Some Suggestions I Have

If you have any suggestion in order to make the game better, tell them, they are always welcome.
Ratiocinative
Posts: 37
Joined: Thu Jan 14, 2010 7:41 pm

Some Suggestions I Have

Postby Ratiocinative » Tue Feb 23, 2010 3:48 am

High Level Monsters Should Drop only High Level Potions:
Why do low level potions drop from high level monsters? 4800 HP potion does nothing for a dual class player. Change it so only Full health/mana potions drop from high level monsters.

Only Blue Rare Items Should Drop:
Red rare items are pretty much useless. When leveling up it can be nice to find a red rare that increases your damage a little bit, but once you start making your own rares they become useless. Aside from legend items, dual class items are also pretty much useless because their rare effects can only be red +1 or g1. Maybe make it so you can combine dual class items, just not craft them, so when they drop they're useful for more than just selling to vendor.

Secondary Job Skill Quests Take too Much Time:
I have 70 tailoring and the NPC ask me to make 35 Mischa. I spend 45 minutes gathering scorpion scales (spawn is so small so it takes forever), and with 175 scorpion scale I was only able to make 7 Mischa. With 70 tailoring skill, making a level 70 tailoring item has a very low success rate, like 20%. At this rate it will take me 4-5 hours just to do a single quest since I have to gather enough materials for 150+ Mischas because most attempts will fail. I understand Merchant isn't supposed to be easy to get, but this isn't much of an improvement over the old system. I'm not sure about the other quests, but at this rate getting tailoring GM seems like it will take 30 or 40 hours total if the level 70+ quests take this same amount of time. Secondary job quests need to require less items.

Spell Animations Need Fixed or Add Timer
I don't know if it would be too difficult to fix this, but it would be nice to have buff spell animations fixed so that they always display correctly. Right now, even buffs you cast on yourself can sometimes have the animation show incorrectly. Half the time I die, I die because it looks like I have SFD buff but I actually don't. Having the game show a timer for your buffs, or at least properly display the animations of your own buffs would be awesome. Ideally, I'd like to see spell animations even for people who got buffed when they weren't even on your screen, but I don't know if that would be too difficult.

Increase EXP For Low Level Players
I'm just guessing, but I imagine low level players will have a very hard time leveling up in the weeks following the time the server goes live. For the first couple weeks, players will have a decent amount of other players to party with, but after that there won't be many people. Leveling solo at low levels in Dragon Raja can take a very long time, especially for warriors, which I think would decrease the chance that new players would come to the server. Perhaps it would help to increase the exp rate for low level monsters a couple weeks after the server goes like (maybe 2 or 3 weeks), that way new players can level up easier. Of course this wouldn't apply to level 100+ monsters, perhaps stop at minotaurs so it can't be abused for fast tactic by Crossing Class players. I remember when I tried to start playing DR on NewRaja I had to solo the entire time (the last time I played DR before that was the .my server), and I eventually just got bored at level 85 or so and stopped playing. Low levels are nothing but a grind anyway, so I think it would help the server population if low levels could level up faster.

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balzak
Posts: 702
Joined: Fri Nov 13, 2009 1:54 am

Re: Some Suggestions I Have

Postby balzak » Tue Feb 23, 2010 4:01 am

overall i liked most of the suggestions.. just one thing i would add is that if anyone think in increasing xp rate, i dont like it much but i understand why, it should only be after first weeks like when most players are already "high" lvl so it will only help players left behind and probably without parties
Yllse - Kerri - Fencer

GMTempest
Posts: 501
Joined: Mon Feb 15, 2010 3:08 am

Re: Some Suggestions I Have

Postby GMTempest » Tue Feb 23, 2010 5:11 am

We may increase the grade of rare item drops however we won't remove red items as they are still important to some people.

2ndary job requirements might also change, I'll discuss it with the team.

We are also implementing quests so leveling at low levels is easier.
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Dark_Assassin
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Joined: Wed Nov 11, 2009 11:31 pm

Re: Some Suggestions I Have

Postby Dark_Assassin » Tue Feb 23, 2010 6:16 am

ya exp is fine as long as you keep it one steady rate for example 2x from lvl 1-150
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Ratiocinative
Posts: 37
Joined: Thu Jan 14, 2010 7:41 pm

Re: Some Suggestions I Have

Postby Ratiocinative » Tue Feb 23, 2010 7:22 am

GMTempest wrote:We may increase the grade of rare item drops however we won't remove red items as they are still important to some people.
What do red rares do that blue rares don't? On .my server I had a couple of nice G3 dual 3 items. I had dual 3 priest hat with g3 AC, and Dual 3 priest robe with g3 strike, but neither of those are better than miracle cloak with g5 effect. If I had Dual 3 Robe with g3 AC, that'd be better than Miracle Cloak with g5 AC, but there is little difference between Glorious Hat and Dual 3 hat.

My main point though is that rares dropped by monsters don't seem to ever get used once people reach crossing class (unless someone is so lazy they won't even craft or buy a g1 rare, which is silly), regardless of color, the only exception being legend items and dual class weapons. Just increasing the grade of items that drop won't really change much. Maybe you find a g2 or g3 force dual weapon, or a dual 3 chest piece with g2 or g3 AC, but other than that they will still all get sold to vendor.

Perhaps come up with a way that monster dropped rares and player made rares can work together? My suggestion would be to allow upgrading of the best craftable items (such as miracle cloak for example) to dual 1 item, then to dual 2, then to dual 3 by finding dual class items from monsters. The number of dual items you need would depend on the grade of the item you want to Upgrade. For example, lets say you have G5 Force Dragon Slayer Double Axe. If you want to upgrade the Dragon Slayer Double to Dual 1 Double Axe, you could do so by combining your G5 Force Dragon Double Axe, Sard, and G1 Force Dual 1 Double Axe together and you would get a G5 Force Dual 1 Axe. Then for Dual 2 Axe, you would need a Dual 2 G1 Force, Sard, and Dual 1 G5 Force. You could also increase the number of upgrade items require to upgrade, maybe 1 for g1/g2, 2 for g3/g4, 3 for g5/g6, etc.

The downside side is that with so many different rare effects and so many different dual items, you'd have to increase the drop rate of dual class items really high in order for people to have a chance of getting the right dual class item with the right rare effect they want. Maybe to solve this have it so that dual class item can be used to upgrade your regular item as long as the rare effect is in the same category. For example, G1 CounterAttack Dual 1 Warrior Chest could be used to upgrade G5 Smart Red Prayer because both are in the Hardest rare effect category. Then, you can just pick one or two rares from each category and help limit the number of useless rare items that drop.

I don't know how hard something like that would take to program, but if anyone has any improvements to my idea feel free to share.

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balzak
Posts: 702
Joined: Fri Nov 13, 2009 1:54 am

Re: Some Suggestions I Have

Postby balzak » Tue Feb 23, 2010 1:20 pm

if you dont have any rares a red rare with +5 attack is better then nothing =P and sometimes you can even get a +15 attack that is even better then a g1 xD
Yllse - Kerri - Fencer

Duran
Posts: 260
Joined: Wed Nov 11, 2009 10:01 pm
Location: Toronto

Re: Some Suggestions I Have

Postby Duran » Tue Feb 23, 2010 3:24 pm

Redrares stack with bluerares. Simple as that. I've seen plenty of people use red rares to reach above blue rare limits.
PM me if you're interested in RE

Ratiocinative
Posts: 37
Joined: Thu Jan 14, 2010 7:41 pm

Re: Some Suggestions I Have

Postby Ratiocinative » Wed Feb 24, 2010 3:01 am

Duran wrote:Redrares stack with bluerares. Simple as that. I've seen plenty of people use red rares to reach above blue rare limits.


But who is going to use a +1 red rare over a g4 or g5 blue rare? Nobody, except for maybe dual class weapons, and that's only because you can't craft dual weapons.

Duran
Posts: 260
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Location: Toronto

Re: Some Suggestions I Have

Postby Duran » Wed Feb 24, 2010 3:06 am

Mostly warriors and priests. Seen a few hardcore warriors get full force then +red force. Seen some priests get full AC then +red AC.

And all the other classes still use red items "for fun" to just see who can get the most AC etc. etc.

If they go over +1, they'd be pretty useful actually if you know what to do with them :W:
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BowL
Posts: 612
Joined: Sun Nov 15, 2009 5:00 am

Re: Some Suggestions I Have

Postby BowL » Wed Feb 24, 2010 3:08 am

Ratiocinative wrote:
Duran wrote:Redrares stack with bluerares. Simple as that. I've seen plenty of people use red rares to reach above blue rare limits.


But who is going to use a +1 red rare over a g4 or g5 blue rare? Nobody, except for maybe dual class weapons, and that's only because you can't craft dual weapons.

i wil use a red rares knife instead of blue rares knife to lvling
or a red rares sword/mace
Cause it break faster ? so using blue rares is a waste? Yea its diffrence if u hv alot RE to buy Hammer to repair it


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