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Improving silver income

Discussion in 'Suggestions' started by loboram, Jul 15, 2019.

  1. loboram

    loboram Respected Member Forum Legend

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    Hello again GamezBD community, I just had a small idea on how to improve the silver income of "active"-players:
    If it is not too difficult, then all that is needed is an overall Monster (NPC-MOB) boost, and of course a similar reward increase.

    Reason being that I remember back in the day (long time ago), the first time I tried this game out, I actually had fun in Olvia trying to kill those cute grass-beetles, but it was actually hard and I took quite a bit of damage. Nothing life-threatening mind you, but it was quite fun to get to know your character straight out the intro-screen so to speak, compared to how it became no more than 6 months later; laughably easy to the point of wondering why they kept that quest or any of the beginning quests really.
    The starting gear was really bad and it was obvious that you needed to upgrade your weapons and armour, which is extremely far from apparent now-a-days where even without either equipped you can still kill left and right (actually not tried but sounds feasible) due to the horrible downscaling of the monsters there.

    So in order to sum up; Increase overall power of ALL monsters (level,AP,DP) as well as provide them all with an additional drop of just silver, now that characters can carry several millions without being slowed down, perhaps even some mystery item added to the loot-table (GamezBD special feature).

    I do not mean to make the game even harder on newcomers, but seriously the few players I have managed to invite over from "Retail-version" have all laughed at how insanely easy ALL the game progression is up until they reach Mediah, even without "power-leveling" sticking to the story line (BlackSpiritQuestline) they find the game entirely too easy and almost without challenge, only to be hit in the head once they arrive in Mediah being killed several times just trying out Manes due to their gear being horribly outmatched for that area of the gameworld.

    In conclusion: The easiest way to avoid this happening as well as increase the silver drops for Actively-playing people, would be to just increase the power and reward of ALL the monsters in Balanos, and Calpheon. It should not be Very difficult but just difficult enough so that players NEED to increase their gear as they progress through the game following the storyline, while actually gaining the amounts of silver along the way to get their new gear :)
     
  2. strashiner

    strashiner New Member

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    If you want more active people
    add better quality of life changes. Loboram you should vouch for these things.
    as i type gamezbdo na is silent
    my worse fears have been realized.
     
  3. loboram

    loboram Respected Member Forum Legend

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    What an ominous statement..."NA-server is silent"...sounds like the intro to a horror scifi movie, like "War of the Worlds".

    I am sorry to hear that you feel like the NA-server is no longer as populated by active-players as you perceived it to be at an earlier date. The thing is that players come and go, this is after all a private-server which has its drawbacks such as people leaving whenever they feel like it because they do not feel like playing anymore, because the game isn't what they thought it would be, or just because it is not "easy enough" to get to the "good part" where you have everything and need not do anything else in-game.

    I am not quite sure what you mean when you say "quality of life", since that statement varries WILDLY depending on where in the world you are.
     
  4. Carez

    Carez New Member

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    Hmm interesting concept. My comments are for discussion.

    If you buff those trash drops then only the players that can hold the best grind spots will benefit really. You will still have a situation where "some spots are better than others".

    I don't believe GamezBD would increase the silver drops or the white drops tho. They want players to buy premium as a significant benefit of this is the ability to filter out silver and white drops, leaving you with only green-yellow drops. Then you go to places where you outgear it significantly and just blitz it for the best drops. Example: Desert Crescents on premium and overgeared yeilds more silver/hr by removing white/silver drops using premium and blitzing down the mobs as fast as possible for the scrolls/bmc/blackstones/crescentrings. Same thing with other locations and I can attest to this. Scenario should be the same for premium players doing SD at cadry/iron-mines too where they disable white/silver and blitz mobs within range of eachother for green-yellow drops. And this whole process feeds into players fighting over and contesting grind spots which is how the game was designed.

    I personally don't want a buff to white/silver drops unless they remove the gear filter from premium (but please don't do that either). The reasons are...
    1- Global Buff mob drops in a way that makes grinding "Mains" or "Catfish" valuable. There isn't enough world pvp already, so making more spots valuable spreads players out. Game will feel more dead when you don't find them out in the same field.
    2- If you only buff silver/white drops at "specific mob locations" then we're in the same boat that we are today. People will still only go to those specific locations for grind money and they will complain when they can't grind from it being too contested.
    3- If silver/white drops are buffed, then turning off the filters and more casually killing things so your pets can pickup all the loot seems boring to me. Currently, the only time I turn on white/silver drops are when im fighting mobs I can't 1-hit when rampaging thru, AKA (some Kama mobs/Ahkman/Hysteria). So the game will definitely become less fun when I have to wait around a little for my pets to pick everything up. Same thing could apply for SD groups potentially.
     
  5. loboram

    loboram Respected Member Forum Legend

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    Dear @Carez while I value your input and (it seems) thorough investigations, I cannot help but notice that you have fallen prey to this idea that there is only "one-way-to-play", mainstreaming gaming is pretty much the death of gaming. Not everyone will want to play as you do, and to that effect I would have to contend a few of the things you have said in the previous post:
    1. At no point did I make a case for increasing the "white loot" globally, if you go back and read my first post you will get what I saying. Also why make it an absolute thing that you would HAVE to fight over an area where you are "grinding"? There is absolutely NO incentive to do so in-game, no game-mechanism will reward you for killing off another player who just happens to be in the area as you, quite the contrary, you get minus karma. Some players actually like that they can feel free to be in the game-world without being "bothered" by other players.
    2. As I have just said, at no point did I say increase "white loot", and those areas which I wanted to increase make perfect sense to increase as they are empty pretty much always, as the game is now. Olvia grass beetles, Imps, Velia Goblins, and so on...Loads of "mobs" that could add to the enrichment of the game as a whole where particularly new players would experience the game progressing with a somewhat understandable curve of gearing.
    3. This just bothered me, because it is based entirely on what you want and what you do, as if that is the ONLY way to play and that EVERYONE thinks as you do, making the game BORING if you would have to wait 2 secs more than usual. Sorry if this is not what you want or think is the best, BUT there are more people on planet Earth than just you.

    So in order to sum up:
    NO, I did not advocate for increased "white loot" AT ANY TIME! (only silver drops).
    No, I do not think that ANY game only has one-way-to-play, which is beyond stupid to think.
    No, I do not think that it is INTENDED to HAVE to buy premium.
    No, this game was NOT made so that EVERYONE has to PvP ALL the time! (Action-MMORPG, NOT MOBA)
    No, I do not agree with you that just running around like someone on stimulants and killing anything that gets in your way is a good thing or something to aspire to.
    No, I do not think that you read what I posted as the first post, if you had maybe your answer would have been different.

    So all in all, please go back and read the first post, I do think you might come to a different conclusion if you made remarks to what I actually wrote in the first place instead of just making up stuff.
     
  6. Carez

    Carez New Member

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    @loboram I think you misunderstood me.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    TL: DR
    1) I never said you had to play the same way I do.
    2) You suggested buffing monster damage and silver drops, which would most definitely impact the way I play the game, and the way a significant number of people play the game. I have given several resasons why this would be within both my replies. If you're interested, I can explain further.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    When I read your post, I realized that you stated increasing the AP/DMG of mobs and buff their silver drops to compensate. Based on your suggestion, which wasn't bad, but I don't think you know how this particular server works especially with its smaller population than retail. Remember, this was all for discussion.

    The point of your 1st thread was "how to improve the silver income of "active"-players:" And to do this you stated that mobs should have their AP or Damage buffed, and in turn have their silver drops buffed.
    You want to change how the game works by a significant margin. If you only increased monster AP/DMG by 10%, thats not enough to be noticable. So it would need to be 30 - 100%. Low level mobs would only be tough to your 1st character if you're new to the server. End-game mobs would be much harder. Did you know that Players and NPCs/monsters have 100% accuracy to hit eachother? Have you fought against bosses or end-game mobs that like to knock you down repeatedly (or try to)? On this server, monsters already hit harder because they have 100% accuracy against the player. Buffing their AP or Damage in general is not smart unless they remove the 100% accuracy changes. I completely disregarded this because it was irrelevant really, as your point was "how to improve the silver income of "active"-players:". The focus was on silver, not "How to make the game more fun in my view". Because thats what you're really getting at by saying "Lets buff monster damage and get more silver from them at the same time".

    Now, since I disregarded the monster damage part, and went to the core concept of silver generation, I looked at it as follows...
    Silver drops could be buffed either 1) increasing direct silver drops or 2) increasing/buffing white drops. Either way the "drop" readily converts into currency for use however you want. You stated "that characters can carry several millions without being slowed down" but we get free pearls that you can use to buy a tent from the pearl shop, and or you can take a horse with you everywhere. So weight from white/trash items is a non-issue. That's why I was saying "silver/white drops" in specific circumstances.

    I use basic reasoning with understanding the game and the benefits on this server to figure out that buffing monster DMG is a bad idea with the 100% monster to player accuracy and that both raw silver and white drops essentially become the same thing when you think about it, even though there are nuance differences.

    Now, since you quoted me, let me also quote myself a few times and break down the statements again so you can understand better.

    "1- Global Buff mob drops in a way that makes grinding "Mains" or "Catfish" valuable. There isn't enough world pvp already, so making more spots valuable spreads players out. Game will feel more dead when you don't find them out in the same field." - I stated "global drops" to encompass everything. White you only talked about silver, I wanted to ensure I got this topic out of the way for the reason I specified of "Game will feel more dead when you don't find them out in the same field". Even if all you did was buff silver drops and buffed monster AP, catfish would still never be viable over mediah locations but even then, but its possible Sausans would see a significant return and we would never want that as it would spread out players in the open world more, making open world pvp occur less. Please understand, this is an open world pvp game. This was its design. I am not forcing you to open world pvp, but open world pvp was how this game was designed. Making open world pvp occur less, would do more damage to this particular server than good. So, since "global buff to mob drops regardless of item or silver is a less desirable idea" based on game design then we can move onto my point #2.

    "2- If you only buff silver/white drops at "specific mob locations" then we're in the same boat that we are today. People will still only go to those specific locations for grind money and they will complain when they can't grind from it being too contested." - I stated "Silver/white" drops at "specific mob locations". Because global buffing of silver or drops is a bad idea, then what if we did it to specific areas. The best areas of the game are the places where people can earn the most silver/hour possible. Not "raw silver" but "earned silver" thru the combination of everything you get while grinding. If for example "Bashims" or "maines" experienced direct silver or white item buffs/increases making them viable for some strange reason, then it would either A) cause a scenario like above in comment #1 - thinning the players out across the world or 2) change where people grind for the best money/hour possible. I don't see this happening as it will not be healthy for the game long term. The "mains" should always be a lesser silver/hour (money/hour) place to grind than Desert Crescents, and then Desert Crescents should always be less money than Aakman (just using them as example).

    "3- If silver/white drops are buffed, then turning off the filters and more casually killing things so your pets can pickup all the loot seems boring to me. Currently, the only time I turn on white/silver drops are when im fighting mobs I can't 1-hit when rampaging thru, AKA (some Kama mobs/Ahkman/Hysteria). So the game will definitely become less fun when I have to wait around a little for my pets to pick everything up. Same thing could apply for SD groups potentially." - This statement did assume 2 things. A) that some people pay the people who run this server for their services and b) that I personally find waiting around for my pets to pick up loot to be boring and that it applies to SD groups too. For the premium package which allows you to adjust your drop filter, I know not everyone has premium. You can totally play this game without paying the hosts for their services. However, there are many people who do. So simply buffing silver drops regardless of how you do it would be a detriment to those who turn off the trash and silver drops. I made a stetement about how its one of the aspects of premium that gets people to buy it. My statement wasn't that you should or shouldn't have premium. You can play the way you want to with/without it. And then for my personal preference of game play speed, I still think it would be boring to kill a pack of 6-8 mobs, and wait for my pets to pick it up before moving on. So would alot of others. But I am sure there are some people who don't like fast paced game play. They don't have to buff silver drops in order for you to kill 6-8 mobs, and stand around waiting for them to loot or for you to bend-over and help your pets loot. You can do that today if thats what people like to do. But buffing silver drops that causes the negative things to happen from comments #1 and #2 would not be a benefit to the game.


    In closing,
    You can still make decent silver silver/hour or money/hour however you want to break it down at places that aren't super camped. I get that you want this game to be different than it is currently, where each mob is tough and rewarding. However, this is not how this game was designed when you look at the monster density and how this particular server is configured. Alot more would have to be changed along with a monster damage buff, which then in-turn buffs their silver drops.

    Thank you for your time.
     
    Last edited: Jul 20, 2019
  7. loboram

    loboram Respected Member Forum Legend

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    Hello again @Carez first up, I am sorry if what I said seemed aggresive towards you personally, that was NOT my intention. Secondly you are still misquoting my first post: Globally increasing "mobs" has NEVER been my intention.

    "What WE want"? Once again I am going to attack this notion that there is only one-way-to-play any game for that matter, that is delusional, thinking that ALL the people on planet Earth prefer to play in the manner you have described. Also the game was marketed as an Action-MMO-RPG, not an "open-world-pvp game"; that comes entirely from those people who are arrogant and ignorant enough to think that their way is the best and only way to play.
    Yeah exactly what I was on about earlier...just because you do not like it doesn't mean that it is a bad thing for all the rest of the players. So you are actually NOT able to speak for SD-groups either, just what you and some delusional people think is the best and only way to play.

    For clarification:
    Increase the AP/DP (perhaps level) for "mobs" in the starting areas such as Balanos and Calpheon, since these areas are mainly empty as it is, and rewards increased with pure silver drops since completely new players have NO pearls with which to increase their inventory (reason to NOT make it "white loot"), and because now players can carry up to 100 million silver (not quite sure about the amount) without weight penalties.

    This will have NO affect on the areas that are already very well contested, Mediah and beyond, but it would increase the sane and reasonable progression of gear which the game was Designed with (Original Korean Retail Version) which makes sense to players with some sort of thinking ability, when compared to how things are now: No need to improve gear until you hit level 50 and have to fight the first "real" boss for level progression, and then again once you get to Mediah where the starting gear in Entirely too low.

    Hope we are seeing eye to eye now, not misquoting my posts or intentions :)
     

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