- Aug 28, 2015
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It was mentioned I no longer mentioned my planned changes. I've recently avoided doing so because of the Negativity/Complaints that it produced.
I will once again be Transparent with my intentions.
I am sure some of you are unhappy with the current balance / state of the server, I too feel the same way.
Here are my future plans, If you are to provide feedback make sure it is constructive ideally provide your Character Level/Class so I can get a clearer picture.
Changes Intended for next update (Originally aim for 21st but going to delay for a larger update. )
- Sabuk will enabled.
Much needed
- Removal of Min AC, MAC, DC, MC and SC. (Max Stats will be adjusted/lowered according).
Not sure on this one, it will need extensive testing to ensure the balance is right. It is a complete rework of pvp mechanics. If you are removing base stats then i think spell mechanics will need changing so that there is still a min-max dmg range. IE FSword deals (50+ DC*0.5) to (100+DC*1), so 100 DC would result in a 100-200dmg fsword.
- Mob Rebalance, Every mob will have its Stats, Exp, Drop adjusted to match the change in stats.
This will be required due to above stat changes, again will need extensive testing. It would be good to understand your target/goals for each caves. I feel currently there is no low exp but good loot/gold cave. or no high exp but low gold/loot. Given the number of mobs in yims, exp and gold/loot is good. From RC the exp is good and some classes can make gold hunting there + charm drops can make it very profitable.
- Drop mechanics changed from the current system to something with more control.
I think this is needed, also a review of all drops across maps and bosses is needed. All 47 weapons ingame have been crafted, yet none have dropped. Some sub bosses (maybe due to being farmed more) drop much more often than some bosses.
- Skills/Spells will be adjusted, some Mechanically, others strength.
As per above example, avoid giving consistent damage, use min-max damage ranges for spells
- Death Drops (Inventory and Equipment) will be removed; Temporarily at first (because of the significant changes) will be revised a week after update release.
Agree this will be needed
- Possible Hard cap with each 'level' gained after that offering a Primary stat or attribute points.
IE lvl 50 cap, but every 1billion exp gained = a stat increase similar to hermit on mir3? Sounds interesting
- Large content update (new caves, spells, items, skills)
New content is always appreciated, again some testing feedback before go live may be good
- Experience penalty for killing monsters / bosses lower level than yourself (Level 50 Killing Lv 20 Mobs will result in 1 Exp,)
I like this, however most mobs are level 50+, would need re balancing throughout the game
- Drop penalty may also be implemented (similar to the exp penalty)
As above, boss mobs would need altering so its not completely redudant to farm.
- Legendary Mob Adjustments.
Potential Issues
- Charms Spell mods, These may need to be disabled (for the first week) and then adjusted or removed depending on how the accurate the balance is.
Charm skills would be best working in PvE only this will help balancing.
- Added stats on existing items may gain or lose value.
- existing items may gain or lose value.
- Luck becoming redundant.
Luck effecting drops/gold would be good. Also if spell mechanics as per my above suggestion, then luck can be factored in to those calculations. However make luck so it only does a 5% per stat, therefor max luck is not achievable as that is what is OP about luck.
Unresolved
- Gold need more value but easier to obtain.
I think gold is already fairly easy to obtain, Removing gold sinks such as the charm rerolls would keep more gold ingame
Warrior level 46.
It would also be good to have some people come and test the changes you are looking at making before they are rolled out. New content etc could be tested on 1st floor/contents rooms only - avoid giving away mechanics, but helping understand the dmg/risk/reward is right

