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Guild Supply and Member Participation


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#1 Campitor

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Posted 16 October 2013 - 10:54 AM

Greetings! Next on our list of ideas is a way to encourage guilds to do the following.

 

* Play the game mid week

* Make sure of the guild dungeons located underneath the castle  are used by the guilds to hunt(and hopefully murder some competition).

 

To do so we want to reward such behavior with a much easier method of providing guild supplies to the guild!

 

You may be asking "Campitor, you devilishly decent fellow, how will you do this? What is the team's idea?!"

 

Now I would first say that I am not devilish at all and please don't describe me as such; secondly tell you the idea is as follows.

 

  1. Rebalance the monster spawns in the guild dungeon. To make the guild dungeons about the same in over all value as well as one of the higher tier dungeons in the game.
  2. Remove some of the more junk Guild Dungeon monster drops and replace them with various WoE Supply Boxes
  • WoE Supply Boxes would contain 10-50 of random crafting items needed to supply guilds for WoE such as steam, poison spore, karvo, WSS and the like. They would not contain items that are obtainable from npcs or finished items.

Now we do have questions for you the users!

 

What monster drops should we remove and replace with these supply boxes? Are there any crafting items you find you use more than others? We can weight those to come out more often to balance consumption with supply.


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#2 Melancholfy

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Posted 16 October 2013 - 10:56 AM

I see :o


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#3 Themes

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Posted 16 October 2013 - 10:59 AM

This is going to depend pretty heavily on what you guys end up doing with treasure. It's a good idea and I support it, but I'd like to see what you guys plan to do for treasure before we look at changing guild dungeon monster drops.

 

Got nothing against you guys fixing monster spawns and such though. The only issue I see is you're going to have some pretty big imbalances with the size of the maps, Luina has always been popular because it has a much higher density of monsters than the other ones. If you increase the spawn rate/numbers in some of the other ones to equal it out then you'll just get some pretty absurd numbers of things.


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#4 Melkor

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Posted 16 October 2013 - 11:01 AM

Just a small tiff, you could probably consider moving the guild dungeon flag in switches closer to the flag in spots of each castle.  Some are really nice and close, others you have to walk like through half the map -__-

 

 

And as another small sidenote, you may want to consider adding the other monsters that are currently in the guild dungeons to other maps so that people can still hunt things like burnt trees for their spore hats etc.


Edited by Melkor, 16 October 2013 - 11:03 AM.

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#5 azertygf

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Posted 16 October 2013 - 11:01 AM

Just add more monster in the dungeon / and add to the drop list of monster the Supply box don't replace any items just add the new items Supply box at a good percentage.


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#6 Campitor

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Posted 16 October 2013 - 11:04 AM

Just add more monster in the dungeon / and add to the drop list of monster the Supply box don't replace any items just add the new items Supply box at a good percentage.

Each monster has 7 or 8 drop slots. We cannot increase them so unless there is already an empty slot we have to replace something.


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#7 Melkor

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Posted 16 October 2013 - 11:06 AM

Also, you could do it kill count style.  Kill 100 zombie masters and turn in for ONE of either 100 WSS, 200 stems, 25 poison bottles, etc.  Or 200 zombie masters or whatever.  Just make it each guild dungeon exclusive, and ONLY for monsters that spawn in the guild dungeons.  

 

You should also consider beefing up those monsters at least slightly so that they aren't quite as much of a pushover, especially for a party of 12.

 

Also, you could make it like the Thanatos Tower quest and make it so that it is only possible to take the quest if you have 5 or more people present in your party that are near the NPC.


Edited by Melkor, 16 October 2013 - 11:10 AM.

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#8 Hrishi

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Posted 16 October 2013 - 11:10 AM

If the drop slots are limited, why not create a lower headgear/accessory/whatever else that causes the monsters to drop these woe boxes? Similar to how the old september boxes were done.

 

In order of what supplies are used the most, I'd say the most expensive part of WoE are acid bottles/bottle grenades, followed by everything else. Starsands are very useful too.

 

Also I would like treasure boxes from castles to also supply these and not for it to be just from the guild dungeons, but this is a fair starting point.


Edited by Hrishi, 16 October 2013 - 11:10 AM.

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#9 Themes

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Posted 16 October 2013 - 11:15 AM

Can they limit the monsters you can kill with one of those lower/accessory type things? I think it's probably just easier to replace random trash drops from any of those mobs.

 

Any of the trash drops on those monsters can be changed really, I dont think there's any monster I can think of that doesnt have something available elsewhere.


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#10 Campitor

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Posted 16 October 2013 - 11:15 AM

If the drop slots are limited, why not create a lower headgear/accessory/whatever else that causes the monsters to drop these woe boxes? Similar to how the old september boxes were done.

 

In order of what supplies are used the most, I'd say the most expensive part of WoE are acid bottles/bottle grenades, followed by everything else. Starsands are very useful too.

 

Also I would like treasure boxes from castles to also supply these and not for it to be just from the guild dungeons, but this is a fair starting point.

 

Unfortunately those headgears would enable the drops on every monster, on every map, everywhere.


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#11 Themes

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Posted 16 October 2013 - 11:23 AM

Baldur (Payon Dungeon):

 

Am Mut (http://db.irowiki.or...ster-info/1301/): Glass Bead/Halo

Gajomart (http://db.irowiki.or...ster-info/1309/): Fire Arrow

Skeleton General (http://db.irowiki.or...ster-info/1290/): 2s Glad or the Yellow Herb Probably

Cat O' Nine Tails (http://db.irowiki.or...ster-info/1307/): Elu/Ori or maybe Punisher

 

Now, these also spawn other places (Payon 5 and ET) its still kind of limited by spawn rate/location so it probably doesnt matter too much.


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#12 Melkor

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Posted 16 October 2013 - 11:23 AM

The headgear option sounds like a great way to encourage botting, if you ask me.  

 

 

I don't see a problem with kill count style.  That would also encourage the groups to do it together, AND could encourage the one thing that everyone seems to love on this server so much.. GVG.  One big group of a guild wants to stop the other big group of a guild, so they fight it out.  Bam.


Edited by Melkor, 16 October 2013 - 11:25 AM.

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#13 azertygf

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Posted 16 October 2013 - 11:29 AM

Just replace the useless loot from monster btw just look if we can drop it in another monster/or if it can be buy from npc before replace it. 

 

Is not hard to do they have a lot of useless loot. You need how many slot for the box ? only one right?


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#14 kisai

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Posted 16 October 2013 - 01:38 PM

Unfortunately those headgears would enable the drops on every monster, on every map, everywhere.

 

Wouldn't modifying the drops do the same thing?


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#15 Themes

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Posted 16 October 2013 - 01:42 PM

Not if the monsters are unique to a guild dungeon (like they are right now with a couple of exceptions).


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#16 delpans

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Posted 16 October 2013 - 10:53 PM

Hmm... Rather than random supplies box..
I suggest that the monster in GD drop same item and there are npc that can exchange the item, so we can trade the item to something that we need from npc( something like badge exchange from battle grounds)..

Example :
Monsters in greenwood castle are Am mut, skeleton general,Gajomart and etc
Each of them will drop same item such as maybe some voucher...
And you can exchange the voucher to what we need in the npc,ex :
10 voucher for 150 witch star sands
5 voucher for 50 poison spore
10 voucher for 10 karvo
And etc

That will be great, and the guild dungeon will be worthed..
But if you can, you add more exp from GD monsters
I think that will be worthed

But i dont know the voucher must be account bound or not
Thanks
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#17 Xellie

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Posted 17 October 2013 - 06:53 AM

Just saying, I don't know that unless the exp is good enough for us to group leech chars together that people will actually log on even for this.

 

Regardless the following might be necessary:

 

Non-WoE method of gaining supplies (for new/fortless small guilds)

empty bottle vender NPC


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#18 iamvrypwrful

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Posted 17 October 2013 - 09:19 AM

This should be done AFTER something is done about castle treasure. Priorities.... 

 

I don't think that many people will bother to do this. Guilds just want to turn in treasure for supplies that were dependent on bots (supplies for bombs, coats, poison bottles, blue herbs).

 

It also blows my mind how iRO doesn't take advantage of the high potential for battlegrounds, I rate the current system 20/1000.

 

1. Add all WoE supplies as rewards (woe only supplies)

2. Take out the retarded delay in between games

3. Think of something yourself  :rice:

4. Enable snap  :yawn:

5. Add 5v5 KvM style, but give BG badges not kvm bages (kvm gear is pretty overpowered)

 

you're welcome


Edited by iamvrypwrful, 17 October 2013 - 09:28 AM.

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#19 iamvrypwrful

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Posted 17 October 2013 - 09:21 AM

 

empty bottle vender NPC

 

+10000, I'm pretty sure valk server had this


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