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What would improve SRO the most?
a) constant unique spawn (easy to do?) 13%  13%  [ 4 ]
b) 500% more monsters (easy to do?) 6%  6%  [ 2 ]
c) 500% faster spawn rates (easy to do?) 0%  0%  [ 0 ]
d) B+C more monsters, faster spawns 13%  13%  [ 4 ]
e) increased jobbing rewards (easy to do?) 10%  10%  [ 3 ]
f) unique jobbing rewards (requires new things?) 6%  6%  [ 2 ]
g) giant NPC thieves, 5 stars (???) 6%  6%  [ 2 ]
h) Silk Assitants with authority (easy to do?) 3%  3%  [ 1 ]
i) cheaper item mall (easy to do?) 42%  42%  [ 13 ]
Total votes : 31
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 Post subject: Improving SRO, suggestions to JM
PostPosted: Fri Jan 12, 2007 6:42 am 
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Please vote! How else will JM know what their players want?

Ranking would be great!

Comments about pros/cons are appreciated. What's good? What's bad? What's insane?

As we all know or bite our tongues, SRO has quite a few problems and deficiencies and I think a "suggestions" thread on how to make SRO better is lacking on this rather successful SRO forum. I hope this doesn't turn into a typical whine about lag. Instead, I hope this is a thread were true gamers offer insights into why or how things are the way they are and how things could be to make SRO a better game.

I've tried to make suggestions based on ease of implementation and hopefully practicality and balance. To start, the goal is the easiest changes that improves the most overall SRO experience. Simple and efficient.

The biggest SRO deficiency is a lack of any real "need" or realistic benefit for partying when an mmorpg is about playing together. What's the easiest and best solutions?

Other big problem, what to do at level cap?


Last edited by zphantom on Fri Jan 12, 2007 7:31 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Jan 12, 2007 6:43 am 
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reserved

Reasons:

Uniques: Loads of party fun and no big downside. The drops are 90% unrepairable trash and the experience is shared. Recall the unique spawn bug.

Monster spawns: SRO is pretty baren for the most part. More monsters might make parties useful. More monsters means less KS and more action. Recall 5000000 yeti's.

Jobs: Major party activity that currently has no real incentive.

Item mall: Cheaper items, more players can buy items in a "free" game makes it more balanced. Elixing past +7 has diminishing returns in success and so the wealthy can gamble beyond all they want.


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 Post subject:
PostPosted: Fri Jan 12, 2007 8:34 am 
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all these would be great!
but all those together might flark the game in some way :P

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 Post subject:
PostPosted: Fri Jan 12, 2007 9:40 am 
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i like everything.... except giant npc thieves LOL

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 Post subject:
PostPosted: Fri Jan 12, 2007 10:18 am 
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I would also like so see most of them..

Item mall... more mobs.. better thieves... etc :)

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 Post subject:
PostPosted: Fri Jan 12, 2007 3:55 pm 
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I'd settle for good customer service: actually reply to customer questions, and help them out swiftly with problems.

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 Post subject:
PostPosted: Fri Jan 12, 2007 4:09 pm 
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cheaper item mall would be great, Giant NPC thieves would be AWEFUL... worst idea ever imo.

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 Post subject:
PostPosted: Fri Jan 12, 2007 5:04 pm 
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cheaper item mall hands down
maybe id actually buy some shit if it wernt so dam expensive


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 Post subject:
PostPosted: Fri Jan 12, 2007 5:09 pm 
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rofl I suggest giant NPC thieves on vent yesterday xD

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 Post subject:
PostPosted: Fri Jan 12, 2007 5:17 pm 
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Customer service: the easiest solution right now is Silk Assistant reinstatement with more judgement weight and authority. Why were they removed? Many players would volunteer. The only problems are finding the right persons and securing the accounts. The right persons can take trials with SA tiers 1-2-3 with tier 3 having only report abilities and tier 1 being able to temporarily ban for GMs to permanently ban. Security can be made by limiting IP? Changing PW after every SA login session? Get new PW from GM email or IM or PM? Double PWs? "Personal" identification through IMs?

I really don't think CS is the biggest factor for SRO. The CS has been lacking and people are still playing. CS is for the minority with problems. The most efficient changes are ones that make the game self sustaining and impact the overall game.

I don't think players are leaving in droves because of lack of CS or bots. Instead, the solo grind in barren lands is absolutely boring (therefore many resort to bots), item mall is too expensive/advantageous (can't afford and quit <50), and there is nothing to do at cap level (meaningless PvP).

The banning bot solution isn't the most efficient. Simply increasing monster spawns can kill bots (like monster scroll summons?), drain HP, drain durability, and in general decrease the overall bot efficiency. For legits, it means more action and possibly find an advantage in partying with players nearby to control monster density (think nachal 1f). Two birds with one stone if it works.


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 Post subject:
PostPosted: Fri Jan 12, 2007 5:41 pm 
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Someone suggested permanent murderer status for discovered botters, i'd love that...


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 Post subject:
PostPosted: Fri Jan 12, 2007 6:57 pm 
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I love the giant npc thieves. While the trader is busy killing the thief, the thief can just kill the camel, dt the trader and run away with the loot. Makes the hard life of a thief much easier! :P

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 Post subject:
PostPosted: Fri Jan 12, 2007 6:59 pm 
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Option j) Better website security LMFAO!!!

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 Post subject:
PostPosted: Tue Jan 16, 2007 12:09 pm 
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zphantom wrote:
I really don't think CS is the biggest factor for SRO. The CS has been lacking and people are still playing


I think you underestimate the long term effects of bad CS. You already see it in the globals: lots of flaming and racism going on. This is one of the first things new players will see when they come online, and it will turn away the good players while keeping the bad kind.

Also: with the current increase in hacking activity, CS will be one of the most important factors in keeping the good kind of people playing this game. The botters will simply start again; they have lost relatively little. It's the legitimate players that have lost 100s or 1000s of hours playing, and a lot of invested silk in the process. Besides: what kind of signal do you want to give to your players? The one where you chose a hacker over a customer? Let the hacker keep a stolen account, and simply ignore the customer? Perhaps this won't hurt in the short run, but it will probably have a devastating long term effect. When the next best thing comes along, people will remember these things.

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