View Full Version : A guide to:: Milennium Robo Plot
OzzyD
03-29-2008, 12:29 PM
It took me quite a while to work this one out, but I have finally come across a good, but untested, logistical solution to the problem.
At the beginning of the game, everyone forms parties as usual. Make sure you have at least one of each class in your party wherever possible, and pray that you have 4 clerics!!
Now, as is my experience each time, all 20 players run into the south room of the square, there are already about 7 monsters in this area, and more join you. Fact of the matter is, monsters spawn in all four of the outside rooms. So, I figure that each of the 4 parties (hence why there's 20 players rather than 15!) take their 5 party members into a DIFFERENT square!
This is for several reasons:
1) stops the hordes of monsters all gathering in a single place and stopping the reviving and even moving of quest members
2) cuts down the amount of people in the room, less polygons for your graphics card to process, and cuts down on the lag
3) It also takes the stess off trying to find out which bad guy everyone else is attacking. If all remain alive, the figher can use mock, the cleric heal the fighter, and the other three party members (whatever classes they are but hopefully at least 1 archer, 1 mage and the other doesn't matter) all focus on one bad guy!
At the end it gets a little more complicated though. You usually have a minute or so of time where nothing happens. Change groups from 4 parties of 5 to 5 parties of 4! Then four of the parties move back into the four smaller rooms.
As for the bad guys that spawn, it's usually outside the south facing room, and all clumped together. This is only because the members are all huddled together. Now the members are spread apart in this method and the bad guys are the same in number, just appearing in different locations.
As for the running, leave that up to the four without a room to go into, and the rest of the group formulate which monsters to take down and just go for it one at a time.
If possible, try not to hit the same bad guy as another group member, and as with all KQs, never tackle a bad guy (where possible) on your own!
Have I missed anything off?
iLoveless
03-29-2008, 12:47 PM
Your phino is twitching... o__.
That aside, your idea is probably the most efficient way to go about Robo. The only problem? People are NEVER as organized. There are always people who just goes off and does their own thing. Also, trying to get people to go into different rooms will be hard cause adapting to new strategy is hard.
And another thing is that having an actual tanker in each group may be hard as well as having a Cleric. I mean, with a good cleric any fighter can be a tanker but you also need a good tanker to keep everyone alive. Vicious cycle isn't it? It's also not so much about strategy but also about each person knowing their role.
It's also best to not switch groups mid-way cause then that just adds to the confusion. You can't ensure that the groups will be balanced even with the extra time. But I can pretty much assure you that if each party took a room and fought the mobs... you'd finish Robo with a higher success rate.
EDIT: I have completed Robo with 8 people before. So it's more about people knowing what to do if anything. (This wasn't in this version of Fiesta though... ;))
OzzyD
03-29-2008, 12:50 PM
Your phino is twitching... o__.
That aside, your idea is probably the most efficient way to go about Robo. The only problem? People are NEVER as organized. There are always people who just goes off and does their own thing. Also, trying to get people to go into different rooms will be hard cause adapting to new strategy is hard.
And another thing is that having an actual tanker in each group may be hard as well as having a Cleric. I mean, with a good cleric any fighter can be a tanker but you also need a good tanker to keep everyone alive. Vicious cycle isn't it? It's also not so much about strategy but also about each person knowing their role.
It's also best to not switch groups mid-way cause then that just adds to the confusion. You can't ensure that the groups will be balanced even with the extra time. But I can pretty much assure you that if each party took a room and fought the mobs... you'd finish Robo with a higher success rate.
I think now is a good time to say that this is a dream scenario more than it is a practical, or even feasible, scenario.... and it is one of MANY that could be used.
As for the organisation, I'm sure it would be possible to pull it off if we could get 20 people with the capacity to understand what to do (which wouldn't be hard) and of the proposed classes to join a single KQ... eventually. It may require a GM to open a Millenium Robo Plot[X] solely for 20 people tho at a specific time. That could be awkward.
I would also like to reiterate, if I ever said it in the first place, that due to the longwindedness of the explanation, and so little time to recite it to all participents of a KQ before it starts, this idea has not been tested. It may be efficient as you said, but whether it is efficient enough to work more than the usual "hope for the best, run and pick em off one by one" approach, I dunno.
Oh and by the way, my Phino is attacking ...me while I remain off the screen. As for the blank frame, I'm not sure where that came from. It didn't show up on the final render at all :S
rafale
03-29-2008, 01:24 PM
xD That's the exact method used here:
clickie for youtube vid (http://www.youtube.com/watch?v=fqFFC61C9oI&feature=related)
You'd need a lot more organization than exists here though =\ Someone mentioned once about a minimal class filter on the KQs, so that at least a certain number of a class will join the KQ. But right now its totally by luck, you might end up in a run with all fighters or all archers and clerics. So perhaps the current method of doing things is still for the best. But who knows, perhaps in a few months when the community mature enough, Robo may be done more effeciently by splitting up.
virusX
03-29-2008, 03:45 PM
that is really to me is why the arena is designed for, 4 rooms= 4 pt.
the video rafale posted is the japanese version, u know more knowlage of mmorpgs XP
but man they are high lvl @@ i saw 1 buff cant be >< man our verson is messed up they have more stuff GRRR
iLoveless
03-29-2008, 08:05 PM
It is a dream scenario in a sense. Even if the community matures you know there will be people who haven't quite caught up with the rest. There always is a group like that and I'm sure you've all run into them. ;)
In regards to the video, all classes by the time they hit 20 have some sort of party and/or self buff. Clerics have Endure by level 15 but it only raises max HP by % while the Mages have a self INT buff and a SP buff for the whole party. If you noticed the white squiggly thing, that's the Archers' accuracy buff for the party. And the Fighter's Vitality in JFiesta (Bright Kingdom) is a party buff that increases STR for the group. The level requirements for the KQs are all the same. Oh, but the difference is that they have three hearts.
Current strategy in their version is have everyone stay in the middle... and the groups sort of separate into each direction. So they are not crammed in one small room. This strategy might be a little better than being in a single room where mobs pop up from within walls.
ola_swirl
03-29-2008, 08:11 PM
xD That's the exact method used here:
clickie for youtube vid (http://www.youtube.com/watch?v=fqFFC61C9oI&feature=related)
You'd need a lot more organization than exists here though =\ Someone mentioned once about a minimal class filter on the KQs, so that at least a certain number of a class will join the KQ. But right now its totally by luck, you might end up in a run with all fighters or all archers and clerics. So perhaps the current method of doing things is still for the best. But who knows, perhaps in a few months when the community mature enough, Robo may be done more effeciently by splitting up.
***... the mage is holding a Fairy staff (lvl60) and the cleric... o.O what is he holding?
iLoveless
03-29-2008, 10:24 PM
***... the mage is holding a Fairy staff (lvl60) and the cleric... o.O what is he holding?
Those are their Cash Shop weapons. :) They have weapons that look like 60+ but are for different lower levels. Of course their attacks aren't the same as the actual weapons but are slightly higher than your average level 20/30 weapons.
Angelxx
03-29-2008, 11:46 PM
One of the robos I joined tried this. Unfortunately all the rooms but ours failed and the mobs ended up in our room. You can imagine what happened to our room after that. :(
iLoveless
03-30-2008, 12:32 AM
One of the robos I joined tried this. Unfortunately all the rooms but ours failed and the mobs ended up in our room. You can imagine what happened to our room after that. :(
^ Doesn't work when only one group knows how to do it right. ;)
khchoy3
03-30-2008, 03:52 AM
Big problem, ppl only know how to go on game, only (at most) half go on the forums, this concludes that this 'dream' scenario will never work unless you have 20 ppl who are perfectly informed on their roles, and no one dc... and besides that, ppl lack organization (agrees with the above post)
AhLook
03-30-2008, 05:19 AM
not a bad idea.. but the group with the strongest tank has to be in the south room..
the most number of skeleton knights spawn in south room..