constructive critic for gms

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pepex
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constructive critic for gms

Postby pepex » Tue May 11, 2010 10:43 pm

first of all is not my intention to blame or insult gms neither to start a flame war, i just
wanted to post a constructive critic about the direction i see the game is taking.
sorry for the bad english and i hope it doesnt create misunderstanding about what i am trying to say.

so far the gm team has proven more than enought their commitment with the game, but i have to disagree on some of their method and priorities, for instance they have prioritized the job remake and the fame quest wich are both important but not as important as the noob problem or crit being useless as the ingame currency, if we consider that noobs are future players, slapping their faces is not the way to bring new blood, i am not saying exp quest should be implementes now, take your time, a good implemented programe is much better for users and gms than one that is filled with bugs, but something like a big exp boost from 1 to 80 is something that should had being made from the very bigining till something better is implemented, another thing i have to disagree with is the balance among cash shop users and non cash shop users, i am no agains the mall system and i do understand that keeping the game is not free and that you olso whant some profit but 1 thing is giving those who pay an advantage like double exp pill or sards and another one is giving them overpowered items like envelopes or repair hammer that couple with sard and the 100% succes rate will make that those who donate get uber rares realy fast like if they where in a high rate pvp server, there are other ways of encourage people to donate without breaking the game balance, opening dungeons only for them with normal creatures but with higher respawn or an item that reduce the degradation speed of durability come to my mind.

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Sai
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Re: constructive critic for gms

Postby Sai » Tue May 11, 2010 11:11 pm

pepex wrote:first of all is not my intention to blame or insult gms neither to start a flame war, i just
wanted to post a constructive critic about the direction i see the game is taking.
sorry for the bad english and i hope it doesnt create misunderstanding about what i am trying to say.

so far the gm team has proven more than enought their commitment with the game, but i have to disagree on some of their method and priorities, for instance they have prioritized the job remake and the fame quest wich are both important but not as important as the noob problem or crit being useless as the ingame currency, if we consider that noobs are future players, slapping their faces is not the way to bring new blood, i am not saying exp quest should be implementes now, take your time, a good implemented programe is much better for users and gms than one that is filled with bugs, but something like a big exp boost from 1 to 80 is something that should had being made from the very bigining till something better is implemented, another thing i have to disagree with is the balance among cash shop users and non cash shop users, i am no agains the mall system and i do understand that keeping the game is not free and that you olso whant some profit but 1 thing is giving those who pay an advantage like double exp pill or sards and another one is giving them overpowered items like envelopes or repair hammer that couple with sard and the 100% succes rate will make that those who donate get uber rares realy fast like if they where in a high rate pvp server, there are other ways of encourage people to donate without breaking the game balance, opening dungeons only for them with normal creatures but with higher respawn or an item that reduce the degradation speed of durability come to my mind.


What..? If you ask me it is the oppsite.
Job quests and fixes for them arn't getting the priority they should. To me, it is just as important to DR as leveling is to other people.
Stuff like "We will fix job bugs on monday" is like hearing "Monsters are not giving any tactic exp anymore, we will fix it monday"
Just as the above example would make it so people would have low tactics for their levels, it would make us jobbers have unbalanced job levels causing us to hit walls in our gameplay. You cannot level cooking when Farming does not work.

It is that much of a hindrance to those of us who play this game for the crafting aspects.
I have not leveled in weeks but I do job quests, collect mats, and make rares every single day. You can already see what I play this game for.

Well, I'm not complaining (even if it looks that way). I can understand from the GM's point of view. You cannot make everyone happy. They try at least.

Btw, most of what you wrote was tl;dr wall o' text. I just skimmed by it, so theres a chance i might of misunderstood something.
Last edited by Sai on Tue May 11, 2010 11:15 pm, edited 1 time in total.
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GMSignBreaker
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Re: constructive critic for gms

Postby GMSignBreaker » Tue May 11, 2010 11:13 pm

First of all, we always welcome constructive criticisms and I am glad you are offering some to us. However, such criticisms are not helpful if you don't understand some of the facts and why we implemented things the way they are.

While fame quests are geared towards veterans and players past the newbie levels, job quests are an important part of the game that is vital to bring new blood. Remaking the jobbing system is important. The past system required extensive use of macros, something which really turns off new players. In-game currency problem is not something we can fix. It's something that has always been decided by the players. We can't control how the market flows.

Also, experience rate for lower levels have been substantially boosted. Were you around on .my server and the first DR int server? The experience rate is much, much better for lower levels, not to mention in this server, the tactic experience rate is much higher before level 100. And rare success rate is 100% across the board, so the book of tephery has been taken out to my understanding. And your criticisms about fame quests doesn't square with your criticism against the envelope. Getting the fame quests out makes envelope less "overpowered."

So two things: you want new blood for the community and balance the item mall. Therefore, you don't quite agree with our focus on job quests and fame quests. However, your solutions to the problems have been dealt with or are not designed to work on our end. Experience rate for lower levels have already been boosted and job quests are important in attracting new players. Fame quests are also important if you consider your criticisms about item mall overpowering people who have money. It offers those who don't want to or aren't able to buy envelopes.

Hope that answers your questions.
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Tensu
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Re: constructive critic for gms

Postby Tensu » Tue May 11, 2010 11:33 pm

about helping out new players. i've been thinking about how the scholium ground is (the one where u're supposed to learn all the strong basics about dr) and if u ask me, not only is it completly outdated, it just never did inform ppl enouhg about how dr REALY is. i hv to agree with gm that they already hv made some (difficult?) choices wich are getting better for newer blood (like the STEADY exp wich wouldnt demotive new players to keep lvling when otherwise their exp suddenly decreases a lot and the new job system even with some of the bugs) but nothing matters to new players untill they get it explained to them realy. i myself, first time playing dr, didn understand the game untill one of my irl friends told me what to do eventho i did that tutorial.

abot the crits being less valuable as ingame values, i doubt gm can fix anything about this. most ppl want some of the items from RE mall and those cant be bought with crits. decreasing the crit amounts dropped from mobs and stuff (like pepex suggested before) would only make sure the economy would crash cuz ppl would need much of everything wich would leave nothing of spare time to lvl up and stuff.

about the mall items being way to overpowered. i hv to dissagree with u. atm envelopes give a huge advantage to those who buy it indeed, but gm's said they're going to add more fame quests. Once those are implemented (fame quest are high priority as they should be) we can deside if this is still so overpowered as u claim this is. about capes, cant realy say the ones in mall are still so overpowering if u know that there's quest to get half cape effects. so that would mean u spend time and get it for free....

long post :/
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LadyPhoenix
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Re: constructive critic for gms

Postby LadyPhoenix » Tue May 11, 2010 11:36 pm

GMSignBreaker wrote: In-game currency problem is not something we can fix. It's something that has always been decided by the players. We can't control how the market flows.


Actually, you can fix it. If you stop giving out the 1m per daily quest after you GM, critt gets a LOT harder to get. Then if you lower the market selling price of higher level items, it will make critt even more valuable. The cost of potions is pretty high if you're using full potions. Also the repair cost on armor/weapons is fairly high too. Lastly the game has a daily gold sink of donations.

In the beginning of the server when people didn't have GM in jobs and easily get 1m per job, they sold sards for gold in order to afford potions and donations even though everyone -knew- the item mall would be coming out soon and some were stocking up sards to sell for RE.

DR has a pretty good natural gold sink. Potions are unlimited and we can spam them as much as we want. High consumption = high payout in critt. When you lower the supply of critt to the point that people have a hard time affording donations + potions, then critt will become valuable again. Those players who pick up and sell items to get critt will be able to trade critt to lazy players who don't pick items. Or tanks who are near drops while level will be able to trade critt to blasters who can farm for secrets. It will be like the first 5 days of the server where people were selling/trading items for critt to afford potions and potion boxes (necessities).
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Tensu
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Re: constructive critic for gms

Postby Tensu » Tue May 11, 2010 11:42 pm

LadyPhoenix wrote:
GMSignBreaker wrote: In-game currency problem is not something we can fix. It's something that has always been decided by the players. We can't control how the market flows.


Actually, you can fix it. If you stop giving out the 1m per daily quest after you GM, critt gets a LOT harder to get. Then if you lower the market selling price of higher level items, it will make critt even more valuable. The cost of potions is pretty high if you're using full potions. Also the repair cost on armor/weapons is fairly high too. Lastly the game has a daily gold sink of donations.

In the beginning of the server when people didn't have GM in jobs and easily get 1m per job, they sold sards for gold in order to afford potions and donations even though everyone -knew- the item mall would be coming out soon and some were stocking up sards to sell for RE.

DR has a pretty good natural gold sink. Potions are unlimited and we can spam them as much as we want. High consumption = high payout in critt. When you lower the supply of critt to the point that people have a hard time affording donations + potions, then critt will become valuable again. Those players who pick up and sell items to get critt will be able to trade critt to lazy players who don't pick items. Or tanks who are near drops while level will be able to trade critt to blasters who can farm for secrets. It will be like the first 5 days of the server where people were selling/trading items for critt to afford potions and potion boxes (necessities).


this will not just totally f*** up any mage who wants to pk but it will also mean the pking will be less fun.... who would want to go war if it will just cost u tons of crits (wich u dont hv) and u dont get any exp/tt (wich u really want/need)?
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LadyPhoenix
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Re: constructive critic for gms

Postby LadyPhoenix » Tue May 11, 2010 11:46 pm

Well, they would need to rebalance shop prices too if they lower prices from other things such as making yellow pots about the same price as full healing pots. (Actually, that's not a bad suggestion. mana pots are used more than hp pots 'cause with hp you can just be healed. mana is harder to regain. yellow pots are pretty much healing pots but priest/archer/warrior/thief don't need the mana aspect of it so to them it's useless.)

For the non-wiz part of the argument, you get fame and dual fame from war. Plus it might discourage excessive PKing in random leveling paces because you would be wasting precious critt to do so.
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Silencer
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Re: constructive critic for gms

Postby Silencer » Tue May 11, 2010 11:56 pm

LadyPhoenix wrote:
GMSignBreaker wrote: In-game currency problem is not something we can fix. It's something that has always been decided by the players. We can't control how the market flows.


Actually, you can fix it. If you stop giving out the 1m per daily quest after you GM, critt gets a LOT harder to get. Then if you lower the market selling price of higher level items, it will make critt even more valuable. The cost of potions is pretty high if you're using full potions. Also the repair cost on armor/weapons is fairly high too. Lastly the game has a daily gold sink of donations.

In the beginning of the server when people didn't have GM in jobs and easily get 1m per job, they sold sards for gold in order to afford potions and donations even though everyone -knew- the item mall would be coming out soon and some were stocking up sards to sell for RE.

DR has a pretty good natural gold sink. Potions are unlimited and we can spam them as much as we want. High consumption = high payout in critt. When you lower the supply of critt to the point that people have a hard time affording donations + potions, then critt will become valuable again. Those players who pick up and sell items to get critt will be able to trade critt to lazy players who don't pick items. Or tanks who are near drops while level will be able to trade critt to blasters who can farm for secrets. It will be like the first 5 days of the server where people were selling/trading items for critt to afford potions and potion boxes (necessities).


Two problems. First, crit was useless even before sard quests gave out 1 million. Second, item sell rate's already lower (the last item used to sell for 500k, now it's like what, 100k?) and yellow potion prices been increased. We still have the problem of crit not being the main currency. That's probably why SB said there's nothing they could do on their end.

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Re: constructive critic for gms

Postby LadyPhoenix » Wed May 12, 2010 12:02 am

1. Critt was useful. People sold sards for 8-10mill critt in the beginning.
2. Selling critt in the mall proves that critt has at least some value
3. why increase the price of yellow potions?


If you REALLY want critt (or some other ingame item to be the currency), then do what NR did and make RE not tradable but make mall items tradable. Then critt (or sards/secrets/any ingame item) will be the medium between trading for mall items.
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Re: constructive critic for gms

Postby Tensu » Wed May 12, 2010 12:06 am

LadyPhoenix wrote:1. Critt was useful. People sold sards for 8-10mill critt in the beginning.
2. Selling critt in the mall proves that critt has at least some value
3. why increase the price of yellow potions?


If you REALLY want critt (or some other ingame item to be the currency), then do what NR did and make RE not tradable but make mall items tradable. Then critt (or sards/secrets/any ingame item) will be the medium between trading for mall items.


1. it's only usefull till the see smt more valuable (RE)
2. and how much is the crits worth compared to RE ?
3. he meant that it has been increased already (compared to old int for example)

and y would that make those other items more usefull? all it will do is make the exchanging longer then it was before. cuz u hv to trade (or buy from mall) first to then trade again to finish a deal...
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