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#51 Neutral12

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Posted 13 November 2010 - 09:48 AM

Matk has a horrible nerf. However, this could be corrected by returning the bonus's you gain by 10 sets of a certian stat. This will also make stats useful when gaining a lot like it used to be.
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#52 Akin

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Posted 16 November 2010 - 11:49 AM

Matk has a horrible nerf. However, this could be corrected by returning the bonus's you gain by 10 sets of a certian stat. This will also make stats useful when gaining a lot like it used to be.


I know there was discussion long ago on iRO Wiki about how INT didn't factor into MATK the same way that STR did for ATK. Changing that might be a viable fix.

As for Renewal in general, I know it's too late to request changes like this but here's my take on the Update:
Spoiler

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#53 Theoretical

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Posted 16 November 2010 - 03:52 PM

I know there was discussion long ago on iRO Wiki about how INT didn't factor into MATK the same way that STR did for ATK. Changing that might be a viable fix.

As for Renewal in general, I know it's too late to request changes like this but here's my take on the Update:

Spoiler

Wonderful suggestion. Its too bad they cant go back and make all these changes /sigh
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#54 Charon

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Posted 16 November 2010 - 04:08 PM

Atum from irowiki had a huge list of amazing suggestions like a year ago.
Here it is
http://forums.irowik...77&postcount=15


It's so bad that it's far too late for most of these now ):

Id wanna see them post a new one here for sure, suiting for the current situation.

Edited by Charon, 19 November 2010 - 01:12 PM.

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#55 Talvis

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Posted 18 November 2010 - 11:41 AM

So, how soon are we going to start getting the fixes that this forum is supposedly gonna make?
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#56 Akin

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Posted 18 November 2010 - 01:55 PM

Unfortunately, most of the things in this forum are suggestions (outside of a few real bugs), and may or may not reach the ears of developers in Korea. Heim said that iRO staff is going to compile a list of said suggestions and send it off. Hopefully they'll share that list with us after (better yet before) they do.
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#57 Talvis

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Posted 18 November 2010 - 05:03 PM

Well, there is a buff to the monsters and monster experience being tested on kRO, perhaps this was a result of this.
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#58 Charon

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Posted 20 November 2010 - 05:08 AM

is there any deadline or an approximate date on when this stuff will be sent to korea? xD
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#59 FatherBob

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Posted 21 November 2010 - 08:09 PM

Ok, this doesn't really fit into anywhere else, so here's about the best place for it.

Job bonuses SHOULD NOT BE LOST upon job changes. This is very self explanatory. I'm hearing a lot of gripes coming from all classes about how baddass they were as a 99/70 trans with all of the stat bonuses and such, and once they job up they lose all that they once had. This is also true with every other class tier. Why have the stat bonuses in there if you can't keep them? Give us a reason to change at job 50 for all of the first classes, instead of just having us change at minimum 40. Bulk of the classes out there, with the exception of Acos, can get by with a job 40 change, and have no incentive to push past that. The stat bonus picked up with jobs should carry over to the next job and then that job's bonuses stack on top of the prior ones. We can keep the skills when we change, so how about we keep the stats as well.

And since we're on the topic of job levels, any skill that requires a minimum job level to learn (ex. Holy Light, req Aco job 30 to learn) should have some code thrown in there to check the class and make adjustments for the skill if you're a higher class. A lv 55/1 Priest ought to be able to learn Holy Light, since they went past the pre-req as an Aco (lv 55/50, for example). There's more examples of this out there, I just can't think of them right now.
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#60 Mefistofeles

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Posted 21 November 2010 - 10:04 PM

Would it be possible to discuss monster magic defense, specifically MvPs?

While MVPing with various classes in the party, I've noticed that classes such as Sura and Genetic are still capable of excellent damage (as expected). Melee still holds up quite well while MVPing.

However... It seems many MVPs (and regular monsters, too) have had substantial magic defense boosts. This results in casters (let's use Warlocks as an example) having little chance of competing when strong melee classes are present... And in other cases, having a difficult time doing enough damage when they're acting as the primary killer. Of course it depends very much on what MVP is being killed, the low tier ones are still quite killable with magic.

On a recent Endless run I watched a Lord Knight consistently beating out a Warlock simply because he could spam CS for damage while also tanking, while the Warlock was stuck with waiting on her fixed cast time, after cast delay, and experiencing a huge damage reduction due to the magic defense of the target. This is a very well geared Warlock who has reduced her variable cast time to nearly the maximum while still sporting a good amount of luck for the added magic attack (wearing a +9 Staff of Destruction). This just feels remarkably unbalanced.

Perhaps proposed adjustments to cast times will help remedy this... But I do believe magic defense of monsters should be looked into.

YES! i agreed the magic damage its hardly reduced against monsters and players,we need a way to ignored that M.def becouse actual methods are to low, piercing staff its too weak, high wizard card its imposible, and the melee damage have G Fist, combat knife, Clashing spiral etc, we need a gear in accesory or armor or hat that reduce M.Def or...... give us back old matk formula
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#61 Charon

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Posted 22 November 2010 - 02:00 AM

Job bonuses SHOULD NOT BE LOST upon job changes. This is very self explanatory. I'm hearing a lot of gripes coming from all classes about how baddass they were as a 99/70 trans with all of the stat bonuses and such, and once they job up they lose all that they once had. This is also true with every other class tier. Why have the stat bonuses in there if you can't keep them? Give us a reason to change at job 50 for all of the first classes, instead of just having us change at minimum 40. Bulk of the classes out there, with the exception of Acos, can get by with a job 40 change, and have no incentive to push past that. The stat bonus picked up with jobs should carry over to the next job and then that job's bonuses stack on top of the prior ones. We can keep the skills when we change, so how about we keep the stats as well.

And since we're on the topic of job levels, any skill that requires a minimum job level to learn (ex. Holy Light, req Aco job 30 to learn) should have some code thrown in there to check the class and make adjustments for the skill if you're a higher class. A lv 55/1 Priest ought to be able to learn Holy Light, since they went past the pre-req as an Aco (lv 55/50, for example). There's more examples of this out there, I just can't think of them right now.


It's been like that forever. This is so that they can give every class individual bonuses.

There could very well be a job bonus system that would work like you describe it.
Like say
Thief at job 50: 2 4 1 2 3 1
and then one would gain additional as an assassin: 3 4 1 1 1 3, making you 5 8 2 3 4 4 on job 50 sin if you picked job 50 as thief. And so on...
But I doubt gravity would even consider a change like that, seeing they are to lazy to give some thought when picking job bonuses for 3rd cls.

You get those apple rings that give you +6 on all stats, decreasing by 1 every 5 levels, btw.

But, you know why the problem you describe wasn't there before?
Because you always gain some basic job bonuses from the first 20 job lvls or so, which are really fast everytime. Except for 3rd jobs, where after 2 job lvls you are back to millions of exp.
So this really would be elss of a deal if the job exp table was adjusted to work smilar to 2nd jobs:
-the first 20 jobs quite nicely fast (giving you some basic new skills to play with=you fell like you are a new class)
-the last jobs are acquired before the end-grind so you have full job bonuses and all skills to use to help you in those last 5 levels (if we say 90/50 equates 145/50)

But then there is another problem, which also affects this.
The actual job bonuses of the 3rd classes

It makes sense that their sum is lower than trans (since trans is like Hard mode with bonus skills), but they are actually lower than those of 2nd classes!
In more detail about this below in spoiler.



TL:DR
-IMO how job bonuses work is fine.
-Gravity should however revise job bonuses of 3rd classes, coz they're a joke for several reasons.



My post in GX thread that fits here more:
Spoiler

Edited by Charon, 22 November 2010 - 02:23 AM.

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#62 Charon

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Posted 25 November 2010 - 03:50 PM

This doesn't belong in any of the other threads,

One thing that I don't understand is why flee is reduced by 10% for every next monster attacking you after 2.

Because this mechanic was left untouched with renewal, fleeing mobs got nerfed indirectly, from flee numbers being higher by default.

Some random examples,
Let's say my flee is 166. And I get into a mob of 5 monsters.
My flee is then (-50) 116
No real problem here if my flee was good for 1.

And now my flee is 333 and I get into a mob of 5.
My flee falls to (-100) 233
So when I have enough flee needed for the monster, if I suddenly realise theres 5 of them on me (WHERES THE FLYWING HOTKEY D:!), all of them will hit me 100% of the time, which may very well cause my character to die.


So the higher my flee at equally appropriate maps, the more dangerous it is to get into a mob.
Basically flee characters are punished for mobbing the higher their flee is.


Since renewal IS about getting rid of imbalance when stats approach high numbers, this is one of these potential issues and hence could get at least some bit of attention (more is not even needed to fix it, since it's rather simple)

If one day we are at episode 25.3, and the normal flee required for a new monster is 700, while this is achieveable somehow by then,
when you get into a mob of 5 this lowers the flee to (-210) 490
or even a mob of 4, (-140) 560
just 3 monsters, (-70) 630
At 1k flee required every mob(more than 2 monsters) would 100% hit you 100% of the time.

This not so likely scenario aside, the fix is simple:

Change the -10% flee into a simple flat -10 flee. Problem solved. Unless someone can possibly really come up with a reason as to why this would be bad.

tl:dr
change -10%flee in mobs to -10flee in mobs



btw does heim still check this subforum? o.o

It would really help this whole thing if we knew how much and how big changes would still be alright to actually be considered and sent to gravity in the end.

Edited by Charon, 25 November 2010 - 03:53 PM.

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#63 MrMajestic

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Posted 16 December 2010 - 01:20 PM

i miss leveling up on larger monsters. there should be a reasonable place to level for people that dont mob but do major damage to single targets, otherwise it makes diversity in leveling a thing of the past. so then what happens is it all comes down to who can mob the best. and the winners of the 150 contest should be able to tell you that. make some fareness for the other classes as well. master smiths use to kill kassas, now we kill what ever every one else kills but with out an effecient mobbing tactic. only in the earlier leveling does axe tornado work. mado crap skills dont even come close to the dps rate of a good axe tornado. and that just means mado is total garbage cus axe tornado already sucks to begin with. and the troll hate mail i get about how much of a joke we mechanics are are always along the lines of make a rune knight. make a genetic. why cant we just be improved instead of making brand new characters? lame lame lame. fix the options to be able to level up, and first and far most fix the mechanic, hands down the worst character class in the game to pick and play.
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#64 Charon

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Posted 30 December 2010 - 02:20 PM

So are we supposed to give up any left hopes about this by now?

What I actually mean is,
any news?
At least give us a post saying you are still translating to korean or what the case is, or, anything.

x_x
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#65 MrMajestic

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Posted 30 December 2010 - 10:37 PM

do they actually take into account the things said in this forum and others? or is all this just a pacifier and some of us who have made characters who suck post renewal have to scrap and remake or quit entirely. hope changes be made on my favorite game. if not i don't mind, that'll give me more of an IrL.
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#66 Mwrip

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Posted 31 December 2010 - 05:26 PM

Do the GMs listen to us, compile notes, and submit the results to kRO? I have no doubt that they do.

Does kRO actually care? That's what I have yet to see any proof of.
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#67 Nombus

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Posted 18 January 2011 - 12:12 AM

I'd like to see an actual reply from kRO as to iRO's enquiries. Apparently jRo gets such replies and readily makes them available to the public.

http://ro.doddlercon.com/home/?p=7
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#68 Kadelia

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Posted 18 January 2011 - 04:32 AM

This forum is directly a part of our "Plan of Attack" for November.

We are making topics that players can reply into, we are looking for specific bugs and game play issues with the topics. Feedback that is actionable will be gathered and appropriate game changes requested of the RO development team. We are structuring the forum in a "guided topic" format to cut down on the "noise" of me too replies.

We will likely add topics if there is a need seen from community chat that aren't being covered by the topics provided. Off topic posts will be deleted/ignored we need to do this to keep order which in turn expedites our work. We have a window of opportunity this month to have the best chance of making permanent changes to Ragnarok to suit our community, we want to do this as best as we can and as quickly.

Don't let heim fool you, there is no point to this forum but to trick players into thinking gravity cares
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#69 Dukeares

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Posted 18 January 2011 - 04:40 AM

mmm I think they are doing they job... and one of their plan of attack was Nerfing RG... :)
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#70 Mwrip

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Posted 22 January 2011 - 04:02 PM

Uhhh, guys? We're going on 2 months since November ended.
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#71 Talvis

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Posted 22 January 2011 - 04:31 PM

Well, Heim said they're working on a new partying system, but gave no eta.
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#72 Charon

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Posted 23 January 2011 - 09:20 AM

Is it just me or is everyone else also spending more time on these forums (which is 't even much) than in the game for the past months? x_x
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#73 Mwrip

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Posted 23 January 2011 - 09:55 PM

Is it just me or is everyone else also spending more time on these forums (which is 't even much) than in the game for the past months? x_x


Yep, we're pretty much all in "see if they fix it, quit if they don't" mode.
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#74 Mefistofeles

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Posted 24 January 2011 - 05:25 PM

WE Spend more time here, becouse its a waste of WOE or PVP against shura or genetic
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#75 Nombus

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Posted 01 February 2011 - 09:45 AM

Been awhile. Lets hope the GM team hasn't become overly comfortable with their player loss. Comforting words and a sense that something will be done only last so long.
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