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  1. Having no boxes can solve a lot of problems, but who solves the problem of no one wanting to play a buffer/BD/SWS as his mainclass.
    2 points
  2. 2 points
  3. I think it would be a wise idea to push everything back a little and advertise a little more...
    1 point
  4. I think it makes a huge difference if the cap is on 60 or 61 (75 or 76). It slows down and weaken the "no lifers" and gives time and hope to the casuals. If the cap is 60, the "no lifers" cannot equip their top A grade items and have to stay in C grades or craft B grades. Not allowing the top players to equip A grades makes the server more balanced and gives time to casuals to catch up (same with S grades and cap on 75). Keep stage 1 with lvl cap at 60 for about lets say two weeks, "no lifers" ll have A grade sets ready in WH in week one and casuals have one more week to craft their A grades, and then boom stage 2 comes, everyone is on the same starting line, can now equip A grades and the rush to 75 may start with fair start again (on 75 it repeats with S grades). See my point why the lvl cap one lvl below next grade is important? 🙂 Cheers.
    1 point
  5. If I may I d suggest first lvl cap at 60, second 75 and then 80 etc. You can prepare mats and craft A grades but you cant wear them yet on stage 1 (same with S grades on stage 2). First cap at lvl 52 is too soon for 3x rates, ppl ll reach 52 in few days, even casuals and theres not much to do on 52. What do you guys think? Also what about the option for buffers to set up buff shops in peace zones (towns, monster derby...)? It was a huge benefit for everyone on the server I used to play. 🙂
    1 point
  6. First of all Hello again everyone, glad to see another Inera project being build as I ve missed last couple of them 😟 As for the stages with max. lvl cap, thats a great idea, I ve seen it work on another servers pretty well and I think the community enjoys it. For the "no dualbox" restriction, Im not so sure. I think it can work, but to work properly it needs pretty high and active population. You need to be able to find the ppl you need for exp in 20min max. otherwise ppl will just get frustrated and leave. Nobody wants to spent their free time they have to play between work and family to sit in Giran and spam "LF Rech 50+" (or something like that). I ve been playin 3x server with no dualbox and what really, REALLY helped everyone on that server, meaning solo players who play dps classes aswell as buffers, was that buffers could sit in peace zones (the main center was in MDT cause of free port from every GK) and sell their buffs for adenas. Its benefical for everyone. 🙂
    1 point
  7. Yeah, I like your idea but problem is that 99% of time you just press F1 to mannequin-mob until its de-spawn and boxes will be more valuable then a living player, coz them don't go afk when you want play. Even for farming group locations, people have come up with a strategy ("the orc with a pole") to farm solo with boxes. People just use the easiest way to achieve their goal and that's okay. You don't need to ."..find ways to promote the social aspects of this game." because this path is already in the game - this is pvp for the spot, lol. You just can't go to good spot if you are weak - another people will just kill you, its a battle for resources! Players create const-party with good setup setup not for fight with mobs, but for fight with people first and mobs second. And for this mechanism to work, not solo-players are needed, but groups of people who do not want to share mobs - pvp oriented parties. So, if you don't have these people on the server, then I don't know what new mechanic you need to come up with as a replacement. A location with monsters imitating players (like in a bio laboratory in RO, but there people still cheese monsters with ice wall, heh)? Implementation is too complex. Prevent people without a group from logging into the server? It would be funny, but I think few people will support it haha.
    1 point
  8. Sure, that might be how people discover servers, but they are more likely to stay on a server when they make friends and party up. 🙂 Personally I believe that group play should be encouraged while any form of solo play should be nerfed in some way. It doesn't make much difference if the entire server is soloing while doing trains in IT and FoG or if they're soloing by killing mobs 1 by 1 in varka/ketra, people will farm until they're burned out and then quit. They need to find ways to promote the social aspects of this game. By the way, do we have any idea when the advertising will start? And also any estimations on alpha/beta? Would be nice to have enough time to thoroughly test a lot of the theories on this thread in practice.
    1 point
  9. Hello! It is l2reborn. Kinda succesfull project indeed. Back to topic. IMO stages should be logical, at least. For example - Beleth. This raid is kinda sick, but noone interested in it coz A: Tiat 1000 times easier B: maintain all conditions to actually farm it is super hard. So I suggest to make Tiat avaible from stage 5, but wuthout vesper drops. And big boy will be final boss for last stage. Also you should boost drops AND make at least way to it much simple (im not talking about boss himself, that is kinda HARD to farm w/o funny bugs). Also audience. Solo players are good for long play sure, but good drama and some big clans (with forum drama) add more excitment and desire to log in for everyone. You know, server with V and A letters in it name.
    1 point
  10. My suggestions are: - Consider nerfing all the AoE styles (frenzy pole / Mage AoE) - many popular server had used this approach to make for more interesting pve interactions. Depends on the community feedback of course. -Low exp rate is really popular apparently, even 1x C3 servers with single box are popular so I wouldn't be afraid to go 3x exp or even lower (1x would be cool for me too) More after tarkov
    1 point
  11. So maybe we could make it like this: Stage 1: Max lvl 51 Mainly fights for low lvl Castle, AQ and Core Stage 2: Max lvl 60 Stage 3: Max lvl 75 (S grade recipes enabled) Stage 4: Max lvl 78 (IoP and attribute enabled) Stage 5: Max lvl 80 (Hellbound and S80 enabled) Stage 6: Max lvl 85 (Gracia and Vesper enabled) That way there would be less of a rush to the max level and people could focus a bit on getting the most out of the different grades. But to make that more enjoyable and not take forever to for every Stage, I would support the Idea of Common + X -> Real B grade etc. Or maybe the 100% crafts. Its just too much of a Pain in the Ass to farm/craft real B grade etc.
    1 point
  12. Omg I love this! Maybe the rates could be lower at the start, and increase as the level ceiling goes up? This could slow down people rushing and help casual and new players catch up to the new content later. You sound worried about there not being enough support mains but dualbox servers mainly appeal to people that want to main supports so you should try facilitate the best experience for them. I think that you shouldn't add anything above VR1 and Haste 1 to the NPC buffer and if possible replace the high level versions of these buffs from clan halls aswell, otherwise it destroys any appeal to go through hell to level a warcryer or a prophet. MP herbs should also be MAJORLY nerfed or even removed to promote the use of rechargers. I'm so excited for this project! ^^
    1 point
  13. Great Wolves would help playing Buffer a lot.
    1 point
  14. I like the idea of a progressive system so we don't have to rush or rather can enjoy the lower lvl content a bit too. I do have some issues with some of the following tho: By the time Hellbound is enabled, we don't really need Inquisitor + Vanguard anymore. It is mostly used to conquer the early levels (in my opinion) before party play takes off. Stage 6 is even after Hellbound opens up. I don't want to start leveling a lvl 55 Gwolf when Im already lvl 80 on my main. Not only will it not get exp, but it will level very slowly. If I make a normal wolf lvl 80 and transform it to Gwolf later, it will still delvl back. I generally agree Folei's suggestions, even if the implementation of those doesn't have to be 1:1. It just reflects a general idea of where the problems lie and what could be fixed. Besides that, my main concerns are: -Buff Boxes. I know I am one of the people who abused those the most, but I also hated doing it. You could argue that you simply have to find a party, but that just doesn't work out too well either. To only rely on finding a party to play with means a lot of down time and not being competitive with those who have a constant party or can solo/duo more easily. I am strongly in favour of having only 1-2 chars, just because I don't care to dual box anymore. As Folei said before, I envision a Buff system like the newbie buffer, where you can only receive buffs according to your own level (e.g. at lvl 40 you get lvl 40 PP/SE/EE whatever buffs, which progress up to Prophecies etc.) -Pole Partys/AoE Exp. We all know those partys are the way to go if you want to level up fast. But they are also the main reason why no one wants to play in a real party and why everyone reaches max lvl so fast. It might be controversial, but I would like to have the Polearm nerf which reduces VR from every monster hit after the first etc. (dont remember when that one came, but it exists) so doing massive Pulls in 4s or the likes will be a lot harder. You should not be able to Pole 2 rooms with A grade common, no Boss jewels etc. If you are a Warlord and got a live Healer with you, you may do as intended. -Raids need to feel like Raids again. Previously Raid Bosses were only about being first to kill it. I have killed countless Raidbosses with my Titan, nothing else needed. While it is fun to do so, it should be more of a Clan activity and involve fighting other clans for it. Not simply being there a minute early. I know the part about Raidbosses is hard to balance because early you can't even do them without wolves (for subclass etc.) but later when you have Vesper they die really fast. Maybe we need a hard-mode for Raidbosses.
    1 point
  15. Casual players should be more supported because they make up server too and they will stay on server longer than nolifers which come, farm, own oly/grb/cs/tw and then leave. 1) Commons can be dropped usually in solo locations with herbs. That means it helps casual players (nolifers would have full pt and aoe cata/necro). I would support idea 10 commons + BS = full item. It makes commons more valuable, not only thing for crystals. [I will use BS as custom currency] 2) I played on official classic since first day. 0.25x rate and still people were running 1 main + 2 petboxes (3 windows was limit). I am not fan of buffboxes. Server should have NPC buffer, no matter what. I would like to see NPC buffer with only second class skills without resists. Maybe later can be added Prophecies. What Piffy suggesting isn't bad idea and I would support it – you get buffs corresponding to your level, i.e. if you are 35 lvl, you can get buffs from 35 lvl buffers. 3) Works polearm here properly? Without polearm mastery you should hit only 3 mobs. With it (max lvl) 13 mobs. Warlords can hit 18 mobs with buff. All skills +0. 4) I am for change sub class lvl limit from 80 to 85. For judicators it's really important. To have sub skills on subclass is meh in my opinion. 5) Instead of removing manor it would be better little adjustment. For example 25% of min of max amount crops among all castles can be sold by char per minute. Example: Blue coba has max 360/400/560/800/896 in Gludio/Giran/Aden/Goddard/Rune. Minimum is 360. 25% of 360 is 90. So 90 would be limit per char per minute. 6) Vitality system is the greatest thing that NCsoft did for casuals. Remove vitality herbs, because it helps only aoe nolife farmers. + Regaining vitality in peace zone should be boosted to same amount as regain amount while being off, otherwise it's more worth for people to be offline than online. It's better for server to have online people those are chatting, walking in towns or fishing. 7) Global chat should be for everyone without tokens. Chat spam is signal that server is alive. 8.) Map – maybe do how many people are in each location? Exp/PK/live purpose. 9) Olympiad. Oly is dead expect last days. Dead days are good only for clans which want to feed. Let's do two week oly. Oly days will be only two per cycle – Friday and Saturday. These days are best for everyone, especially saturday. It would be almost 1 person = 1 char on oly. On weekends will be cs+tw or oly, not both. 10) 60% RCP + BS = 100% RCP 11) Casuals play 1-2 hours per day and then log off. Events shouldn't be over day and every 1 hour. Let's say 3 events per day. First event won't be based on your lvl and gear – Bomberman, Zombie. Second would be based on your lvl and gear – TvT, Last Man Standing. Third would be based on your lvl, gear and proffesion – TvT without buffs. Of course those events need little adjustment, for example every kill = 50% BS for you, 50% BS for your party members. 12) Fake/shadow/event grand bosses. QA, Baium, Antharas, Valakas, Tezza, Zaken. Each day in 18:00 starts event where you can join server action. For example Valakas. At first you need QI. It teleports you to Klein and since 18:05 you can talk with him. 18:30 Valakas spawns and nobody can enter. Everywhere will be peace zone. For BS you can buy training dummies which have infty HP, reflect dmg, 5 mins duration and you can't vamp from them (they are compensation for peace zone for destros/tyrants/tanks). OLs with Seal of Limit are able to buy dummy which deals limit when you talk to it. Because this raid joins whole server, not only one clan, its stats will be boosted. Party which dealt the most dmg will be rewarded with regular drop. All other active people will get non-tradable ticket for 3-days shadow Raid Boss Jewel (from Valakas you get Valakas ticket) and adena. + random (20%) active participants will get special reward – non-tradable ticket for non-tradable FS scroll (not core FS). Those shadow jewels can't be weared on oly. This event is aimed on casual players, because otherwise they wouldn't have chance to join raid. It would be more enjoyable for them to play on server. Of course this event doesn't change boss's respawn. 13) Add Interlude weapons to Sailren's drop list. 25% group chance. 14) Little boost of BD/SwS/WC. As long as BD and SwS have heavy dynasty, they should get 2nd class passive on heavy armors. On one server I saw adjustment of BD/SwS/WC, I will post urls. It isn't bad idea, because they won't be better than other chars, but it would be more enjoyable if you choose to play them. Btw those changes don't have effect on oly. https://forum.exiliumworld.com/forum/news-and-informations/changelog/8498-faris-02-04-2019 https://forum.exiliumworld.com/forum/news-and-informations/changelog/149417-faris-21-05-2020 In changelogs you can see interesting changes, like Skill Summon Phantom Cubic added to Bladedancer or Skill Summon Life Cubic added to Swordsinger 15) Server cycle patches. Every week will be new cycle of changes for 2 weeks. People can suggest changes, vote for them. In pool will be attribute dmg change (increases and decrease), on PvP will work attribute system in same way as on PvE (that means when you have higher resist than oponent ele attack, you decrease his dmg, which I think it should be on gracia normal -_-), increasing limit for atk. and cast. spd, increasing limit of physical and magic crit rate, increasing limit of acurracy and evasion, ele stones can be added to A grade gear (after cycle it will be reseted), etc. More interesting stuff. 16) Buff herbs highly suck. Remove them. It can be added GoD+ herbs: Herb of Mysterious Power: P. Atk. is increased by 100% for 1 minute and 30 seconds. Herb of Mysterious Magic Power: M. Atk. is increased by 400% for 1 minute and 30 seconds. Interesting is adjustment of Herb of Doubt: Enlarged head: For 10 minutes, the size of your head is enlarged; or Vesper armor and weapon transformation: For 10 minutes, the equipped weapon and armor appear to be its Vesper-series equivalent; or Baguette transformation: For 10 minutes, the equipped weapon appears to be a pastry or bakery item. 17) Add target debuff view system, which will allow players to see other player's and monsters debuffs on the target window 18) Vote. Not sure if I recommended it, but vote rewards should increase stats, otherwise people won't vote. Buff increasing stats (+5% non-pvp P./M. atk/def), HighFive shirt whis is increasing STR/DEX/CON/INT/WIT/MEN on +3 to +9 (with low enchant chances of course), exp +20% (for higher levels not interesting -_-, so maybe increased drop of ...), premium for 12 hours or something alike this. This will force people to vote. 19) This belongs more to 2). Full buff is nice, but it should be restricted for good of casual players – for example you can use full buff only twice per day. Or once + additional usage after you complete daily kamaloka. 20) To motivate people to go daily kamaloka can be 24h ticket for global (nobless) tp. 21) If you want play support char, you are screwed unless you find CP. If you play alone, it is worth to pick DD and your main. For example for me, as EE, it is worth to have SH + EE, get equip on SH, exp with it and then swap to EE. Tanks are fcked too. It would be nice to add them some skills so they could stand DDs in PvE. For example EE can learn PvE-Hydro blast – same power, but 1 PvP power, SE PvE-Hurricane, PP/Bish PvE-Prominence, OL/WC PvE-Death Spike with zero consume bones. Tanks can get self-buff +10% PvE damage. 22) Various custom items. It seems to be bullshit, BUT it is entertainment content. 98% of quests in Lineage are useless and some revive would be nice. Lineage is mostly about grind in a few locations, which is monotone and sad. Second proof forces you to look in every location, which is pretty nice. For example – do this quest and your stats will be increased by XX. Get this amount of QI and you'll get this. For XX Varka's Mane you get badge lvl 1, which increases your stats, you can upgrade it etc. Get X Silver Unicorn Coins, X Gold Wyvern Coins and X Blood Medusa Coins. Etc.
    1 point
  16. In my opinion this is a step in the right direction. On previous iterations of the server, one of the mayor problem was full drops vesper items from bosses, players skipped gear crafting burning the content of the game in days intead of months. Slowing it down is a great way to keep the server healthy.
    1 point
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