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22nd September 2015 16:05:10 K-Zodron View post »
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24th September 2015 13:55:43 K-Zodron View post »
Deadpool
Player

Outfit
Pharos
Level 472
Ranger
24th September 2015 14:50:46 (Last edited 2nd November 2019 14:49:40)

Deleted
Mighty Balmor
Player

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Elysium
Level 406
Warrior
24th September 2015 15:33:15

Quoting K-Zodron:

- One or two more money sink ideas are needed (new high level dungeon with frequent rewards but expensive gold entrance fee? new type of potion from NPCs that helps with hunting? ideas welcome)
.


for me one of the few to do the demon dungeon 100 times, the real problem in dungeons is don't know the rewards exp: if i do a dungeon 100 times i'll win a legs, but no i need to do 100 times and pray to take a good item.
If we know the rewards more people i'll do the dungeons and 1h cd is too much maybe if you put a 30min or 20min cd.

I did a topic on the last update some time ago, I do not know if you checked .
http://www.zezeniaonline.com/forum/thread/14239/1
Enrage
Player

Outfit
Pharos
Level 157
Warrior
24th September 2015 15:55:09

Kz i strongly suggest u to think about the infinite amount of potions we can carry before making any mager changes to pvp dmg.
There are many things that could make it work such as potion belts etc, point is to still be able to make damage to someone even if alone or couple players.
I have nothing against the things u wanted to patch, it's not as important and urgent as pvp damage since we had it this way now for years and u don't wanna know how many ppl quit due to it.
But still.. good things to patch, i like that monsters will drop more frequently even if it has bit lower value.
Zelazny Majszcz
Player

Outfit
Pharos
Level 179
Warrior
24th September 2015 17:08:51 (Last edited 24th September 2015 17:09:51)

Quoting K-Zodron:
Good feedback from everyone! It makes sense that an ideal experience rate would be somewhere inbetween the normal-rate and speed-rate servers we currently have. Perhaps a new experience formula that would "simulate" a 3x experience rate would work well.

However, before making any changes to the experience rate or PVP damage I would like to quickly address the economy with some tweaks. For the next little patch I have considered the following changes fairly seriously, and would like to hear everyone's opinions on them - along with some reasoning, of course. The issue that I see at hand is that high levels have too much money, while low levels and possibly mages have a harder time.

- Adjustments to house rents, making some undesired distant ones much cheaper (250gp -> 50gp per sqm), while making more desired ones, like Central Ellaria, more expensive (250gp -> 500gp or 750gp per sqm).
- Adjust death loss recovery price formula so that it is slightly cheaper for low levels, and approximately 50% more expensive for high levels.
- Increase gold drop rate of some low level monsters by about 10%.
- Decrease gold drop rate of monsters between 700 and 1999 experience by 10%.
- Decrease gold drop rate of monsters above 2000 experience (excluding bosses) by 20%.
- Adjusting mage max mana from 15 per level to 10 per level and dropping most spells' mana usage by 1/3 (~33%).
- One or two more money sink ideas are needed (new high level dungeon with frequent rewards but expensive gold entrance fee? new type of potion from NPCs that helps with hunting? ideas welcome)

In the future we can consider making non-rare items more likely to drop, and decrease their NPC prices by the same amount (for example, 25% or 50%).


Don't like economy changes. First of all why make non-rare iteams more often drop and redruce their price? It make same income of players and will make weapons and armors easy obtainable and sell to npc only.

I do lots of task on big monsters and its very often gold are my only loot (especially on d ents) so lowering gold droprate is no need atm. In my opinion ofc, what i mean problem is no gold income but no way to spend it out.

I LIKE higer death loss recovery price i will even voute to make it 100% more expensive.

And i can give a nice money sink proposal for you:
People are mad of getting magic lvl(high lvl mages or me). Sometimes i want get noobchars to some ml and i must drink tons of vials and kilck same spell for hours, while rangers get their skills saying hi task collect yes. We need npc who will be able to corvet our mana in magic lvl. You go to him with 30000k gold and u get mana usage from 2000 mana ampule for your cash. no spells effects just pure ml. With some limitation ofc(100k per 3 days?),
Cara E Plomo
Player

Outfit
Pharos
Level 92
Ranger
24th September 2015 17:51:44

In my opinion quick rate reducement is not a good option. Players are forced to stop lvling just before exp rate falls. Then they create new characters. I dont have statistics, but I believe every second hogh lvl has another noob char 150lvl. They are demotivated to lvl. Because at lvl 150 when u die u lose 15mins of hunt. And at lvl 205 u lose 6-8hours.
I believed it would have worked better if exp rate would stay at 4x or something in everath. Then tere would probably be lvl 250. And those 150's would be forced to get 200 to actually resist top lvls. Also some bigger amount of frags for everath players. As these high lvls cant really fight with smaller teams.

And of course. Always working for new contents to motivate those power gamers. Maybe something fast with huge damage instead of paralyze and mana drain. Cuz these features doesnt make challenging. It makes either impossible or boring.

P.s. i dont play everath, I just want them to have something called fast rate instead of get lvl 200 and never pass "slow rates"

:D
Jarbas
Player

Outfit
Pharos
Level 18
Mage
24th September 2015 17:56:25

Quoting Zelazny Majszcz:
We need npc who will be able to corvet our mana in magic lvl. You go to him with 30000k gold and u get mana usage from 2000 mana ampule for your cash. no spells effects just pure ml. With some limitation ofc(100k per 3 days?),


LMAO
Jarbas
Player

Outfit
Pharos
Level 18
Mage
24th September 2015 17:57:51 (Last edited 24th September 2015 18:06:09)

please K-Z, don't kill this game. it's almost dead already, so please don't kill it.
tibia went through the same changes (potions on hotkey, pvp damage changes, non-trapping system) and ppl stopped playing
Jarbas
Player

Outfit
Pharos
Level 18
Mage
24th September 2015 18:00:28

Quoting Deadpool:
TAKE AWAY BRAVERY, TAKE AWAY RAISE, PUT ALL CHARS ON PLATON X3 THEN TURN TO STAGED EXP 3X, USE OLD TRAINING SYSTEM OR MAKE IT SO LEVEL IS MORE BASE DAMAGE AKA SKILLS TO LEVEL DAMAGE RATIO IS ALTERED!


perma ban this botter next time. including on forums, please
so retarded
Dancore
Player

Outfit
Pharos
Level 506
Mage
24th September 2015 18:29:41 (Last edited 24th September 2015 18:30:48)

I see a problem for pyros.

You will reduce mana by 33% that means in tank situations i need to mana 33% more often and 33% less double healing for me, that's pretty huge disadvantage what pyros will get once again.

Being high lvl pyro brings the benefit of having alot of mana, when we get hit at least we don't have to mana that often as on lower lvl.

While to other mages this wont matter at all, i don't get it why would this particular update be necessary.
Derp
Player

Outfit
Pharos
Level 252
Mage
24th September 2015 21:22:52 (Last edited 24th September 2015 21:24:38)

Quoting K-Zodron:
Good feedback from everyone! It makes sense that an ideal experience rate would be somewhere inbetween the normal-rate and speed-rate servers we currently have. Perhaps a new experience formula that would "simulate" a 3x experience rate would work well.

However, before making any changes to the experience rate or PVP damage I would like to quickly address the economy with some tweaks. For the next little patch I have considered the following changes fairly seriously, and would like to hear everyone's opinions on them - along with some reasoning, of course. The issue that I see at hand is that high levels have too much money, while low levels and possibly mages have a harder time.

- Adjustments to house rents, making some undesired distant ones much cheaper (250gp -> 50gp per sqm), while making more desired ones, like Central Ellaria, more expensive (250gp -> 500gp or 750gp per sqm).
- Adjust death loss recovery price formula so that it is slightly cheaper for low levels, and approximately 50% more expensive for high levels.
- Increase gold drop rate of some low level monsters by about 10%.
- Decrease gold drop rate of monsters between 700 and 1999 experience by 10%.
- Decrease gold drop rate of monsters above 2000 experience (excluding bosses) by 20%.
- Adjusting mage max mana from 15 per level to 10 per level and dropping most spells' mana usage by 1/3 (~33%).
- One or two more money sink ideas are needed (new high level dungeon with frequent rewards but expensive gold entrance fee? new type of potion from NPCs that helps with hunting? ideas welcome)

In the future we can consider making non-rare items more likely to drop, and decrease their NPC prices by the same amount (for example, 25% or 50%).



I really like a lot of the suggestions you've made.
I think a good money sink would be connecting something to brewing to make it more desirable, or even making brewing only supplies quite expensive from a shop (Maybe elsa or one that is locked behind a quest) of course this would then need an adjustment to the brewing system to make it more sought after skill.
I think another suggestion could be a NPC selling necklaces(Or some other kind of item slot/Item enhancement scroll) which would help with PvE content. (I.E Melee buffs/Magic buffs/Faster Regen/Higher Crit Power/Mana Steal)

I would really suggest removing or modifying some of the more "OP" spells in game, like RoP/Bravery.

As I've suggested before I think levels should be more valuable then skills (Would take away the massive imbalance from a level 50 with 90/90 and a level 50 with 50/50)
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