heRO-Server Forum

Full Version: What do you think will make heRO better?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
@ayu, are we gonna get the moscovia forest entrance quest at some point? :o, saw it on another, and felt like doing it here (yes, i like doing quests)
Mmkay, so I read the entire topic and had various things I wanted to bring up or comment on, but I forgot most of it, or forgot how I originally wanted to explain things. So I'll be a little bit more direct here.

For fish, I suggest two things. First idea is, their effect being halved in PVP/WoE areas. Second idea is, downgrading the SP they regen (without changing the HP regen value). For example, a dory healing 25% of the player's total SP, a nemo healing 50% of the player's SP, mutant/salmon restoring a grape juice's worth of SP, bass restoring a grape's worth of SP.

A personal comment about quests needing a fix : This is really a big problem. Now, I'm no coder. That stuff is way too complicated for my brain. And I know it's very complicated to fix a broken quest sometimes. However, the perspective of most players is that "GMs are being lazy" about fixing this or that quest. The Sign has been broken for months now. Kiel is broken currently. I personally don't complain the slightliest. In fact, the temporary solutions make it a lot less of a problem. But I'm talking about the general perspective of a player database : this is a problem.

About the Warper NPC : I suggest making the cost depend on the player's level. A player of a high level would pay more than the current price, while a completely new player would pay less. I suggest 5z per level for towns and 10z per level for dungeons. (With these prices, a level 40 player would pay the current town price of 200z at level 40, and the current dungeon price of 500z at level 50. At level 99, a player would pay 495z for towns and 990z for dungeons.)

About the healer... I actually personally find it good as it is. It's a custom feature that a lot of servers have, and Pandora's choice to have a healer NPC. If it was a free healer, then I wouldn't agree entirely. But a possible "improvement", to reduce "abuse" (Asura, Teleport 2, Healer NPC, repeat) is to limit it to once every 10 minutes, per character. That's just my view for a more "balanced" healer NPC, but some would disagree however.
If it was once every 10 minutes, WoE would be extremely expensive for alot of people. You could expect a decline in Woe lol. Fish restoring % seems kind of broken to me, but thats just my opinion
One of the things I like least about Gravity is how they make something powerful and then later change their minds and take it away. Why do it in the first place? It just serves to make players frustrated, and gives the older players an unfair advantage over the newer ones.

I don't want the same thing to happen to heRO's custom content, and I imagine many other players don't either. I understand how adjustments need to be made to balance WoE and PvP to make it fair/balanced/more fun/whatever. That's fine. But please don't limit the use of heals and fish and things in PvE. Many players rely on that, and use it to make RO's old, boring and slow game a bit more streamlined and fun. Who wants to sit around waiting for their hp/sp to regen? If the healer was suddenly restricted in some way, then the methods that old players used to get powerful would suddenly be unavailable, and newer players who are not yet powerful would be stuck. This would be deeply unfair and, unlike something like OCAs with miniboss cards, is something that heRO *doesn't* have to change. The healer and fish don't break RO PvE-wise, they just make it more fun.

TL;DR: Adjustments related to PvP are fine if the majority agrees on it, but don't let that ruin PvE for all the players who enjoy that. If you want to change things, please apply the adjustments to WoE and PvP only.
I guess that makes sense, but I persoanlly really like the idea of fishing healing over time. How is that unfair? They could still be used, and you could just pop one before fighting a monster (with pots) for free regen.
A wipe.


loljk.

I know it may seem silly, but reducing mvp (plus GR, Deviling, Angeling and Maya P) rates to 1x (at least cards). That was the ONLY reason why I went to "server".

Wings that have double card effects are too op.

Fishing/Mining make a lot of things easier. Mining makes level 4 weapons a few hours of work as opposed to a few days (or more).


Now, the elemental wings are fine because of the element they provide and no slot. If someone wears ele wings into woe/pvp, they won't last long.

And finally, a forum to allow flaming and guild rivalry. It allows people to vent out their frustrations. No one is safe in those forums, and if you don't like it don't post.


my 2z.
Quote:A wipe.
gets my +1 :3

Now seriously, for the zeny sink, I know it has been proposed before, but here it is:

A gambling lottery npc.
# 35k for a ticket
# max 100 tickets can be brought at a time.??
# 0.02% chance to win the lottery per ticket.??
# 55% of the pool is given to the winner
# 25% is used to restart the pool
# 20% is sinked.
# ->Server broadcast when the pool reach a level of 10m, 20m, etc
# ->Server broadcast when someone wins

Pros:
# once the npc script is done and tested, no need for futur work.??
# Will sink zeny over time, with no need of work from anyone once the npc is installed
Cons:
# ?

---------------------------------------------
~~~Exemple~~~

After 10000 tickets boughts:

Chance of the pool to be won within 10000 tickets: ~86.5%

Numbers, if won exactly at 10000:

Prize pool : 350M
Prize for the winner: 192.5M
Prize to restart the pool: 87.5M
Zeny sinked permanently out of the game: 70M
Dead zeny: 70m + X% * 87.5M

It would obviously (for anyone not fail at maths) sink HUGE zenys on the server +, some of the zeny would be permanently on the npc, thus could being considered "dead zeny".??
The cons would be writing the script itself, and lack of predictability if people will flock for this alone once they see how the formula works. Sweat

No we aren't going to start some flaming section. Healthy competition =/= flame war, proven by the lack of this type of forum by servers with relative more success than us in woe (though on a higher rate.)
GM-Ayu Wrote:The cons would be writing the script itself, and lack of predictability if people will flock for this alone once they see how the formula works. Sweat

You mean, like they will see that only 55% goes to the winner and say "LOLE, the expected value is negative omgzor!; I shouldn't play that game!". Of course they shouldn't. But guess what, people irl still play 6/49 and other lotteries knowing that they canno't win on the long term. Why do you think casinos are in business?
Btw having to write a script is minor and ponctual...

GM-Ayu Wrote:by servers with relative more success than us in woe (though on a higher rate.)
Exactly. Focussing on end pvp/woe means less time focussing on grinding. Wich is why Rates on hero should be 10/10/10 and the server be wiped to makes things fair. But we all know this will never happen and that I am losing my time. Cry Maybe in a decade or two people will wake upSweat
I'm actually gunna +1 Krim on the higher rates <_>
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Reference URL's