You know where you go to change your character's clothing dye? That one building in Prontera is where you'll find it being sold by a kafra.Mysterious dyestuff, where do you get them?
offtopic: Do you really need to feed a homunculus (neutral) 500x to get it to cordial?
Future Plans *2/17 edition
#76
Posted 17 February 2011 - 12:31 PM
#77
Posted 17 February 2011 - 12:44 PM
#78
Posted 17 February 2011 - 01:24 PM
You know where you go to change your character's clothing dye? That one building in Prontera is where you'll find it being sold by a kafra.
oh ok thanks
#79
Posted 17 February 2011 - 01:39 PM
Heim mentioned someplace that it's coming.Is iRO planning to get something like Bossnia? That can be an alternative to ET
#80
Posted 17 February 2011 - 03:06 PM
pretty sure anything to do with humunculus wont be fixed till the introduction of homunculus S's (because that'll probably be the only time they look at it) even tho it seems like every homunculus has issues~ you explained Lif's, one of Filir's skills (accelerated flight) doesn't even work at all, Vani's have a stat reduction problem and i'm sure amistr has SOMETHING!Oh yea.
Any chance Lif's Mental Charge will ever get fixed? It gives a def boost but does not properly swap attack for mattack.
Or will that continue to get ignored?
PS~ fix the cart size for baby genetics~! baby alchy's had one~ why not baby genetics~~?
#81
Posted 17 February 2011 - 03:16 PM
So this is blocking DSL even in PvP? That is opposite of the direction it should be going. DSL should be usable in ALL maps, but ONLY affect monsters (not normal NPCs) outside of PvP maps. Poor play good sir.
I truly agree DSL should work on all maps. provided that it will ONLY affect monsters and NOT players (except in PVP).
#82
Posted 17 February 2011 - 04:03 PM
They aren't nerfed. They just aren't usable on people outside of pvp and WoE castles.Yes... i see that coming, deep sleep will be now like in KRO..... the question is.. why? the renewal feedback was really that usless? no 1 made a bad comment about the deep sleep, and they are skills like DB, CS, pin point, reflect, gloomy shyness etc... that are also unabled in KRO, even for woe, in warp portal feedback, are a huge number of replys about DB, CS, pin point, reflect, gloomy shynes, hell plant, manhole, mandragora howling....etc and the nerfd skill are deep sleep lullaby and arrullo? why? just the question WHY? no more pvp for sorcerers now...
#83
Posted 17 February 2011 - 04:11 PM
Heim just states there "WOE" i dont see PVP in it. and DSL isnt usable outside PVP and WOE to begin with.. my question is, why nerf some more? (I meant the class, not the skill)They aren't nerfed. They just aren't usable on people outside of pvp and WoE castles.
Edited by iCandy, 17 February 2011 - 04:14 PM.
#84
Posted 17 February 2011 - 04:12 PM
pretty sure anything to do with humunculus wont be fixed till the introduction of homunculus S's (because that'll probably be the only time they look at it) even tho it seems like every homunculus has issues~ you explained Lif's, one of Filir's skills (accelerated flight) doesn't even work at all, Vani's have a stat reduction problem and i'm sure amistr has SOMETHING!
PS~ fix the cart size for baby genetics~! baby alchy's had one~ why not baby genetics~~?
Well I think the issue is that even with the Homunculus S patch, they Mental Charge issue wasn't addressed. It's something the GMs of iRO should be trying to push for, I think... Or else it will probably never get done.
#85
Posted 17 February 2011 - 05:04 PM
Unfortunately the group of people was so large, it was hard to catch them :SI see. I hope you reported the a*holes doing it so they could get banned as well.
I still hold that the ultimate fix should be to prevent 3rd class debuffs and disables from working on players outside of maps where you can actually kill people. Song of Despair and Manhole instantly come to mind. kROs fix of Crimson Rock to prevent it from stunning party members is a perfect example of how other skills should be handled.
I seriously agree. I want to use SoD and DSL really badly in PvM, it would make performers doubly useful. It just sucks. Well, I have used SoD in PvM, especially Bio3, but it's not fun when your party member gets caught instead of the LK or something, for stupid reasons.
It's not a nerf, it's just worded weird. The issue was that it worked on the OUTER WoE castle maps, where the kafra is. It was very abusable, since you could just DSL people outside the castle. I reported this myself so I know that's what he's talking about.Heim just states there "WOE" i dont see PVP in it. and DSL isnt usable outside PVP and WOE to begin with.. my question is, why nerf some more? (I meant the class, not the skill)
Edited by Sapphic, 17 February 2011 - 05:09 PM.
#86
Posted 17 February 2011 - 05:12 PM
#87
Posted 17 February 2011 - 05:28 PM
For players like me that dont woe-- CAN ANY GM GIFT ME A NEURALIZER???????? OR FREE RESSET SKILLS?????????? WHY I HAVE A SKILL THAT I CANT USE ANYMORE?
You can still use it inside WoE castles... it is your choice to not WoE thou.
#88
Posted 17 February 2011 - 05:28 PM
Edit: Heim please reconsider the exp % for 2 man parties. Seriously, there's no point of the other exp %s being higher if you get garbage for just partying an AB. The reason there's so much crying about the party system is because it's worthless to party an AB. Raise it, please.
It's what the community wanted from the very beginning. Hell, we'd love it at 100%, but I know you guys are trying to discourage leeching. Sadly, because ABs are so useless and unwanted, I pretty much HAVE to leech mine.
Edited by Sapphic, 17 February 2011 - 07:22 PM.
#89
Posted 17 February 2011 - 05:38 PM
#90
Posted 17 February 2011 - 08:21 PM
#91
Posted 17 February 2011 - 08:51 PM
At the 5 time arrullo worked....... i deleted all my post about that, for now........ >_> still unfair that deep sleep lullaby and arrullo dont works in pvm, also all effects of sorcerers skills dont work in pvm,(the stun of pw never worked in pvp or pvm)diamond dust dont coold mode, but warlocks and runes can burn and in WL case, they can freeze monsters
Deep Sleep and Arullo are bugged, they will put NPCs, players, MVPs, etc to sleep. Heck when it was enabled outside of siege you could use it to put portals on maps to sleep (though it wouldn't prevent them from working). If I had to take a guess, I would say people were farming Bloody Branch MVPs in pvp rooms with Arullo?
Edited by Doddler, 17 February 2011 - 08:51 PM.
#92
Posted 18 February 2011 - 03:39 AM
I still party people but its not the norm and considered "inefficient".
[edit: my mistake Skogul and Frus do give job exp, shows how little people bother with this map that noone corrected me xD]
As part of the future monster changes can you change Bio 1 to be just Removers like jRO? With the exp penalty etc. the First Class human monsters are just painful pests there being lvl 13x monsters on a map thats the best place to find lvl 121 Removers.
I also liked that they made Geffenia Dungeon 1 all demon (even added a few more demon like Owl Baron/Duke) and left the other maps to have the angels etc. Geffenia is a mess as it stands so not many people bother with it. Some also liked the Juperos and few other spawn change etc.
Also please look into making the Warlock job quest monsters on Splendide Field 02 inside their own job quest instance when looking into adding instance maps in general. And increasing Pingicula spawn there again. Make it THE Pingicula map again (after all its the only map to find them).
Looking forward to 13.3 and the other new "elite" dungeons for high levels.
Edited by soudou, 21 February 2011 - 05:05 AM.
#93
Posted 18 February 2011 - 05:17 AM
I am a 99/70 Mastersmith with 99 DEX, 99 LUK.
I have been consistently testing out forging success rates the past week. For 7 consecutive days, I received the following results:
I am 1/10 on level 3 very very strong elemental weapons.
I am 3/10 on level 3 elemental weapons.
I strongly believe that forging success rates have been tampered with.
#94
Posted 18 February 2011 - 08:22 AM
1. Exp curve modifying. This may affect the exp needed to go up a level and how much a given monster is worth. This will be a big update very likely and is taking some time to be sure it doesn't cause a problem. The outcome desired is to have players reach job 50 as a 3rd class when they are about lvl 135-140 or so. Secondarily is to have the monsters reward keep scaling up with difficulty a bit better. So bio labs monsters should be incredible reward but right now they aren't compared to hunting a lesser monster.
Why is job 50 at base 135-140 desirable? That merely lessens the incentive and effort require to level even more. Right now at base 150 you will likely not be job 50, i guess if you adjusted it so that you got job 50 about the same time as base 150 it would be a decent idea.
It is not hard to see how spoilt the populace are by exp and turn in events - to the extent that outside of them barely anyone levels as everyone is just waiting for an event. Imo this is an extremely poor path to go down - once ppl have their 150 they get bored, not everyone will 150 something else. You guys tried to fix bbs and removed hd ores because you looked to the long term effect but haven't done the same with exp events.
With the game going f2p i can imagine exp events will only increase so you can shift more bms and subscriptions. But when everday is xmas, it ceases to motivate.
In saying that, i would say reduce the exp for the first 10 base/job levels so ppl can get their characters on their feet. Once someone is sucked into playing a new character and have gotten the skills to level they are more likely to develop it further. I see so many returning players get stuck at 101-105 and then quit again.
Max level should take some effort to attain.
Give ppl hyper fast levelling and in the short term you see monetary return but in the long term there is little to keep players from playing/spending once they 150.
#95
Posted 18 February 2011 - 08:40 AM
#96
Posted 18 February 2011 - 09:17 AM
Why is job 50 at base 135-140 desirable? That merely lessens the incentive and effort require to level even more. Right now at base 150 you will likely not be job 50, i guess if you adjusted it so that you got job 50 about the same time as base 150 it would be a decent idea.
It is not hard to see how spoilt the populace are by exp and turn in events - to the extent that outside of them barely anyone levels as everyone is just waiting for an event. Imo this is an extremely poor path to go down - once ppl have their 150 they get bored, not everyone will 150 something else. You guys tried to fix bbs and removed hd ores because you looked to the long term effect but haven't done the same with exp events.
With the game going f2p i can imagine exp events will only increase so you can shift more bms and subscriptions. But when everday is xmas, it ceases to motivate.
In saying that, i would say reduce the exp for the first 10 base/job levels so ppl can get their characters on their feet. Once someone is sucked into playing a new character and have gotten the skills to level they are more likely to develop it further. I see so many returning players get stuck at 101-105 and then quit again.
Max level should take some effort to attain.
Give ppl hyper fast levelling and in the short term you see monetary return but in the long term there is little to keep players from playing/spending once they 150.
I have to dissagree with leveling having to be difficult in order for people to not quit. Yes, if leveling is the only thing to do ingame, then yes, people will quit if they finish leveing easy fast. But I would rather if there was more things to do, and leveling was just a part of them. Besides, leveling as now isn't well dessigned: you flee through the first 99 levels, then flee through the first 99 levels again in 1~2 weeks, then spend your life as a third class. Why are there that many levels and monsters and eden group and job changes and transing and things dessigned for that 1 week of your RO life then nothing much after?
If they are going to fix that somehow, then good: make it so the biggest part of your RO-life is the part filled with events, not the 1-week part. RO has 150 levels from which only like 40~50 actually matter.
#97
Posted 18 February 2011 - 09:51 AM
RE: point 1) exp curve modifying.
It would be nice if trans could also be looked at. At least with 3rd class you have new places to go grind and a wider choice, at trans lvl 99 chances are your jlvl is 65-70ish maybe, meaning you have to grind those job levels on the same damn map (magmarings ofc), the same damn map you grinded your way to 99 non trans, and the same place youve probably been since 95ish trans. No wonder so many people turn to botting that map.
#98
Posted 18 February 2011 - 10:00 AM
Its that bad? manhole its not more anoying? WHEN I KILLED DRAKE A SHADOW CHASER STALKED ME PUTTING ME IN MANHOLE, THEN HE TAKED MY OCA: gm response "mvps are free for all" and still really awesome and good the fact that arrullo and deep sleep works against mvps in pvp, that makes more cheap the items and accesible for all peopleDeep Sleep and Arullo are bugged, they will put NPCs, players, MVPs, etc to sleep. Heck when it was enabled outside of siege you could use it to put portals on maps to sleep (though it wouldn't prevent them from working). If I had to take a guess, I would say people were farming Bloody Branch MVPs in pvp rooms with Arullo?
#99
Posted 18 February 2011 - 10:01 AM
#100
Posted 18 February 2011 - 11:12 AM
I have to dissagree with leveling having to be difficult in order for people to not quit. Yes, if leveling is the only thing to do ingame, then yes, people will quit if they finish leveing easy fast. But I would rather if there was more things to do, and leveling was just a part of them. Besides, leveling as now isn't well dessigned: you flee through the first 99 levels, then flee through the first 99 levels again in 1~2 weeks, then spend your life as a third class. Why are there that many levels and monsters and eden group and job changes and transing and things dessigned for that 1 week of your RO life then nothing much after?
If they are going to fix that somehow, then good: make it so the biggest part of your RO-life is the part filled with events, not the 1-week part. RO has 150 levels from which only like 40~50 actually matter.
I never said keep levelling difficult. For most classes it really is not - for the classes like GX & AB i would say give them an exp bonus. But right now with premium bonus and all the events and bms, levelling is really a breeze for most classes if you know what you are doing.
You should read irowiki forums on where to level. Most trans should have no trouble levelling. Magmarings are not necessarily that good for all classes.Im too lazy to read all the posts, im guessing people will already have posted this, but one more person to re-post the point cant harm.
RE: point 1) exp curve modifying.
It would be nice if trans could also be looked at. At least with 3rd class you have new places to go grind and a wider choice, at trans lvl 99 chances are your jlvl is 65-70ish maybe, meaning you have to grind those job levels on the same damn map (magmarings ofc), the same damn map you grinded your way to 99 non trans, and the same place youve probably been since 95ish trans. No wonder so many people turn to botting that map.
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