We need what Rose has. Rose has an item which you can buy at any tool dealer npc which prevents you from gaining exp for a set time. Then, the item is at a moderate cost (maybe about 500k in RO currency)Drop penalty is the worst thing to happen to RO.
I dont want to make 30 Accounts with various levels and classes just so i can hunt certain items. And then Tax them 50% and then ress-kill them so they don't level up lol.
What do you think of the Drop rate Penalty?
#26
Posted 14 September 2010 - 06:46 AM
#27
Posted 14 September 2010 - 06:55 AM
#28
Posted 14 September 2010 - 07:43 AM
We need what Rose has. Rose has an item which you can buy at any tool dealer npc which prevents you from gaining exp for a set time. Then, the item is at a moderate cost (maybe about 500k in RO currency)
i dont want to use an item to "not level", that would be pretty ridiculous.
#29
Posted 14 September 2010 - 08:23 AM
Hey guys, let's pay to turn off the drop penalty! No thank you.
#30
Posted 14 September 2010 - 09:37 AM
I don't entirely hate it, but it's definitely too restrictive in it's current form. I'd be ok if it were expanded to the Korean method, where +/- 30 levels = small penalty, +/- 60 levels = large penalty (large being 50%).
this
#31
Posted 14 September 2010 - 01:20 PM
#32
Posted 14 September 2010 - 01:23 PM
#33
Posted 14 September 2010 - 01:35 PM
it can not hapend in most caces.What if the items required for quests or skills were dropped from high level monsters? Would that solve the problem? It would certainly encourage leveling as opposed to discouraging it as it does now. I guess I can see how maybe the low level monster drops being so in demand would allow newer players to get their foot in the portal (on Ymir that is...), but it still screws veteran and loyal players.
90% of hi lvl monsters allready have met the cap of what they can drop.there is only 8 drop slots.
7 are fore loot. 1 is set aside fore cards.
#34
Posted 14 September 2010 - 05:12 PM
#35
Posted 14 September 2010 - 05:45 PM
#36
Posted 14 September 2010 - 06:28 PM
#37
Posted 14 September 2010 - 07:16 PM
#38
Posted 14 September 2010 - 07:19 PM
My biggest concern with it is highlighted in heims post about the current mechanics. You get the best experience killing monsters 10 levels above you, with a healthy exp bonus for +5 to +15 monsters. However, at 10 levels you're already suffering a 30% penalty to drops, with it dropping fast for any higher monsters. Penalizing drops for monsters outside of your level range at least has some reasoning, but penalizing the drops of optimal targets doesn't make sense to me.
If there is to be any drop penalty, it should only happen when you're well outside the area that you should be leveling at, rather than when you stray even a level or two away.
#39
Posted 14 September 2010 - 07:22 PM
it can not hapend in most caces.
90% of hi lvl monsters allready have met the cap of what they can drop.there is only 8 drop slots.
7 are fore loot. 1 is set aside fore cards.
Hmm, then they would have to offer the chance to acquire these items some other way. If they keep the repeatable quests, what if you get those items each time you turn in? And I wonder what will become of guild dungeons...
#40
Posted 14 September 2010 - 10:08 PM
If there is to be any drop penalty, it should only happen when you're well outside the area that you should be leveling at, rather than when you stray even a level or two away.
If anything, the drop penalty should pick up where the exp penalty leaves off. For example once you reach max exp penalty, the drop penalties start to apply from then on. If the max drop penalty is something like 70%, at worst that makes Ymir rates the same as Valk after the prem bonuses have been applied.
#41
Posted 14 September 2010 - 10:11 PM
I just do not see any reason to make it so you have to penalize you in the way of item hunting based on your level. This just makes no sense to me at all in any way...
#42
Posted 14 September 2010 - 10:23 PM
why have a drop in % at all?? i don't see a point AT ALL for there to be a drop. If anything a higher level char should be better at collecting items from monsters! (a reward for your work to level).
I just do not see any reason to make it so you have to penalize you in the way of item hunting based on your level. This just makes no sense to me at all in any way...
that's a good point
there should be at least a quest or item, that you can obtain being high level (like lv 99) to not suffer penalties.
#43
Posted 14 September 2010 - 10:34 PM
#44
Posted 15 September 2010 - 02:36 AM
Been trying to hunt items to test for genetic potting, theres no way I'm gonna go keeping chars at certain levels so I can go hunting items.
Basically anyone thats put in all the effort to have a full account of 99+ chars, are screwed for life.. how nice.
If this penalty stays, I'm gone.
#45
Posted 15 September 2010 - 07:37 AM
There should always be a consideration of balance and reward. If you can't get level from killing the monster, then you should get stuff from killing a monster. It's a choice, level or stuff. To require, as example, Cactus Needles, but to receive nothing or nothing, diminishes the rewards of playing the game. Not only that, but the mobs of the low-level monsters are rather thin, so you get even less reward, as you must spend an inordinate amount of time running around the field.
If anything, the drop rate should be inverse to the EXP rate. If a monster is going to give 50% EXP, then it should give 200% drops.
#46
Posted 15 September 2010 - 09:07 AM
I was fine with that because i knew what i was hunting at the time. I figured well if there were monsters with good xp and drops why would i hunt anything else ever? lol
so ya sounds like just about EVERYONE IN IRO HAAAATTTEEEESSS the drop issue...now the question is are you going to listen to your players or not?
Having a GM post to answer this question would help us not start looking for new games after we say screw Rag btw.
#47
Posted 15 September 2010 - 10:00 AM
#48
Posted 15 September 2010 - 10:45 AM
just put if you want a small penalty, but to be true drop penalty should be axe for the rest of RO, is just the design of the game doesn't let it work.
#49
Posted 15 September 2010 - 01:04 PM
If high level characters get the exact same exp/drops then there is 0 reason from them to get out of the nub zone.
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
stems
fabric
blue herb
immortal hearts
poison spores
steel
and further I am not 100% certain yet what the effect of the penalty is on card rates. it is quite plausible it doesn't effect cards at all.
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.
Heck for stems it would be easy to make them a high drop off of muculapari monster or something, or a quest turn-in exchanger.
#50
Posted 15 September 2010 - 01:29 PM
Interesting about the cards if they do stay the same, as this is definitely something people will still hunt on lower level monsters. I guess the whole thing is a double edged sword when you consider that killing things for their cards (ie whisper, raydric etc) in god-poing mode will make it super easy to hunt those cards now.
If high level characters get the exact same exp/drops then there is 0 reason from them to get out of the nub zone.
I dont agree with this part though, in old ro setup I could kill rockers say until early 20s or something, the exp they grant would stay the same, but amount I need increases per level, and so I feel inclined to move on to something that will get me through the bars quicker. Are you saying that if the exp doesnt change (like old format) I feel like I should stay in rockers until 99? Maybe I misunderstand that statement.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users