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Post by Afflicted on Jul 28, 2014 2:48:44 GMT
Side note: Will donation points transfer over to the new season?
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Post by Pagani0 on Jul 28, 2014 8:27:44 GMT
Focus should be on a challenging server, not so much on the advertisement. It's better to have 30-50 active ppl than to have ~100 ppl starting and quitting out of boredom one week later. Nice quests, finding more addons & mounts, deco'ing houses, monk training, doing those awesome dungeons, ... offer the variety we need after our daily hour of grinding And it keeps players into the game.
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Post by GM Kelin on Jul 28, 2014 11:08:16 GMT
Side note: Will donation points transfer over to the new season? Yes, donation points will be transfered over to Season 2 Again, thanks everybody for your inputs! To the people who had specific ideas (Saber and Afflicted) about zinc coins, we would be very glad if you shared them with us!
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Post by Machon Lestrange on Jul 28, 2014 19:26:36 GMT
* Addon system (higher the droprate of the itenz / make bigger spawnz / revamp the system), some where obtainable by questing which is fckin GREAT. -> I've played other servers where u could explore and search for those knight statues wich gave u a full addon. Some statues where in deep dungeons, other were at quests (e.g. behe quest for golden armor in cyclopolis edron) That was in the old dovux server! Those statues were spread and hidden all over the map, and they granted the full outfit if u clicked them. So much better than collecting 100 boring ores...
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Post by sourzice on Jul 30, 2014 9:42:15 GMT
Server was really fun at the start, also the community. What really killed my fun was the amount of killing/grind tasks, to complete Sarlin Society quest. If you would rework them completely, for example: - Kill 200 demonsRework: 80 demons for example and add something like: - Boss kill (Can also be a quest item that has % drop chance from the boss)
- NPC riddles, for example secret keywords in order to pass the quest.
- Various items to be found and looted.
- More rewards instead of just experience + cash. Solution can also be that a boss you have to farm, will have X useful items (or decorations) with low and rare drop rate. Something that makes it worth farming for.
- (Can be random rewards, sure can range from real shitty to a good ones. XX addon items in quest reward RNG?. That would actually make it really fun, rather than people get same reward.)
Also small details for the custom dwarf boss, such as a secret & shorter passage to him unlocks after finishing the quest. I and Dotth had well over 40 picks, but the interest of running the way to him for each kill wasnt fun at all. The concept of gambling was great, but just needs some tweaking with boss farming. I did gamble 3 times and got a shitty cloak + boh etc, thats just how RNG works and no hard feelings. But atleast let us unlock a hidden passage (tp/door or whatever) for easier access.
Server had a great focus on early/midgame, that kept you interested in playing. But the endgame (170-180~ and higher) was nothing but grind for levels. The lack of high level quests and secret quests to be solved really killed the population. You can basically rework the secrets some, simply add more books/clues, but yet challenging ones. Be creative! But what about the end game quests, or high level quests in general.. I've no clue, considering the amount of time it takes to actually make one good it will make the wait to long. I wouldnt mind if you add retail quests, slightly reworked and different reward (custom items for example).
Not entirely sure about this, but wouldnt events/daily lottery motivate players to be online? Shouldnt be any extremely good items, but a small chance of good items to be won. I'm fully aware of thats not where the server is supposed to go, but there needs to be something that actually let the player kill some time, while not in mood of lvling for example. Trainers? Not a fan of them at all. It really killed the RPG feeling and also the community. Seeing 10+/- online and "yeaah! We can do something", a few minutes later after logging in...damn 7/10 afk train. Also when I began on the server, Mist was usually training at Gargoyles and was really active in game-chat. Will you wipe all characters? Eta when season 2 release?
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Post by pagani on Jul 30, 2014 11:40:37 GMT
^ Well the stamina system is forcing u to logg off. That's why ppl don't stay online...
Here bit of information about the anti cheat system (cuz both this systems should be removed on a server like this):
- soul points (already fixed) Introduced with the Anti-Cheat Measures in the Summer 2005 update to prevent macro users. A normal player has a maximum of 100 soul points, a promoted player has a maximum of 200. Soul points can be restored over a period of time by hunting aswell as sleeping.
- stamina (not yet disabled) Stamina was added in Update 7.8. Was reduced from 56 hours to 42 hours and the bonus hour was added in Update 8.41. The new rules such as “no stamina, no loot” were aimed towards reducing botting.
>>> Even more about this: I think on a rpgish server you should REWARD the ppl staying online and 'PUNISH' the ppl offline instead of the other way around (like it's now XD ) Anyway I'm happy with the neutral option: delete stamina.
It's more RPGish if ppl stay online, train together, make runes etc.
I can train easily while I read some books, not a problem at all. Then I read the chat from time to time and could join in on quests.
* I liked the guild bonuses (forgot that one earlier)
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Post by GM Darkstar on Jul 31, 2014 12:54:53 GMT
We really like your comments and they help us a lot to prepare the next season. Thank you again! While we think that trainers are not a bad idea to the server, because skills advance slower than the level, but we can get to a midpoint by limiting it further. Stamina will be removed together with Phoenix Feathers (Restore stamina to full) @sourz ice: Rewarding people for being online is a great idea and we are working on something promising!
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Mist
Ginyu Force
Posts: 113
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Post by Mist on Jul 31, 2014 15:55:01 GMT
sup sourz, longtime no hear .. =)
cant wait til season 2
i must say a statue that gives addons = op surely, maybe it could give parts of the addon items like dungeons <=> poc .. i suppose it's a balance question
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Post by pagani on Jul 31, 2014 23:32:39 GMT
sup sourz, longtime no hear .. =) cant wait til season 2 i must say a statue that gives addons = op surely, maybe it could give parts of the addon items like dungeons <=> poc .. i suppose it's a balance question Well they just gave an idea and examples of the addon system on other servers. The team can choose to balance it out and make 25% of addons by collecting, 25% by quests, 50% by exploring and finding statues (or smth like that). This way ppl who love to explore deep caves, high hills, secret passageways get a nice reward. You get a more active server this way too. The ppl who want the feeling of being above others and love to collect those extreme addons well let them have their 2 outfits. Can even upgrade the workload to 1000 iron ores, 2000 gs silks, 5000 vamp dust, ... and then they can collect and feel good & satisfied with their super rare outfit. Believe me, not many ppl like collecting and hard work for addons on a private custom ot. If u like it so much come play real tibia (got 3 chars there almost fully addoned, it was fun to collect at the start then it became addictive, in the end it became the worst fckin shit ever invented). When I entered the server I saw everyone running around with normal citizen, which was kinda frustrating cuz I thought u maybe had to pay for it. Since this is a custom server, like many others I feel a rework of the addon system is definitely necessary.
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Post by Fixuki on Aug 1, 2014 15:05:50 GMT
First off, sorry if anything in this post has been said, too tired to read all of the previous posts. Still wanted to give you my view at the questions and server though, the least I can do for now.
What did you like most of Ruthless Chaos?
I enjoyed the storyline, the different (harder) quests/dungeons, the fact that teamhunting actually meant something (higher exp/h & more profit at dwarves for example). I've been enjoying the server as a whole. The only reason of me leaving was being disappointed that the playerbase was so small, therefor not really being able to progress in the story line after beating the orshabaal.
What did you dislike most?
There were a few downsides for me.
1. The tasks were tedious and all the same, which kinda ruined a bit of the fun. It's not so much that we had to kill too many monsters, however every task was the same. I think there could be more variation, instead of just killing xxx amount of monsters have different tasks (perhaps collecting items, finding 1 key item or anything alike) to make it a little more diverse. 2. The 3 dungeons that existed felt a bit the same, even though the harder ones had a lot of different scripts to make it a little bit different. I'm not sure how to change this, guess I'm just a little hard to please. 3. The hunting spawns were quite small, and there were not a big lot of them as far as I have seen. It wasn't too bad with 10~15 players at avarage, however when this server reach the capacity it deserves the higher levels will get bored because of not being able to hunt. 4. The training system should be removed again in my opinion. Bring it back to old school skilling, on monsters or monks, it was fine as it was. The argument of 'I don't have a lot of time to train' is kind of bullcrap, this would be the same as asking for a different exp rate for every individual because 'some people can play 10 hours a day, while I can only play 4, so they should have a lower exp rate'. I do realise that the training system can be used by people that play 10 hours a day aswell, but it just takes away any feeling of achievement 5. The bug of monsters not walking sideways or vertical, I forgot which one. You were able to abuse this 'bug' to block bosses easier, as you would only need 1 magicwall/wild growth to block the boss, therefor you didn't have to pay as much attention as was intended.
What should be added in Season 2?
Foremost bigger and more spawns to hunt in at any level, to make sure it's not too crowded for people.
What should be removed/changed?
As said before, the training system kind of ruined the feeling of achievements.
Did you like the donation system? Do you think it influences the game experiece too much?
Donations were fine in my opinion, added a little boost if bought, but nothing like pay 2 win.
Other comments:
I wish you best of luck relaunching the server, I hope it attracts the crowd it deserves. I'll come and take a look for sure. I'm sorry for this post being quite short, there's a lot more things I could add but for some reason I can't concentrate and get everything down into this post. I'll try returning a bit later on to help you guys out a bit more.
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Post by saber on Aug 3, 2014 18:25:23 GMT
Well I decided to develop my previous post a little bit.
The known bugs that made the gameplay easier:
1. Monsters do not move sideways if there is obstacle south (or north) from them (between the monster and the attacker). M O A In this configuration the mosnter won't move < >.
2. The monsters do not move/summon friends when the place around them is blocked by the elemental fields.
3. You can stay afk forever using Iron Wall spell. -> If it is impossible to fix the skill growth at least should be blocked in that state.
Things that I liked:
1. Sea Avanger and the moonfish buyer -> The rewards can be change though.
2. The dungeons. I think some max level limit should be provided at least to Tauron one. So it would be impossible for a higher level to skip all the monsters and profit 50k~ every 30 mins. Some dungeons can be added also in the hell to vary the gameplay of higher levels. 3. The lore. The main lore was great. Changes that would satisfy me:
The game should be made harder at lower level.
It should be impossible to hunt with sd runes alone and profit (or atleast unlikely).
The hunt places should be expanded.
The 'hints' for the mysteries should be provided.
Some new custom mechanics of monster would be welcomed.
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Post by sourzice on Aug 4, 2014 5:23:53 GMT
The game should be made harder at lower level. It should be impossible to hunt with sd runes alone and profit (or atleast unlikely). As much as I like your idea, that wouldnt be any good for the servers future. You gotta reach out to both casual and hardcore players. Making it a lot harder at lower level might result in more people getting bored and quitting. Regarding the SD's, there was some mages that already complained on the solo content, Jason for example. He couldnt get as good profit/exp like ed/ek together. Just my thought.
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Post by Torpez on Aug 4, 2014 7:51:09 GMT
The game should be made harder at lower level. Nah, unless u want again 3-4 ppl online (probably in trainers xD) Maybe u just don't know which ppl play ots. Usually it are ppl who play real tibia and some ots, which gives them not hours and hours to play on each of the ots. Then you got the hardcore botters (who play for example on shadowcores), and they definitely won't spend 3h / day on this ot. Then you have the ppl who work irl, try to keep their char in real tibia and TERA (or another game) in a semi-good state and beside that try to have some fun on a good custom ot (like me), and believe me the time I can spend on the ot is limited. Lastly u got the ppl who got nothing irl, don't play other games, have no decent real tibia chars (300+), they are the ones who have the time to go hard each and every day on this ot. But remember this group of players is small and getting smaller each day. They would ofc love a lower exp rate, cuz for them it doesn't matter they can just net it and reach their desired lvl in notime. A lower exp rate only affects the casual gamer, so what ur proposing is kinda egocentric. Hell I remember back in the old days when I started real tibia when I was 10yo, I also thought when I first reached 200, man this exp is wayy to fast, definitely the first 200. Anyway back then I had the time to play daily, now it's different.
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Post by Jackie Chan on Aug 4, 2014 14:24:48 GMT
For me and my friends a bit higher shared exp for party hunts would be cool. Is it maybe possible to remove the 'lighthack' ? Gives a more rpg and old tibia feeling
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Post by saber on Aug 4, 2014 15:11:19 GMT
Maybe u just don't know which ppl play ots. Well maybe I don't or maybe I do. The point is that content up to lv 120~ is the most interesting. Like 80% quests are for that lvls. And I do not see difference if you would be lv 150 and other 200+ then when you would be lv 50 and other would be 90-100. Probably you should ask yourself why do you play ot server? What I am saying is that the content for low lvs is such developed (comparing to content for higher lvls) that you loose all the fun when you realize that the content which you explore at lv 100+ are devoted for characters 50 lvs lower.
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