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View Full Version : Couple of questions for GMs and well versed players...


neko_play
06-30-2009, 11:20 PM
I already sent in a CSR question for this first one, but I'm impatient. Is teleporting into a dungeon, through academy master teleport, reportable/bannable?

Next question, when are they going to re-release a perm-costume-bundle?
I have been dying to get a pair of permanent neko ears. I have a card with 20$ on it for them...It has been begging me to spend it <.<;...

This is more of a suggestion than a question, can't we make it so if there is a ten level difference or more in abyss you can't fight?

Would it truly be so hard to put a " are you sure you want to buy this " yes/no pop-up for player shops? I've recently bought something on accident and the player refused to buy it back, even when I offered to sell for much less than it was bought for.

For well versed players, I would just like to see the counter arguements, justifications and approvals for these. For GMs, I would like a straight forward answer, if you aren't allowed to post on the forums an answer please PM me. ~thanks :D

spookyiness
06-30-2009, 11:25 PM
i'd like to put my 2 cents in on the warp thing

unfortunately, it's a fine line, so impossible to police accurately - but it's my considered opinion that to aid your academy members with their harder quests should be acceptable, but to farm, or plvl, or use 'warp bots' should not.

i know 'aiding' is a far easier thing to do when youre academy master is a cleric - i will happily help any of my academians with their harder quests, i try not to help with everything, because i feel it's important for them to learn how to play their characters, but if they consistantly fail something, or need help with the map or dungeon bosses, i will help, but it usually takes on the form of just healing them, and at best, killing any strays that mob them while they try to complete their quest. i'd never warp into a dungeon just to get exp for them, or to farm for blues, becuase that takes it away from other people who actually need the things i'm killing.

ego_trip
06-30-2009, 11:34 PM
I have thought for quite awhile that kq's should have a percentage exp, similarly to how it is in other maps.

If you are lvl 32 in Robo kq, you're not doing much. You are helpful and part of a team, but if the kq is a success it is not because you saved the day, it's because you helped your party, while a higher level group killed off the monsters.

I think it should go up and down as it does in the wild. You don't get much of the xp at first (which is ok, because you are there doing quests as well) and after the halfway mark is where you get the full share, then it should slightly go down from there (not too much, but to discourage kq's being filled with high levels just to farm xp)

link8265
06-30-2009, 11:38 PM
i'd like to put my 2 cents in on the warp thing

unfortunately, it's a fine line, so impossible to police accurately - but it's my considered opinion that to aid your academy members with their harder quests should be acceptable, but to farm, or plvl, or use 'warp bots' should not.

i know 'aiding' is a far easier thing to do when youre academy master is a cleric - i will happily help any of my academians with their harder quests, i try not to help with everything, because i feel it's important for them to learn how to play their characters, but if they consistantly fail something, or need help with the map or dungeon bosses, i will help, but it usually takes on the form of just healing them, and at best, killing any strays that mob them while they try to complete their quest. i'd never warp into a dungeon just to get exp for them, or to farm for blues, becuase that takes it away from other people who actually need the things i'm killing.

ditto make them work for the money and prizes their getting NOT warp to them just cuase they want special treatment but stupid ppl will abuse the power to warp into duungoens to get blues -_- ppl need to play by the rules......(says the banned man)

drigr_x
06-30-2009, 11:42 PM
I have thought for quite awhile that kq's should have a percentage exp, similarly to how it is in other maps.

If you are lvl 32 in Robo kq, you're not doing much. You are helpful and part of a team, but if the kq is a success it is not because you saved the day, it's because you helped your party, while a higher level group killed off the monsters.

I think it should go up and down as it does in the wild. You don't get much of the xp at first (which is ok, because you are there doing quests as well) and after the halfway mark is where you get the full share, then it should slightly go down from there (not too much, but to discourage kq's being filled with high levels just to farm xp)

I think it should be pure percentage. Like... 5% or so, no matter your level (thats still 20 successes just to level)

Althia9
06-30-2009, 11:49 PM
I agree with the KQ thing, about the higher lvs getting more exp as it goes up. It might take awhile to implement, but I'd LOVE to see something like that happen. Truely.

neko_play
06-30-2009, 11:52 PM
I have just thought of something new for the kq exp thing.

Have a total exp for everyone in the KQ. This means that if someone dies, d/c or it wasn't full and you still won, the exp that WOULD have been given to the player, is split amongst the living :D

Next thought, BONUS exp, have check points for damage done, and hp healed. Since EVERYONE has joined King slime kq, I'll use it as my example. Let's say the check points are 50 damage, 500 damage, 1000 damage, 2500 damage, and 10000 damage. Now, each check point adds a certain % to exp gained from the kq, the largest checkpoint doubling your exp. Obviously the heal will checkpoints will have to be different from the damage check points, as clerics have much more on their hands. This is just a thought, I'm sure if I gave it some more time, I could fine tune it, but I just want to see what players and GMs think, before I end up wasting my time to end up being shot down by a GM.

neko_play
06-30-2009, 11:54 PM
... - realizes the simplicity of pure percentage - ...wow...yeah lets go with that....

neko_play
06-30-2009, 11:54 PM
still an increase in exp if there were less players would be nice.

joecracker
06-30-2009, 11:59 PM
if your not there to farm and help acamdey i think thats what it was ment for

now if u go to farm drops that shouldnt be allowed but in the end not worth it unless people really need help

drigr_x
07-01-2009, 12:01 AM
Tripple post ftl? And I had the idea of more exp if there is less people and the biggest problem that I agree with is, people will TRY to get other people killed in order to get mroe exp. say, last train on MD and clerics just stop healing. MD has full DoT with a cleric hitting on him and dies, half the peopel that were alive 15 secconds ago now loose for that cleric to get more exp.

ynot_
07-01-2009, 12:18 AM
getting exp on amount of dmg hp healed. thats not good for a cleric in a party with an uber tank how takes next to no dmg. in this case the cleric who may be an awsome cleric will get no exp for the kq.

neko_play
07-01-2009, 12:30 AM
getting exp on amount of dmg hp healed. thats not good for a cleric in a party with an uber tank how takes next to no dmg. in this case the cleric who may be an awsome cleric will get no exp for the kq.

It's bonus exp :x as in you still get main exp, this is just an increase because you did well...

neko_play
07-01-2009, 12:34 AM
Tripple post ftl? And I had the idea of more exp if there is less people and the biggest problem that I agree with is, people will TRY to get other people killed in order to get mroe exp. say, last train on MD and clerics just stop healing. MD has full DoT with a cleric hitting on him and dies, half the peopel that were alive 15 secconds ago now loose for that cleric to get more exp.

Simple answer: The total exp is decided after one minute, this way if some people didn't connect or someone charges for suicide you still get exp, but if a cleric just let's their party die, it does them no good.

ah_ikeepsitreal
07-01-2009, 12:58 AM
A total exp pool that is split on performance I think serves as an incentive to leech or abuse such system. Furthermore, I think such a system defeats the purpose of teamwork in KQ's. Using GM kq as a reference prior to the fix, what is the point of joining a kq where the exp gained well is...low. In that sense, I think this suggestion may have an opposite side effect which causes a decline in KQ participants. Speaking for myself only, I would be less inclined to join a KQ where my experience gained may fluctuate.

Side note: A similar system already exist else, however, the experience pool grows based on the amount of monster's killed forcing all instances (Kq's) to be thoroughly raided.

neko_play
07-01-2009, 01:02 AM
A total exp pool that is split on performance I think serves as an incentive to leech or abuse such system. Furthermore, I think such a system defeats the purpose of teamwork in KQ's. Using GM kq as a reference prior to the fix, what is the point of joining a kq where the exp gained well is...low.

I'm confused:confused:. How do you leech when you get less exp from not doing anything? Which was the original reason for exp for damage/heal. Because, it would DECREASE leechs, by disabling them from simply starting and going into mini home.

link8265
07-01-2009, 01:17 AM
im lost.....

ynot_
07-01-2009, 01:26 AM
It's bonus exp :x as in you still get main exp, this is just an increase because you did well...
bonus exp still would give no exp to a cleric with an uber tank in party. the game wouldn't know he/she was not healing alot on account the tank didn't need it. just that the cleric wasn't healing. so no bonus exp for the cleric.

ah_ikeepsitreal
07-01-2009, 01:29 AM
Leech for treasure chest duh. Lets say i'm lvl 79 and I just want to do kkp all day for mats and not lvl, do I really care about exp? No.

Since treasure chest was not covered the above makes sense. However, if item rewards is affected by dmg etc w/e, then this is an incentive to get more total dmg by whatever means possible...

heavylove
07-01-2009, 01:33 AM
I think the percentage idea is the simplest and best idea.

Doing something extra based off of the dmg/heal done is totally unfair because then only the players with +9's would be getting the bonus exp (in the case of dmg dealt anyway). Just cause someone cant afford a +9 doesnt mean that they arent working hard too.

neko_play
07-01-2009, 10:58 AM
I think the percentage idea is the simplest and best idea.

Doing something extra based off of the dmg/heal done is totally unfair because then only the players with +9's would be getting the bonus exp (in the case of dmg dealt anyway). Just cause someone cant afford a +9 doesnt mean that they arent working hard too.

Sorry to be mean, but working hard doesn't beat a KQ, not the hard ones anyway and the leech as been mostly since update, OS FTW. - removes KQ question as it's the only one people are answering -