Login | Register


All times are UTC - 5 hours


It is currently Thu Sep 09, 2010 1:32 pm




Post new topic Reply to topic  [ 9 posts ] 
Author Message
 Post subject: Suggestions for incoming revamp
PostPosted: Mon Jan 18, 2010 10:25 am 

Joined: Thu Jan 07, 2010 10:32 am
Posts: 24
Here is the post from Ebrown that can be found under announcements in case you missed it;

Quote:
We are going to be fixing Jerrath 1.5. Now, I want the community to help with this, and the best way is to suggest ways for me to fix the problems. I will list some of them here.


Mage's Stronger than Warriors

Proposed fix: Strengthen warrior weapons or add STR bonus similar to mage Magi bonus.
EXP to low.
Mana potions should recover more.
Mages get 10def/10speed gear for free in beginning. Warriors must Farm those.

Proposed fix: Melees get a good free 15 str wep, 10- def armore and 10 speed helm.
Melees are hard in the beginning of game. Hence why 80% or so are archers and mages.

Proposed fix: Archer Poison spell, Warrior Self Buff spell.
No Zodiac Gear.
Not many events.
Inaccurate guide.

There will be more added to this, this is just the beginning.

Thanks,
EBrown


So now it's time for the community to speak, I'll start.

- Earth Quest
Maybe make the drop rates a little better on the npcs there?
Most of the people simply run through all the maps to pick up minerals instead of "farming" them.

- Ghost Quest
[Helmet] In each quest, helmet is less valuable than the rest of the set (And so is easier to farm), exept in Ghost Quest. It takes the same amount of Liquid banes than for the armor (Not so sure about soul shards).
If I remember correctly, it takes 40 liquid banes for 4 soul shards for the armor, 2 soul shard for the helmet. It should be lowered to 20 liquid banes/2 soul shard for the helmet.

[Boss] You need 4 soul shards for the weapon, 4 for the armor and 2 for the helmet if I'm not mistaken. Unless I have terrible luck, the boss only drops 2 at once. Which means you need to kill her 5 times for your set, that is imo ridiculous. Every piece of stuff should require only 1 soul shard, and she should only drop one (maybe an additionnal one at a small ratio).

[Keys] You need two keys to complete ghost quest, and each of them requires a water opal. According to quests order, stone comes before ghost so I think keys should require something from Stone quest instead (Shield, which used to be the main drop on the boss, by exemple). That is only a small detail I suppose, but that would make things a tad easier, most of you know how "fun" it is to farm water opal.

- Wind Quest
There I see many problems and/or things that doesn't make much sense to me.

[Boss] Boss is in mage tower, so basicly archers/Melees are unable to get him on their own.
[Sacred Birds] Sacreds birds in the mage tower are unsafe for mages (afaik), and even with full fire (Mage equipment, not Melee one) you still take noticeable damage.

This makes me think that wind quest lies on the fact that people are expected to cooperate/trade together? I'm not sure I agree with that. Some people actually likes to work alone and do shit on their own.

Also, I personnally think that Wind quest is the most annoying/repetitive quest I've seen so far. I strongly think that drop rate should be raised. I know that late game quests are supposed to be hard, but you NEED Wind stuff for dark and light set.
Basicly if you get your light set looted, you have to through all wind, dark and finally light again.
Since Wind is the "Root" it should be made easier.

- Quest bosses
Stone, Light and Dark bosses can drop each piece of equipment from their respective quest.
Why not apply to that every other Boss?

----------
Most of my suggestions aim to make things a bit easier there and there and so I suppose some of you won't agree, but please bring in constructive comments. I'll update this topic everytimes something comes accross my mind.

Please do not quote the whole topic, only take the part you want to comment.


Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Mon Jan 18, 2010 11:30 am 

Joined: Sun Jan 17, 2010 11:39 am
Posts: 1
As I have not played jerrath for a while some of my memories may be incorrect and if they are please do not get angry and make a fuss, just correct me.

I agree with lowering the amount of soul shards needed for ghost equipment, However, I believe two drops are made at a time as two people are needed to be able to get to the boss. If the number of shards needed is lowered perhaps to justify this moreso the boss respawn rate could be increased as I believe that it takes only 25 minutes.

I also agree with earth quest, I believe it is extremely hard for a first quest if you do it at the correct level for the equipment. I understand that quests are meant to be hard but it seems as though the quests with drop rates seem to be easier compared to how different earth quest is.

Perhaps the idea of making keys and such come from the quest before would be a better idea so you are not fussing with quests much lower than the one you are trying to enter. The key for the next quest should be hidden at the end of the previous quest or located in other areas where possibly a maze or something is required to retrieve it.

Again if any of the information I am basing any of my opinions on is incorrect please just correct me instead of making a fuss about it.


Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Thu Jan 21, 2010 2:02 am 

Joined: Sun Aug 23, 2009 12:49 pm
Posts: 139
Location: Scarborough, Ontario
In my honest opinion, I think you're hitting the wrong quests here.

Earth quest does NOT need to be changed in any way. I farmed 6-7 earth sets this time around, and was able to do it in around an hour. Sometimes less. That's entirely reasonable.

As for the ghost quest, I haven't done it this time around.. but from what I remember..

-4 shards for weapon, 3 shards for armor, none for helm.
-800 ecto for weapon, 30 bane for armor, 40 bane for helm.
-Keys have been made to require only ghost items (bane and ecto)

This is another one of the easiest quests in the game. It's basic grinding, which isn't terribly exciting, but it's one of the safest quests in the game as well.. and there's avoids on every map.

As for the boss.. It only requires one person to get to, and the boss is the only really interesting part of the quest (NPC wise, the mapping's awesome). Having to kill Amara 4 times to finish the quest is nothing, she has a 6 hour spawn (again, if I remember correctly. Might be more, might be less) and she's not difficult to kill.

My main issue in the game is training spots, as it always has been. What I think should happen is as follows:
1. A few EXCELLENT training spots should be put in. These should be made in absolutely plain sight, and should be high risk. This means no avoids near an edge of the map, the player must train in the center and be at complete risk of being looted.
2. More GOOD training spots. These are decent training spots. Not nearly as fast as the previously mentioned, but still good training. These can be HIDDEN around the game, as some spots should be. I've always had an issue with how much players bitch about hidden spots because they're too good.. But when I say hidden, I mean some new cave or something in a random map in the middle of nowhere. Even another castle like the one I made, or the Auels I put in way back when.
3. Bad training spots. Plenty of them, all safe (even grey areas), and all easily accessible.

Just a thought.


Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Thu Jan 21, 2010 11:15 am 

Joined: Wed Jul 22, 2009 6:27 am
Posts: 185
Location: The Great Lakes State
Catalyst wrote:
My main issue in the game is training spots, as it always has been. What I think should happen is as follows:
1. A few EXCELLENT training spots should be put in. These should be made in absolutely plain sight, and should be high risk. This means no avoids near an edge of the map, the player must train in the center and be at complete risk of being looted.
2. More GOOD training spots. These are decent training spots. Not nearly as fast as the previously mentioned, but still good training. These can be HIDDEN around the game, as some spots should be. I've always had an issue with how much players bitch about hidden spots because they're too good.. But when I say hidden, I mean some new cave or something in a random map in the middle of nowhere. Even another castle like the one I made, or the Auels I put in way back when.
3. Bad training spots. Plenty of them, all safe (even grey areas), and all easily accessible.

Just a thought.


I agree. I think the new raiders were a step in the right direction, but they are too good for a hidden area. And once people knew where they were at first there was a huge advantage to those people. If there is to be an npc as good as raiders, they should be out in the open, much like buccs or basis.

I also agree that there should be plenty of hidden decent training, but even in these, there should be a high risk that, if discovered, you would not be safe. This keeps people looking, adds some value to actually exploring.

Then there should also be TONS of white and gray zones. These aren't nearly as good as the previous two, but manageable. Not being one for pking myself, I didn't want to run the risk while training in my newb years, so I trained till over 100 on blue slimes. Sure it took way longer than other things, but I was safe. Just a personal choice that I think should be available to all players at all levels. If a level 350 is killing Buccs and getting really good exp, there should be an npc in a white/gray zone that gives, maybe, 65-70% of that per hit. The added time would be significant, but it would also allow for players, like myself, who play casually, some chill time.

_________________
~Rise or Die~
Image


Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Thu Jan 21, 2010 2:18 pm 

Joined: Tue Jun 30, 2009 8:35 pm
Posts: 227
.


Last edited by Alastor on Sat Mar 27, 2010 9:07 am, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Mon Mar 22, 2010 12:00 pm 

Joined: Tue Jun 30, 2009 2:32 am
Posts: 165
There is no rule stating nothing can give over 35k experience, it used to be scripted so no value could be over something like 32676, but it was changed.. Storm Djinns were just a bad experiment.

Hire more mappers. Every one is worried that it will end up being more mappers then there is players, the state this game is in it is necessary. All of the ideas being tossed around take time and work, Im not saying hard but man is it time consuming and mind numbing at times.

_________________
Image


Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Mon Mar 22, 2010 2:06 pm 

Joined: Tue Jun 30, 2009 8:35 pm
Posts: 227
.


Last edited by Alastor on Sat Mar 27, 2010 9:07 am, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Tue Mar 23, 2010 8:48 pm 

Joined: Tue Jun 30, 2009 2:32 am
Posts: 165
I didn't have a problem with you, but there is constructive criticism and there is flaming, you cant flame out the admins who are in power then expect them to want you to join their team, can you? Honestly, I wanted all the help we could have gotten, there was others who were against hiring. Everyone deserves a chance.

_________________
Image


Top
 Offline Profile  
 
 Post subject: Re: Suggestions for incoming revamp
PostPosted: Wed Mar 24, 2010 6:40 am 

Joined: Tue Jun 30, 2009 8:35 pm
Posts: 227
.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: Yahoo [Bot] and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron