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       #Post#: 71--------------------------------------------------
       Suggestions on balancing/keeping the thrill
   DIR By: Fanas
       Date: February 28, 2017, 2:43 pm
       ---------------------------------------------------------
       Hey, Olympians
       I just recently posted on bosses, so in this thread I will not
       discuss any more bugs, and I think admins already heard about
       the Golden Dragon spawning outside the map issue.
       A quick shout-out to [glow=red,2,300]Aphrodite[/glow] who
       listened to us live on server (my client stopped crashing
       woohoo!).
       1. GAMEPLAY
       I. Experience/leveling
       During my 15-hour binge to reach level 200 (got the 4th place
       :P) I have actually timed every level that I reached actively.
       On average, as solo BK, it took me 10 minutes to gain 1 level
       while actively farming (on every map) so it's a nice balance
       between maps!
       We were trying to race to the top, and SM/MG had a clear edge. I
       don't mind too much though, the maps are fairly balanced
       experience-gain wise.
       II. Difficulty
       It's easy, too easy. Reaching 200 in 1 day solo shouldn't be
       possible.
       It is because We have insane stats (20 pts/level). While
       leveling, I don't care about gear, I rely solely on my stats.
       For example, I could unequip every item except a weapon and
       still kill mobs in lost tower.
       Big stats are fun. We love it. For example: high stamina for BK
       (can Deathstab all day); highly customizable stats
       (super-tank/support/damage dealer) and etc.
       But big stats = big unbalance (this is more like a raid server,
       where players need to play together and not solo).
       Big stat problems:
       a) Can basically equip any item while level 10 and that is a bit
       boring;
       b) AFK farm at early levels (should be only to reach highest
       lvl);
       c) every map feels the same, I 1 shot everything in dungeon, I 1
       shot everything in lost tower.
       III. Suggestions
       a) Reduce spawn rates for SM/MG spots (too easy to do
       quests/level up);
       b) think about monster/player balance. Maybe we need less stats?
       Or maybe make normal monsters stronger so maps feel a bit more
       different/harder?
       c) If You want to stick to your game model, I suggest making
       maps a bit bigger, so would be less AFK and more exploration :).
       d) Harder to equip items (less stats) + harder to kill monsters
       (stronger mobs) = more time to level up = more action.
       2. GAME SYSTEM
       I. Economy
       Items have good drop rates. Jewels are inconsistent. Zen are too
       random.
       Economy is very uncertain, here are the suggestions:
       a) Chaos are too cheap (we can only sell c if someone REALLY
       needs them, otherwise they only fill inventory space). We mostly
       use chaos for fruits, same goes for jewel of creation. Chaos
       drop should be reduced and I suggest adding Chaos to the web
       shop. If You make lower drop, please reduce amount of fruit for
       quests.
       b) It's really hard to estimate jewel price in zen. It's like
       our only money is jewels. Zen is useless most of the time.. This
       is because zen drops are very random and you can just sell JoC
       from webshop (this is easily exploitable by the way  :-X). Also,
       sometimes monsters drop 1000 zen, sometimes 100 000. It would be
       very cool to equip +zen items and go zen hunting :), that would
       stabilize economy and demand for zen.
       II. PvP
       We need more events!! Is it possible to update client with /duel
       arena? Would be very cool.
       THE END
       It took me few days to think about all of this and condense it
       into a single post. I absolutely love the idea of this server
       (it's like a more diablo-style mu online) and let's make it the
       best!
       #Post#: 72--------------------------------------------------
       Re: Suggestions on balancing/keeping the thrill
   DIR By: ares
       Date: February 28, 2017, 3:39 pm
       ---------------------------------------------------------
       Very nice written post, really appreciate your time and effort
       to help us make this server GROW with the best possible ways
       which is for us Head Administrators to listen to our community!
       Let's begin the answering part now :)
       --- Quote from: Fanas link ---
       >
       > Hey, Olympians
       >
       > I just recently posted on bosses, so in this thread I will not
       discuss any more bugs, and I think admins already heard about
       the Golden Dragon spawning outside the map issue.
       > A quick shout-out to [glow=red,2,300]Aphrodite[/glow] who
       listened to us live on server (my client stopped crashing
       woohoo!).
       --- End Quote ---
       I'm really happy your issue has been solved, dont hessitate EVER
       to post here something that does not work right.
       Our purpuse is to achieve PERFECTION! We have the time and the
       hunger to accomplish that.
       --- Quote from: Fanas link ---
       >
       > 1. GAMEPLAY
       > I. Experience/leveling
       > During my 15-hour binge to reach level 200 (got the 4th place
       :P) I have actually timed every level that I reached actively.
       > On average, as solo BK, it took me 10 minutes to gain 1 level
       while actively farming (on every map) so it's a nice balance
       between maps!
       > We were trying to race to the top, and SM/MG had a clear edge.
       I don't mind too much though, the maps are fairly balanced
       experience-gain wise.
       --- End Quote ---
       Our plan in mind was to balance each map experience wise
       upwards. Im glad that you noticed that and that it worked right.
       --- Quote from: Fanas link ---
       >
       > II. Difficulty
       > It's easy, too easy. Reaching 200 in 1 day solo shouldn't be
       possible.
       > It is because We have insane stats (20 pts/level). While
       leveling, I don't care about gear, I rely solely on my stats.
       For example, I could unequip every item except a weapon and
       still kill mobs in lost tower.
       > Big stats are fun. We love it. For example: high stamina for
       BK (can Deathstab all day); highly customizable stats
       (super-tank/support/damage dealer) and etc.
       > But big stats = big unbalance (this is more like a raid
       server, where players need to play together and not solo).
       --- End Quote ---
       I agree that 200 in one day should not be possible, didn't
       expect that it would be that easy ( Asc.1 was easier and we
       tried to make it harder )
       Props to your post Asc.3 will be even harder :)  Each Ascendancy
       is like a beta phase to us because it doesn't matter what we
       have in mind because in the end
       you (The Community) will adjust and reach the server in the best
       possible level. As for unbalance i ll let you know that PvP is
       indeed 100% Ultrabalanced.
       So is/will be the Raid Bosses!
       --- Quote from: Fanas link ---
       >
       > Big stat problems:
       > a) Can basically equip any item while level 10 and that is a
       bit boring;
       > b) AFK farm at early levels (should be only to reach highest
       lvl);
       > c) every map feels the same, I 1 shot everything in dungeon, I
       1 shot everything in lost tower.
       --- End Quote ---
       By equiping an item "easy" means you save more stats to your
       main attributes. Imagine if we change the Str Requirements for
       SM.
       It would be a whole new rebalance for both Raid Boss and PvP and
       trust me SM is a hard character to balance ( Damn you Webzen )
       a)AFK Farm, i agree with you and the fix is easy by changing the
       damage of each map mobs.
       b)This is fixed easy by changing the monsters HP.
       c)We will work around those proposals and make it happen :)
       --- Quote from: Fanas link ---
       >
       > III. Suggestions
       > a) Reduce spawn rates for SM/MG spots (too easy to do
       quests/level up);
       > b) think about monster/player balance. Maybe we need less
       stats? Or maybe make normal monsters stronger so maps feel a bit
       more different/harder?
       > c) If You want to stick to your game model, I suggest making
       maps a bit bigger, so would be less AFK and more exploration :).
       > d) Harder to equip items (less stats) + harder to kill
       monsters (stronger mobs) = more time to level up = more action.
       --- End Quote ---
       a)This can be done, it will help BKs to challenge rest of
       classes for LvL UP rush.
       b)Less stats is not a solution, stronger mobs is. So expect an
       update on that
       c)Maps are in purpuse smaller. We wanted players to interact
       each other. This could be done by watching players around you
       even items on the ground. You get a feeling ur not alone.
       I dont understand how the bigger map affects the AFK pattern. We
       all play this game more years that we can remember so i assume
       we all know the parts that Mu Continent offers.
       d)I agree with that except "Harder to Equip Items"
       --- Quote from: Fanas link ---
       >
       > 2. GAME SYSTEM
       > I. Economy
       > Items have good drop rates. Jewels are inconsistent. Zen are
       too random.
       > Economy is very uncertain, here are the suggestions:
       > a) Chaos are too cheap (we can only sell c if someone REALLY
       needs them, otherwise they only fill inventory space). We mostly
       use chaos for fruits, same goes for jewel of creation. Chaos
       drop should be reduced and I suggest adding Chaos to the web
       shop. If You make lower drop, please reduce amount of fruit for
       quests.
       > b) It's really hard to estimate jewel price in zen. It's like
       our only money is jewels. Zen is useless most of the time.. This
       is because zen drops are very random and you can just sell JoC
       from webshop (this is easily exploitable by the way  :-X). Also,
       sometimes monsters drop 1000 zen, sometimes 100 000. It would be
       very cool to equip +zen items and go zen hunting :), that would
       stabilize economy and demand for zen.
       --- End Quote ---
       Jewels drop rate are considered by us as "Sweet" ( Meaning their
       droprate is not much but not little, you suggest to decrease
       their drop rate more or?)
       a)Chaos rate will be decreased more as another member suggested,
       quests give 370 points so they are not supposed to be easy plus
       Fruit Market makes people interact more!
       b)Explain how it's exploitable, i agree with your Zen opinion,
       we will try to make it happen!
       --- Quote from: Fanas link ---
       >
       > II. PvP
       > We need more events!! Is it possible to update client with
       /duel arena? Would be very cool.
       --- End Quote ---
       There is Duel Ring in Davias City ( Just few steps from vault
       )(Old VIP Zone)
       It's purpuse was for tests,buffs or preparation before PvP's at
       5v5
       --- Quote from: Fanas link ---
       >
       > THE END
       >
       > It took me few days to think about all of this and condense it
       into a single post. I absolutely love the idea of this server
       (it's like a more diablo-style mu online) and let's make it the
       best!
       >
       --- End Quote ---
       As mentioned before both your time and your efforts are
       appreciated! Keep up the good work and thanks for supporting the
       server.
       #Post#: 73--------------------------------------------------
       Re: Suggestions on balancing/keeping the thrill
   DIR By: Fanas
       Date: February 28, 2017, 5:42 pm
       ---------------------------------------------------------
       Hi and thanks for a quick answer.
       --- Quote ---
       > Each Ascendancy is like a beta phase to us because it doesn't
       matter what we have in mind because in the end you (The
       Community) will adjust and reach the server in the best possible
       level.
       --- End Quote ---
       In love with this quote, thank you for being responsive.
       I'll summarize:
       1. Smarter gameplay (mob difficulty increase, overall slower
       Levelup)
       2. Balance Fighters/Mages on LvL rush (spot tweaks)
       3. Economy balance (let me clarify: I think S/B drops are well
       balanced. JoL could, but I'm not saying it should be sweetened;
       Chaos drop should go down (it's cool that someone suggested that
       too) and it could probably show up in web shop  ::); zen drops
       just need to be consistent (probably sweetened a bit too) and
       affected by +zen items)
       b)Explain how it's exploitable You sell it to an in-game shop,
       you get tons of zen. I don't think that was intended. As I've
       stated, gathering zen is awkward for now..
       --- Quote ---
       > ..quests give 370 points so they are not supposed to be easy
       plus Fruit Market makes people interact more!
       --- End Quote ---
       This is true and a smart move  8)
       Until next time!
       #Post#: 75--------------------------------------------------
       Re: Suggestions on balancing/keeping the thrill
   DIR By: Azazel
       Date: March 1, 2017, 3:43 am
       ---------------------------------------------------------
       Creation is fine now. In 1st ascendancy it dropped very commonly
       from stars, but now its actually rare. Also I think if someone
       will be spending 10 credits to buy joc and sell for 12 million
       zen, its his right (not gamebreaking and for sure not
       exploitable).
       Additionally to add to the thread, what do you guys think about
       making blue feather obtainable only on webshop? (something like
       50 credits), it won't be a lot and it will make good wings much
       more luxury item. Because right now wings are hard to make, but
       easy to spam-try and as a result its actually quite easy to make
       overall. I'm 100% positive that this change will be of benefit
       to the healthy economy of the server.
       #Post#: 76--------------------------------------------------
       Re: Suggestions on balancing/keeping the thrill
   DIR By: ares
       Date: March 1, 2017, 5:27 pm
       ---------------------------------------------------------
       --- Quote from: Azazel link ---
       >
       > Creation is fine now. In 1st ascendancy it dropped very
       commonly from stars, but now its actually rare. Also I think if
       someone will be spending 10 credits to buy joc and sell for 12
       million zen, its his right (not gamebreaking and for sure not
       exploitable).
       >
       > Additionally to add to the thread, what do you guys think
       about making blue feather obtainable only on webshop? (something
       like 50 credits), it won't be a lot and it will make good wings
       much more luxury item. Because right now wings are hard to make,
       but easy to spam-try and as a result its actually quite easy to
       make overall. I'm 100% positive that this change will be of
       benefit to the healthy economy of the server.
       >
       --- End Quote ---
       Kinda risky move, we will think about that.
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