Renewal WoE Revitalization Project V2 Update 5-16 - Renewal Foundry - WarpPortal Community Forums

Jump to content


Photo

Renewal WoE Revitalization Project V2 Update 5-16


  • This topic is locked This topic is locked
247 replies to this topic

#1 Campitor

Campitor

    Darned Forever

  • RO1 Production
  • 9309 posts
  • Playing:Ragnarok Online

Posted 10 May 2016 - 09:01 AM

By all reports WoE has gotten stale. Its the same battles, for the same gear, with the same tactics. Items coming from kRO are increasing the resistance to status effects of all types. Ultimately this is bad as it causes players to be locked out of playing their class effectively in the WoE enviornment. We want to address this and other concerns in our WoE Revitalization Proposals but want player feedback. DO NOT ENGAGE IN GUILD DRAMA IN THIS THREAD.

 

I am adding comments in red and Edits in Green

  • Increase Participation and Breaking of Castles
    • New Gear obtained by the collecting Emperium Shards
      • Obtaining Emperium Shards
        • Kill Quest to kill in Emperiums
          • When an emperium is broken every one in the breaking group receives credit for its death A NPC will spawn that allows the current holding castle's guild members 30 seconds in order to claim shards. There would be a 5 minute cool down between each shard claim. The goal behind creating sub objectives such as this in WoE is to encourage breaking outside the last few minutes of WoE. Currently players don't really try for a castle until the very end as thats when the breaks matter the most. As there is no reward only punishment for fighting back and forth over a castle in the middle of WoE. As an added bonus by introducing personal rewards to WoE we may see participation go up for those users who are only interested in advancing their own characters.
          • This quest would give a large amount of emperium shards. When turned in.
        • When an emperium breaks shards should also be scattered throughout the emperium room and the first room leading to it.
          • Amount of shards will depend on the economy level of the castle.
        • Shards will be obtainable in small amounts by participating in Okolnir and Seal Quests. We want to provide a small source outside of WoE for those users who can't participate or needs to build up gear sets to be able to compete in WoE.
      • Shard Gear
        • Armor
          • Focus on survivability in WoE only. With a function when upgraded similar to the Sara card. Gives players a second chance in WoE when one shotted.This ability would have a 1 minute cool down. Its not fun to be one shotted, you have no chance to respond at all. The armor should be limited to support classes that are not generally in the "killer" role.
        • Weapons
          • Focus on effects. Current power should be equal to that of current weapon sets used in WoE. Added effects should be.The goal here is to reintroduce debuffs into WoE. Currently the entire WoE meta seems to revovle around one shotting other players or freezing them in their place so that they can be one shotted by someone else. Support classes quite frankly need something to do in WoE and being able to debuf, slow, or frustrate enemy offenses could be a useful role for them. 
            • Snares
            • Status effect resistance piercing debuffs by chance
            • SP Drain
            • Elemental Resistance debuff by chance
        • Accessories
          • Increases the effects of the weapons or armor depending on what is equipped.
            • Armor set would increase the chance of the second chance at life
            • Weapon set would increase the chance of the status effect
  • Increasing Combat
    • Introduce WoE Bounty Tokens
      • Tokens earned for killing players near your character level
      • Kill quests for tokens.​ The goal behind this is to give a reason to fight or defend outside the last 15 minutes of WoE. Yes players can run around killing barricades, guardians, guardians etc but you can also kill those players by defending your castle.
        • Targets would be
          • Barricades
          • Guardians
          • Guardian Stones
      • Tokens can be exchanged for the following​
        • Consumables useful in WoE
          • 100% Chance, second chance scrolls (10 min cool down)
          • Breaking out of Status effect consumables (10 min cool down)
        • Large amounts of tokens can be converted to a small amount of emperium shards
    • Disable formal guild alliances. If guilds want to work together that is fine but they should be careful of friendly fire.
    • Changing the Meta
      • Introduction of the Doram Cat Race
      • Suicidal destruction needs gain a fixed unreducible medium length cast time where caster defense is increased but they cannot move as they are overloading the Mado suit. Ideally the animation needs to include effects where the suit starts to flash faster and faster.A solution to this needs to be reworked. Perhaps there needs to be a cool down applied to the skill upon logging in or some other lock down timer to prevent the constant switching of alts.
      • Stasis should no longer go through walls.
      • Masquerade line of skills needs to cost SP every time an attempt to made to cast the skill even if the target is not a valid target Certain users are constantly spamming the server with attempts to mask certain targets even when it should otherwise be impossible to do so. The goal behind this proposal is to drain their resources and punish bad behavior versus nerfing the skill.
      • Potions need a fixed cool down of about 200 150 miliseconds to compensate there should be a 25% increase to potion healing ability. Testing the items this seems to be the best that can be obtained without some extreme shenanigans in regards to making unusual changes to the computer and how it handles game data.
      • Disable monster transformation on WoE Maps
      • Adjust the stats required in order to reach 100% resist  upwards slightly thinking about 110 stat points. This would require players to have to choose their resists versus being resistant to everything,
  • Cheating
    • Development of kRO of post cast delay cool downs for all skills in game. The minimum post cast delay for the skill should be EXACTLY equal to the minimum delay required to play the skill's animation as reduced by stats, and items. This should not be a nerf but a forcing of the proper cast times for all skills.
  • ​Treasure
    • Divide the god item pieces by realm with each castle receiving a unique peace
    • Left over god item piece needs to be assign to a different realm so that guilds will branch into other realms in order to complete their set.
    • Update OCA to reflect modern card drops
  • Server/client Performance
    • Update the back end/game client to increase the efficiency server side and take full advantage of a 64 bit operating system

  • 1

#2 Campitor

Campitor

    Darned Forever

  • RO1 Production
  • 9309 posts
  • Playing:Ragnarok Online

Posted 16 May 2016 - 12:09 PM

and bump


  • 0

#3 Darkcompact

Darkcompact

    Too Legit To Quit

  • Members
  • 1103 posts
  • Playing:Ragnarok Online
  • Server:Chaos Renewal

Posted 16 May 2016 - 12:45 PM

Buff God items
  • 1

#4 Toxn

Toxn

    Too Legit To Quit

  • Members
  • 3511 posts
  • LocationCanada
  • Playing:Ragnarok Online
  • Server:Chaos

Posted 16 May 2016 - 12:48 PM

  • Changing the Meta
    • Introduction of the Doram Cat Race

 

Until kRO fleshes out Doram more, this should not be implemented here. The class many flaws in the WoE scene. Sure, it will change the meta thanks to the class not being demi-human racial, but its a meta change that shouldn't be taken until the class' development continues.

 

 


  • Adjust the stats required in order to reach 100% resist  upwards slightly thinking about 110 stat points. This would require players to have to choose their resists versus being resistant to everything,

 

Is it also possible to keep 100% resistance at 100 total stats for characters level 99 and below? While 100+ being whatever the requirement is changed to? In a some what similar fashion to how ASPD's cap is 190 for 99 and 193 for 100+.

 


  • Update the back end/game client to increase the efficiency server side and take full advantage of a 64 bit operating system

 

Has kRO ever given an actual response as to why the DirectX9 update was never finalized, and seemingly shelved? They had a working concept of it on the kRO Sakray client, but last I logged Sakray (16.1 testing), the update was taken out of the client.

 


  • 0

#5 Legendario2300

Legendario2300

    Too Legit To Quit

  • Members
  • 3580 posts
  • Playing:Nothing

Posted 16 May 2016 - 12:55 PM

Adjust the stats required in order to reach 100% resist  upwards slightly thinking about 110 stat points. This would require players to have to choose their resists versus being resistant to everything.

 

This apply to WOE only, right?


  • 0

#6 Campitor

Campitor

    Darned Forever

  • RO1 Production
  • 9309 posts
  • Playing:Ragnarok Online

Posted 16 May 2016 - 12:57 PM

Is it also possible to keep 100% resistance at 100 total stats for characters level 99 and below? While 100+ being whatever the requirement is changed to? In a some what similar fashion to how ASPD's cap is 190 for 99 and 193 for 100+.

 

I think it should be based on class. First/Second/Expanded use old formula third and third Expanded use new.


  • 0

#7 ChakriGuard

ChakriGuard

    They pay me to post.

  • Members
  • 7815 posts
  • Playing:Nothing
  • Server:Sakray

Posted 16 May 2016 - 01:34 PM

> Focus on survivability in WoE only. With a function when upgraded similar to the Sara card. Gives players a second chance in WoE when one shotted.This ability would have a 1 minute cool down. Its not fun to be one shotted, you have no chance to respond at all. The armor should be limited to support classes that are not generally in the "killer" role.

> Can you please explain more in details in which what support classes here you're referring to? Is Royal Guard considered to be a support class ie sacrifice slave?

 

> Tokens earned for killing players near your character level

> What are the qualifications to receive the tokens? Is it that a person who deals most damage to the dead target gets the token or is it the amount of damage done to the dead target irrelevant and everyone who contributes damage receives the tokens?


  • 1

#8 leiand

leiand

    Too Legit To Quit

  • Members
  • 2070 posts

Posted 16 May 2016 - 01:49 PM

 


  • Cheating
    • Development of kRO of post cast delay cool downs for all skills in game. The minimum post cast delay for the skill should be EXACTLY equal to the minimum delay required to play the skill's animation as reduced by stats, and items. This should not be a nerf but a forcing of the proper cast times for all skills.
  • ​Treasure
    • Divide the god item pieces by realm with each castle receiving a unique peace
    • Left over god item piece needs to be assign to a different realm so that guilds will branch into other realms in order to complete their set.
    • Update OCA to reflect modern card drops
  • Server/client Performance
    • Update the back end/game client to increase the efficiency server side and take full advantage of a 64 bit operating system

 

 

Cast delay on skills.

Is that like how gfist cooldown is?

And suras got alot of skill delay problems atm and now more....

The breaking emp for shard collecting is kool, rather than just hi-jacking a castle at the end, but the rewards are somewhat idk.

Its introducing debuffs, and we got alot of skills that does that example dragon howl/ the sura howl and de-agi etc.

Just its not used much.

Also about the treasures, wasn't it like that before? where the castle drops a unique piece of god item and had to alli and fight alot of ppl in that 1 castle for that piece if wanted/needed or trade?

Heh imaging yr tao rk comes in 1 shot a gx/chaser but then they got second chance and just man hole you or poison you and cant use skills and took yr emp.


Edited by leiand, 16 May 2016 - 01:55 PM.
Added spoiler tag

  • 0

#9 meli

meli

    Too Legit To Quit

  • Members
  • 2688 posts
  • Playing:Nothing

Posted 16 May 2016 - 02:13 PM

Shard gear: Totally approve of the special armors for support classes only, and status resist bypass weapons. Don't mess up the game status resistance, the weapons inflicting irreducible % chance status effects should be good enough. Just don't make it way too high. Still think it's overcomplicating things but if you're dead set on it...

 

Doram cat race: Implementing a broken class won't make for a healthier "woe meta". Even in kro they have yet to be balanced. Leave it for later.

 

Suicidal destruction: Why is the cast time increase not possible? 2nd best option would be to give it a LONG cooldown so it can only be used at crucial moments (look at Full Throttle, it has a 50 minute cooldown for a 1 minute status buff). Or disabling front and backslide so they can't instantly snap to desired spot and blow up.

 

Masquerade: Increased SP cost means nothing, woe blue potions heal 10% per tick. There needs to be a fixed skill cooldown per try.

 

Stasis: Still needs the resistance formula.

 

Potion cooldown: At least autopotters will need to bring different healing items, lol.
 


Edited by meli, 16 May 2016 - 02:16 PM.

  • 0

#10 s3nd0

s3nd0

    Too Legit To Quit

  • Members
  • 1132 posts

Posted 16 May 2016 - 02:39 PM

what does the shard give exactly? Are they gonna give god pieces as those ones inside castle's treasure room? If so, isnt there a chance woe will become a farming festival?

 

Speaking of shards in treasure room, Is it possible to update the contents from the shards? Some of the gears are extremely outdated. I say it will be better if they are replaced by something modern( woe suit/robe/plate etc)


  • 0

#11 Ashuckel

Ashuckel

    '-' intensifies

  • Members
  • 16710 posts
  • LocationJohto, Hoenn, Unova, Kalos, Alola
  • Playing:Ragnarok Online
  • Server:Chaos

Posted 16 May 2016 - 03:43 PM

Ia it actually possible to change the status resistance requirement only in woe zones?
Increasing it to 110 to every 3rd/expanded outside woe will get some ppl in trouble with their builds.
Also, no point on increasing stat required on expandes classes if they are still caped at 160, meaning status immunities dont work at all vs 175s
  • 0

#12 Hissis

Hissis

    Too Legit To Quit

  • Members
  • 3901 posts
  • Playing:Nothing

Posted 16 May 2016 - 04:15 PM

Why Camp Why? Don't introduce a ''no one shot armor'' cause there are builds focusing to one shot and they have a huge drawback. I will say again,just because GOH/TC/AS are broken,you don't need to kill some skills that already are ''BAD''.

 

Balance skills please,take suggestion from the other topic before making anything like this.

 

What's the point to Fist someone if they are going to have 100% chance to handle your damage??!

 

----//----

 

Introduce Rebellion Awakening and 175/60 for expanded classes,this could really change the meta,way more than broken cats.

 

 https://forums.warpp...-balance/page-4

 

--///--

 

About Status immunity,i agree with ASH,if you are going to change it bring 175/60 for expanded classes first and make this change only in PVP/WOE zones.

 

 


  • 0

#13 meditation

meditation

    Too Legit To Quit

  • Members
  • 3547 posts
  • Playing:Ragnarok Online

Posted 16 May 2016 - 04:43 PM

"Disable monster transformation on woe map". So basically i will be perma dismounted, right? (since i'm playing Rune Kight and well, sprite is quite big). Unless you can really fix the masq problem and also be sure to ban cheaters this change is going to be a total disaster.

"disable formal guild alliances" ---> i love this point. I'm sure this would be one of the most important change to help the revitalization of the woe scene!

Edited by meditation, 16 May 2016 - 04:47 PM.

  • 1

#14 miliardo

miliardo

    Too Legit To Quit

  • Members
  • 1894 posts
  • LocationSan Diego California
  • Playing:Ragnarok Online
  • Server:Chaos

Posted 16 May 2016 - 05:22 PM

With disbanding guild alliance can we lower guild size as well. Right now server guilds are between 20-35 people with 1around 50+. Disabling guild alliance will fix one problem but make another. I can for see people just merging and making 2 big guild fights rather then more guilds/ more fights. Lowering guild size to around 35 would be a great change and make more guilds on server or even around 30.

Edited by miliardo, 16 May 2016 - 05:48 PM.

  • 5

#15 Darksorrow1234

Darksorrow1234

    Too Legit To Quit

  • Members
  • 2994 posts
  • Playing:Ragnarok Online
  • Server:Chaosss

Posted 16 May 2016 - 05:29 PM

what about guild member limit?  nvm vierma ninja-ed


Edited by Darksorrow1234, 16 May 2016 - 05:30 PM.

  • 3

#16 KamiKali

KamiKali

    They pay me to post.

  • Members
  • 5139 posts
  • Playing:Nothing

Posted 16 May 2016 - 05:51 PM

With disbanding guild alliance can we lower guild size as well. Right now server guilds are between 20-35 people with 1around 50+. Disabling guild alliance will fix one problem but make another. I can for see people just merging and making 2 big guild fights rather then more guilds/ more fights. Lowering guild size to around 35 would be a great change and make more guilds on server or even around 30.

 

Isn't it like this already? - rather it's merge + alliance. Your point makes zero difference to the current situation.


  • 0

#17 miliardo

miliardo

    Too Legit To Quit

  • Members
  • 1894 posts
  • LocationSan Diego California
  • Playing:Ragnarok Online
  • Server:Chaos

Posted 16 May 2016 - 05:58 PM

Isn't it like this already? - rather it's merge + alliance. Your point makes zero difference to the current situation.


Aren't we trying to fix the current situation. There is problems for sure its not one sides fault for doing this now. We want more fight more guilds to participate. If we have 2-4 guilds with all the woe population we are going to be in same boat(same fights/same guilds). If we doing such changes might as well get done now rather then later. This will hopefully help with lag problems in woe 2 as well with less people in 1 castle.

Edited by miliardo, 16 May 2016 - 06:18 PM.

  • 2

#18 KamiKali

KamiKali

    They pay me to post.

  • Members
  • 5139 posts
  • Playing:Nothing

Posted 16 May 2016 - 06:02 PM

Aren't we trying to fix woe here. There is problems for sure its not one sides fault for doing this now. This is a problem and we are trying to fix problems here. We want more fight more guilds to participate. If we have 2-4 guilds with all the woe population we are going to be in same boat(same fights/same guilds). If we doing such changes might as well get done now rather then later. This will hopefully help with lag problems in woe 2 as well with less people in 1 castle.

 

If we're trying to fix problems, why would you suggest something that doesn't change anything but hinder guilds from growing. Plus there hasn't been lag in WoE for a year + now - minus precast choke areas due to skill spammage.


  • 0

#19 miliardo

miliardo

    Too Legit To Quit

  • Members
  • 1894 posts
  • LocationSan Diego California
  • Playing:Ragnarok Online
  • Server:Chaos

Posted 16 May 2016 - 06:10 PM

If we're trying to fix problems, why would you suggest something that doesn't change anything but hinder guilds from growing. Plus there hasn't been lag in WoE for a year + now - minus precast choke areas due to skill spammage.


I understand why you would be against this as your guild would be the only one effected by this. Reality is no guilds are growing with new members. All that is happening is people switching sides. Not to say that maybe a new person will come up but that is few and far between. So you would rather there always be only 4 big guilds on server then having more. I hope you can see past your own guild and see big picture here. This is not an attack on your guild rather it is analyzing how woe will be after changes come.
  • 1

#20 KamiKali

KamiKali

    They pay me to post.

  • Members
  • 5139 posts
  • Playing:Nothing

Posted 16 May 2016 - 06:26 PM

I understand why you would be against this as your guild would be the only one effected by this. Reality is no guilds are growing with new members. All that is happening is people switching sides. Not to say that maybe a new person will come up but that is few and far between. So you would rather there always be only 4 big guilds on server then having more. I hope you can see past your own guild and see big picture here. This is not an attack on your guild rather it is analyzing how woe will be after changes come.

 

You are completely wrong about this.

Reality is the revitalization is called revitalization for a reason. I know you have a lexicon deficiency, so here is what it means:

Simple Definition of revitalize
  • : to make (someone or something) active, healthy, or energetic again

 

SO, based on this, rather than revitalizing, your suggestion will be limiting guild growth. If this revitalization works, and WoE gets revitalized, guilds will strive to become become big and stronger, what do you suggest? To change guild cap again? That would not work in the long run because what you are suggesting is actually decreasing the incentive for guilds to advertise themselves and want to proliferate.

 

There are guilds growing. Just because YOU don't think so or do not see it, is a very ignorant view. Other guild's incapability of drawing in new WoErs should not be penalized to other guilds who can. I can easily name 3 guilds on the top of my head that has seen net positive guild growth from PVMers or past-non WoErs.


  • 2

#21 Haro

Haro

    Amateur Blogger

  • Members
  • 258 posts
  • LocationFlorida
  • Playing:Ragnarok Online
  • Server:Chaos

Posted 16 May 2016 - 06:39 PM

Will there be a cooldown on the bounty, if you kill the same player?


  • 2

#22 Demeris

Demeris

    Too Legit To Quit

  • Members
  • 2205 posts
  • Playing:Nothing

Posted 16 May 2016 - 06:44 PM

There are guilds growing. Just because YOU don't think so or do not see it, is a very ignorant view. Other guild's incapability of drawing in new WoErs should not be penalized to other guilds who can. I can easily name 3 guilds on the top of my head that has seen net positive guild growth from PVMers or past-non WoErs.

Now this is really ignorant for someone as smart as you.

I can name 3 WoE guilds that died in the last 6 months. I can name 10 if we go back 2 years. I can even name over 20 if we go back to the beginning of Renewal.

RO isn't a growing game. Just because you see it in 3 guilds doesn't mean it applies to every guild or even the majority of guilds out there. A guild cap will do nothing harmful to these growing guilds cause the only time you really see that many on on is during WoE or guild events.

Most PvM guilds I know will be just fine with a size cap. They're just going to have to deal with less alts to bring in to chat :P


How I see it, the first thing you'll need is to revitalize the game before you can revitalize WoE. Releasing the Doram race will be a great way to do that since a lot of returning players will be happy coming back just to play a cat. Especially now that Terms of Service is out and most players are playing that game for the nostalgia.


Edited by Demeris, 16 May 2016 - 06:52 PM.

  • 0

#23 miliardo

miliardo

    Too Legit To Quit

  • Members
  • 1894 posts
  • LocationSan Diego California
  • Playing:Ragnarok Online
  • Server:Chaos

Posted 16 May 2016 - 06:48 PM

You are completely wrong about this.
Reality is the revitalization is called revitalization for a reason. I know you have a lexicon deficiency, so here is what it means:
Simple Definition of revitalize


  • : to make (someone or something) active, healthy, or energetic again

SO, based on this, rather than revitalizing, your suggestion will be limiting guild growth. If this revitalization works, and WoE gets revitalized, guilds will strive to become become big and stronger, what do you suggest? To change guild cap again? That would not work in the long run because what you are suggesting is actually decreasing the incentive for guilds to advertise themselves and want to proliferate.

There are guilds growing. Just because YOU don't think so or do not see it, is a very ignorant view. Other guild's incapability of drawing in new WoErs should not be penalized to other guilds who can. I can easily name 3 guilds on the top of my head that has seen net positive guild growth from PVMers or past-non WoErs.

I guess we see things differently then. I don't feel wrong about what I said i still stand in favor of capping guild size with this update. I can see the benefits from it. I was not pointing out any guids inability to recruit just the current size of guilds. Your entitled to your opinions as am I. I find funny I was being very polite yet and not start any drama but you would rather nit pick at spelling and grammar then what I am saying.
  • 2

#24 KamiKali

KamiKali

    They pay me to post.

  • Members
  • 5139 posts
  • Playing:Nothing

Posted 16 May 2016 - 06:52 PM

I don't think people understand the point of revitalization nor has read my previous thread that instigated the entire thing. I am aware of guilds dying off, but if you were to revitalize something you have to change the assumption from dying WoE -> revitalization changes -> revitalizing WoE assumption. You cannot create a proposal and assume that things will stay the same after the proposal and keep those assumptions as well.

 

If you don't understand this basic concept then

¯\_(ツ)_/¯

Hopefully the at least the people who actually matter can.

 

@Vierma: I didn't pick on your spelling nor grammar. I'm just making sure you understand what it means to revitalize something.


Edited by KamiKali, 16 May 2016 - 06:53 PM.

  • 3

#25 ChakriGuard

ChakriGuard

    They pay me to post.

  • Members
  • 7815 posts
  • Playing:Nothing
  • Server:Sakray

Posted 16 May 2016 - 06:53 PM

This is going to be good. Just saying :3


  • 1




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users