Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sat Jun 06, 2009 4:50 pm
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Joined: Mar 2008 Posts: 1914 Location: Bulgaria
ofy1993 wrote:
Bananaman wrote:
@eckoro and Hideoki,
I'm really interested in this project it seems pretty cool, I got a couple questions and suggestions though. I read through this entire thread and noticed that jMerlin left the team. Does this mean that you wont be using the emulators anymore? or has he allowed you to continue with that part of the esro server foundation? The emulator advantages sound really really sweet, especially the part of putting inactive people on "idle mode" in game.
I have a few suggestions that I'd like to add.
1) I recently have been playing Vsro and something they did really caught my attention: limiting play time. ON their server they have this book where you can play for 3 hours at %100 exp and drops and 2 hours at %50 pct exp and drops after that you get no exp and drops for the day. I believe you should implement that here as well with a few changes:
fail. I can play around 8 hours weekdays.
up to 14 hours weekends. When eSro opens, I'm willing to no-life grind. Means loosing contact with the real world and grinding no life =p.
Yes, I'm willing to pay. But you're idea is not good.
People don't play or quit vSro cause of that -.-
/facepalm Thats the best thing in VSRO. I hope it will be in ESRO too.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sat Jun 06, 2009 6:08 pm
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Joined: May 2008 Posts: 7150 Location: uefa2012
I agree with Bananaman's idea...+ another plus thing would be that after people are done with their grinding time, they can do other stuff like trade and pvp, so job activities would somewhat increase..
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Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sat Jun 06, 2009 6:27 pm
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Joined: Oct 2008 Posts: 3799 Location: ....
UnbeatableDevil wrote:
I agree with Bananaman's idea...+ another plus thing would be that after people are done with their grinding time, they can do other stuff like trade and pvp, so job activities would somewhat increase..
yea.. thats true.. also , that would make the server with less traffic .. MAYBE
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sat Jun 06, 2009 8:31 pm
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ofy1993 wrote:
UnbeatableDevil wrote:
I agree with Bananaman's idea...+ another plus thing would be that after people are done with their grinding time, they can do other stuff like trade and pvp, so job activities would somewhat increase..
how would jobbing increase if you don't get xp/drops from the thieves -.-?
Yes trades give xp, but for hunters, killing the thieves are half their xp source.
Alright, if eSro opens on Summer, don't implant it. After summer, do =p
I thought he meant the exp restriction thing was only while grinding. After your 4 hours of grinding is over, you can pvp or job and still get job exp. The idea is, more people would job or pvp because there wouldn't be any point in grinding, so the players would do other things to waste time.
And anyways, i doubt it would be implanted at all.
_________________ let it gooooo let it gooooOoOooOOOOOO
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Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sat Jun 06, 2009 10:22 pm
Active Member
Joined: Jul 2008 Posts: 639 Location: Tokyo, Japan
UnbeatableDevil wrote:
ofy1993 wrote:
UnbeatableDevil wrote:
I agree with Bananaman's idea...+ another plus thing would be that after people are done with their grinding time, they can do other stuff like trade and pvp, so job activities would somewhat increase..
how would jobbing increase if you don't get xp/drops from the thieves -.-?
Yes trades give xp, but for hunters, killing the thieves are half their xp source.
Alright, if eSro opens on Summer, don't implant it. After summer, do =p
I thought he meant the exp restriction thing was only while grinding. After your 4 hours of grinding is over, you can pvp or job and still get job exp. The idea is, more people would job or pvp because there wouldn't be any point in grinding, so the players would do other things to waste time.
And anyways, i doubt it would be implanted at all.
Sorry for not clearing that up, I forgot to add that point in, yes the exp restriction thing is only while grinding.
Some things to address, yes many people in vsro "quit" mostly becuase they reduced the time of play from 5 to 3 hours.
in a game with rates like vsro that is suicide.
but esro will have 12-15x rates.
there will be no NEED to play 14+ hours a day
also it will always be a lot more than the time I suggested since the time works like the prem tickets do, when you're in battle. NOT when you're just sitting around town doing nothing or getting positions or whatever.
Also. . .I HIGHLY doubt that many people will "not play" because of that, the same people who may not like the idea will STILL play the game. if they are addicted to sro enough to play 14+ hours a day, with 12-15x rates they will STILL be willing to play 4-6 hours a day on a weekday and 7-8 hours on weekends,
also to the person that said "fail" as their first word. . .
I did remember saying in the post to also provide possible SOLUTIONS to your disagreements so that we can tweak the idea to make it better and clarify it for the devs to implement. I'd like this to be an INTELLIGENT discussion.
besides, just because you CAN play 1321342354235 hours a day. . .doesn't mean you WILL play 343252 hours a day.
now judging form your play style Im guessing you're going to be a Chinese character, as its going to be a bit difficult to solo for 14 hours as a euro char unless you're a rogue or wizard, now a solution you COULD have said would have been:
have the exp play limit increase for the Chinese characters by an hour or two so that it balances the high exp gain by euros in parties and makes Chinese just as attractive leveling wise as euros, that way there would be no need for crying about euro discrimination and the leveling system being in favor of euros because it would be somewhat balanced. . .
besides it is VERY difficult for MOST players to want to party for more than 5 hours straight even on 1x rates, even in guides that have somewhat of an organization to it, the difficulty is high, and seriously if a guild is going to have organization and set up times to grind together then they probably all have jobs + other shit to do as well so playing 4-5 hours would be enough anyway.
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Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sat Jun 06, 2009 11:15 pm
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Joined: Jul 2008 Posts: 639 Location: Tokyo, Japan
Idea/suggestion number 2:
limit caps on uniques
kill limit on a certain unique in a week, say like five times a week
and
improved drops on uniques (i.e no repair invalid items)
How this would work is simple, players of a certain level above any unique, say around 17 levels higher than the unique, are unable to attack the unique.
the implications are obvious, no more high levels killing tiger girl in one nuke,
giving the new players a chance to enjoy the game fully as the older players have, with killing uniques at appropriate levels.
the reason why I added the kill limit on uniques in a certain time period is to prevent abuse of players doing a few things
a)just staying at the highest lvl cap and hunting uniques
b)players that would delevel themselves from a high lvl and still get the benefits of that high level while being able to camp and kill the unique before any regular player can have a chance.
this of course can be tweaked around to strike a balance but the main point is to prevent the abuse of the uniques by high level players. . .there will be enough content in the game to play and have fun without griefing other players
_________________ 6 truths 1.You cannot touch all your teeth with your tongue. 2.All idiots, after reading truth 1, will try it. 3.And discover that the first truth is a lie. 4.You're smiling now because you're an idiot. 5.You soon will forward this to another idiot. 6.There's still a stupid smile on your face.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sat Jun 06, 2009 11:38 pm
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Joined: May 2007 Posts: 4592 Location:
Caps on uniques is good - when you're in iSRO where getting to a high level takes a tremendous amount of time. As you level you can take breaks and go unique hunting. This, however doesn't suit eSRO since capping is faster due to the higher XP and SXP rates. If you can level faster, you better have something to do once you're capped.
Raising the levels of all the uniques to the cap or somewhere higher, like level 105-110 would give more endgame content. Of course, you'd have to put the uniques on places that low levels need not go to. This even gives a motivation for people to cap faster.
Not only does getting capped give you access to better gears and skills, or more complex PvP, whether it's in capes or in job suits, it will open larger and more difficult challenges that are offered by not just one unique, but all uniques.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sun Jun 07, 2009 1:30 am
Active Member
Joined: Jul 2008 Posts: 639 Location: Tokyo, Japan
wow that IS an awesome idea, bringing up the uniques along with the lvl capping and put them in high lvl places of course, and making the uniques drop better items,
I have another idea as well. . .
Idea #3 Commission fees going to the guild that holds the fortress
everyone knows about the commisson fee for the network stalling. . .in past sro's its like well, where does the money go?
well it COULD go to the guild/union that holds the fortress for those two weeks,
Or
it could go in a monthly lottery, the winner gets all the commision gold.
I like the idea of a guild union getting it better so that they can spread the wealth to their guild members
the problem about that though is that once a guild gets the castle and get the money from the commission it might make them overpowered but then again, they DO hold the fortresses, so maybe it will put an even fiercer emphasis on the fortress
also, you could get rid of taxes with this system in place. . .personally I think the whole taxes system ruins the game for many players especially new players.
so if you just replace the taxes with the commission, then the game could be balanced out a bit, giving a reward to the fortress holder while not penalizing other gamers who don't have the fortress.
_________________ 6 truths 1.You cannot touch all your teeth with your tongue. 2.All idiots, after reading truth 1, will try it. 3.And discover that the first truth is a lie. 4.You're smiling now because you're an idiot. 5.You soon will forward this to another idiot. 6.There's still a stupid smile on your face.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sun Jun 07, 2009 2:34 am
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Joined: Oct 2007 Posts: 366 Location:
if you nabs had taken the time to look on their forum they have stated its going to be the same as iSRO. Those following this server want it done asap. All these ideas would take ages to be implemented and the only reason you want the limited exp and unique counter implemented is because you can't beat the no-lifers.
If you don't like the game mechanic's of iSRO leave and play vSRO.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sun Jun 07, 2009 3:24 am
Senior Member
Joined: Feb 2008 Posts: 4049 Location: Magic
if there is a restriction on grinding time I'm being faked in the behind. i play sro maybe 5+ hours a day purely on the fact i have nothing else to do. some might say go out with friends and such well no you see iv told them if they want to do something i'm always available yet i get no calls so i sit at the computer alot.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sun Jun 07, 2009 8:55 pm
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Joined: May 2008 Posts: 7150 Location: uefa2012
Lady_Shadows wrote:
if there is a restriction on grinding time I'm being faked in the behind. i play sro maybe 5+ hours a day purely on the fact i have nothing else to do.
thats the point..if the 4 hour thing was implemented, ppl who play for more than 4 hours/day would grind for 4 hours, then pvp/job for the rest of the time.
And anyways, doubt it would be implemented, changing the codes and shizzle takes time
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Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Sun Jun 07, 2009 9:03 pm
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Joined: Feb 2008 Posts: 4049 Location: Magic
UnbeatableDevil wrote:
Lady_Shadows wrote:
if there is a restriction on grinding time I'm being faked in the behind. i play sro maybe 5+ hours a day purely on the fact i have nothing else to do.
thats the point..if the 4 hour thing was implemented, ppl who play for more than 4 hours/day would grind for 4 hours, then pvp/job for the rest of the time.
And anyways, doubt it would be implemented, changing the codes and shizzle takes time
lol still id rather party play then job or pvp unless its ctf. then i pawns everyone just like in apollo. eheheh try and camp me wizzes i attack faster then you and 1 shot you ahahaha (bard ftw )
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Mon Jun 08, 2009 12:13 am
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Lady_Shadows wrote:
lol still id rather party play then job or pvp unless its ctf. then i pawns everyone just like in apollo. eheheh try and camp me wizzes i attack faster then you and 1 shot you ahahaha (bard ftw )
Bards are like wiz without invis and lower dmg in ctf for rogues/ bowmen =P
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Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Mon Jun 08, 2009 10:47 am
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Joined: Oct 2007 Posts: 366 Location:
1x XP and 2x-3x SP is a massive joke. your still going to have to farm massive amounts and leveling will be slow as.
honestly, the esro staff are shithouse at business.1x will not get any players that are established on existing iSRO servers with high level accounts to leave and join. Hopefully Lyzerk will use smarter rates, if he does he will make alot of money.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Mon Jun 08, 2009 11:06 am
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Joined: Jan 2008 Posts: 1542 Location: Belgium
g859 wrote:
Hot from npcdoom:
Quote:
Server rates: 1x for XP and 2x-3x for SP
Powerleveling experience gained 0. That mens no more plvl =P
I'm a moderator, but have no idea what happened as I was afk for half a day :\
>_> this really sux.. so this will be another isro server? U did all the effort coding this shit & then u make it almost the same as isro lulz. I still think 10x is a bit too much with partying but er.. 5x EXP & 10-15x SP would be a good idea.
Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Mon Jun 08, 2009 12:13 pm
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Joined: Jul 2008 Posts: 591 Location: Valhalla <3
Jaapii wrote:
g859 wrote:
Hot from npcdoom:
Quote:
Server rates: 1x for XP and 2x-3x for SP
Powerleveling experience gained 0. That mens no more plvl =P
I'm a moderator, but have no idea what happened as I was afk for half a day :\
>_> this really sux.. so this will be another isro server? U did all the effort coding this shit & then u make it almost the same as isro lulz. I still think 10x is a bit too much with partying but er.. 5x EXP & 10-15x SP would be a good idea.
+1
Not too fast, but not as slow as isro, perfect rates imo, maybe 7x for exp.
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Post subject: Re: [ESRO] Elitepvper Silkroad Online
Posted: Mon Jun 08, 2009 4:37 pm
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Joined: Oct 2008 Posts: 3799 Location: ....
GlennNL22 wrote:
I dont care about the exp rate with euros tbh. Party play goes fast anyways. Just make the sp rate 3x+
u dont care cuz u already got a high lvl in venus..so u have big experience in partying and such. and u can buy silk and such. some others cant do same as what u can do.. i think 5x xp and 8x sp will be good Or 7x xp and 10x sp will be great and the one was from the start (12x xp and 15x sp ) was the best
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