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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 12:48 pm 
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CeLL wrote:
so since you guys are talking about rates, how would you guys feel if they were simply 1x with sp not requiring farming???


ouch. 1x sp doesn't require farming at 100 cap? I mean, I read through, and see that it's ksro rates, so a lot less needed, but still...you really think 1x will not require any farming?

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 1:09 pm 
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GrindingEternaly wrote:
CeLL wrote:
Lypow wrote:
i wont play if the rates are 1x =/
i quit isro cuz of that lousy rate
and if you update to higher caps in the future
1x or even 5x will be a huge pain
and it will lead to more botters.

the rates arent the issue with isro its the exp and sp requirements. keep that in mind while realizing the joys of NOT farming.

You obviously haven't played isro at 100+, rates are an issue.
IMHO 5x would be perfect.

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whats the deal with people completely not comprehending things on this forum. same ges for the post above mine.


and @ mudkips (probably quib) i wasnt intending to spread misinformation, just trying to spark conversation about previously discussed concepts.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 1:19 pm 
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CeLL wrote:
whats the deal with people completely not comprehending things on this forum. same ges for the post above mine.


and @ mudkips (probably quib) i wasnt intending to spread misinformation, just trying to spark conversation about previously discussed concepts.

A.K.A. Troll

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 1:27 pm 
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GaRiTaX wrote:
CeLL wrote:
whats the deal with people completely not comprehending things on this forum. same ges for the post above mine.


and @ mudkips (probably quib) i wasnt intending to spread misinformation, just trying to spark conversation about previously discussed concepts.

A.K.A. Troll

if trolling means your reading comprehension is elementary and one wants to look mentally challenged thats their issue.

anywho, perhaps mr. kips would care to qualify his statement with an identity.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 2:24 pm 
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4x SP rates are required to completely remove farming, for some builds. 5x rates are required for others. Warrior/cleric and warlock/cleric come to mind.

With 1x xp, 4x sp, 90% of the players would complain about it being too slow. With 2x xp and 8x sp, it would be possible to reach the cap(60 cap) in a few days of casual play.

Just stating the clearly un-obvious. Don't need to be a member of staff to know what I just explained above.


Last edited by Mudkipz on Mon Aug 09, 2010 2:36 pm, edited 2 times in total.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 2:28 pm 
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Quote:
whats the deal with people completely not comprehending things on this forum. same ges for the post above mine


maybe some people troll in different ways?

(no trolling intended, I came in to the middle and misunderstood what you were stating, never mind, thanks, have a nice life)

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 2:47 pm 
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i can only hope sp rates will be 4x i dont care if the exp is 1x. some amount of farming will be required. but by no farming i mean not taking and eternity grinding with a 9 gap just to get propperly skilled. a simple example is a standard nuker model.

a lvl 60Ice/light nuker with all skills(both imbues + pointless cold skills) = 172,612


38,538 lvl 60w/ 0 gap
With 4x sp rates that’s 154,152
with this as a simple example, once can comforatbly make a decent character with a 0 gap. clearly there will be freaks that will want to max their mastery cap asap, people like should have to farm. even then, it wont be a crazy amount of farming.

Lvl 60Ice/light nuker with all skills 172,612

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:04 pm 
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You can't completely remove sp for all builds, either one won't have enough sp on a 0 gap or one will a ton of extra sp. Though making it so farming 500k sp isn't required is great.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:13 pm 
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bla bla bla
i just wanted to troll cell!

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:20 pm 
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^^ have fun trying
and @ nick, im not sure i have ever met someone to complain about having too much sp. especially considering that theres gonna be a bunch of people who max like 5.5 trees at the 60 cap n shit. then theres the work and or cost of deleveing masteries. i dont think too much sp will be a problem.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:20 pm 
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I think they shouldn't completely remove farming
something like 5x exp & 10-15x sp would be fine by me.
Like the original 13x - 17x with premium they thought about a looong time ago.
I understand a lot of ppl will find these rates too much, but without botting and with a cap that will eventually be 100-120 I think that's a good rate to be grinding at.


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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:23 pm 
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exp is probably going to be 1x (maybe 2x if we touch the right people in the right places)so get the idea of 5x outta your brainz.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:44 pm 
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Yeah, I don't care if it's 1x xp rates, the SP for me is the biggest problem. A balanced middle ground should be the goal.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:54 pm 
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Farming should be a part of the game.. that's all I can say about it..
what's the challenge in going 0gap all the way, the gap system was created for a reason


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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Mon Aug 09, 2010 3:57 pm 
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to force feed joymax money. just like the unfair exp requirements of isro.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Tue Aug 10, 2010 12:03 am 
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Well, I didn't say anyone complains about too much sp. You know what, nvm about what I said about too much sp.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Thu Aug 12, 2010 7:11 am 
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GrindingEternaly wrote:
You obviously haven't played isro at 100+, rates are an issue.


Haha, rates were an issue for me at Lv. 50.
Shit was horrible, if anyone thinks otherwise, then you have played too many rpgs. :P

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Thu Aug 12, 2010 10:53 am 
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Kraq wrote:
GrindingEternaly wrote:
You obviously haven't played isro at 100+, rates are an issue.


Haha, rates were an issue for me at Lv. 50.
Shit was horrible, if anyone thinks otherwise, then you have played too many rpgs. :P


thing is, with cap 60 being max lvl for a while, you wont get demotivated to reach 60 instead of 100~110 or whatever, at least i wouldn't :sohappy:

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Thu Aug 12, 2010 11:27 am 
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i know this project has been going for a while and all but, kinda seems like there's nothing going on, maybe that's because i dont read the forums, whatsup?

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Thu Aug 12, 2010 11:59 pm 
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Jaapii wrote:
Farming should be a part of the game.. that's all I can say about it..
what's the challenge in going 0gap all the way, the gap system was created for a reason

Yeah, it was created because its a FTPMMO, like any other Korean FTPMMO, the exp rates are way high in order to get people to invest money so that the game can be financially backed, doesnt mean that it HAS to be this way.

Tho I´m def liking wwhere this is all going, sounds like a stable fun server.


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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Fri Aug 13, 2010 1:09 am 
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GaRiTaX wrote:
bla bla bla
i just wanted to troll cell!


Dude... You're an idiot *Trolled Bitch*

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Sat Aug 14, 2010 6:18 am 
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any new updates? Gettin closer to open beta?

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Sat Aug 14, 2010 9:46 am 
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Kraq wrote:
GrindingEternaly wrote:
You obviously haven't played isro at 100+, rates are an issue.


Haha, rates were an issue for me at Lv. 50.
Shit was horrible, if anyone thinks otherwise, then you have played too many rpgs. :P

It's good I've got another person that thinks rates are shit. Although I'm not planning to play the game because the current Australian life expectancy is 81 years, 1x or even 2x will be incredibly hard to level or farm at 100+.

CeLL, I have played Ksro up until level 94 at the 100 cap and rates still suck hard. The different exp requirements make it a little easier but it's still a lot. It's been said in the past should "run the server=> advertise=>donations", not "advertise=>donations=>run the server". Btw, closed beta with basic systems doesn't count as running the server.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Sat Aug 14, 2010 12:31 pm 
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GrindingEternaly wrote:
Kraq wrote:
GrindingEternaly wrote:
You obviously haven't played isro at 100+, rates are an issue.


Haha, rates were an issue for me at Lv. 50.
Shit was horrible, if anyone thinks otherwise, then you have played too many rpgs. :P

It's good I've got another person that thinks rates are shit. Although I'm not planning to play the game because the current Australian life expectancy is 81 years, 1x or even 2x will be incredibly hard to level or farm at 100+.

CeLL, I have played Ksro up until level 94 at the 100 cap and rates still suck hard. The different exp requirements make it a little easier but it's still a lot. It's been said in the past should "run the server=> advertise=>donations", not "advertise=>donations=>run the server". Btw, closed beta with basic systems doesn't count as running the server.



Yeah well I do thiking that at least up to 60 or even 80 cap, 1x rates will be enough, but after that, it would make sense to up the rates but just in a staggering matter, for example

once the cap gets raised to 80 cap, 1-70 rates should be 3x while 70-80 would still be 1x then at 90 cap 1-80 would be 3x while 80-90 would be 1x, 90-100 would be 1-90 at 4x, 100-110 would be 1-100 5x, and levels 100-110 be at 3x so that it would be fairly easy for new players to get into the game and not be so burdend by the high lvl cap and giant wall to surmount to be able to play the truely enjoyable parts of the game (yes I know that partying and making friends is enjoyable blah blah but im talking about jobbing and fw so don't start with that bullshit please)

If it was done in that manner, the population would truly be a fun population, and there would be a balance, as no one guild or union would really be one up over another with regards to grinding.

Ive played many games, and Ive witness lats of games DIE because the power structure was off, for example, a newbie joins the game late and because of that he is *punished* by having to play on a server mostly dead because of the fact that everyone is high lvl and leveling TO the *enjoyable levels* is just so slow that it just get too boring, then this newbie tries pvp or jobbing, only to get owned over and over again by the veterans. . .

This is not fun, yeah I know some people will say *oh that should be your motivation to level and work harder, don't be so lazy blah blah blah but most of you forget. . . nevermind, Ill just post this quote instead that I found somewhere else talking about this same thing that plagues 99% of all f2p games:

Quote: "Work" should never be associated with a game. The purpose of a game is to have fun. To be lazy. To play. To relax.

I go to work and get paid. I don't want to have to work more when I get home. Especially when I don't get paid for it.

I don't equate an arbitrary increase of time with achievement. Making it require 200 quests or 500 mobs to get one level when it used to take 20 quests or 100 mobs doesn't add to the experience, it just makes a level take longer for reasons that don't benefit the player any. Instead, they only serve to keep the player playing longer so they can get more money out of you.

Completing 200 quests vs. 20 quests isn't a measure of difficulty, it's a measure of patience and tolerance. Killing 20 bears to turn in a quest isn't any different from killing 20 Angry Bears 30 levels later. The gameplay often remains the same, the time to level is simply increased.

When your content creation isn't forcibly designed around giving players enough filler to make it through the next level (due to lengthy TTL) you are more free to create interesting and memorable content throughout the progression. When your XP curve dictates it should take X (large) amount of quests or hours or days weeks, and years to get through a level you aren't going to have time or resources to put together interesting quests to meet that quota, instead you end up with a lot of derivative basic stuff, or even worse, repeatable quests.

I suppose if you prefer running from quest hub to quest hub and clicking a bunch of question/exclamation marks to fill your journal with stuff you don't really care about but are only doing to get the next ding, that is your prerogative. :)


pretty much, once the game gets too boring and seems like he would never be able to get on par with the other people who are playing, to enjoy the fun part of the game, the game dies.

What happens when a game dies:
First, a small hardcore group of players who are usually the top of the server, pretty much run the game, due to the fact that they were there *first* and that by the time the lvl cap had gone so much out of control, the influx of players has dwindled.

Usually Unknowignly these SAME people help to drive away new players by bitching and complaining whenever the gms decide to help the new players out. Usually the gms listen to the veterans for fear of losing them, and pretty much forget about helping out newer players
They are ALSO the same ones who would say stuff like *oh you need to work hard blah blah blah, and basically flame any new players with their attitudes.

These players after realizing that theyve driven all the players begin to realize that *hey we need more players for pvp or else it gets boring* But of course they still do the same things as above, further communicating to the new players that they are just bragging about how much they own in a roundabout way. New players who most of read the forums usually get turned off and go somewhere else(YES new players read forums of games before they play them)

Pretty much after no new players come in, and the veterans get bored and leave, the game pretty much dies. leaving pretty much about 20 people on the server who still pay enough to keep the server running

now this is a game that has no hacks or cheats in it but is still a f2p game.


somewhere along the timeline of the lvl cap being insanely high, bots, hacks and cheats pop up, leaving the state of the game like silkroads, and the gms decision to either a) spend all their time banning bots and no content, b) spend half their time making half assed content and dealing with bots and hacks or c)just raising the lvl cap, adding mobs with the same skins but different names. . .A.K.A silkroad

of course at this point, theres gold bots spammers, hackers scammers, AND no one actually playing the game, this way the game *dies* because its not being played anymore by human hands, the only way that the devs make revenue is to trick the players to PAY the devs to NOT play the game.

Now if this is the kind of game that is going to be remade, then Ill gladly just wait for guild wars 2 next year. Ive gone through all scenarios of both types of game deaths before and Im not going through all that again, with a private server which can go down at any time.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Sat Aug 14, 2010 1:48 pm 
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You hit the nail on the head there Bananaman with the staggering of the exp rates. I've tweaked your idea a bit but it still works the same and will only require ONE exp/sxp rates. For example, when the 70 cap comes out the exp required to do level 1-60 equals that of 60-70. At the 80 cap requirements are changed again for 1-70 to equal 70-80. It will probably need some tweaking at higher levels to be perfect but you've got yourself a solid idea anyway.

This should hopefully make leveling for newbies easier and once they close into the last 10 levels the game gets harder, separating the hardcore players from the newbs which is basically why you guys want shithouse rates.

This game will always be work to level, as are all Korean mmorpgs. If the server has no content e.g. jobbing, FW war, guild war etc, the server will fail no doubt. Will the lack of bots make players leave high level characters on Isro for a server with 1x rates and no content? No way in hell.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Sat Aug 14, 2010 10:42 pm 
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GrindingEternaly wrote:
It's been said in the past should "run the server=> advertise=>donations", not "advertise=>donations=>run the server". Btw, closed beta with basic systems doesn't count as running the server.



I have never understood this sentiment. Let's use the Call of Duty series as an example; They announce the game is in production, they code the game, they advertise before it's done using a cinematic trailer, they finish one campaign level to show it at E3, they finish one multiplayer map and use it in a video to advertise, they release it months later.


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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Sun Aug 15, 2010 2:37 am 
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Blindfire wrote:
GrindingEternaly wrote:
It's been said in the past should "run the server=> advertise=>donations", not "advertise=>donations=>run the server". Btw, closed beta with basic systems doesn't count as running the server.



I have never understood this sentiment. Let's use the Call of Duty series as an example; They announce the game is in production, they code the game, they advertise before it's done using a cinematic trailer, they finish one campaign level to show it at E3, they finish one multiplayer map and use it in a video to advertise, they release it months later.

Well, that's a different story. You have a much more experienced group working on Call of Duty other than Zelos Online. And they have a big company supporting Call of Duty that everyone knows about.

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Sun Aug 15, 2010 12:16 pm 
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Call of duty is a totally different story, they have money, that they get from selling the previous games. As QuibaX had stated in a previous post, we havnt recieved any mony at all, we have been working from own money all of the time. Now, we need some money in order to keep the forum and the website up. If this is kept, we can futher advertise our game and we can start up the server faster. Also, i am sure that cod has a much bigger team ;)

grts

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Tue Aug 17, 2010 1:15 am 
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Blindfire wrote:
GrindingEternaly wrote:
It's been said in the past should "run the server=> advertise=>donations", not "advertise=>donations=>run the server". Btw, closed beta with basic systems doesn't count as running the server.



I have never understood this sentiment. Let's use the Call of Duty series as an example; They announce the game is in production, they code the game, they advertise before it's done using a cinematic trailer, they finish one campaign level to show it at E3, they finish one multiplayer map and use it in a video to advertise, they release it months later.

hahaha
oh wow... you're seriously comparing them? seriously? comparing one that at first said it was soon, and it's still "soon" after 1-2 years? to one that has released other games before. (also, they advertise near the end of coding)

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 Post subject: Re: Zelos Online [eSRO(new name)]
PostPosted: Tue Aug 17, 2010 2:59 am 
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I had just come from the CoD: Black Ops thread, it was the first game that came to mind. Allow me to use another example. APB, I first learned of it here on the 6th of October 2008. It was released June 29th 2010.


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