The overall system now sets it up where you character is like a superhuman when they are higher level than x monster. At lvl 97 in old RO a lvl 60 monster could prove very troubling, in renewal tha tlvl 60 monster becomes more like a poring in difficulty to you than a terror.
Very good. Maybe you do not realize it, but this is the inherent flaw with the system. The nerf to attackers being lower level is stupid, and the system was fine, if not, perfect and fun how it was before. Monsters were "terrors" because of their uniqueness before. Now, the only time we encounter "terrors" on a map is if the monster is some odd, extremely high level mob that probably shouldn't be there.
If high level characters get the exact same exp/drops then there is 0 reason from them to get out of the nub zone.
That is not quite true, because if it was possible to gain exp while hunting stems, especially with the renewal systems, people would probably opt to do that instead. And besides that, there are the specific gears, cards, and other items that may drop from monsters on "harder" maps, which could be more rare and valuable.
However, the incessant worrying about higher level players grinding where you think they should not be is pointless. Pre-renewal, this was always possible... a level 67 rogue could slowly gain job levels and build up exp by killing enough mandragoras as well! And it was not always uncommon to see lv 99s with steal accessories there as well, in a system completely untouched by bots. Nothing ever collapsed and newbies did not whine and complain about not being able to make money.The point is: there is a reason for higher level players to not be grinding low level mobs for needed items. If they have something else they would rather be doing like gaining exp, or something else they would rather be hunting which would be far more profitable, they would be doing that instead.
If demand becomes so critical that stem prices skyrocket to like 10k+ a piece, then the farming just MIGHT be profitable enough for high levels to grind there as well. If you really want to make sure high levels stay out of maps you feel they "do not belong" in, it would be wise to ensure the players who DO belong there have a reason to stick around in those areas, and to make sure there are plenty of ways to get this desired item. But if you ask me, I'd rather have a few 150's hunting at mandragoras than a legion of bots....
The issue of consumables that are needed in grand numbers is noted and is something that we need to address, and frankly easily fixed since most consumables do drop from higher level monsters. Not all of them, but what items are needed in massive (1000s of quantity) like
Witch starsands - condensed white potion
cactus needle - condensed red potion and EDP bottle
mole whisker - condensed yellow potion
bee sting - EDP bottle
venom canine - EDP bottle
maneater blossom - plant bottle
tendon - marine sphere bottle
detonator - marine sphere bottle
heart of mermaid - glistening coat
zenorc fang - glistening coat
empty bottle - tons of potions and bottles
scorpion tail - fire converter
snail shell - ice converter
horn - earth converter
rainbow shell - wind converter
herbs: not only for normal potions, but they are widely used in foods as well
Any item needed for cooking should also be considered to not be so affected by drop nerfs
I would like feedback on what items are the concern, so we can test and address, but to "can the whole system" is not a possible option as it destroys too much of the balance that is needed in the overall scheme.
There already was a balance, which was destroyed by all the inane renewal revamps. Trying to nerf the drop rates for higher level players does little to fix the problem, and it is a lame excuse for trying to keep "balance" in a game that has been so totally broken. And it doesn't really balance anything out. You can probably imagine, if they REALLY DO need these items... drop rates be damned, that just mean they will be hanging around those maps they "shouldn't" be for twice as long, because the drop rate was reduced by 50%.
Edited by LethalJokeChar, 15 September 2010 - 05:18 PM.