PM

That's cool. I just thought it was an odd statement. Communities are made up of people, and the only way to "fix" a community would be by forcing some people out... much like certain historical figures have tried to in the past.

 

It's because there is a portion of the community who rely on RMT/Duping in which I'm hoping she's talking about, that and the obvious nodelays.  Anyways, let's keep on topic please. Stop posting unless you'll be providing more points for classic WoE's.


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#8 Oda

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Posted 23 October 2014 - 01:45 PM

Calm down []. You can't just "fix" a community. A community is what it is.

Would you like to amend your statement? This is not an appropriate comment here. Hitler is not like a seasoning you can sprinkle on top of a post.


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#9 Kadelia

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Posted 23 October 2014 - 01:46 PM

Calm down [...]. You can't just "fix" a community. A community is what it is.


Incedentally, this rminds me of something a radio host said this morning. They were talking about the traffic for bridges/tunnels, and people called to pinpoint the drivers cause a lot of the backups by slowing down as they enter, tailgating, etc. And the host pointed out, how you can't change the average person's behavior, and that the system needs to be designed to accomodate for the average behavior, rather than focusing on changing the behavior. because as much as we'd like to, projects to improve logistics and movement of people need to get done and be helpful, rather than falling flat on what can't be changed (the people).

Edited by Jaye, 23 October 2014 - 01:46 PM.

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#10 hoikarnage

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Posted 23 October 2014 - 01:47 PM

Oi vey. People taking that statement a bit too seriously. Too soon I guess.

 

Feel free to delete it if you think it's that bad.


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#11 Xellie

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Posted 23 October 2014 - 01:52 PM

Calm down Mussolini. You can't just "fix" a community. A community is what it is.

 

*edit* nobody ever gets upset when you say Mussolini, only when you use the "H" word.

 

Did you just compare me to some kind of freakin' pasta?

 

I dunno where you get off. Just too far man, you're going too far.


Edited by Xellie, 23 October 2014 - 01:54 PM.

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#12 hoikarnage

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Posted 23 October 2014 - 01:56 PM

Did you just compare me to some kind of freakin' pasta?

 

Let's just say I did.

 

Ima stop posting here now out of respect to OP's wishes.


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#13 Themes

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Posted 23 October 2014 - 02:09 PM

Let's bring back players, and bring back competition and fun that WoE / Ragnarok is all about.

 

  • Lower the castle numbers.  We don't need so many due to how many guilds we have currently.  It's pretty much no competition or fun due to this.
  • Take out the ability to have Alliances.
  • Lower the Guild Cap.  Doing this will have more guilds at one given time, more fun!
  • Cheating needs to be looked seriously into, it ruins the game. Bannable offense! Seriously.

 

 

What about the drop rates and items given in the castle loots? Idea's? Thoughts?

 

Going to weigh in here as a member of the one guild everyone loves to hate for not playing the same way. I'm not posting here to start any poop throwing, just give my opinions so please keep guild drama and personal attacks out of it.

 

I sort of agree that it's annoying with the number of forts, but it's fairly easy to find action for the people that want it right now. The big guilds follow each other around and most of the smaller guilds have been scrapping in the same forts. The only problem I have is the ability for single players to take 1.0 forts at the end, most of the "important" forts are being taken by the bigger guilds and would probably end up under their control anyway, but all the misc bris/sleip forts that nobody really cares about are up for grabs.

 

Removing alliances wont do much of anything, any guilds who want to work together will continue to do so.

 

As for the guild cap there's nothing to stop people from limiting the number of players they want to bring. People just want to keep winning so they bring more and more people, with unlimited supplies it's not that much more effort for just one more person and then just one more person. If you lower guild sizes you're just going to wind up with the same people split into two groups working together, same deal as the alliances. Right now its easy enough to find people to fight if you're a 10-15man guild.

 

One problem I have with the guild cap is how it impacts more casual groups. It's going to mean that nobody will ever have an alt in guild, people who stopped playing for a few months wont be able to log in and say hi. This may not be a big deal for the guilds who are only active during woe, but we've got people logging on every week who havent played for weeks/months and I'd much rather them be able to interact with players instantly instead of logging onto a fairly empty server with no guild and nobody to talk to.

 

No arguments with the cheating, that and the RMTing need to stop.

 

Castle treasure is still a fiasco, there's so much "junk" it's all supposed to help fund and supply a guild. On a 1x rate server with no VIP, no gum, no surplus boxes and a decent population its probably really nice to have a whole pile of pre-trans stuff to inject into the market. But we've got the same base drop rates on that stuff (as far as I know) and its amplified so much. Guild leaders are just showered in items they cannot get rid of fast enough and it's not even a priority because they dont *need* to as they're not buying sands or bomb mats due to GSBs. This is also a problem with relation to the amount of god pieces floating around.


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#14 Cinquine

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Posted 23 October 2014 - 02:33 PM

  • Lower the castle numbers.  We don't need so many due to how many guilds we have currently.  It's pretty much no competition or fun due to this.
  • Take out the ability to have Alliances.
  • Lower the Guild Cap.  Doing this will have more guilds at one given time, more fun!

 

I'm pretty sure there was an official response to this saying that it is impossible. As in: it is a kRO hardcoded thing they'll most likely never be allowed to change.

 

If someone has a link to that would be appreciated. I can't remember exactly what it said, but I'm nearly 100% sure alliances is not possible on iRO.


Edited by Cinquine, 23 October 2014 - 02:33 PM.

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#15 Xellie

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Posted 23 October 2014 - 02:40 PM

Not really any disagreement with Themes, except that the big guilds haven't really been "big". It's been one guild + one forced into merging because otherwise there was no way to compete.

 

Up until about 2~3 weeks ago with the exception of hatebreed I dont think any guild was breaking 20s. That includes Valhalla (might I say that 15-20 vs a 3 guild alliance is really horrible so thats my +1 for removing alliances, but that wouldn't change anything as they would still work together). A guild cap would have affected hatebreed (which would have prevented the Valhalla/WC merge) and probably forced alliances. I don't think that a guild cap now would do much to change the overall scene.

 

Also the woe 2 thing, nobody should be able to defend an empty castle, or move from fort to fort taking advantage of no comp to waste time to hold an econ to make god items. It's a big factor in castle loot having zero value.

 

edit: Themes, nobody hates valk for playing "differently". I love defending!

 

 


Edited by Xellie, 23 October 2014 - 02:46 PM.

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#16 AlmrOfAtlas

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Posted 23 October 2014 - 02:42 PM

I'm pretty sure there was an official response to this saying that it is impossible. As in: it is a kRO hardcoded thing they'll most likely never be allowed to change.

 

If someone has a link to that would be appreciated. I can't remember exactly what it said, but I'm nearly 100% sure alliances is not possible on iRO.

 

when will classic get their bio3 hwiz spawn fix?

 

The classic bio 3 high wizard spawn can be discussed, but it's not broken.

 

when will classic have a horse hat?

 

Not at this time. 

 

is it possible to reduce guild caps during woe in classic and disable alliance?

 

This we are not able to change at this time. 

 


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#17 IcedCafeMocha

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Posted 23 October 2014 - 03:16 PM

 

 

  • Lower the castle numbers.  We don't need so many due to how many guilds we have currently.  It's pretty much no competition or fun due to this.

 

WoE god item creation, god item parts, guild dungeon access, and the minority guilds who may "luck" into getting a castle because they don't like being forced to choose a side when it comes to the "big" guilds. Oh and dont forget that not everyone WoEs to actually PvP, some do it to guarantee GD access because they wish to level or kill the mvp in whichever GD.

 

You can't force people all in one/few castles no matter how much you may want it, others simply may not feel the same way. Hunt the fight you want if you want it badly enough you'll find it.

 

Buff geffen GD plz~ xD


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#18 Cinquine

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Posted 23 October 2014 - 03:19 PM

Thanks Almr. I feel like there was something else though.
Maybe they discussed it in greater detail during the stream and that's what I'm remembering.

Edited by Cinquine, 23 October 2014 - 03:20 PM.

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#19 zerowon

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Posted 23 October 2014 - 03:49 PM

A community competition manager needed to be hired from day 1 IMO to avoid where we are ATM there is no liaison I or most anyone can go to address our issues to the gm team we have to spam the forums or there in boxes to just be heard . Concerning woe2 econ from the start they should of had the renewal feature of each time a item was made it lost Econ/def to prevent flooding .it might be too late now as mostly all high end trades involve someone offering a bryn or asprika for said item./mini/MVP card Perhaps we can reach a resolution on having a bonus to smaller teams /no alliances though game say item rewards or Econ? My view is there should be an actual bonus for me putting a 20man roster that's balanced and works well together without support from a alliance or throwing 50+ players at them and win though attrition excuse grammar this is from my iPhone while watching the game latera

Edited by zerowon, 23 October 2014 - 03:50 PM.

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#20 kschamp

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Posted 23 October 2014 - 03:56 PM

WoE god item creation, god item parts, guild dungeon access, and the minority guilds who may "luck" into getting a castle because they don't like being forced to choose a side when it comes to the "big" guilds. Oh and dont forget that not everyone WoEs to actually PvP, some do it to guarantee GD access because they wish to level or kill the mvp in whichever GD.

 

You can't force people all in one/few castles no matter how much you may want it, others simply may not feel the same way. Hunt the fight you want if you want it badly enough you'll find it.

 

Buff geffen GD plz~ xD

 

The server is literally like this.

 

Alliance 1 Defends castle.

 

Team 2 fights Team 3.

 

Randoms run around being randoms.

 

There is really no Real Fight unless you're playing by yourself and attacking every person from the 3 guilds.   Also, the point of GD is for people who win WoE to have access to those dungeons.  If it was meant for every PvM player, it wouldn't be only a WoE castle dungeon that gives them access.

 

Also if the cap size was lowered, they aren't really forced into choosing a side.  To that person above who said they'd still work together, you're right.  They would to an extent.  Just you can't as easily work as a team without hitting eachother.  "Yes you can" No, it's not that easy.  Plus, there would be more people participating in WoE, it wouldn't just be the three guilds you see now.  You'd see many more of them, due to the splitting of a guild due to size, and people who would actually return to the game because there's actual competition and fights.


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#21 cybernetic

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Posted 23 October 2014 - 04:04 PM

id like to play again, no time to remake everything tho!

 

also the discussion about reducing castles/numbers/alliances is an age old one. too bad they cant just try it out for a month and see how it goes !


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#22 Xellie

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Posted 23 October 2014 - 04:11 PM

ignorance

 

the lack of fights isn't about size/alliances. I can fight all WoE non stop no issue.

 

The lack of fights is about lack of reasons to compete.

 

p.s: your description of woe is kind of wrong. team 1 fights alliance, team 2 barely exists until the final 10 mins.. I would bet money on half these "guilds" just doing the last 10 mins if they cut castles etc.


Edited by Xellie, 23 October 2014 - 04:16 PM.

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#23 kschamp

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Posted 23 October 2014 - 05:09 PM

They can't cut castles and keep the amount in guild cap.  It'd have to be both done to make it viable.


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#24 Xellie

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Posted 23 October 2014 - 05:18 PM

none of this matters, give people reasons to do all the work to make the fights happen


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#25 Gn1ydnu

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Posted 23 October 2014 - 05:27 PM

Reduce guild cap. Can be done by modifying guild skill. It has been done in the past if you remember like 9 years ago or w/e. They increased the guild extension skill from 2 to 4. 

 

Example from 10/12. These are rounded numbers and pure guesses on ACTIVE PLAYERS no characters logged...

VH-40
HB-30
Valk alliance-40
Small guilds + soloists- 40

That's like 150 active players participating in WoE. 1 FULL alliance could hold 50+ more people then the entire servers WoE population combined... 

Plus 1 week having 20 vs 40 then the next week 40 vs 20. Lowering the cap to reflect the population of the server would increase the competitive nature of WoE BOTH durring WoE and on non WoE days. You only have so many "slots" to fill, if somebody isn't helping the guild replace them with somebody else. This will make getting into a "top tier competitive guild" a challenge and something to strive for and also work for helping that guild.

 

 We should look at the reason for a lack of (WoE) guilds on the server. We will go down to what 4 guilds if this one quits? That is absolutely horrible. Why would I make a guild and put forth #effort just to "win" and have the opponents come back the following week with double the numbers that my guild has? There is no reason to allow guilds to get 56 people inside of one or an alliance to have 224 people inside of that alliance. There just aren't enough players or guilds for this to work. That's why you get consistent 1 sided WoEs. Every WoE 1 guild has drastically more numbers then the others. This has been going on for a long time and it makes for inconsistent "fun". It is painful to play. 

 

I know multiple guild leaders (not including myself) who would bring their guild back if the guild cap was lowered to better reflect the population of the server. If/once the population goes back up then we can get rid of it!


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