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#26 porty

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Posted 27 November 2010 - 01:59 AM

On the topic of MVPs, I think they need to change them to scale exponentially.

They need to designate a few 'noob' MVPs to give people a taste of the hunt, which can be easily solo'd by most people. For instance, Phree, Drac, Drake, etc.

Cant agree with this more.

Level 50 MVPs should be easily solo'd by lvl 80 players and so on.... otherwise why give them such low levels? Just adjust the drops to reflect the level of the MVP. low level= more common drops. I think lower level MVPs would be a nice addition to the game.
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#27 LethalJokeChar

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Posted 29 November 2010 - 07:12 PM

I would still agree that they need to remove the penalty for killing a monster much higher level than you. Face it, it's IMPOSSIBLE to power level off those monsters in ways that weren't intended even if those penalties were removed.

That is pretty much what is stopping my lv 99 char from even trying to enjoy the 3x ranchel sanc spawns. Because, all my drops and exp would be nerfed hard anyway.
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#28 Trixdee

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Posted 29 November 2010 - 07:55 PM

Definitely needs more spawn at Magmarings
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#29 Rakurai310

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Posted 01 December 2010 - 01:34 AM

I don't think it would hurt to up the spawn rate of the Parasite, Porcellio, and Wild Rose maps a bit. The monster density just seems too sparse compared to most of the other maps post Renewal.

Also, I think it would be good if all boss protocol monsters were subject to the "no reduced drop rate" rule, not just MVPs. Mainly because a lot of said monsters can't realistically be killed by someone of the appropriate level range solo, and the chances of getting a group together to kill one is fairly non-existant.
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#30 JAYRAD

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Posted 01 December 2010 - 07:06 AM

ET needs to be drastically overhauled.
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#31 Quanta

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Posted 01 December 2010 - 05:35 PM

I only have input on a couple of maps, since I just returned and am leveling up.

Payon 2: You have level 50+ Archer Skeletons and Eggyras, and level 47 Drainliars mixed in with the more numerous level 34 Soldier Skeletons. That's a pretty big discrepency in monster levels, don't you think? Suffice to say, it's a bit painful to healbomb this place atm.

Prontera Field 5: The map has Hornets, which are level 11...and Thief Bugs, which are ten levels higher. Again, pretty significant discrepency, especially since the Eden Group kill quest sends you here instead of to the nearby Mjolnir 1, which has Hornets and Savage Babes (lvl 15), which is far more reasonable.

Geffen 1: There are STILL Hunter Flies here? Why? They're nearly 40 levels higher than the Poison Spores that dominate the place according to iW's database. I mean, I could see having maybe 1 to keep players on their toes, but there's several. No level 50-60+ player is going to level here when Geffen 2 offers a better selection of monsters within that level range, so I don't know why they're still here. It's certainly not to combat bots; bots could just go to nearby Mjolnir 6, where there's TONS of Poison Spores to kill and no pesky flies to contend with.

Pyramid 1: Not so much a spawn issue, but this map is filled with bats, and anyone looking to become a Thief has to go through them. This is a problem since they can one or two shot a level 10 Novice no problem. I'm only thankful that I had a billion novice fly wings to try and teleport near the entrance to the basement. I can't imagine being able to actually run through here on foot and live without an escort. My only suggestion here is to have the Thief Guide outside teleport you in; it seems reasonable since there's no more job change quests.
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#32 Doddler

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Posted 02 December 2010 - 01:18 PM

On the MVP topic, I think Randgris should have more HP, but she's suitably difficult as an MVP boss. Soloing Randgris may be possible by means of 1-shotting with her current HP on a Sura, but otherwise she recovers HP rather quickly when idle due to her heal-happy minions. Morroc on the other hand has almost no means to recover lost HP. He's slightly difficult if you sit and tank him, but why would you. Hit-and-Run genetics and gloomy clashing can easily win because he has no method of healing. Gravity removed his ghost minion, which is his only way to get HP back in a timely fashion. Actually, in general HP recovery on MVPs is downright pathetic compared to the increased damage players are doing to them. An MVP like Morroc should be spamming the heck out of heal when he's idle, or have a cast time for full heal like the new world bosses.

Geffen 1: There are STILL Hunter Flies here? Why? They're nearly 40 levels higher than the Poison Spores that dominate the place according to iW's database. I mean, I could see having maybe 1 to keep players on their toes, but there's several. No level 50-60+ player is going to level here when Geffen 2 offers a better selection of monsters within that level range, so I don't know why they're still here. It's certainly not to combat bots; bots could just go to nearby Mjolnir 6, where there's TONS of Poison Spores to kill and no pesky flies to contend with.


I disagree on this point. Geffen 1 isn't a low level map with high level monsters, it's a high level map with low level monsters. There's better places to level, but there's not really a better place to hunt hunterflies. Hunterfly cards are in huge demand now. There is already a map with a crazy high poison spore spawn rate, so there doesn't really need to be a second. The only issue is that the eden group quest tells you to go to geffen tower for pspores instead of north east geffen.
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#33 Mwrip

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Posted 03 December 2010 - 01:17 PM

The hunterflies, ridewords, and mimics were added to random maps way back in the day, in a vain effort to stop the bots. (Instead, it left ONLY the bots on these maps, since they insta-wing, and we don't.)

That being said, the flies might actually be halfway decent exp in Renewal, so that map may actually be usable now.
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#34 Quanta

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Posted 03 December 2010 - 07:46 PM

The hunterflies, ridewords, and mimics were added to random maps way back in the day, in a vain effort to stop the bots. (Instead, it left ONLY the bots on these maps, since they insta-wing, and we don't.)

That being said, the flies might actually be halfway decent exp in Renewal, so that map may actually be usable now.


The problem with that is Geffen 2 is teeming with Jakks and Ghouls, which are around the same level as the Hunter Flies. Add the slightly higher Nightmares on top of that, and why would you even bother with Geffen 1?
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#35 Trixdee

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Posted 07 December 2010 - 07:04 PM

The Magmaring map has become a huge drama fest. Please increase the default spawn on veins field 3 or add magmarings to lava dungeon and another fitting map.
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#36 Wizard

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Posted 08 December 2010 - 06:41 AM

Nameless Island please =)
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#37 TheSquishy

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Posted 11 January 2011 - 10:40 PM

I agree with the many valid points posted here.

Monsters need to be rescaled in xp and difficulty to accommodate many modes of leveling.

Leisurely to hardcore
Solo to full party
melee to caster.

Strong monsters desperately need to be returned to being high risk high reward.

However, i would like to say that distribution on monsters by element is better than pre-renewal with every level range being able to enjoy better damage output from elemental weakness.

However, many monsters now have entirely too much magic defense and entirely too little physical defense. ATM melee classes have better DPS on almost all fronts making offensive magic classes useless. Anything that discourages class variety should always be re-evaluated to the benefit of the community.

Also, please fix party xp share. There is no incentive to level with others. I think it would be fair to start double xp for a share party at 4 people and maybe like +25% for each party member after that. Maybe even an xp bonus based on class variety. Of course the players would all need to be logged in and on the same map to receive the bonuses.
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#38 dragoonlordz

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Posted 12 January 2011 - 09:43 AM

On topic of monsters I would like personally to see zones have monsters more of one element rather than about 4-5 elements because it makes life extremely hard trying to find places to level based on gear own, even if own all different element weapons and armour due to nature of having so many diff types element/size/race on each map you have to gear switch for each and every mob... At least have majority of mobs on map in a zone same element or race or size with maybe 1 or 2 different.
I don't know I just find it annoying specifically on world map zones rather than dungeons, for example titans map and magma et you got a specific element to work with that relativley good for them but you go world zone map and so many different types no gear specific type are good to help you kill there.
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#39 Ralis

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Posted 14 February 2011 - 09:09 PM

Fix overdamage. I'm sick of getting out-MVPed on stuff when I get there first, do 200k of 300k hitpoints and then lose to a 600k GFist.

It's a wonder more Suras don't camp Amon Ra. There wouldn't even be any competition on who'd win.
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#40 Mosu

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Posted 17 February 2011 - 08:38 PM

Get rid of the ridiculous amount of Harpy(s) on the Juno maps.
And seconded getting rid of Hunter Flys on Geffen Dungeon 1.
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#41 dragoonlordz

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Posted 18 February 2011 - 07:13 AM

Get rid of the ridiculous amount of Harpy(s) on the Juno maps.
And seconded getting rid of Hunter Flys on Geffen Dungeon 1.


I don't want that to happen the fact its so mobby there makes it an extremely good place to level. (Harpys)
Though removing their ability to silence would be nice but it can be bypassed with Marduk carded headgear.

Edited by dragoonlordz, 18 February 2011 - 07:14 AM.

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#42 Mosu

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Posted 18 February 2011 - 01:07 PM

I don't want that to happen the fact its so mobby there makes it an extremely good place to level. (Harpys)Though removing their ability to silence would be nice but it can be bypassed with Marduk carded headgear.

There are just so many maps they're on. South of Juno I think is one example that they shouldn't be on. It's right next to a town. D:
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#43 Wanderer

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Posted 08 April 2011 - 06:28 AM

My opinion is that there's a bunch of maps that are in serious need of revision.

Spawn Balancing: Places where I feel that certain monster appearances (or lack of appearance) has a negative effect on the game.

Clock Tower High Orcs (alde_dun01): This is the only map that has High Orcs, Orc Archers (in reasonable numbers), and Brilight. The map is more or less ruined by a high spawn of arclouse which are about 25 levels higher than the other monsters on the map.

Prontera Culverts 4f (prt_sewb4): The primary monster on this map is level 30. It would be a really good place to level, but there are many drainlairs (level 47), and 5 super fast cramps (level 82). The drainlairs are not a huge issue, but the cramps are unavoidable and can one shot many level 30 characters.

Inside Glast Heim (gl_in01): The only map where hunting sage worm and dark frames are viable. They are targets for an 70-85 eden hunting quest. However, the map is dominated by marionettes. Raydric Archers are required to be killed for the eden quest too, but they only appear on high level maps. Maybe replacing the marionettes with raydric archers would make it a better map for questing.

Labyrinth Forest 3f (prt_maze03): This is the only map in game that the monster Baphomet Jr (Lv 57) spawns. Most spawning monsters here are within 10 or so levels of this monster, except for stemworms, which are level 84. The stemworms probably need to go for it to be a good leveling map. What I think might be a good idea is perhaps replace those stemworms with Iron Fist (Lv 47), a monster that currently does not have any natural spawn) and would fit in pretty well here.

Hoomga Jungle - Umbala Field (um_fild04): This is the only map where wooden golem spawns, and one of two maps where stone shooter spawns. However, there are only 5 of each monster here. Hunting for Logs, required for some quests is an exercise in frustration with such small spawns. However you don't want to ruin it for wild roses, since this is also the only place they spawn. Perhaps if the number of stone shooters and wooden golems were increased a bit, 10-20, it would be a much better map. I hear Korea actually made a similar change with a recent patch.

Splendide Field 2 (spl_fild02): This map is home of Pingicula and Luciola Vespa. However, with renewal the map is home of a substantial quantity of special quest Naga and Bradium Golems. The problem here is that these monsters give no experience. These monsters are considerably harder than the indiginous spawn monsters, and ruin the map. While removing them would break the warlock job change quest, would it hurt to give them the same experience as the original monsters? They already have the item drops of the original monsters.

Odin Shrine 2 (odin_tem02): Back when this map was first introduced, it was populated by frus and skogul, some of which would not give any experience. These no-experience monsters would spawn only on the bridge, as a way to disuade players from taking the shortcut to odin shrine 3. However, these no-experience monsters now spawn randomly on the map along with the other monsters. Their existance don't serve any purpose and simply lower the experience gain of players who chose this map to level. I don't see the point of keeping the no-experience frus and skogul unless they were returned to the bridge again.

Odin Shrine 3 (odin_tem03): Before renewal, valkyries would spawn every 30 minutes. Now, they spawn between 90 minutes and 120 minutes. While I can understand if the longer spawn time was introduced as a means of balancing their item drops, the long variance is a big problem for those that hunt them. Consider lowering their spawn variance to something similar to an MVPs, which have 10 minute variance tops. Also, this map suffers the same no-experience frus/skogul problem of odin shrine 2.

Elite Monsters: Heimdallr said this himself, there are certain monsters which are much stronger than other monsters. The problem is that they do not reward the player for this added difficulty, and as a result are forgotten and ignored.

Biolabs 3F: This map is home of the hardest monsters in all of ragnarok. In renewal, this continues to be true, as they all have very high HP and remain incredibly dangerous. However, in terms of reward, a player may find that killing bio2 monsters, or even abyss lake monsters way more rewarding. Those places afterall give half as much experience, but are a fraction of the difficulty and come in large numbers. In my opinion, the bio 3f monsters would need about 2-3 times their current experience value to be a desirable leveling zone.

Thors Volcano: Thors is right on the cusp of a bad trend in monster stats. At about 135, monster HP begins increasing substantially, but their experience does not shift with the increased difficulty. The salamander in particular is one of the most brutal melee monsters both pre and post renewal. However, it scarcely gives more experience than a gold acidus. The monsters in thors could use an increase in experience value to make up for their difficulty, or people will ignore it entirely.

Thanatos Tower: This is a bit of a different complaint. Thanatos Tower is actually a very good leveling zone. The tower floors 9-11 are incredibly mobby and is actually one of the best party focused zones in the game. My issue is that players will likely never go there. There are two reasons: The doorman on floor 2 will only let you pass if you have 5 or more players with you. Parties under 5 players are locked out. The second is that the recent thanatos tower changes FORCES you to get all of the keys in order to enter floor 7 every time you go, even if you do not intend to summon Thanatos. This is a big hassle, as getting these keys can take up to an hour if a player is not familiar with some of the mechanisms. So my suggestions are two-fold: consider lowering the number of players required to enter from 5 to 2 or 3, and secondly, allow players passage to floor 7 even if they have not obtained the keycards. If a party wants to summon thanatos, the Keys are already needed anyways.


Still waiting to see any of these being done. Not even talking about the elite but the small changes in spawns like CTHOs that could make those places worth it again... what work does it take to change that kind of stuff? none... it could be done in one maintenance.
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#44 Charon

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Posted 08 April 2011 - 03:55 PM

Still waiting to see any of these being done. Not even talking about the elite but the small changes in spawns like CTHOs that could make those places worth it again... what work does it take to change that kind of stuff? none... it could be done in one maintenance.


That's exactly what I don't get. Like on aRO they changed around spawns on maps some time ago , so some of the gh maps are different than other servers just like that.

I'm sure most of the other stuff, like adjusting some cast times and who knows what isn't any more difficult either.

It's simply alot of stuff to change, yet we wait for some big update or whatever.

Imagine how far we would be by now if they saw someone say "ew that arrow crafting quest needs stuff from monsters I wont be able to kill until like 95, it'd really make sense to change these from stemworm stems to wormtail stems...", they went and changed that bit of data.
It's ridiculous.
I kinda wish more and more each day that this game had died years ago, maybe it would have become like opensource, and all the dedicated RO ppl like doddler etc would go make a server thats fun since there wouldnt be official servers or something... yeah I know wtf, but hey...

Edited by Charon, 08 April 2011 - 03:59 PM.

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#45 Wanderer

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Posted 10 April 2011 - 11:58 AM

These are the kind of small changes they should have started with, things they can change fast without asking HQ and to have something done before major changes like party system arrive (which btw we have been waiting for months).
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#46 Akin

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Posted 10 April 2011 - 05:51 PM

This doesn't really fit in, but I kinda want West Orcs back even though I have no character low enough to level on Orcs as they are now.
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#47 LordVader

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Posted 12 April 2011 - 12:02 AM

I have been moaning all over the forums for a week or so and I thought this would be another good place to voice my concern. Seems just as fitting as the other areas.

I would like to see a spawn chance similar to this when I think of the need for prickly fruit. Currently, there is a great portion of the Genetic skill tree that depends heavily on Prickly Fruit. With the natural spawn for Beholders and Behold Masters being so low, it becomes extremely tiresome and near impossible just to hunt the items to use these skills. Personally, I like the "Thorn Branch" as I call it of the Genetic class and it has some very versatile usage but the skills cannot be truly useful in the limited capacity of the fruit. Currently, Prickly Fruit on Valk server cost 50k, 10 for a batch, and my batches currently yield 3 thorny seeds with lvl 8 special pharmacy. That comes out to be over 166k per seed. For skills like, thorn trap/wall of thorns that either do NOT affect boss monsters or would make them tele this seems very HARSH. Crazy Vines seems like it would be a useful skill for genetics as well but the price per use is astronomical when compared to skills that are either stronger or near as effect damage wise.

Currently Beholders have a max spawn of 10 on a large map, Beholder Masters 17 on a large map (also a guild dungeon, so you are screwed if you just pvm/mvp). The natural spawn of these monsters is vital to the enjoyment and creative play of the community, having Cart Canon force fed to your build due to a lack of monsters to hunt isn't fair and only makes for limited cookie cutter builds.

Edited by LordVader, 26 April 2011 - 12:28 AM.

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#48 iCandy

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Posted 19 April 2011 - 05:59 PM

WOE 1.0 castles need to have their monster lvls adjusted to fit the current agit holders. most of us(if not all) of our guildies are in our 3rd jobs which makes the monsters there pretty much useless and not fit for leveling.

my suggestions can be found in this thread: WOE 1.0 Guild Dungeon Revamp

Edited by iCandy, 19 April 2011 - 06:00 PM.

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