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 Post subject: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 1:36 am 
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Seems to me it was the most fun because it wasn't so difficult to reach the cap being that it was only 70. Tri-conflict was happening everywhere all day...lots more legit people playing and partying. That's my theory anyways whats yours?

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 1:44 am 
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i agree with you...

they should just do this;

final cap would be lvl 100

it'd be as easy to get lvl 100 as it is to get lvl 70
all the skills, up to lvl 140/150 would be distributed by all the 100 lvls
add end game content, or whatever

but even without more end game content, game's alredy good just with the jobbing and stuff, if it's active.. along with guildwars...

but oh well, we shall wait till a good private server rises, then we can have fun again.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 1:55 am 
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Adding more servers = more income = less players.

They chose more income over more players.

Servers crowded 24/7 300 days a year, no new player in their right mind would join.

Besides, who wants to join an old server if you FINALLY log on and all you see are 100+ capped players. No one.

More servers = old players switch servers.

Game is no longer made for new players. As a result, it is dying.

/end.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 2:02 am 
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shouldve stopped at 90caP


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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 2:05 am 
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Goseki wrote:
Adding more servers = more income = less players.

They chose more income over more players.

Servers crowded 24/7 300 days a year, no new player in their right mind would join.

Besides, who wants to join an old server if you FINALLY log on and all you see are 100+ capped players. No one.

More servers = old players switch servers.

Game is no longer made for new players. As a result, it is dying.

/end.


What about the other 365? :wink:


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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 2:45 am 
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Ganja wrote:
Goseki wrote:
Adding more servers = more income = less players.

They chose more income over more players.

Servers crowded 24/7 300 days a year, no new player in their right mind would join.

Besides, who wants to join an old server if you FINALLY log on and all you see are 100+ capped players. No one.

More servers = old players switch servers.

Game is no longer made for new players. As a result, it is dying.

/end.


What about the other 365? :wink:


Took out 65 days to account for GNGWC front, server inspections, sever crash, bot failures.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 2:46 am 
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Ganja wrote:
Goseki wrote:
Adding more servers = more income = less players.

They chose more income over more players.

Servers crowded 24/7 300 days a year, no new player in their right mind would join.

Besides, who wants to join an old server if you FINALLY log on and all you see are 100+ capped players. No one.

More servers = old players switch servers.

Game is no longer made for new players. As a result, it is dying.

/end.


What about the other 365? :wink:


I think you mean the other 65. Because 365 + 300 is 665 and that's not how many days are in a year, you silly goober.


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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 3:17 am 
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Seji wrote:
Ganja wrote:
Goseki wrote:
Adding more servers = more income = less players.

They chose more income over more players.

Servers crowded 24/7 300 days a year, no new player in their right mind would join.

Besides, who wants to join an old server if you FINALLY log on and all you see are 100+ capped players. No one.

More servers = old players switch servers.

Game is no longer made for new players. As a result, it is dying.

/end.


What about the other 365? :wink:


I think you mean the other 65. Because 365 + 300 is 665 and that's not how many days are in a year, you silly goober.


Damn, I could of sworn that I typed 65


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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 3:40 am 
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they should just stop at lvl 110 and quit raising the cap each year then sro will be fun.


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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 4:54 am 
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I can almost guarantee that this game would be packed with real players and fun filled like the 70 cap if they at least left the level cap at 80. Just add the next degree gear/skills/weapons every year as they normally do but leave the cap at 80.


I'm sure players will be more excited about trying to get those things than having to grind 10 more levels every year. And if you have to grind let it be for skill points alone. I've said this many times but I'd rather grind to level up a few skills in the skill tree than grinding for skill points as well as exp.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 5:54 am 
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BuDo wrote:
I can almost guarantee that this game would be packed with real players and fun filled like the 70 cap if they at least left the level cap at 80. Just add the next degree gear/skills/weapons every year as they normally do but leave the cap at 80.


I'm sure players will be more excited about trying to get those things than having to grind 10 more levels every year. And if you have to grind let it be for skill points alone. I've said this many times but I'd rather grind to level up a few skills in the skill tree than grinding for skill points as well as exp.



Yah sounds good, in our perspective, but that means less time people could play. I think joymax needs to maximize in fun and time so everyone can profit from silkroad.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 6:37 am 
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I thought 80 cap was funnest, but yes 100 sounds like a nice end cap.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 6:43 am 
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70 cap was fun; however, 80 cap pre-euro was the most fun for myself. 90cap was fun as well; 100cap was a huge drag shortly after release, and 110cap was exciting, but disheartening at the same time...

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 7:57 am 
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70cap had the following

-Three "maps"
-Easy cap
-One race
-Vietnamese players
-PvP
-90% of the players knew English
-Fortress wars didn't exist and made millions of Unions
-Mercs were lulz

110 cap has the following

-Giant map to trade in = Jobbing action non existent
-Farming
-Grinding
-PvE
-Fortress wars created 2~3 giant Unions thus jobbing was forbidden since it was typically your union
-Non/broken English everywhere

80cap managed to keep it easy, but lost the viets. 80cap had euros which many had no idea how to play them til late 80cap. Fun PvP came. Soon after people thought they could be better with outside buffing. Thus created a 2 hour war of nothing. 90 cap grinding/farming became excessive(Or so what everyone thought at the time) and turkish players started to flood the server. 100cap had no PvP.

At least when I played in Troy.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 11:26 am 
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As far as im concerned, final cap should be 70, with no euro. it was the most fun i ever had in all my years of silkroad playing

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 12:37 pm 
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indeed, 70 cap with no euros -> silkroad orgasm

let's just go back to the times where Hydralisk did videos, or when Greece was this huge world of a lot of diff guilds, i remember, i used to be a guild hopper, made so many friends.. but i mean how could i not be a guild hopper, there were so many, and all of em were cool, active, and fun to be in.. it was so amazing, everytime you'd log in, you'd at least see couple familiar faces and actually be able to grind and talk to them... sigh.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 1:52 pm 
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I think every good game should take atleast 3 months of legit, 2-3 hours a day, grinding of 3 months to get to high levels and no more then 6-8 months to reach cap. 80 cap would fit perfectly into that. I would say 70 but never played 70 :(

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 4:23 pm 
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During 70 cap I even enjoyed watching PVP, now I don't even enjoy playing the f*cking game itself.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 4:26 pm 
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http://www.youtube.com/watch?v=m_vcc1lTYYk
this sums up, cap 70 ftw. no suns no moons, sos was the shit, so was a +5 not +11's and +9's that seem to be such trivial shit in the days that pass by now

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 5:47 pm 
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iztupido wrote:
http://www.youtube.com/watch?v=m_vcc1lTYYk
this sums up, cap 70 ftw. no suns no moons, sos was the shit, so was a +5 not +11's and +9's that seem to be such trivial shit in the days that pass by now

Wow that actually looks like a lot of fun! Me wantS!!!!! :soosad:

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 6:09 pm 
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I started at 80 cap when euros were released, around when the server Venus was created.

I'd say 80 cap was funnest because I love euros :)

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 8:13 pm 
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iztupido wrote:
As far as im concerned, final cap should be 70, with no euro. it was the most fun i ever had in all my years of silkroad playing


Amen dude... I totally agree. What I really love about 70 cap was the amount of people that played. The moment you step outside of jangan and enter the manyang field you could strike up a conversation or form a party with all the nubs like yourself. I remember being in full 8 man nub parties taking on Giant white tigers...

There were actual people to play with and party with from tigers and bandits..from white tigers to chaki by the ferry...from ghost bugs to earth ghost...from headless stone monters in Dangwhang to scorpions..from Yeowas (Medusa looking mobs) to bunwangs in hotan. all the way to Karakoram's penons and white spiders..there were players everywyere...

The chat window was just buzzing with people arguing/laughing/swearing. and nearly every person you meet you could talk to. You'd always see either a bunch of hunters or thieves going by or see dead traders laying on the road that lost their trade crying out for ressssssssss! Those were the best days.

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Last edited by BuDo on Fri Aug 13, 2010 8:20 pm, edited 1 time in total.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 8:17 pm 
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IceCrash wrote:
indeed, 70 cap with no euros -> silkroad orgasm


NO :slap:

90 cap was the sweet spot, sure it wasnt as easy to reach as the beloved 70 cap. But the game felt complete and any other content woulda been icing on a wonderful cake.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 9:06 pm 
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BuDo wrote:
iztupido wrote:
As far as im concerned, final cap should be 70, with no euro. it was the most fun i ever had in all my years of silkroad playing


Amen dude... I totally agree. What I really love about 70 cap was the amount of people that played. The moment you step outside of jangan and enter the manyang field you could strike up a conversation or form a party with all the nubs like yourself. I remember being in full 8 man nub parties taking on Giant white tigers...

There were actual people to play with and party with from tigers and bandits..from white tigers to chaki by the ferry...from ghost bugs to earth ghost...from headless stone monters in Dangwhang to scorpions..from Yeowas (Medusa looking mobs) to bunwangs in hotan. all the way to Karakoram's penons and white spiders..there were players everywyere...

The chat window was just buzzing with people arguing/laughing/swearing. and nearly every person you meet you could talk to. You'd always see either a bunch of hunters or thieves going by or see dead traders laying on the road that lost their trade crying out for ressssssssss! Those were the best days.


True, back than Silkroad could honestly be called a RPG, now it's just a korean botfest.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 9:40 pm 
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Should have stopped at 60 and focused on real content as opposed to making grinding the actual content.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 10:59 pm 
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There is no real content anymore. It's pure grinding/questing. I've seen a total of 1 trader last time I was on running around. It's pointless to be a thief or a hunter anymore. They should include better rewards for trading/thiefing/hunting to get it going again. I'm a thief.. and I can't even do my job cause no one trades and when they do it's 1 star.. lol

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Fri Aug 13, 2010 11:33 pm 
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They should've kept the level cap low, but still had fortresses. FWs were some of the best times i had playing iSRO; never had a dull experience when people decided to try to take it, or when we decided to try to take it. Like someone said, fortresses did create a few main "superpower" unions that tried to control everything: the forts, etc. Back on Oasis my guild was kicked due to the release of fort because that union wanted a "chance," but they really never did regardless lol.

Also, one of the less appeals to the game is that I hardly see any English speakers anymore: trying to communicate is like working in a foreign country which features a language you have little to no experience with. jobbing is almost nonexistent, but when you come across someone jobbing it's usually a low level sporting a 1star, etc. Would've been Lv5+ hunter but couldn't because no one wanted to go jobbing anymore. There's no real, unique competition anymore. Pvp is oozing with people who just care to win and not just have fun: multi-clienting to use their alts to euro buff them, or they call their friends to all versus one you.

This game has definitely lost it's initial appeal when I started back in '06...

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Sat Aug 14, 2010 2:04 am 
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This is just proof that the best business model to any RPG is maintaining a healthy social community and NOT what joymax is currently doing. I see some people put forth argument as to why joymax is smart for using their current business model.


But I feel Joymax would be a hell of a lot richer if they focused on community. Games like WOW are popular because of a rich social community coupled with good content. Players want good content and NOT having to grind their fingers off for it. I guarantee games like WOW will start to loose players if grinding becomes the main content.

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Sat Aug 14, 2010 2:23 am 
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Blizzard listens to their community. JM listens to their Money. Bots are their Money. I wonder if JM runs a lot of the gold bots.. lmao..

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 Post subject: Re: 70 cap was more fun because???
PostPosted: Sat Aug 14, 2010 2:27 am 
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BuDo wrote:
This is just proof that the best business model to any RPG is maintaining a healthy social community and NOT what joymax is currently doing. I see some people put forth argument as to why joymax is smart for using their current business model.


But I feel Joymax would be a hell of a lot richer if they focused on community. Games like WOW are popular because of a rich social community coupled with good content. Players want good content and NOT having to grind their fingers off for it. I guarantee games like WOW will start to loose players if grinding becomes the main content.


Korean MMORPG's Model of Business = Minimum Effort, Minimum Costs, Maximum Payoff.

If JM actually tried, they would have to go from hiring 3 GM to a FULL 30+ for all their servers. They would have to have updates that mattered, as well as re-doing the math in their current level up system. This would be quite a bit of effort. Instead, they make a shitload of shitty servers to take the money of addicted saps.

Blizzard relies on players WANTING a RPG experience. I have WoW friends, they play it like a life.

Joymax relies on lazy bums with cash that want to pwn instantly. SRO players really only get into the game when they're fighting. Other times, most are afk...

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