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Collusion

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1

Wednesday, November 30th 2011, 9:52pm

A few miscellaneous suggestions...

1) No one is ever going to stack magic defense; it's a worthless stat without some major revamping, but it's not worth it. Instead, combine both magic and physical defense into one stat called "defense."

2) Premeditation is currently a rogue skill that lasts for 10 seconds, can only be used when out of combat, and only lasts for one strike. Instead, make it a PASSIVE rogue skill that gets activated once a rogue is out of combat, and still only lasts for one strike.

3) Diamond in the auction house. Yes, Swag said we'd never see them there again. But no less, Runes of Magic has lost players without them being there. Everyone knows it. It's not the communities' problem, it's Frogster's. The community can always go elsewhere (and does). So figure it out. Once Frogster figures it out, all of the problems surrounding scamming, sending incorrect items and value will take care of its self on the free market.

4) You can waste a bajillion hours doing the events and farming mementos to get junk… JUNK you don't want. The solution would be to give players the option to spend the required amount of mementos / shells / new event shells + an additional amount of gold whether it be 6 million, 10 million or whatever amount of gold, and let them choose the stat they want. Here the players get to earn a reward for what they’ve done and you get a gold sink all in one.

5) You can't be competitive in this game without playing for several hours a day. It starts off with 1-2 hours of daylies / minigames. I'd suggest restricting the user doing one daily quest per day, but multiplying the XP/TP and phirius tokens by 10. The quests are easy, so there's no sense making us do them over and over again – it provides no challenge and just consumes time frustrating players.

6) What is with the dura loss on daggers? It has been this way for a very long time now. Scouts can play forever and never lose dura, while any rogue with an UD weapon will need to hammer constantly. Shouldn't they lose dura around the same pace, or was this done by design?

Perhaps most importantly, look at this endless cycle of players we have. I don't think you can play Runes of Magic without feeling nickle and dimed to no end. Is this really the company image you want to portray? People are spending a ridiculous amount of money on "gotchas" because the items they really want aren't available for purchase, 13-16 plussers that fail, and even without these two cash shop items, they'd STILL be spending a fortune on the most expensive MMORPG ever created.

I know you don't care about the players you lose because there will be new ones, and it won't become an issue until Frogster gets another game. But do you think the players who quit Runes of Magic with a bad taste in their mouth for the greedy Frog will want to play another game published by Frogster? I doubt it, and it’s far less likely than someone just getting bored and leaving. As once oh so truthfully said by Robert Greene, so much depends on reputation – guard it with your life. Frogster's isn't good on so many levels.

That's all for now.

2

Thursday, December 1st 2011, 3:15am

1) Agreed, but I can just just mages complaining about it more than they do about GCD. People not having any mdef is one of the things that gives mages a plus in PVP.

A more relevant issue is ... why is it worthless. Why are there so few mobs that attack you with magic.

2) Auto-premed... hmmm... would make rogues more powerful, as premed helps quite a bit. Not sure rogues need help being more powerful.

3) Meh... this is one of those universal panaceas that I dont think would work. Much like diamond NPC is viewed as significant, but from what EU folks tell us, it is not used much.

4) Hmmm... guaranteed stats for extra payment? I'll take that. Oh, and worthless L70 stats are no longer worthless.

5) Maybe. Not really a downside that I see.

6) Well, kinda makes sense... you hit someone tough with a sharp metal shard, it gets damaged. You should arrows at them? Not so much.

7) A much as I dislike some the sales practices, the microtransaction business model is about nickel and diming people. Whether the profit increases or decreases with lower costs and more freebies... hard to say without more data than players will ever know.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


Johanjoker

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Thursday, December 1st 2011, 5:37am

lol rusty did u really need to answer all his questions.....
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Thursday, December 1st 2011, 11:48am

He's being considerate by taking the OP seriously...well, I think he is anyway. :p

Quoted from "vfwiffo;489332"

6) Well, kinda makes sense... you hit someone tough with a sharp metal shard, it gets damaged. You should arrows at them? Not so much.

Arguments supporting realism in a fantasy game is nice, but should be tempered with understanding. While it may be neat to have realistic portrayals of physics, it doesn't do well to favor one class or the other. Runewaker, of course, favors certain classes over the other. Doesn't mean I'll like it though lol.

Though Rogues are considerably favored, imho, they shouldn't also have to pay for more Golden Hammers than others (like Knights).

If class balance isn't to your liking then, how about reasoning using your own argument. Does a string on a bow not wither with use? If you stretch it enough, will it not snap into pieces?

Solution: Make that every use of the Shot (and/or Auto-Shot) or any other ammunition using skill reduce the Bow or Crossbow durability at the same rate as normal melee weapons.

Probably harder than it sounds, if durability loss is derived from the amount or number of white damage incurred, since bows don't have an equivalent white damage. Every 25 Auto-Shots maybe? Durability loss after 25 Shots? Let the Scouts of today decide. They've been nerfed enough. Make them nerf themselves :P

Additional Thought - Runewaker and Frogster...ever think of asking the player population about changes you want to implement? A poll isn't that hard to set up...
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camagic

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5

Thursday, December 1st 2011, 12:46pm

1) I have to agree that it is not very effective to have two types of defense at this point in the game. Unless the values are changed to % instead of pts, it is a waste and holding the game back as a player has to stack so many pts in one at the cost of the other and still have it be of little use. I recommend stats that give # attribute/2% def.

I agree with fuzzy hat: A more relevant issue is ... why is it worthless. Why are there so few mobs that attack you with magic.

2) The biggest hit I have seen(before lvl 70 siege) was 212k, which was from a rouge in siege, and yes they did it repeatedly. nobody comes close to that. the next closest is usually the 170k range. I have met very few ppl with close to 170k hp, and nobody with 200k+ hp. rouges are fine where they are. they do not need to be upgraded, or nerfed.

3) I did see a nice suggestion from Mann00n: dia for gear in the ah. it seems like that might work and be have a lack of interest in exploiting.

4) I concur with both. Judging from how successful eve ballusha was for end gamers, this might be a good idea.

5) This makes sense for endgamers, only endgamers. I point out having a secondary class that is low lvl. in order to self plvl, do dailys 10 lvls higher by accomplishing task on high lvl main class, switching, and turn in. For example, a lvl 70r/20w would do about 3 lvl 30 dailys, 3 lvl 32 dailys, and 4 lvl 35 dailys to gain 70r/26w instead of 1 lvl 30 daily at ten times value for 70r/22w.(i did not actually crunch the numbers, but hopefully this gets the idea across) I recommend staying with 10 individual dailys.

6) fuzzy hat points out something-arrows. Arrows do cost money, or at least time invested to farm for them from drops. I recommend no dura loss for bows/xbows
==if you would like to counter this point, please pm me. I am aware of the counter point and would like to converse about it via pm. thx==

7) "A much as I dislike some the sales practices, the microtransaction business model is about nickel and diming people. Whether the profit increases or decreases with lower costs and more freebies... hard to say without more data than players will ever know." very true and very dislikable. begrudgingly, I recommend keeping the nickel and dime, but that does mean make it NICKELS AND DIMES.

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6

Thursday, December 1st 2011, 4:36pm

Just stopping in to say that A) I like this thread, and B) I've already got a few of these on my big list-o-stuff that needs looking at.

That said, please continue to discuss among yourselves. We're always keeping an eye. I'd especially like to hear more of your thoughts on points one and five at the moment.
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7

Thursday, December 1st 2011, 5:03pm

Points 1 and 5:

1.) What I'd actually like to see is elemental resistances come into play more. Each class should have a primary damage type that it does and mobs/elite/bosses should also. Maybe make an elite do two types of damage and a boss do three different types. They could be like this:

Mage - magic (fire)
Priest - magic (water)
Knight - physical (light)
Rogue - physical (dark)
Scout - physical (wind)
Warrior - physical (fire)
Druid - magic (earth)
Warden - physical (earth)

Also, how about "ranged defense" and "melee" defense"?

5.) For dailies, there should be some quests that actually give you more than 10 Phirius tokens and are considerably harder. Something like: go kill such-and-such elite for 30 tokens and 3 times the XP/TP. Even higher amounts would work too up to 100 token quests for 10XP/TP for something like soloing certain instances. Then, get rid of the daily quest limit and instead implement a limit of 100 Phirius tokens daily. This keeps the tokens and XP/TP the same, increases the difficulty level and interest in the quests, and reduces the time spent on them. Bam! All problems solved. :)

camagic

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Friday, December 2nd 2011, 1:16am

a bit off topic

There are dailys that give more than 10 tokens. I normally get 115 tokens every day just from dailys. I suggest google "dailys runes of magic" and there is a wiki chart that has most of the dailys with their area, lvl, rewards, and task.

9

Friday, December 2nd 2011, 1:18am

hey there. how do i reset my secondary password lol. thanks Blaze

camagic

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Friday, December 2nd 2011, 1:48am

Quoted from "jtanner28;489515"

Points 1 and 5:

1.) What I'd actually like to see is elemental resistances come into play more. Each class should have a primary damage type that it does and mobs/elite/bosses should also. Maybe make an elite do two types of damage and a boss do three different types. They could be like this:

Mage - magic (fire)
Priest - magic (water)
Knight - physical (light)
Rogue - physical (dark)
Scout - physical (wind)
Warrior - physical (fire)
Druid - magic (earth)
Warden - physical (earth)

Also, how about "ranged defense" and "melee" defense"?



I concur that the elemental resistances are laughable. The three that come to mind are mage fire ward, priest water resistance, and druid earth resistance. They are still just numbers, and small numbers too. also the fearless runes-when was the last time you saw someone with a fearless rune in their accessories? How effective is a fearless IV's 34 pts vs the 50k hits from both pvp and pve? I strongly suggest a % instead of the pts since the numbers have become so big for damage.

Also: elite skills. I would like actual class elite skills above lvl 50/50. item set skills are a great idea, but lack the ability to upgrade.

speaking of upgrade, the talent point rewards are abyssmal and need to be revamped. The requirements for upgrading skills past lvl 50(a jump from 50k to 100k/lvl) gets more and more. 1mil+ tp for lvl 67+ skills at the current 10xp/1tp ratio? even using tp bonuses, house furniture and tp amulets, the gain is 1-3 skills per a lvl. a decent rotation is 4-6 skills with 4-8 passive skills, which is practically unattainable. I recommend 2xp/1tp ratio.

I understand that it is a lot of ppls fault for using the 2x, 3x, 5x xp/1x tp to gain lvls even faster, but even without those there is not enought tp for the approx 20 class skills, 8 primary skills, and 8 elite skills. This is a major factor in causing ppl to qq when a change comes out, ie the GCD, scout nerf, knight nerf, gh nerf, etc.

11

Friday, December 2nd 2011, 6:10am

Quoted from "camagic;489717"

There are dailys that give more than 10 tokens. I normally get 115 tokens every day just from dailys. I suggest google "dailys runes of magic" and there is a wiki chart that has most of the dailys with their area, lvl, rewards, and task.


:) Yes, I am aware that there are dailies that give more than 10 tokens.

What I'm trying to promote here is a great deal more variety and difficulty in the selection of dailies but still keep the returns the same. You'd have the choice of doing ten of the 10 token quests, five 20 token quests, three 30 token quests and a 10 token quest. It would only depend on how much time you want to spend and the level of desired difficulty. If you have lots of time and don't mind the grind, do a bunch of little, easy ones. If you're in a hurry and would prefer a bit more challenge, do one of the 100 token quests. It would add a lot of choice to the daily quest grinds.

The key point is that you'd have a maximum number of TOKENS that you can collect in a day as opposed to a maximum number of QUESTS. I set the max to 100, but it could just as easily be set to 115 or 150 or any number. I don't suggest it ever go much higher than 150 though. If it's set too high, it would drastically affect the flow of the game. People would spend MORE time as opposed to less on them, and the returns would be disproportionate to the current daily quest structure.

camagic

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Friday, December 2nd 2011, 7:00am

LOS fix

LOS is a problem that has been around for quite some time. The current game combat engine seems to register your position for check sums as your toons feet. I base this off how a blade of grass registers "cannot see target" and "object in way" error, yet simply jumping alleviates that error and the skill cast.

I recommend simply having the x/y position checks be at 1/2 your toons height, or at eye lvl. This would greatly reduce the blade of grass effect but still maintian some realizism if a boulder or wall was in the way correctly blocking LOS.

As for the moongorge newt effect, blame the gold spammers. that worked for the in game economy, right? The only thing that will really fix that is for the devs to go back and actually fix the fundamental errors in the game.(mediocracy-by time you figure it out, it will be too late anyways)

mrmisterwaa

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Friday, December 2nd 2011, 9:17am

camagic,

The problem with that is if someone decides to use a full-ness potion or a magic biscuit. That would break LoS again.

LoS needs to be fixed to ensure a higher angle of attack is implemented.

camagic

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Friday, December 2nd 2011, 9:28am

Quoted from "mrmisterwaa;489832"

camagic,

The problem with that is if someone decides to use a full-ness potion or a magic biscuit. That would break LoS again.

LoS needs to be fixed to ensure a higher angle of attack is implemented.



I did think of the full-ness potion and different charater heights selected at character creation screen when recommending this. If the x/y position was dependent on your toons height(as it should be), then the fullness, magic biscuit, and other height altering effects would not break the LOS. A blade of grass would quite accurately be an "object in way" for a toon created at minimal height, using a reindeer pot, and a magic biscuit, but not for a toon that was created at max height using an ent pot or fullness pot.

15

Sunday, December 4th 2011, 1:57pm

+1 to all of the first post.

As for the dagger, the rate of decay is horrendous. At least scale it back, a lot.
LOL...

Quoted from "turboreaper666;443339"

Here you go little angry troll....



My new favorite GM

Quoted from "Asteria;438081"

Really...

Hey look over there!

/closed.


Who says "you don't matter" better? :p

Quoted from "Kalvan;480948"

I'm always sorry when a player leaves our game, but making a forum announcement about it is...pointless.
/closed