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Post by Bicepspump on Aug 7, 2014 11:48:33 GMT
Well Tropez, there are different vocations in this game. Druid and knight fit perfectly for teamhunt. Paladin and sorcerer not so much. This server absolutely didnt force anyone to play solo, Id say the opposite. Even though I was paladin I allways searched for players to finnish tasks with adn that went perfectly fine. I dont know what you state your fact on that most players left because they had to play alone but to me that sounds like a lack of player problem rather than a problem with the server layout.
Well ofcourse more people play when theres 2x xp, thats the whole point of having such an event, if we higher the xp the same complains will come for new players, your arguments are weak and make no sense. Did you ever see a ed and ek teamhunt at those gnomes? Insane teamhunt xp. If we higher it people will just level too fast and the ed/ek combo will be superior to any other because sorc and paladin arent that good for teamhunt.
You dont need to achieve an addon everytime youre exploring the map, you get other rewards for exploring: Knowledge, sometimes quests. And thats enough. I dont know if you know this but this server has nontolerance against botters so you wont be able to do that undetected if you still manage to do that good for you, you will just help the market more. Dont misunderstand me im not encouraging people to bot addon items but as you put it, its impossible to stop...
What I and many others liked with the addon system is the feeling of accomplishing something. If there are statues everywhere people will just have every freaking addon and it wont be rare at all (except for feruhat and such). Money was a problem for me in the lowlvls. Not as a highlvl and thats the whole point right? (Sidepoint: Blessingcost should be increased again, not costful to die in the end as it should be^^) Me and mist had a lowlvl guy who collected ape furs for us. We gave him money in return and he thought that was great. Just an example.
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Post by Torpez on Aug 7, 2014 12:25:08 GMT
Well Tropez, there are different vocations in this game. Druid and knight fit perfectly for teamhunt. Paladin and sorcerer not so much. This server absolutely didnt force anyone to play solo, Id say the opposite. Even though I was paladin I allways searched for players to finnish tasks with adn that went perfectly fine. I dont know what you state your fact on that most players left because they had to play alone but to me that sounds like a lack of player problem rather than a problem with the server layout. Well ofcourse more people play when theres 2x xp, thats the whole point of having such an event, if we higher the xp the same complains will come for new players, your arguments are weak and make no sense. Did you ever see a ed and ek teamhunt at those gnomes? Insane teamhunt xp. If we higher it people will just level too fast and the ed/ek combo will be superior to any other because sorc and paladin arent that good for teamhunt. You dont need to achieve an addon everytime youre exploring the map, you get other rewards for exploring: Knowledge, sometimes quests. And thats enough. I dont know if you know this but this server has nontolerance against botters so you wont be able to do that undetected if you still manage to do that good for you, you will just help the market more. Dont misunderstand me im not encouraging people to bot addon items but as you put it, its impossible to stop... What I and many others liked with the addon system is the feeling of accomplishing something. If there are statues everywhere people will just have every freaking addon and it wont be rare at all (except for feruhat and such). Money was a problem for me in the lowlvls. Not as a highlvl and thats the whole point right? (Sidepoint: Blessingcost should be increased again, not costful to die in the end as it should be^^) Me and mist had a lowlvl guy who collected ape furs for us. We gave him money in return and he thought that was great. Just an example. Tibia 10.50 update: Shared experience: 20% (for all combinations) plus 2 different vocations 10% 3 different vocations 40% 4 different vocations 80% Believe me it's even worth for rp and ms to exp in parties with this system You even start to see bigger team/guild hunts now on real tibia, which is pretty awesome. And not only cuz u fck botters with this system, you also got a bigger fun aspect by hunting in groups. And we old-timers (playing myself from 2001) are still debating on the forum (even if the game is almost ded) for more teamplay in the game. Cuz it offers so much good to the overall gameplay. Guess what 3 days ago CIP introduced new party spells, just after their party exp increase On ots, like for example shadowcores the shared exp is 40% start base. Now about the addon system: "If there are statues everywhere people will just have every freaking addon and it wont be rare at all" >> In my post I clearly stated for a healthy midway, a system for everyone: some addons only available by gathering, some by statues and exploring, and then a few others by questing. This way everyone got their healty poison and is happy. I was not the only one who gave the example for an extreme gathering addon (for example 1k iron ores, 1k demon dust, ....) to satisfy the hardcore collectors on this server, who rlly like their own precious hard-earned addon. I just wanted to add I'm only giving arguments and propositions, idc what happens with it - It is not my server.
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Mist
Ginyu Force
Posts: 113
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Post by Mist on Aug 7, 2014 19:49:08 GMT
Haha biceps, such nostalgia, and from my experience, paladin's were about the easiest class to profit with, going SS to get 150k in an hour if I remember correctly. Also, a theory why people had so much money, was partially because high levels pratically just gave them items to make them stay XD I don't think being absolutely equal (classes) in team hunts defines balance, as long as any other aspect exists, like palys, not as good with ed / ek as their respective, but very good against bosses / profit / pvp (?), thus a total balance.
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Post by GM Kelin on Aug 8, 2014 9:47:42 GMT
Hello everyone! We wanted to give you a quick summary on what we have been working on. We really liked some of the ideas that appeared on this thread, and as you will see we are working on implementing them. Sarlin Society:- Players will be able to pick up all the tasks for each rank at once, rather than 1 by 1, and do them in the order they please. - As suggested, we lowered the amount of kills necessary for all the tasks, and compensated it by adding more tasks to each rank. In total, the net amount of time necessary to advance each rank will remain the same. - The new tasks will not focus on killing a certain amount of creatures, but on bringing an item to the NPC, killing a boss, exploring a certain area etc. Trainers:- While at trainers, your character will advance all skills at a rate of 50%. Any bonuses to your skill-rate (online guild members, donation bonus...) will also be halved while training. - It will no longer be possible to stay online eternally by the use of Iron Wall. Balancing:- New spells will be introduced for all vocations. - They will be focused on strengthening each vocation's most weak aspect. For example, the paladin spell will have a strong PvP aspect, while the sorcerer's one will have a main focus on PvE. Stamina:- Has been removed from the game. Small map issue:- The introduction of Frisiga will expand the map significantly. - We are working on adding more hunting spots of already existing creatures to the map. - On the OTland forums, we are searching for a mapper to help us with our project. You can find the thread here. Still unsolved issues:Addon system:- We are still unsure on what to do about it. Giving them out by the "statue-system" would result in everyone having the same addons. We believe there are already too much outfits/addons obtainable in quests that you could see everyone wearing at certain levels (jester and pirate outfit for example). Addons are suposed to be unique and a product of hard work. We are still thinking about how to keep this idea with reducing the grinding aspect of gathering products. Issue about some players leveling ahead:- Hunting with shared experience will grant players a 25% bonus experience boost. No bonuses will be added for different vocations in the party, like in Tibia. - This issue will be reduced, but is still unsolved. We are still looking for ideas on this matter. Again, thanks for your input, and keep the ideas comming!
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Post by pagani on Aug 8, 2014 9:56:24 GMT
Glad you appreciate and can work with our input Like mentioned in some earlier posts, is it possible to remove the 'lighthack' ? And bring back day/night on the server. This would definitely give a more rpg feeling and fck it's just so awesome!
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Post by mist@work on Aug 8, 2014 13:54:46 GMT
^ no, the light "hack" is a client aspect, the server merely sends the map in tile lists, where the client adds the darkness, which can be altered. GM KelinI hope you're gonna remove the change you did you gargoyles, or adjust other aspects to make paladins be able to train effortlessly like knights (= regards ~
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Post by Fixuki on Aug 8, 2014 14:34:10 GMT
Hello everyone! We wanted to give you a quick summary on what we have been working on. We really liked some of the ideas that appeared on this thread, and as you will see we are working on implementing them. Sarlin Society:- Players will be able to pick up all the tasks for each rank at once, rather than 1 by 1, and do them in the order they please. - As suggested, we lowered the amount of kills necessary for all the tasks, and compensated it by adding more tasks to each rank. In total, the net amount of time necessary to advance each rank will remain the same. - The new tasks will not focus on killing a certain amount of creatures, but on bringing an item to the NPC, killing a boss, exploring a certain area etc. Trainers:- While at trainers, your character will advance all skills at a rate of 50%. Any bonuses to your skill-rate (online guild members, donation bonus...) will also be halved while training. - It will no longer be possible to stay online eternally by the use of Iron Wall. Balancing:- New spells will be introduced for all vocations. - They will be focused on strengthening each vocation's most weak aspect. For example, the paladin spell will have a strong PvP aspect, while the sorcerer's one will have a main focus on PvE. Stamina:- Has been removed from the game. Small map issue:- The introduction of Frisiga will expand the map significantly. - We are working on adding more hunting spots of already existing creatures to the map. - On the OTland forums, we are searching for a mapper to help us with our project. You can find the thread here. Still unsolved issues:Addon system:- We are still unsure on what to do about it. Giving them out by the "statue-system" would result in everyone having the same addons. We believe there are already too much outfits/addons obtainable in quests that you could see everyone wearing at certain levels (jester and pirate outfit for example). Addons are suposed to be unique and a product of hard work. We are still thinking about how to keep this idea with reducing the grinding aspect of gathering products. Issue about some players leveling ahead:- Hunting with shared experience will grant players a 25% bonus experience boost. No bonuses will be added for different vocations in the party, like in Tibia. - This issue will be reduced, but is still unsolved. We are still looking for ideas on this matter. Again, thanks for your input, and keep the ideas comming! Seems good so far, thanks for the update headed towards us. Even though I still think trainers should be removed completely, I like the fact that you atleast nerfed them by a big amount. Picking up multiple tasks at the same time sounds good aswell, since we're expecting a lot more people to play than before, so this won't cause overcrowded spawns and/or people falling behind because they can't complete tasks. I think you should keep the addon system as it was, people should be spending a lot of time on certain addons, just to make them stand out. About the party experience, I don't think a boost in experience was needed, but hey if that's what you decide so be it. I was leveling at an insane rate on my knight or druid if I pushed it, especially when in a party with others. I don't think this has to be boosted as much in the higher levels, it could be considered at the lower levels to encourage party hunting though. I disagree with most of Tropez' arguments and idea's, but the fact that I leveled from 8-60 on my knight, doing everything untill the Hydra task by myself showed that party hunting wasn't as advantageous as it was on the higher levels. Perhaps you could have the bonus fade away the higher you are, resulting in no extra bonus at level 100~120 or so. Looking forward to the relaunch, will be there once again.
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Post by pagani on Aug 8, 2014 15:35:54 GMT
25% boost for shared exp is good, it's still low but ok. It's even lower then real tibia if ur with 3 group hunting. For me a bit higher would be perfect but ok, I know there will always be ppl who prefer a lower exp rate while others prefer a higher. So I'm ok with it. Party hunting should be encouraged!! -- too bad about the light hack, I thought maybe there was a small chance cuz they made their own client. And they could remove the brightness adjust bar from the options menu xd -- increase the idle time to 20 minutes, would be way better than 15
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Post by vali on Aug 9, 2014 13:27:52 GMT
only my thoughts - Rework players depo market
Make a list of all available offers because now we have to search for a exact item and see if someone is interested in buying/selling.
Make knight more physical then magic voc. 70% dmg by knight is done by combination of exori/gran/min/ico. It's a tank and 80% of his dmg should be done by weapon. Maybe replace healing potions with uhs.
What do you think about creating a new rune system? Implementing new runes or changing existing ones to be usable only in dungeons. These kind of runes you would have to make with spells and spells would have a cooldown (it's for not making em with mps). Make sets and give them bonuses. e.g.
Mage dps set - gives +2mlvl and increase dmg done by 15%, higher dps spells mana cost Mage healing spell - faster mana regeneration, lower healing spells mana cost Paladin holy set - increase dmg done by holy by 70%, decrease dmg done by weapon Earth tank set - reduces 90% of earth attacks These are just examples and it should be more balanced
Amulets and rings
Make them more charges and create new ones Same with arrows.
If there're sets then bosses/dungeons should be reworked like maybe doing some dungeons unable to complete without proper set.
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Post by Storm on Aug 10, 2014 20:09:09 GMT
Start the new season plx Got exams in 2 weeks :/
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Post by Eternum on Aug 15, 2014 0:37:07 GMT
If you're anything like most of us, life is busy. I'm not trying to about anyone, but is there any timeline on the completion and startup of season two? Really missing the server right now!
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Post by Rostafec on Aug 15, 2014 7:39:01 GMT
Yeah, just bring the server online You can add more map/spawns while we are playing...
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Post by GM Darkstar on Aug 15, 2014 20:44:08 GMT
Time for some news: - As we already mentioned some time ago, Frisiga will be a huge continent, focused on RPG, but without forgetting the hunting spots for all level ranges. Players will be given the choice to go either to Frisiga or to Tindra after escaping Carlin. A questline will be developed until both questlines merge into Sarlin Society's main storyline.
- Also, after a deep analysis, we have decided that field spells (e.g. fire field rune, energy wall, etc) do not fit into the game and we have therefore removed them.
We don't have any timeline for server release yet, but we can guarantee that we're putting a lot of effort into having the best server for you as soon as we have enough content to be released. Thanks again for your help!
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Post by Rostafec on Aug 16, 2014 0:05:04 GMT
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Post by Afflicted on Aug 16, 2014 6:19:12 GMT
I believe you misread what was stated. No FIELD spells meaning like Fire Field or more an issue Fire Bomb and things of that nature. (I'm assuming because you can easily block monsters paths with them.) Not magic wall.
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