• Content count

  • Joined

  • Last visited

Everything posted by Lesley

  1. Adena & Progressive Gameplay

    Very good idea.
  2. Adena & Progressive Gameplay

    Perfect for me
  3. Adena & Progressive Gameplay

    In my opinion this would work as long as I could see that killing a B graded guy relative to my actual gearis worth low adena before I kill him. Same in the opposite way: newbies can see in advance that gathering to kill a geared player is very adena-worthy
  4. Adena & Progressive Gameplay

    This would be solved when adding enchant to the money-gear balance, since a dagger with +6 full BW could be worth as much as a mage with DC set +0. Consider also boss jewels and tattoos, enchanted stabs counting in the relative adena drop.
  5. Adena & Progressive Gameplay

    True. But in my opinion these % should be translated into explict number that can be seen in battlefield. Our current system needs to be improved from grade only to enchants and boss jewels. Ranks the way it is now would get too much complicated to mess up with yea. Just the adena drop would be enough. But dream is adena drop = rank = gear balance. Dont agree. Player is worth X adena is Xa drop for 100/100 doesnt matter attacker. The big thing is how much ur worth?
  6. Adena & Progressive Gameplay

    Sorry guess i went too deep. Anyway, most important part about that text is: dont break players expectations. Easy example is when A is free. It also creates time-inconsistensy problems like this u mentioned "I will play when A goes free" "I will play when adena rate goes 30x" - Wait, whats the difference anyway? It is just soft and continuos instead of 1 shot prices to 0. In my opinion we should stop making stuff "in case" of population drop and start making stuff to prevent population drop. Daily/weekly/montlhy loginbonuses and quests, whatever, exp rune, adena rune everyday for couple hours.Gear-based adena progression from own players, which will drop more as server develops. No need for exogenous random change to know-who level on adena rate, let it change alone to adjust the balance. I guess progressive gameplay should say bye bye and endogenous progression take the place.
  7. Adena & Progressive Gameplay

    There is no need for inflation here. What I learned from economics is: if you are not right about what you are doing, do nothing and let the system reach equilibrium by itself. Emerald is no central bank to have accurate control of themonetary aggregate (adena supply) all time unless u want to introduce “ovc interest rate”. I leave you with some economic lessons: Economic theory of inflationInflation has many impacts:– Inflation erodes the standard of living when price indexing of income is lagged.– Producers have the costs of reprinting prices.– Unexpected inflation redistributes resources from creditors to debtors.– In times of surprise inflation, people may spend resources in gathering information on changing prices.Inflation is stable (or in equilibrium) when the growth in the money supply is equal to inflation and inflation expectations. For example, if inflation expectations rise, people may bargain for inflationary salary growth.Economic theory says that in the long run, unemployment is independent of inflation. This relationship is known as the Long Run Phillips Curve (LRPC). Long run unemployment is also known as the natural rate of unemployment and it is determined by demand and supply in the labour market. Those who are unemployed at market wages contribute to the natural rate of unemployment.The Short Run Phillips Curve (SRPC) depicts a negative relationship between unemployment and inflation. The relationship can be negative because of ’sticky prices’. Prices can be sticky if producers have periodic price lists (menu costs) or if nominal wages do not move downwards (sticky wages). The position of the SRPC is determined by inflation expectations and intersection with the LRPC gives the long run equilibrium. Figure 1 shows that higher inflation expectations lead to higher inflation (in the long run).
  8. Adena & Progressive Gameplay

    Should incloud: level changes, base stat changes (dye, augment), skill changes (enchant, clan, augment) andgear changes ( grade, epic, tatoo, enchant)
  9. Adena & Progressive Gameplay

    The thing is if u introduce this system and leave it to maximum 10 rank which would yield 10 adena on death at full S enchanted gear and 1 adena to +0 starting gear the system gets limited. If you want to make it right it have to be sensitive to small gear changes like a new jewel, a +1 enchant, a +1 enchanted skill , to having clan skills etc whatever makes the pj stronger than the relative starting gear/skills. In my opinion if this system is well implemented there would be no need for adena rate change over time, since own players will set the adena rate. Newbies wouldn’t be focused a lot, as noted, older players would give extra money for the gear they wearing and that’s GG. I don’t like a lot this idea of changing stuff during the season, would it be on shop prices or adena rate.
  10. BadHombres

    Not really a surprise but... we'll play here with reduced staff. Everyone who I know from past seasons is surely encouraged to play with us along the season, just drop a pm here on ingame and we'll talk. I (we) expect no more than decent choices from every and other clan, since this time we gonna join chaos and there we will remaintill the end. I wont fck my clan to balance server, this is what i meant to say. Cya soon noobs
  11. BadHombres

  12. Adena & Progressive Gameplay

    I think a good way which i see in servers is to make the adena drop according to the gear the player have. So if u +1 enchant ur armor u give 1 adena more, if u buy and equip higher grade u give X adena more. This way gmshop are static and adena drop is changed accordingly to balance gear wise This would mean in a way come back with the old ranking system to 100 lvl more
  13. About next server - H5?

    Thank you for your words, only the wise can get it!
  14. About next server - H5?

    Im up for h5 season too. Tho HB chronicle would be already enough. BUT considering the gve server “market” atm I guess Interlude is better.
  15. [Interlude] Future Plans

  16. [Interlude] Future Plans

    Im scared. Sorry my mage friends but u already got +1 -1 enchant now dynasty... gimme my interlude shadow step.
  17. [Interlude] Future Plans

    I really agree with this diversity thing, its pretty important. Despite what u say, in my opinion adding dynasty is needed, or at least is worth the test. Im no huge fan of custom sets, but as server grows its very boring to be full S and stuff and have nothing else to do besides enchant stuff. So having a set will make people have objectives for longer. OR S could be just super-duper hard to make at the point people will make overenchanted B's and A's before even gathering the mats for S. As Isaid before, there would be no need to add another "step" (Dyn Set) if u just make progression of existing stuff slower. The introduction of a custom set have to be very careful planned, since alot of people dont like it and if made wrong can even deepen our problems (hi Golem Stoneheart!). Really Ihave my best wishes that this January rebuild will work out, we were needinglong agofor this to happen.
  18. [Interlude] Future Plans

    Finally aden siege will get what it deserves... About progressive I dont know if starting A to Dyn is much different from B to S. I liked starting C grade, the deal back season is items became free way to fast. Guess i'll have to see it live Liked the coin system, the less currencies we have better it will be to regulate the market. Ty emerald for hearing the players
  19. And A Haaaapy New Year

    happy new years all now going to bizness: when new season? enchant will be kept +1 -1? waiting for news!!! @Emerald
  20. Emergency occurs!

    Yes you are right, target is Yamada indeed.
  21. Siege, Castle Events and Territories

    There was this faction project I played with some people from here in the beginning of the year that was based mostly on PVE and faction lore. @Scaretactic@Luffy It was amazing in some aspects, ofc the lack of PVP style make it end quick. There was Elven village, and the faction territory and D.Elf village and their territory. Also neutral zone. For a week of PVeing we couldnt really enter neutral zone so we couldnt see people from other faction to see their gear or LVL, or even know if there was any in our level. From that server i have the idea to make open map here. What if PVE zone was actually a fortress in the middle of some territory or neutral zone? What if bosses could spawn there? What if the castle clans fight for is the one in the middle of it? (and controlling it previously gives alot of advantages in taking it - this is where clanless people participate on siege cause in the end, the map is open) This also would be good in the start of season, splitting people would reduce lag etc
  22. Siege, Castle Events and Territories

    Wonderful idea. Maybe a cool thing would be making open world. Instead of spawning everyone on schut and make events, put each faction different town and make territories the thing we fight for, instead of winning maps or being top kills In my opinion in the moment the server would be turn into open map with some kind of this "lore" which in my example is based on territory fights between factions most of problems like siege, Olympiad, boss system and progression could be reworked
  23. L2 OvCnomics

    Hi there family. I'd like to bring the discussion about the life-cycle of the interlude seasons and the factors the influence it in a positive or negative way. For those who play here a long time, its clear that there is a failure somewhere in the system that makes the population drop hard mostly in the end of the 1st week or beginning of the second. These issues for me are no more than failure in the economic system. Either it didn't got enough developed along with the other things such as class balance, map diversity etc or it was never the ideal setting in the 1st place. Many people have already wrote on these subject along the years, giving suggestions or even raging on forum. Everyone that takes a time in their life not only to play server but to help with its development should be appreciated. For most of the old players, OvC has become a main event along the year, not only because its amazing scheme but also cause of all the friends and funny/amazing moments it creates. My question to all of u: Are u satisfied with the things the way they are now? Is this cycle possible to be broken, or delayed? Things said, the main idea of this topic is to talk about the pros and cons of some server features like : progressive gameplay,current enchant system, relation between clan organization and faction balance and the raid boss/ raid jewel system. Not only that, known server-side issues like geodata bugs, critical errors and FPSlags are obvious reasons behind population drops. - Progressive Gameplay For those who dont know progressive gameplay is a system where the prices of items in GMShop drops continually until becomes free eventually based on the sales/purchases of the next upper grade. Theoretically, it would incentive new players to join cause now they can fight with better gear. I see two failures in this system. 1 - If the grand majority of people will join in the 1st week, and most of the people in L2 world dont like to join a server that has been going for alot of time - being it pvp server or not - the negative effect of break on players past expectations about the gear value makes more people to quit in total than the effective incentive of bringing more people to play. Example: A becomes free, 10 players that had bought A decide to quit, while 5 new players join the server. 2- Despite in the 1st moment it looks like a system to benefit new comers, it ends up benefiting those who already play alot, since they can buy their rbjews and just wait for the items to come free. - Current Enchant System and maximum enchant levels Atm the enchant system based on blessed works like : If u fail, the enchant goes one level down. If u succeed, it goes one level up normally. This was done initially (in my POV) to stop people from quitting because of fail enchants. Despite that, this system created a larger inefficiency than the one it was supposed to fix. For the reasons: 1- Easier enchant system makes people reach their "dream gear" earlier, not only making them get more bored faster but also making their victims more bored faster. Incentive the class unbalance towards those who directly benefit from higher enchant weapons, like mages and archers, making most of people vote in big maps even when the population is low. Sum of this effect is surely to be more negative than 1 or 2 emo QQ cause of weapon breaking. 2- +16 weapon should be a hard thing even for the most skilled no lifers around here, not a thing that is surely gonna be reached in a time or another. People should be recognized for attaining this goal, and maybe applying the retail enchant system from +12 to +16 would already be enough. - Relation between clan organization and faction balance There is a trend among the classic clans here to play on Chaos faction. This is a movement that happened along these years and I cant really explain why. Mostly because from the strong clans we used to have in Order only one remained till today, while many other clans developed and flourished in Chaos in the recent past. In this case, theinefficiency is not created by the server structure but could be avoided by making some Leader access part on forums where clans who apply for it get like idk, lv 3 clan in the season opening but is subject to play in the administration-chosen faction. I dont really have to explain the effects of this unbalance in the server development. You can just check the current wins from maps, bosses and mini to see that clan/faction unbalance is a determinant factor of the server quick population drop. Also in my opinion ELO system should be reworked. It is not providing accurate balance in maps. - Raid boss / Bossjewel system Raid bosses are one of the most important systems in any MMORPG game and in fact L2. Leaving it as a random spawn takes off one weapon of the server administration to control the amount of online people in certain days. Just as I said before, you could leave all epics dead in the opening and manually spawn them on 1st month weekends with correlate advert on forums and facebook page. Only open RB jewels to Gm Shop after all the raid cycle has been completed on the 1st month. TLDR: Anyway, im bored of writing. All these issues are certainly correlated between each other and the message i get from them is pretty clear: we need a slower gameplay progression in order to have a longer lasting server. Thanks in advance! LEL (:
  24. L2 OvCnomics

    I agree with everything u said mostly. Just to have it as a list: - Improvements that worked out well (2016-2018) - Continuous balancing of classes and PVPrelated issues - PVE Zone, party missions - Limiting of clan slots, not possible to form ally - Improved advertisement and media communication - Small things like adding the multi-kills and better scoreboard - Different maps like Castle vs Castle and MOBA Arena - Better map variety - Objective points and buff - Way to get noblesse / expert books - Fix of death match critical errors and crit errors in general - Limiting donations on 1st days - .... - Things that needs to be improved - Progressive gameplay - Enchant system - Grand boss and boss jewel system - Olympiad / Siege / Territory Status - Faction balance / clan balance - Geodata / FPS Lags / Crit errors
  25. BadHombres

    Gonna play this season everyone who joined before and still dont have discord feel free to pm! lel