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#Post#: 71--------------------------------------------------
Suggestions on balancing/keeping the thrill
DIR By: Fanas
Date: February 28, 2017, 2:43 pm
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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
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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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