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Tweaking the Renewal


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#1 TheUraharaShop

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Posted 24 February 2011 - 09:41 AM

It is quite easy to see that the Renewal isn't the best thing since sliced bread, but the worst thing since realizing Santa Clause doesn't exist! The over all point of renewal was to rebuild RO as a whole (world community) to fix long over due problems, glitches and create balanced classes. Quite frankly, for the iRO server it hasn't really brought balance to the game. This is a discussion and "Hey Gravity Bring back Sakary for testing" thread.

The first steps are to work out the EXP awards for defeating monsters then for parties. This is just the start of the discussion, many ideas have been floating around the forums and among players yet to post them here on the forums. With most of the discussions becoming convoluted with side tracked ideas, lets just have this tread and it's entire discussion to pertain to the discussion and solutions to creating a better EXP and Party award system.


EXP & Job EXP Reward Rates

For the most part I'd have the rewards set simply as this:


+ 16...........................90%
Equal through +15..............100%
-1 Through -15.................95%
-16 Through -30................90%
30 or Lower....................80%

This keeps the rates in a more mindful step down and allows players to stay in area's they like but not with such a disadvantage.
If it is deiced that players need to keep it "moving" then I'd create a long plateau for the bonuses but not give them such a high reward. On the mindful note, reworking the EXP charts for Monsters and EXP Require for Leveling will also have to be discussed and resolved in another thread and that will directly effect and be effected by what the monster and party award rates are set for.


+ 16...........................90%
+15...........................110
+14...........................110
+13...........................115
+12...........................120
+11...........................125
+10...........................120
+9............................120
+8............................115
+7............................115
+6............................115
+5............................115
+4............................110
+3............................110
+2............................110
+1............................105
Equal.........................100%
-1 Through -15.................95%
-16 Through -30................90%
30 or Lower....................80%


But what is going to get players to move through the world would be a weekly episodic playable plot/sotry line not just "better" exp.

It really does depend on what the balance should be for the EXP due to the new changes to the EXP awarded from the monsters. The only other changes would be the changes to create "balance" would be to the EXP necessary to level. That should be changed to make the game "long" enough to be enjoyed but not passed off as a grinding game.


  • Party Rewarded EXP
    For Party Sharing, lets rework the conditions and reward for partying:
    partying bonus:
    • For Every Player in party on the screen, the party will receive 1% more EXP per member. Players off screen will not be counted or rewarded.
    • Only the players on screen will be COUNTED and REWARDED for the Bonus.
    • Players must be with in the share range.
    • Share MUST be turned on.
    • Novice and Dead Characters will be counted as a +0.
    • The bonus Experience will be rewarded from the Party Leader to the party as a whole as if it were a Party Buff (Scroll) or the skill Wind Walker for example.
    • On the Buff (?) Window, it will indicate how much Experience was given to player based on the percentage as "You received a Bonus X Experienced".
    • Experienced give through this method is only effected by amount you receive from the party share multiplied by the items you are using to increased or modify the experience you are rewarded.

    • Equation
      I'm still working out the Calculations to ensure that it's correct but this is what it would look like:
  • Characters ..Total Reward

    2������.56%

    3������.46%

    4������.42%

    5������.41%

    6������.41%

    7������.42%

    8������.44%

    9������.46%

    10����.�.48%

    11������.50%

    12������.53%

    So for a 11 Player Share Party that kills a Monster that gives 1000 EXP, each player would receive 500 EXP IF ALL THE MEMBERS OF THE PARTY WERE ALIVE ON SCREEN*.

    This really will reward players for partying and will easily cut most of the abuse down, only really allowing players to dual client then auto follow. This still places a high pull for players who are AoE types and away from Melee, to combat that, we'd have to re-work the mechanics for melee classes and skills as well as AoE's to be able to create balance. But that is a different topic for another time.
In all the discussion has to start somewhere, lets honestly take the time and say and figure out what will work and not take this thread or any future threads down the path of muddled and convoluted thought. We ask for a better game, we want a better game then lets tell them what we want.
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#2 RedPhoenix

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Posted 24 February 2011 - 10:38 AM

In the past, most people formed parties to take down monsters one person could not kill efficiently on their own. Because monster levels are now, for the most part, scaled according their difficulty, it's disappointing that parties are stuck killing monsters around their same level to avoid the penalty. Most classes can take down these monsters easily and don not require an additional person sucking away a huge portion of their exp.

To address this issue, how about increasing the level difference that would allow UraharaShop's suggested exp yield per member in your party? For example, for a two person party, player will receive 56% exp when they are 18 levels below a monster's level. A three-man party will receive 46% each if they are 20 levels below a monster's, etc.
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#3 TheSquishy

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Posted 24 February 2011 - 02:35 PM

We have incoming fix for party-ness. Check Stickies much?
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#4 RedPhoenix

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Posted 24 February 2011 - 03:31 PM

Read the sticky a week ago. Just because there's an incoming fix doesn't mean players have to stop voicing their suggestions. Some ideas may not even be included in the proposal that was sent to the development team but they are still worth sharing.
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#5 Dukeares

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Posted 24 February 2011 - 05:04 PM

Ragnarok has change a lot due to Renewal and its game's combat is now very much fast paced. Making players leveling up them selves quite fast. It would be more faster if we have a good party system in the first place (and no monster LV penalty)

It will probably also help to foster good teamwork (and probably let me show off my AB again like in Ice Titan event -_- ) and nice exp sharing that you can level up quickly or make quests easier to fulfill.

But then a again if they had Kick the difficulty up high enough that soloing is almost impossible, and kick the exp up to match. Pretty much any party of 3 wont mind that they cannot kill at 3 times the rate of a solo players if everything was not easy to solo-able.


Let cross our finger that the future plan forExp curve modifying and Party Enhancement incoming will encourage partying again.

Btw, "TheUraharaShop" I pretty much like the idea of urs "EXP & Job EXP Reward Rates" it seen good.

Edited by Dukeares, 24 February 2011 - 07:03 PM.

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#6 TheUraharaShop

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Posted 25 February 2011 - 08:48 AM

I have seen some of the changes that they have planned, most are 6 out of 10, others are a 7, nothing that has been planned for will create a need for YOU to want to PARTY with me unless I'm well equipped and I have support class in tow. What has to be strictly noted is that new players join ever day but when they log on, no one wants to play with them besides other "noobs", because they're a noob them selves and that's because some guy with end game gear and more zeny then god said so because they only have a knife[3] and Cotton Shirt [0] not a Mjolnir [4] and Brynhild [2]... yeah it's that dumb. What has to happen is a bottom to top movement where the challenge isn't intended for veteran players, but for the new players.

If you honestly think about it:

  • Most Kafra Shop Items isn't intended to make actual end game gear obsolete (ie Eru Sunnies VS Takius Head Band argument) but to give new players a chance to make their characters look nice AND be able to make it practical through use.
  • New patches and updates are suppose to tell a "story" and iRO having problems with that; because the story of iRO is as follows
    • Login
    • Make a Novice
    • Get to 99/50
    • Get leet end game gear
    • Trans
    • Get to 99/70
    • Get leet end game gear
    • Reach 3rd class
    • Reach 150/50
    • Get leet end game gear
    • Get leet end game gear
    • Get leet end game gear
    • Quit, Make a new character, help other players level or bully other players.

      And some where in between all of that is MVPing. PVP and WoEing. As much as people want to say they do, 99.9% of EVERYONE ELSE (wouldn't be surprised if it is accurate) doesn't and has no idea how the story of iRO is told.
  • New players just log on, level maybe make friends in the current environment, this is very rare, and possibly have enough fun to stay with the game log enough to Transcend a character.
  • Pre-Renewal most players stopped because of the GRIND and GRIND is not a synonym of Fun, it's an antonym and now with Post-Renewal... it's looking nearly the same.
With these projected changes, it keeps the current players happy but the new players, the ones that will bring a new revenue stream to Gravity through iRO, will have a hard time deciding if they should continue playing iRO if it has to be this difficult and have so much of a "Lone Wolf" diaspora.
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