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101

Friday, November 28th 2014, 10:11pm

though hard mode should be doable by people wearing normal mode gear or previous lvl cap endgame gear.
....
I'm not sure about normal mode gear because I don't think that anyone actually ever gets to the point where they are fully normal mode geared before they run HM; there's also not enough pieces that drop in normal to ever be full normal geared. But current hardmodes can already be run with previous level cap endgame gear. That's pretty much the point. We ran GCH with RT diamond gear and stats. We ran ToSH with GCH gear and stats. Etc. Etc. You don't need current hardmode gear to run hardmode, it just makes it easier as you get that gear.
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102

Friday, November 28th 2014, 11:16pm

full crafted/normal mode sets will never be fully viable at endgame due to the loss of desirable stats. yes, the stat VALUES are not that far behind, the stat distribution on most non-endgame gear is just crap. if you have previous cap endgame, its not worth upgrading to crafted/normal because while u have better base values, you lose "hardmode" stats, so most people just stick to HM->HM upgrades.
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103

Friday, November 28th 2014, 11:24pm

Yea I completely agree with both of you... I was more talking about new players, and a future perspective of the game, not how it is currently.
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104

Friday, November 28th 2014, 11:27pm

Yea, i wasn't trying to say that endgamers should have to upgrade to normal mode gear to do hardmode. But it was mainly for new players and returning players.
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105

Saturday, November 29th 2014, 3:37am

"Hard mode should be doable with gear from instance before"

..... = no shyt, thats what endgame guilds do

Certain slots of crafted gear/normal mode gear are fine, obviously need to be min/maxed because min/maxed hardmode gear is barely enough to get by.

If you guys are trying to get newer/more people into endgame start with lowering $$$$ cost of endgame. Create more options like viable quest rewards/better crafted gear/useable shell and mem gear all you want and none of it will matter when plussing, tiering, statting, drilling a set of gear costs far too much for the average player.

The cost of a +16 t6 4 rune slotted (and runed) set of gear will get you hundreds of hours (at the very least) of video game entertainment elsewhere.

The price of an endgame drop isn't what is killing the population.
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106

Saturday, November 29th 2014, 10:25am

I don't think there is any realistic way to make ROM popular again. I think there is just too huge a gulf between the start and end that people just don't have the enormous time to put into it. The other problem is that there is absolutely no one else around in most of the zones. You can ride through most zones and not see one single other player. There are all these instances to try, but no one to do them with. Even if there were people to form groups, there is no real point in doing lower instances because the items are obsolete. It's very lonely and not very fun questing all by yourself from level 1 to 87.

ROM seriously needs to consider "speeding up" the game. Yes, that means making things easier, but that's the only way you can increase the population and get people who don't have all day to play ROM to play ROM at least a little. Some ideas I think could help ROM attract more people or at least bring back some older ones:

1. Shells - get rid of 1 or 2 garbage stats no one can use. The way shell stats are set up now it takes almost two years of one and a half hours of time every day doing all the minigames in order to gear yourself up with shell stats. How many people have two hours every day to waste on doing nothing but dailies and minigames? Mentos, EOJ's, and bag drops can also be improved.

2. World boss events - how about turning the world bosses into open server events like GM events. When a world boss spawns, everyone signed on gets an invite to join a raid to kill it, and everyone who participates has a chance to earn proofs of myth or other rewards. This will attract more people to play every day.

3. 12-man normal and 24-man hard modes - Yes they will become easier, but this will also allow more people to participate and lesser geared people to form larger groups to make attempts. Also, normal modes must drop the same items as hard mode, but just at a lower frequency, otherwise there is no incentive to do them. This way everyone who wants to put in more hours can do so with the goal of moving up or getting ready for the next chapter instead of feeling like they're being left behind because it's hopeless to do hard modes.

4. Bump up starting level - I'm not sure where exactly, but why not just start everyone at level 40 or 50. These lower levels are just a pure waste of time now. The game never really began until level 55 anyway (at least when I started in ch.3), so why not just get rid of these lower levels altogether.

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107

Saturday, November 29th 2014, 2:11pm

1. Shells - get rid of 1 or 2 garbage stats no one can use. The way shell stats are set up now it takes almost two years of one and a half hours of time every day doing all the minigames in order to gear yourself up with shell stats. How many people have two hours every day to waste on doing nothing but dailies and minigames? Mentos, EOJ's, and bag drops can also be improved.
Honestly, while I agree with you that shells love giving fail stats and should be changed, I don't think that has anything to do with this thread. Sorry, but this isn't about minis or EoJ's. With the mementos, yes, the pulls should actually give good stats and not the hybrid ones. While I feel like the hybrid stats do have a place in this game (though many may disagree with me) I'd rather they come from hybrid gear. The only reason why the mementos are sorta on topic is because they can only be obtained from instances.
2. World boss events - how about turning the world bosses into open server events like GM events. When a world boss spawns, everyone signed on gets an invite to join a raid to kill it, and everyone who participates has a chance to earn proofs of myth or other rewards. This will attract more people to play every day.
1) Not on topic.
2) It would just create more drama due to the people that want the POM's for themselves (either to use or to sell) will create their own "smaller" party and steal the boss.
3. 12-man normal and 24-man hard modes - Yes they will become easier, but this will also allow more people to participate and lesser geared people to form larger groups to make attempts. Also, normal modes must drop the same items as hard mode, but just at a lower frequency, otherwise there is no incentive to do them. This way everyone who wants to put in more hours can do so with the goal of moving up or getting ready for the next chapter instead of feeling like they're being left behind because it's hopeless to do hard modes.
1) I think 24 people for hard mode would just be way too much. The lag from having 49+ objects with their own animations moving on the screen would be incredible. 18 people for hard mode should be manageable, at least.
2) Hard mode should not drop the same gear as normal mode gear. That would give absolutely no reason to run hard mode except for saying you did it. Normal mode should be giving the same kind of gear (ghost-stat wise) as the previous endgame. Easy mode should be giving the same kind of gear as the endgame gear 2 endgames ago. If normal and hard mode gave the same gear, it ewould just lead to smaller parties farming normal mode for endgame gear.
4. Bump up starting level - I'm not sure where exactly, but why not just start everyone at level 40 or 50. These lower levels are just a pure waste of time now. The game never really began until level 55 anyway (at least when I started in ch.3), so why not just get rid of these lower levels altogether.
Not on topic. While there is a lot of grinding up to level 87 from level 1, I see level 1 to 55 as the time you use to learn your character. You would also lose a ton of to that you could've used to level up those skills that cap at level 50. What should be done, however, is some sort of continent from level 50 to 70 that can only be unlocked once your primary reaches level 70 so that it won't have to be a daily grind to level your secondary. But again, that's not on topic, and if you want to discuss this, then it should be a new thread.

Sorry for claiming some of your ideas as being not being on topic and then explaining my views on them, but I want this thread to stay as on topic as possible. So, if anyone wants to discuss what I said that's not on topic, please start a thread and quote my message that's here.
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This post has been edited 1 times, last edit by "Zerienga" (Nov 29th 2014, 2:43pm)


108

Saturday, November 29th 2014, 6:37pm

OK sorry Zerienga. I was thinking of making a new thread but it seemed like the last few posts were leading into a "what's wrong with ROM" direction so I figured I would just dump it all into here to save space on the forum.

109

Saturday, November 29th 2014, 8:40pm

I've been playing one game that once a instance is no longer endgame they just delete the hard mode and the gear that used to drop in there is moved to normal mode

110

Saturday, November 29th 2014, 9:48pm

2. World boss events - how about turning the world bosses into open server events like GM events. When a world boss spawns, everyone signed on gets an invite to join a raid to kill it, and everyone who participates has a chance to earn proofs of myth or other rewards. This will attract more people to play every day.




1) Not on topic.
2) It would just create more drama due to the people that want the POM's for themselves (either to use or to sell) will create their own "smaller" party and steal the boss.



This could work actually. I believe he's talking about making it to where you HAVE to sign up to be a part of world boss raids instead of them being just out in the open. Kind of like regular 1v1 PvP or 3v3 PvP etc.

I play a game that does this exactly, and it works perfectly. You have to sign up to be a part of the "world boss" raid and then once the boss is downed the loot is distributed randomly between everyone in the raid. That way you don't have drama with people holding the loot and giving it out to only their guildies or keeping it for themselves etc, it's just given out randomly amongst anyone who actively participated in the raid


There are positives and negatives to this scenario, but I think it's ultimately better than the "top guild monopoly" system we have for world bosses on every server right now
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This post has been edited 1 times, last edit by "acypcar90" (Nov 29th 2014, 9:55pm)


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111

Sunday, November 30th 2014, 12:47am

I've been playing one game that once a instance is no longer endgame they just delete the hard mode and the gear that used to drop in there is moved to normal mode

Cough cough, you do NOT WANT Runewaker to do this , trust me, they seem to have programmers that are still in 1st grade doing this job. So please do not even go there loll ;-)

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112

Monday, December 1st 2014, 2:39am

Cough cough, you do NOT WANT Runewaker to do this , trust me, they seem
to have programmers that are still in 1st grade doing this job. So
please do not even go there loll ;-)




There is no problem with the abilities of the programmers. They could put in all the changes in this thread and many others if they were told to do so. The problem lies with the people making the decisions haven't told the programmers to make the changes so they haven't.

The players have been requesting the exact same changes for years and they did not take place. These are decisions not made by the programmers. There is a total disconnect between what the players have requested and what the programmers are told to do. Somewhere in the middle what is in these threads is lost.

This is exactly what has happened forever. It is unlikely to change.

113

Tuesday, December 2nd 2014, 7:23am

just make world bosses an instance with a reset timer (similar to hos/zs/dl)

every guild/group has same opportunity to farm
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114

Tuesday, December 2nd 2014, 1:33pm

just make world bosses an instance with a reset timer (similar to hos/zs/dl)

every guild/group has same opportunity to farm

Yep this could easily work, especially people can't jump guild without the 24 hours cooldown, so no easy exploiting of this and gives a chance to all for it.

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115

Tuesday, December 2nd 2014, 3:56pm

just make world bosses an instance with a reset timer (similar to hos/zs/dl)

every guild/group has same opportunity to farm

+1. Yes this is another way to improve world bosses and seem like it should be easy to do; just make each boss like sandlord sephiroth (whatever his name is) in limo desert.

However, my reason for initially suggesting a single server-wide raid was to try to encourage more people to play every day, even if it's for just a few minutes because who knows if that might lead to more. Also, I feel like if the whole server does an event together it increases the fun for everyone and generates a sense of server community. The only drawback I see to putting the bosses in instances is that this will basically become an instance only an endgame guild will farm, while the rest of the server will basically just ignore it like toshh or kbnh. But this is still better than the current system since it will at least encourage people to try to pug more.

This post has been edited 1 times, last edit by "radeon" (Dec 2nd 2014, 4:30pm)


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116

Tuesday, December 2nd 2014, 4:07pm

All I can say regarding making the world bosses an instance is that it should be like WA, except you can choose which boss comes out when as some people can only do some bosses and not others.
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117

Tuesday, December 2nd 2014, 5:04pm

Zeri, choice is not an option, there is no blue or red pill like in the Matrix, you only have ths illusion of choice but it has already been made for you. loll ;-)

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118

Tuesday, December 2nd 2014, 5:38pm

I like the idea that the last boss in normal mode should drop an orange stat from the previous instance; forget where I first read this. Normal Tabokake would drop orange capital, normal Horban would drop orange horror, etc.

119

Tuesday, December 2nd 2014, 7:07pm

just make world bosses an instance with a reset timer (similar to hos/zs/dl)

every guild/group has same opportunity to farm

Yep this could easily work, especially people can't jump guild without the 24 hours cooldown, so no easy exploiting of this and gives a chance to all for it.

instance reset timers have nothing to do with guild cooldowns
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