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#51 Hrothmund

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Posted 15 September 2010 - 02:27 PM

So I kind of screwed up my initial post. I can't find when the Korean drop rate adjustment put on Sakray on July 28th 2010 was moved to main servers (so it's possible it never happened). What we do know from testing is that they greatly increased the range of monsters you can kill before observing a drop penalty.

Same Level: No change
+/- 30 levels: Small Penalty (estimated 80%~90%)
+/- 60 levels: Large Penalty (about 50%)

I imagine there's some gradient between the 30 level and 60 level penalty, something like 90%/80%/70%/50% for 30/40/50/60 level difference.


That first one looks fine. 2nd one is pretty horrible.

The main difference as others have pointed out is that in these other MMO's that do have drop penalties (most scale to zero) there is absolutely NO benefit to the higher level char getting the items in the first place.

In those games the drop penalty is actually a POSITIVE HELPFUL thing since it stops players wasting time hunting stuff that wont benefit them in the slightest, and herds them towards the monsters that will drop them useful gears/loot.

If RO were to have drop penalties, ALL the equipment would need to be releveled in terms of what drops it, and what level reqs it has. lvl 145+ monsters (or mvps) would need to drop the best armor/weapons/acc's etc.

Items for quests would either need to drop pretty much everywhere, or the quests would ask for items based on your current level range.

Edited by Hrothmund, 15 September 2010 - 02:30 PM.

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#52 porty

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Posted 15 September 2010 - 04:38 PM

i believe this drop penalty, apart from God items is the most counter productive thing i have ever seen on RO.

since returning to the game after a 3 year absence prices on here are absurdly expensive. when i left blue herbs were 2800k, now nearly 40K! carat cards were worthless now 60m. MVP cards were 150m, now they are traded in multi billions of zeny...

is it really any wonder we don't have any new players?

i left the game relatively rich with 300 million zeny, i come back and i can't buy practically anything thats higher end .. new players stand no chance of getting anywhere. if you read the class dicussion forums and the new people needing help with stat builds and such list thier gears it makes you cringe at the crap they wear, purely because they cannot afford anything else. the gear people suggest in these forums, even the most basic of basic items may cost 50 million plus if it includes a half decent carded weapon and armour. if this drop penalty is introduced and i'm sure it will, the cost of even these basic items will soar further. a new player with a level 60 character has no hope of raising 50 million or more for gears.

i joked in another forum that EDP's will soon be 5 million each, but how far from the truth was i?

Gravity has the golden opportunity here to produce a level playing field, equal opportunity for newbie and veteran alike.

1. remove the drop penalty. it is counter productive, will cause further market instability and will in no way entice much needed new players to the game.
2. instead of writing in lower end drops into higher end monsters (catering for the rich which is the norm with RO) spread the higher end drops throughout the monster range. (e.g. OCAs (which also increases card numbers and circulation, making most cards more affordable to rich and poor))
3. add a 0 to all kafra trade in prices, or adjust the prices at the very least.
we need to give new players the chance to thrive, which in turn will allow RO to thrive. too many try to play only to be put off by not being able to afford anything. new players are coming into a game that is 90% populated by established high end players. the availablity and affordability of mid range gears needs to change if RO is to survive.
4. add the chance of dropping a God item on all monsters. no matter how small the percentage the drop may be, it at least gives everybody outside the top guilds or RO top 20 rich list the chance to own an item of Godly armour.
5. bots unforunately play a big part in keeping those lower end items in circulation. although botting has been drastically reduced on ymir especially since i last played we all know they exist. adding the drop penalty would almost certainly play into the hands of the botters/zeny sellers, allowing them to raise/ lower prices at will, while they manufacture characters purely to farm targeted lower end items, whilst heavily penalised drops remain for the rest of us.

things need to change, in fact things must change. Gravity is walking a tightrope of life or death. continue the way it is going, it is inevitable they will fall. change and maybe we shall still be playing RO 5 years from now.who knows?
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#53 Jatzu

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Posted 15 September 2010 - 06:52 PM

Ya I agree with most people here on the drop penalty. The games just not properly designed for it. Especially with the card system being a big part of how stuff works in the game.
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#54 ZeroTigress

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Posted 15 September 2010 - 08:08 PM

If it's supposedly impossible to exclude the drop rate penalty from our version of Renewal, then GMs should either adjust it to be a LOT less punishing on iRO (as in adjust the rates so it doesn't work) or darn well tell kRO that they'd had better reevaluate what items drop from what monsters in order to adapt the game to the new system. Otherwise, there's going to be a lot of players leaving RO altogether. It's bad enough good stuff is limited to low level monsters, but to implement a system which makes it even harder to get that stuff is just downright ludicrous. This idea is about as good as making success rates for crafting based on luck rather than progress.
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#55 Parabola

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Posted 16 September 2010 - 01:12 PM

In those games the drop penalty is actually a POSITIVE HELPFUL thing since it stops players wasting time hunting stuff that wont benefit them in the slightest, and herds them towards the monsters that will drop them useful gears/loot.


What? Most supplies are built from lower-level drops? How is this not benefiting us? We don't care if the gear drops and whatnot.
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#56 Kitten

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Posted 16 September 2010 - 01:16 PM

What? Most supplies are built from lower-level drops? How is this not benefiting us? We don't care if the gear drops and whatnot.


He wasn't talking about RO. He was giving an example against the drop penalty by saying games that do implement one do it for a good reason.. Whereas on RO it makes no sense to have it since we still need those items.
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#57 Hrothmund

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Posted 16 September 2010 - 04:13 PM

Yup, in games like Aion, Requiem, Rising force etc even if there was NO drop penalty, it would be an absolute complete waste of time hunting low level mobs.

So in those games it helps herd ignorant players away from stuff that doesnt benefit them at all.

RO's the complete opposite, we are actively encouraged to hunt stuff from lvl 1-150 at any char level.
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#58 Susan

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Posted 16 September 2010 - 04:43 PM

Nobody really answered what the POINT of Drops Penalty was.
And no, it can't be "new players". Because any "new player" will end up being a "player".
Unless you don't want people to keep playing ro, you want them to quit when they realize their leveling reward is a "Drops penalty",
and you just want to keep having "new players" instead of "players".


- right now, (depending on your build), you can hunt in any place you want.

- in renewal you will only be able to hunt stuff at a place the game wants you to hunt at the level you currently are. If you level up too much, you'll get a PENALTY.


What's the reward in gettng 99(150) now?

Drops Penalty.
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#59 LethalJokeChar

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Posted 16 September 2010 - 08:25 PM

Nobody really answered what the POINT of Drops Penalty was.
And no, it can't be "new players". Because any "new player" will end up being a "player".
Unless you don't want people to keep playing ro, you want them to quit when they realize their leveling reward is a "Drops penalty",
and you just want to keep having "new players" instead of "players".


- right now, (depending on your build), you can hunt in any place you want.

- in renewal you will only be able to hunt stuff at a place the game wants you to hunt at the level you currently are. If you level up too much, you'll get a PENALTY.


What's the reward in gettng 99(150) now?

Drops Penalty.


Hmm, reward... ?

You get to beat up players 10+ levels below as if you are fighting angry plants?
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#60 Wazza

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Posted 16 September 2010 - 09:37 PM

As far as I know, there's no damage multiplication or penalty for attacking a higher or lower level player in PvP/WoE. Unless it is down to stats you have placed or new gear that was previously not useable.

The only reward you get from level 150, is complete status immunity from ALL players in PvP/WoE, provided you have the stats to do so. If a character higher (Not the same or below) level hits you with a status effect, your immunity will be nullified. Being 150 seems only beneficial if you wish to not lose exp or PvP/WoE and PvM is so damn easy that losing exp is rarely an issue.
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#61 Prodigy

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Posted 17 September 2010 - 06:55 AM

As far as I know, there's no damage multiplication or penalty for attacking a higher or lower level player in PvP/WoE. Unless it is down to stats you have placed or new gear that was previously not useable.

The only reward you get from level 150, is complete status immunity [. . .]


Base level does the following things (taken from Atum's post on iRO Wiki)

Base Level
- 1 level increases your HIT rate by 1.
- 1 level increases your FLEE rate by 1.
- 2 levels increases your status DEF by 1
- 4 levels increases your status ATK by 1.
- 4 levels increases your status MATK by 1.
- 4 levels increases your status MDEF by


His post is a bit outdated, but I think that base level still does something to your other substats. Not to mention how base level is a direct modifier for the damage of a ton of 3rd class skills.

Edited by Prodigy, 17 September 2010 - 06:56 AM.

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#62 Wazza

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Posted 17 September 2010 - 07:10 AM

I see. Thank you for the information Prodigy.
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