- Joined
- Sep 28, 2010
- Messages
- 26
- Reaction score
- 5
Dear Community,
I'm tired of not a single no-reset server offer the difficulty and fulfillment of a progress I had on webzen server more than 10 years ago.
As I might be biased to my own ideas, I'd love your honest opinion on the concept and whether its worth pursuing or not.
This is a short version describing key differences of to default configuration.
It only covers differences, but does not explain the reasoning behind.
For a full version please see this Document
You can view the same text available on
Philosophy
Relevance - Challenge - Economy
Relevance: all game content has to be relevant, at any level. No rush to the maximum level.
Challenge: struggle and fulfillment in killing each monster or completing event.
Economy: control inflation, and ensure key economy assets are valuable. That is Zen, Jewels.
Relevance
Step by Step progress (Stages)
Each stage is to approximately take one to two months for players to complete.
Stage consists of: a globally forced limitations on level and features. In order to complete stage a common goal has to be achieved.
Benefits:
First Stage
Exp Rate: 0.7x. Maximum level 100. Expected time 1 month.
Highest available location: LT5, Atlants 3.
Objective to unlock next stage:
Second Stage
Exp Rate:
Consecutive Stages
Other stages to follow the same idea as above.
Other improvements for Relevance
Challenge
Economy
Please share your thoughts either via comments, RaGEZONE forum, or directly contacting me.
If you find this setup interesting, please have a look at the full document.
I'm tired of not a single no-reset server offer the difficulty and fulfillment of a progress I had on webzen server more than 10 years ago.
As I might be biased to my own ideas, I'd love your honest opinion on the concept and whether its worth pursuing or not.
- This is NOT an advertisement of a server
- This is NOT seek for team
- This is request for comment on the concept below
- This is a list of ideas you might want to add to your server too
This is a short version describing key differences of to default configuration.
It only covers differences, but does not explain the reasoning behind.
For a full version please see this Document
You must be registered to see links
(comments enabled).You can view the same text available on
You must be registered to see links
(with markup and better formatting)Philosophy
Relevance - Challenge - Economy
Relevance: all game content has to be relevant, at any level. No rush to the maximum level.
Challenge: struggle and fulfillment in killing each monster or completing event.
Economy: control inflation, and ensure key economy assets are valuable. That is Zen, Jewels.
Relevance
Step by Step progress (Stages)
Each stage is to approximately take one to two months for players to complete.
Stage consists of: a globally forced limitations on level and features. In order to complete stage a common goal has to be achieved.
Benefits:
- Increase lifespan of the server
- Make each content level relevant (no blind chase for 900 level)
- Linear progress. No 0-200 in 1 day, and 300-400 in 30 days.
- All Set Tiers are relevant (instead of only latest - Bloodangel or whatever)
- Reduce the gap between players, keep them in a competitive range.
First Stage
Exp Rate: 0.7x. Maximum level 100. Expected time 1 month.
Highest available location: LT5, Atlants 3.
Objective to unlock next stage:
- 20 players to reach 100 level.
- GM Supervised event.
Second Stage
Exp Rate:
- 1.2x 100-150 level. To maintain linear progress curve.
- 150 level maximum.
- 1.8x for 0-100 level. To help new players catch up.
Consecutive Stages
Other stages to follow the same idea as above.
Other improvements for Relevance
- Higher tier items to require approximately same level as monsters it drops from.
- Items that monsters drop to be the source of basic equipment.
- Excellent and similar items to be very rare.
- Remove Boxes with great items from global drop completely (excluding bosses / events).
- Competitive equipment is a must to fight same level monsters, PvP, events.
Challenge
- Potions being sold at 3x per stack. No 100x stacks.
- Warp require significantly higher level. That is, if you want to farm Dungeon2 at level 40, you’ll need to warp to Dungeon1 and walk on your own.
- AFK Farming worse than “online” farming: walking around the map. Visiting events will yield even more experience and drops.
- Event locations to have higher experience rates.
- Events require teaming up and ideally Energy Elf in order to succeed.
- Golden Invasion need teaming up. Tank and a healer (EE) are likely needed.
- Agility to provide more defense.
- Vitality to give more health.
- SD fully disabled for PvP - relying more on defense (gear + agility) and maximum health (vitality), instead of damage alone.
- Final PvP damage to be reduced to compensate missing SD - to avoid 1-hit deaths.
Economy
- Single account per person.
- Warp to be expensive
- Shops to be stripped from all custom stuff. Only a few sets with +0 (no luck).
- Only basic spells in shops.
- Zen to be in a demand.
- Trade limit on items can be traded to fight inflation.
Please share your thoughts either via comments, RaGEZONE forum, or directly contacting me.
If you find this setup interesting, please have a look at the full document.