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[kRO Devnote] War of Emperium Revitalization


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#1 Toxn

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Posted 01 September 2017 - 09:44 AM

http://ro.gnjoy.com/...85697&curpage=1
I don't know how to read Korean, so these are just what I can gather from google translating. If anyone wants to come along and provide a better translation, it would be appreciated. Until then, here is a rundown of the changes:

  • All WoEs will be 1 hour long.  It isn't clear on what when they will take place (?).
  • The number of castles available per woe is being reduced. 5 for 1.0, 5 for 2.0, 5 for TE. The castle realms available will be rotate.
  • WoE ____ set equipment will now be purchasable directly from an NPC for cheap. They can be upgraded easily with unique upgrade items that exist only for these gears. The items will drop via castle treasures, or from the guild dungeons.
  • Players will no longer instantly respawn when they die inside of a castle. Similar to PVP, players will now have the chance to be resurrected by any res skills (It doesn't mention anything about Tokens). If a player dies again after already being ressed, they will then respawn.
  • God Items will be slottable with a chance of failure when slotting. If the slotting attempt fails, the god item is permanently lost. (There is also something about enchanting, but it specifically says a hat? Not sure entirely on this part)
  • Each castle will have their own exclusive Guild Dungeons 1 & 2. The guild leader that owns the castle can invest into an NPC to increase the spawns within the dungeon. GD1 will contain monsters below level 100, GD2 contains monsters above level 100. Hall of Abyss dungeons are still shared between all the castles in the realm. (It also says something about castle owners allowing the public to enter their castle's dungeon for an admission fee?)
  • The seal quests are being revamped. EXP rewards are being redone, and now all seals will be opened at the same time. The limit of 100 completions per seal still remains, and once all are closed a god item can be made.

There are also 2 changes that kRO already implemented:

  • Unique castle drops have been put back in.
  • Alliance members can now use the castle flags of other guilds in their alliance. (It also mentions some new flag features in an image table, so I can't see what it says)

Adding to the first post so more people see it:

Please post your thoughts on the announcement. I can take this feedback to the director next time we meet. Which should be next week.


Edited by Toxn, 13 September 2017 - 04:21 PM.

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#2 Althes

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Posted 01 September 2017 - 10:07 AM

It looks really really really interesting. 

 

Well if the requirements for WOE could be lowered, I'm pretty sure there will be more players who willing to play WOE.


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#3 bgmds

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Posted 01 September 2017 - 10:09 AM

wow, I think it costs too much for sloting the god


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#4 Toxn

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Posted 01 September 2017 - 10:16 AM

Not sure how slotting would work on iRO. Our god items are custom rental versions after all. That system would have to be removed I guess? Or replaced with just enchanting the rental gods.

 

Permanently losing a god item is a massive toll for us. While both of our servers shared the random piece box, our server has nerfed rates for those boxes. Making it even more annoying to get god items made. If that nerf could be removed when unique drops returns that would be great.


Edited by Toxn, 01 September 2017 - 10:17 AM.

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#5 Ashuckel

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Posted 01 September 2017 - 10:17 AM

WoE as of now is 3 times a week for a total of 5 hours. This generates great amounts of fatigue on the players. It was decided to make all woes happen at the same day, with the duration of 1hr each. (isn't specified if they will happen at the same time or different times. Dont doubt the prior lol)

Each type of WoE will have only 5 castles active per week, and the castles will rotate every week.

Easier ways to get WoE related gears, like WoE sets, Bellums, KVMs, etc. Coming from both direct npc sales(dunno if kvm is included in this) and castle treasure drops.

Players complained about God Items losing their relevance and place. So we are offering 2 options for players: Possibility to slot 1.0 God Items, or Enchant 1.0 God Items. (wich kind of enchant isnt specified)

 

 

Guild Leaders can affect the monster quantity of guild dungeons by investing Zeny into it. They can also make the public access for thesee Free or charge a Fee, and receive a portion of this zeny. (don't know if this zeny fee would contribute to the monster quantity increase, hope so)

 


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#6 KriticalAssassin

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Posted 01 September 2017 - 10:17 AM

http://ro.gnjoy.com/...85697&curpage=1

I don't know how to read Korean, so these are just what I can gather from google translating. If anyone wants to come along and provide a better translation, it would be appreciated. Until then, here is a rundown of the changes:

  • All WoEs will be 1 hour long. From what I can understand, it will they will take place 5 times a week rather than once.
  • The number of castles is being reduced. 15 for 1.0, 5 for 2.0, and 5 for TE. The castles opened will be on rotation (From what I can understand). 
  • WoE ____ set equipment will now be purchasable directly from an NPC for cheap. They can be upgraded easily with unique upgrade items that exist only for these gears. The items will drop via castle treasures, or from the guild dungeons.
  • Players will no longer instantly respawn when they die inside of a castle. Similar to PVP, players will now have the chance to be resurrected by any res skills (It doesn't mention anything about Tokens). If a player dies again after already being ressed, they will then respawn.
  • God Items will be slotted with a chance of failure when slotting. If the slotting attempt fails, the god item is permanently lost. (There is also something about enchanting, but it specifically says a hat? Not sure entirely on this part)
  • Each castle will have their own exclusive Guild Dungeons 1 & 2. The guild leader that owns the castle can invest into an NPC to increase the spawns within the dungeon. GD1 will contain monsters below level 100, GD2 contains monsters above level 100. Hall of Abyss dungeons are still shared between all the castles in the realm. (It also says something about castle owners allowing the public to enter their castle's dungeon for an admission fee?)
  • The seal quests are being revamped. EXP rewards are being redone, and now all seals will be opened at the same time. The limit of 100 completions per seal still remains, and once all are closed a god item can be made.

There are also 2 changes that kRO already implemented:

  • Unique castle drops have been put back in.
  • Alliance members can now use the castle flags of other guilds in their alliance. (It also mentions some new flag features in an image table, so I can't see what it says)

 

It would be nice if this topic could stay in the community chat section so it can be seen by more people who care about WoE's future.

Stuff marked in Blue kinda don't sound appealing to me, stuff in green is appealing to me.

WoE times being reduced I see as a way to combat boredom, but it also cuts down on the time for the wars that take place in some castles, sometimes it takes over an hour to take over a castle. People can just show up last hour to combat the "I don't want to be there for 2 hours" aspect. Also 5 days a week? Getting people to schedule that in would suck for WoE guild.

Number of castles reduced I see as helpful to provoke wars, but also kicks smaller guilds from the picture at the same time.

Being able to ress is just.... well, messed up. Would also make a bigger gap between guild sizes when it's much easier for a big guild to ress people.

Slotting God items...you know, a Bryn with a Tao in it would be pretty interesting...Risky but could be cool.

Separate guild dungeons sounds like it can be more rewarding for members of guilds as well as the spawn increase for econ. Helps with castles value.

Not sure if Unique castle drops would mean woe 1.0 headgears or god pieces too, if god pieces it helps monopolize certain parts which IMO isn't so great. Should just re-enable some of the disabled WoE 1.0 castles and make them give more treasure or something per econ to make guild enticed to hold certain ones.

Castle flags thing is kinda cool, should be some sort of delay on it however for allies or else it makes it too difficult for the attacking alliance.

 

 


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#7 Toxn

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Posted 01 September 2017 - 10:24 AM

The 5 times a week was a derp on my end.

 

It didn't mention WoE2 god items in their note, but it did for the woe1 gods. So maybe Bryn and Asprika (lol) will be left in the dust?


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#8 bgmds

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Posted 01 September 2017 - 10:26 AM

Stuff marked in Blue kinda don't sound appealing to me, stuff in green is appealing to me.

WoE times being reduced I see as a way to combat boredom, but it also cuts down on the time for the wars that take place in some castles, sometimes it takes over an hour to take over a castle. People can just show up last hour to combat the "I don't want to be there for 2 hours" aspect. Also 5 days a week? Getting people to schedule that in would suck for WoE guild.

Number of castles reduced I see as helpful to provoke wars, but also kicks smaller guilds from the picture at the same time.

Being able to ress is just.... well, messed up. Would also make a bigger gap between guild sizes when it's much easier for a big guild to ress people.

Slotting God items...you know, a Bryn with a Tao in it would be pretty interesting...Risky but could be cool.

Separate guild dungeons sounds like it can be more rewarding for members of guilds as well as the spawn increase for econ. Helps with castles value.

Not sure if Unique castle drops would mean woe 1.0 headgears or god pieces too, if god pieces it helps monopolize certain parts which IMO isn't so great. Should just re-enable some of the disabled WoE 1.0 castles and make them give more treasure or something per econ to make guild enticed to hold certain ones.

Castle flags thing is kinda cool, should be some sort of delay on it however for allies or else it makes it too difficult for the attacking alliance.

The castle will rotate each time, so lets say you got a valk 1 on monday. Then you don't need to defend it until next monday because no one can attack on next 2 woe when it rotates out of the list.


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#9 Ashuckel

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Posted 01 September 2017 - 10:30 AM

maybe until a month later, depending on the castle rotation. (all castles will still exist)


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#10 bgmds

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Posted 01 September 2017 - 10:33 AM

order should be fixed, not random.


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#11 Toxn

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Posted 01 September 2017 - 10:34 AM

Honestly, these changes alone still don't really add much appeal to WoE. The ability to be ressed doesn't fix the fact damage in WoE is too high and unbalanced.

 

The GD changes could be great for PVM players, if leaders could customize what spawns there, and now just increase the quantity of spawns. Though I guess that depends on if they change the spawns from what they are right now.

 

Because really there isn't much appeal to the GD spawns right now. Baldur GD1 and Luina GD1 are a decent low level spot. Valk GD1 exists only for sound amps, Valk GD2 is... a fast place to go do that 1 Ep16.1 daily? and Brit GD2 is RIP because thanks unfrozen shadow set.

 

The only big appealing GD is Luina GD2 to finish Angra Mantis boards in 2-3 mins. A spawn increase here would make it amazing.


Edited by Toxn, 01 September 2017 - 10:36 AM.

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#12 KriticalAssassin

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Posted 01 September 2017 - 10:45 AM

The castle will rotate each time, so lets say you got a valk 1 on monday. Then you don't need to defend it until next monday because no one can attack on next 2 woe when it rotates out of the list.

Yeah, but at the same time this means a big guild who can spread out more people can take like 3/5 castles each time because they can send like 15 to each rather than stopping at a limit before they spread themselves too thin.

 


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#13 Ethanasael

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Posted 01 September 2017 - 11:07 AM

  • WoE ____ set equipment will now be purchasable directly from an NPC for cheap. They can be upgraded easily with unique upgrade items that exist only for these gears. The items will drop via castle treasures, or from the guild dungeons.

THIS IS EXACTLY WHAT I SAID BEFORE on a patch note post. Just that the equipments and cards inside castles aren't only the WOE equips and cards allowed. I think that equips and cards should be limited for more competitiy and to be more fair to new players and guilds. Not taking me in count, i never do WoE, i'm more a pvm, mvp and instances entusiast.


Edited by Ethanasael, 01 September 2017 - 11:09 AM.

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#14 Toxn

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Posted 01 September 2017 - 11:12 AM

Having WoE equipment purcashable from NPC really doesn't change anything on iRO.

 

The equips are already dirt cheap, and our constant enriched events makes refinement a non-issue.

 

If they went a step further and created non-slotted versions of the gear, but added the ability for them to be enchanted with card mimicing enchantments like Excellion has, that would be a change that actually mattered here. But they didn't.


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#15 WolfTri

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Posted 01 September 2017 - 11:13 AM

Resurrection during WoE is dumb, in particular in WoE TE. TE suffers from really low damage and really strong reductions. Having to waste so much time to kill a 96% reduction Paladin only to have him token back up feels horrible. Please turn off resurrection in TE.

Edited by WolfTri, 01 September 2017 - 11:15 AM.

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#16 Toxn

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Posted 01 September 2017 - 11:18 AM

The better solution is to not let players have near 100% reduction in the first place. But yeah PVP style resurrection is... a pretty bad bandaid fix to the complaints of instakilling in WoE 1 and 2.


Edited by Toxn, 01 September 2017 - 11:20 AM.

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#17 Ethanasael

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Posted 01 September 2017 - 11:24 AM

limit equips and cards inside castles, so easy to do, this way reduction is limited, damage is limited, FAIR.


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#18 bgmds

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Posted 01 September 2017 - 11:31 AM

They didn't even mention the castle reward. Current castle drop sucks according to those op cash store item :p_sad:


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#19 ChakriGuard

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Posted 01 September 2017 - 12:42 PM

"God Items will be slotted with a chance of failure when slotting. If the slotting attempt fails, the god item is permanently lost."

 

^ This is genius. Need to see the success rates though!


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#20 KriticalAssassin

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Posted 01 September 2017 - 12:50 PM

They didn't even mention the castle reward. Current castle drop sucks according to those op cash store item :p_sad:

 

Yeah, they talked about rewards, but not the part about everything other than god items sucking in the drop list, lol.
 


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#21 Nirvanna21

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Posted 01 September 2017 - 01:01 PM

I knew they would miss the ball, the minute they said iRO and kRO were the same was the minute I knew they were talking complete and utter bull-_-.


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#22 Toxn

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Posted 01 September 2017 - 01:03 PM

They made it pretty obvious they had no idea what they were doing, and didn't really care about WoE when they decided to start making a rebirth for third classes for more skills and higher levels.


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#23 foxySox

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Posted 01 September 2017 - 01:49 PM

Oh man now I can keep my res button hotkeyed for woe /s

Honestly just sounds really bleh and doesn't seem to fix much of anything in my opinion though. Now you can die two times before respawning because you got one but instead of just once lol?
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#24 ShinobiEX3

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Posted 01 September 2017 - 01:51 PM

It looks really really really interesting. 

 

Well if the requirements for WOE could be lowered, I'm pretty sure there will be more players who willing to play WOE.

whats the requirement for woe?

 

 

 

and i dont think u can use token in pvp so no token in woe


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#25 Hissis

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Posted 01 September 2017 - 01:51 PM

Resurrection during WoE is dumb, in particular in WoE TE. TE suffers from really low damage and really strong reductions. Having to waste so much time to kill a 96% reduction Paladin only to have him token back up feels horrible. Please turn off resurrection in TE.

 

It's dumb even inside PVP.

 

It's stupid just thinking about that in WoE,wtf kRO devs are thinking.

@topic

 

Nice changes,i bet they are going to revitalize WoE,kappa.

 

What this game really needs is a class balance.

 

Oh btw,thanks for making Suras's and RK's more op with those new slotted godlys  :heh:  :heh:  :heh:


Edited by Hissis, 01 September 2017 - 01:52 PM.

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