scavitza
L2Dex Player
- Joined
- Dec 13, 2013
- Messages
- 184
Hello all, i'm Scavitza and i think you already know the kind of think i'm doing mostly in this game: Always expecting BIG REWARD's after any kind of SWEEP But, let's talk about THE GAME and how it should be.
1. First of all, about the rates. The general rate (15x) it's amazing, it's a rate where you can do a real custom low-mid rate craft-pvp server like you've never seen before! The Lineage game, classic version (the classic that it was, not the "classic" crap which was invented bu NC soft in 2016-2017), was meant to be 1x on virtually anything. if we keep the higher rate proportions, according with the speed in which you gain EXP and therefore levels, i would recommend the 15x rate on the following basic parameters: EXP, SP, adena and drop, spoil, 7 signs seal stones and dimensional fragments (don't "kill" me, i will explain why), and, as strange as it may sound, 15x quest EXP and quest rewards.
I heard a lot of talking that the adena/drop/spoil has chance and amount parameters, and this is a bit strange, because the calculation for this should be pretty simple:
- lets say on 1x you have 66% chance of drooping animal bone between 5 and 7. Then you have: 66*(5-7)*15/100. You do the formula for the minimum and the maximum, and you have here a 100% chance to get anything between 49 - 69 animal bones, or a 66% to get 5*15 - 7*15 animal bones. Both situation are equal and 100% proportional with the level/EXP/SP amount you get.
Alot of players would say that will be to many materials on the market. Well there is nothing wrong for as many people as it is possible, to have the chance to go closer to the end game. More gear crafted, more people can have fun enchanting things and so on.
2. All kind of players should have the possibility to go to the end game after enough work and perseverance:
- farmers & traders
- spoilers
- manor-ing
- events
- donation
- doing some quests which should worth it by being reasonable in the amount of rewards (15x for key quests should solve that problem),
and so on.
3. End game gearing parts & materials for weapons & armors or key materials for gearing upgrades should be farm-able & spoil-able at normal end game level mobs (meaning not RB's). I think that End Game gearing here would be vesper armors and weapons, and the corresponding upgrades possible: noble gearing, gear augmentation and stakable gear elemental stones Also, some "normal mob's" from SOA, SOD, Gracia Continent, which give even 6000-9000 dmg on a character geared with dynasty armor and jewels and full buffed, should have their status corrected to be also farm-able. I agree they should be strong and give u significant damage and so on, but please, our good sense tells us that we should be be reasonable here.
4. Entertaining farming efficiency: For those who are getting strong and they can fight, or even they love to fight against SOA kind of monsters, should have access to new kind of upgraded monsters in custom farming spots:
- monsters custom made with 3-4-5-6-7-8-9x more HP than normal with same fighting stats ... for those who love to farm like a robot with relatively proportional EXP/SP/drop/adena/spoil gain (or use a regression formula for the monster with X times normal HP will EXP/SP/drop/(maybe spoil) X^0.7 amount).
- monsters with increased stats besides HP (P-atk, P-def, M-atk, M-def, damage/debuff skill use), and here we have a pretty good idea of the term CHAMPION, where u can make custom farm areas for different levels of CHAMPS (5 levels: very easy, easy, medium, hard, very hard - with same stats and HP of a boss RB which has minions) with significantly increase EXP/SP/adena/drop or even some good items rewards (with a better regression function than the one of just HP increase mobs, ofcouse).
We will have some more ideas as we go with the discussion and polls
1. First of all, about the rates. The general rate (15x) it's amazing, it's a rate where you can do a real custom low-mid rate craft-pvp server like you've never seen before! The Lineage game, classic version (the classic that it was, not the "classic" crap which was invented bu NC soft in 2016-2017), was meant to be 1x on virtually anything. if we keep the higher rate proportions, according with the speed in which you gain EXP and therefore levels, i would recommend the 15x rate on the following basic parameters: EXP, SP, adena and drop, spoil, 7 signs seal stones and dimensional fragments (don't "kill" me, i will explain why), and, as strange as it may sound, 15x quest EXP and quest rewards.
I heard a lot of talking that the adena/drop/spoil has chance and amount parameters, and this is a bit strange, because the calculation for this should be pretty simple:
- lets say on 1x you have 66% chance of drooping animal bone between 5 and 7. Then you have: 66*(5-7)*15/100. You do the formula for the minimum and the maximum, and you have here a 100% chance to get anything between 49 - 69 animal bones, or a 66% to get 5*15 - 7*15 animal bones. Both situation are equal and 100% proportional with the level/EXP/SP amount you get.
Alot of players would say that will be to many materials on the market. Well there is nothing wrong for as many people as it is possible, to have the chance to go closer to the end game. More gear crafted, more people can have fun enchanting things and so on.
2. All kind of players should have the possibility to go to the end game after enough work and perseverance:
- farmers & traders
- spoilers
- manor-ing
- events
- donation
- doing some quests which should worth it by being reasonable in the amount of rewards (15x for key quests should solve that problem),
and so on.
3. End game gearing parts & materials for weapons & armors or key materials for gearing upgrades should be farm-able & spoil-able at normal end game level mobs (meaning not RB's). I think that End Game gearing here would be vesper armors and weapons, and the corresponding upgrades possible: noble gearing, gear augmentation and stakable gear elemental stones Also, some "normal mob's" from SOA, SOD, Gracia Continent, which give even 6000-9000 dmg on a character geared with dynasty armor and jewels and full buffed, should have their status corrected to be also farm-able. I agree they should be strong and give u significant damage and so on, but please, our good sense tells us that we should be be reasonable here.
4. Entertaining farming efficiency: For those who are getting strong and they can fight, or even they love to fight against SOA kind of monsters, should have access to new kind of upgraded monsters in custom farming spots:
- monsters custom made with 3-4-5-6-7-8-9x more HP than normal with same fighting stats ... for those who love to farm like a robot with relatively proportional EXP/SP/drop/adena/spoil gain (or use a regression formula for the monster with X times normal HP will EXP/SP/drop/(maybe spoil) X^0.7 amount).
- monsters with increased stats besides HP (P-atk, P-def, M-atk, M-def, damage/debuff skill use), and here we have a pretty good idea of the term CHAMPION, where u can make custom farm areas for different levels of CHAMPS (5 levels: very easy, easy, medium, hard, very hard - with same stats and HP of a boss RB which has minions) with significantly increase EXP/SP/adena/drop or even some good items rewards (with a better regression function than the one of just HP increase mobs, ofcouse).
We will have some more ideas as we go with the discussion and polls