- Jan 9, 2018
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Some thoughts share with Jamie and Banshee (Reply with positive and forward looking )
I played the original game content of GSP at another server, which was totally imbalanced because sin was just so outstanding and other class had no chance. So, the whole server was almost all sin, which was not fun.
In order to keep game challenging and boss not solo able in early stage, you shifted mobs' damage and modified bosses, which was quite good.
Then, in order to keep player be able to PVE with shifted mobs' damage. You increased element damage from 1-1 to 2-2, and also modified war's defiance to be able to lure.
Now, imagine following possible scenarios:
1 If group experience was boosted the same way when server was up.
2. element contribute only 1-1 or 0-2 in PVE, players can't stack one certain element, Master refine can't refine elements and high failure rate to MR (DC or MC) on a refined element weapon. (All are to avoid players to stack high element damage)
Possible results:
1. Wiz can't stack elements to solo frost village and wars can't stack elements to solo BP and JP
2. Then solo won't be efficient, and players will prefer group hunt because of boosted group exp.
3. The lvling efficiency gap among classes will be less. All classes are more efficient when they are in group than solo lvling. No more ppl argue wiz solo frost at 50M per hr, war solo lair 45M per hr, but Taoist and sin lvl slower.
OK, that's just a possibility, and here we are now with Zircon live for over 2 month already. We can't simply rewind back. Let's discuss how can we be better in following development.
I have following advice:
1. Since old players has gain advantage from elements in early stage, we should keep it this way in PVE to allow new arrivals to catch up with us.
2. In possible following maps, please avoid one class soloing with higher efficiency other than group. I advise following map mobs without element disadvantage, and with medium AC and MR stats, which allow players solo but at a lower efficiency. Then grp hunt is always the most efficient way for all class. PVP balance is only need to consider spells aspect other than considering lvling gap among classes which also affect PVP.
Other words:
Our community is no longer what it was 10 years ago. I saw the thread that a good developer Coly left this community. We love this game and want it to keep popular and have fun, then we need to be patient and supportive to our developer as well other than spamming and moaning to them, which will prevent them from considering game content and development.
Thanks for reading Let's be more constructive and be patient with Jamie.
I played the original game content of GSP at another server, which was totally imbalanced because sin was just so outstanding and other class had no chance. So, the whole server was almost all sin, which was not fun.
In order to keep game challenging and boss not solo able in early stage, you shifted mobs' damage and modified bosses, which was quite good.
Then, in order to keep player be able to PVE with shifted mobs' damage. You increased element damage from 1-1 to 2-2, and also modified war's defiance to be able to lure.
Now, imagine following possible scenarios:
1 If group experience was boosted the same way when server was up.
2. element contribute only 1-1 or 0-2 in PVE, players can't stack one certain element, Master refine can't refine elements and high failure rate to MR (DC or MC) on a refined element weapon. (All are to avoid players to stack high element damage)
Possible results:
1. Wiz can't stack elements to solo frost village and wars can't stack elements to solo BP and JP
2. Then solo won't be efficient, and players will prefer group hunt because of boosted group exp.
3. The lvling efficiency gap among classes will be less. All classes are more efficient when they are in group than solo lvling. No more ppl argue wiz solo frost at 50M per hr, war solo lair 45M per hr, but Taoist and sin lvl slower.
OK, that's just a possibility, and here we are now with Zircon live for over 2 month already. We can't simply rewind back. Let's discuss how can we be better in following development.
I have following advice:
1. Since old players has gain advantage from elements in early stage, we should keep it this way in PVE to allow new arrivals to catch up with us.
2. In possible following maps, please avoid one class soloing with higher efficiency other than group. I advise following map mobs without element disadvantage, and with medium AC and MR stats, which allow players solo but at a lower efficiency. Then grp hunt is always the most efficient way for all class. PVP balance is only need to consider spells aspect other than considering lvling gap among classes which also affect PVP.
Other words:
Our community is no longer what it was 10 years ago. I saw the thread that a good developer Coly left this community. We love this game and want it to keep popular and have fun, then we need to be patient and supportive to our developer as well other than spamming and moaning to them, which will prevent them from considering game content and development.
Thanks for reading Let's be more constructive and be patient with Jamie.
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