xax0r Posted January 22, 2012 Posted January 22, 2012 Hey, I want to show up here my suggestions of creating (for me) the best server. Of course the best private server, mid rate and on Interlude client (if chronicle will grow up I'll get more and more things for server, better ideas). So, maybe I'll drop that fucking tones of letters here. Let's go. I'll reply because i'll haven't many place for my things in one post. Quote
xax0r Posted January 22, 2012 Author Posted January 22, 2012 Also you can take a part here. I'll made numbers in every idea and you will discribe it how you will want to do it/ to see it. 1. Rates EXP/SP should be set on x100. Why? 'Cause exping's boring at medium rate also on an Interlude server. About DROP/SPOIL I don't know. They'd customized. In my opinion they'd set that higher as you want. Dropped/spoiled items count won't be high, because items will be easy to get. Clear? 2. Enchants It's difficult to set it perfect for everyone's. But in my opinion, as we can see on other servers, these rates and setup will be the best for everyone. For weapons safe enchant should be set on +3, but maximum enchant will be set on +16. About enchant of armors it's that same with safe, so it'll be +3 and +4 for full armors, but maximum enchant will be +8. Rate of enchanting should be really low. Not impossible to grow up but lower than on rest of servers. For weapons'd be set on 50%, but with blessed enchant on 75%. Armor enchant rate should be set on 66% (that same with jewels) and blessed on 75% too. Getting enchant should be really difficult. No one will enchant tones of weapons or armors and made it on best. It should be getting by Oly (but really hard to get) or by drop (from RBs) or by collecting many custom drops. Blessed that same as normal but w/o collecting. 3. NPCs Needed NPCs: Buffer - with 2nd prof buffs (SE/PP/EE and BD/SWS), w/o buffs from 3rd prof. Time of buffs should be set on 2-3 hours. Only summon buffs like retail. Armor Shop - there you'll find all armors. D/C/B Grades you'll buy by adena. Prices will be low cause you need it to better farm. A and S Grades can be created by special drops and adena, then you'll need to unsealed it. Weapon Shop - that same as in Armor Shop. D/C/B Grades easy to get to. Of course with SA (you will pay some adena for it). A and S Grades can be created and you will pay for SA too. Grocery Shop - all potions, consunables, soulshots, arrows and all other tones of needed items you'll find here. Prices won't be so high. 4. Custom Items There should be deleted all of normal drops and should be switched with new and better. There will be dropped by mobs/rbs also can be spoiled. They'd called: Animal Skull, Animal Feather, Animal Claw and Soul Stone, Holy Blood, Royal Diamond (I can also add custom icons for it). I post here examples of name. Can be other. This items will be needed to create A/S Gears and for Enchants (maybe). There'll be other custom items. I want to see Raid Token Fragment(s) and Raid Token. Fragments'll get from Raid Bosses (70+ lvl) and exchanged for Raid Token. By Tokens you'll buy Clan Items. Maybe Enchant and other goods too. And there will be Armor and Weapon Fragments. They'll need to create armors and be drop like other items. There'll be custom recipes too. For A/S Grade Gears. Why? Because all of classes will be used on this server and items who's created by craft have decreased count of items by 30%. 5. Bosses and Grand Bosses All bosses with 70 lvl will be increased to 80 lvl and will have custom drop (Tokens/Weaps/Armors/Custom Items). Bosses from 40 lvl to 69 lvl will drop Tokens and other goods to but it will be lower. Grand Bosses will be increased to 80 lvl with customized power/hp/etc. They'll have custom respawn time and custom list of drop. Bosses from Subclass and Noblesse Quests will be noted later, but they'll stronger too. 6. Special Zones Grounds up to 52+ lvl will be boosted for faster exp. After this time you will enter Special Zones. I will post here propositions of it. 61-76 - there you will get first custom items and you will start collect it for A Grade Gears. It should be ACM or EF (only one). 76+ - here you will get more items for A/S Grades and collect quest items for 3rd class (will be noted). It should be Mithril Mines/MoS/FoG/EF/SoDA (one of these). Party Zone - there your party will get more items for A/S Grade Gears, also you'll get here piece of armors, weapons and jewels. Mobs will be really strong. It should be PI/Beasts Farm/IT/MM/HS (only one). 7. Custom Quests 3rd Class Quest - you will collect 500 items (100% of drop). Can be get on 76+ and Party Zone(s) (all party members will get it). Subclass Quest - you will need to kill ToI's Raid Bosses (boosted) and buy special item (buyable at Shop). Noblesse Quest - retail like quest, but quest items drop's set at 100%. Barakiel will be boosted and after death will drop special box (like Subclass Raids), whose'll give you last Caradine's Letter. There we're! I post, as fast as I can, my suggestions for long life-time server, who also can growing up with chronicles. There tones of players will spend a lot of time on farming but in time they'll get time for PVPs, Sieges and etc. I can explain all of points better. Quote
sandpants Posted January 22, 2012 Posted January 22, 2012 Custom items without context are pointless. And items for mid levels are even more pointless, since those times are quickly gone through. On bloody retail 60-70 can be done in several days of casual gameplay. You are talking about 100x rates. Quests are whatever. Quests are nothing this game never saw - kill x enemy, x times, bring back x amount of y items. You are putting effort into putting many features which are repetitive and some are damn useless. The server will get boring. It's also following the same traditional template all other servers are. Every suggested PvE zone has been done. "Really" strong mobs for party zone has been done. A lot of the things you suggested have been done. You have fast rates, but many artificial things to slow players down - 3rd class quests, sub quests, noblesse quest, item crafting - why do that? You think players joining 100x will enjoy all those small details? It works on low rate because there is more time for the various periods, but not on high rates. Quote
xax0r Posted January 22, 2012 Author Posted January 22, 2012 As i said. I just put here my ideas. Of course rates can be changed (lower) to 30 or 20. And you said all servers use this same template, but what can it show fresh? Nothing, only remading. Quote
sandpants Posted January 22, 2012 Posted January 22, 2012 L2j is versatile. Lots of things can be done if you actually drop the whole "config" based server mentality. Your server relies on completeness and features present in a chronicle. Sure Interlude is old and is most likely fully complete. But what with further updates? Why not make a server that ignores PvE leveling? Or at least direct need for mobs... I could go on, but we'd just end up arguing and putting our own ideas forehand. There is one thing I am disappointed - that anyone who has the slightest intention of making an L2 server is to make it grind based, NPC shops, NPC buffs, race to max level after kill some lowbies, make to 2 sieges, and then quit server. Quote
xax0r Posted January 22, 2012 Author Posted January 22, 2012 I just lost 1 thing. I'm talking about L2OFF server. Quote
Faith Posted January 23, 2012 Posted January 23, 2012 Why not make a server that ignores PvE leveling? Or at least direct need for mobs... I would love to see you go deeper into this idea. I have thought similar but could never come up with a solid idea that would last over time. Quote
MKK Posted January 24, 2012 Posted January 24, 2012 For weapons safe enchant should be set on +3, but maximum enchant will be set on +16. About enchant of armors it's that same with safe, so it'll be +3 and +4 for full armors, but maximum enchant will be +8. I don't think that having +8 max enchant for armors is a good idea because pvp will last a pretty short time; archers crit really high already, mages nuke pretty hard without enchanted jewels and also since every dagger's blow damage mostly depends on the targets p.def they might be a bit too strong. In my opinion max enchant should be the same for both for balance. Quote
xax0r Posted January 24, 2012 Author Posted January 24, 2012 And you think that u will take better than +8 with this rate and chance to get enchant? :) Quote
MKK Posted January 24, 2012 Posted January 24, 2012 And you think that u will take better than +8 with this rate and chance to get enchant? :) Well eventually someone will, its just a matter of time with probability. I'm just saying you should be prepared if people get to the max enchant and in my experience having the same limit is a good idea, but it totally depends on your preferences. It's your server and you have to think about these things as an admin but whatever you do is totally up to you obviously, i'm just saying my opinion. Quote
sandpants Posted January 24, 2012 Posted January 24, 2012 Mage damage is SQRT of matk Means for every 40% matk they only get 20% magical damage. High enchants for jewels = mages hit for 400 dmg. Not because of resistances or failed nukes. People think they just know what damage each class will do and so on by giving a lousy vague estimation. Do some math - it will work better. High levels => high stats => passives make less impact (static boosts, 98 matk over 4k-5k is 2%) => most change comes from weapons enchants/armor enchants. BUT item enchants have static boosts as well (in respect to item stats) => better weapon/higher grade or better base means each enchant has less net % gain (1+1 => 200%; 300+1 => 0.0033%) Therefore, end game, enchants have lesser impact to items of same grade but higher stats. Because S, S80, S82 S84 all use S grade enchants, the hardest to balance is S because Larger stat difference between enchanted and non enchanted items of this grade. Eventually it just comes down to boosting/nerfing classes as you fit. No point to worry about balance just because of enchants. However, enchanting to +16 is long. It's also demotivating, and each +1 is feels less rewarding. Make it ~8-10, with Safe +4 or so. Cos difference between +0 and +3 is around 3% stat bonus. Not a good investment, so 3 enchants go away very unrewarding to player. Quote
MKK Posted January 24, 2012 Posted January 24, 2012 Mage damage is SQRT of matk Means for every 40% matk they only get 20% magical damage. High enchants for jewels = mages hit for 400 dmg. Not because of resistances or failed nukes. You're right, you should balance mages manually anyway because enchants usually screw things up for them. High levels => high stats => passives make less impact (static boosts, 98 matk over 4k-5k is 2%) => most change comes from weapons enchants/armor enchants. Correct me if im wrong but don't elemental stones make the most difference for mages damage? (assuming the target has no resistance) :-\ However, enchanting to +16 is long. It's also demotivating, and each +1 is feels less rewarding. Make it ~8-10, with Safe +4 or so. Cos difference between +0 and +3 is around 3% stat bonus. Not a good investment, so 3 enchants go away very unrewarding to player. I totally agree with this, just edit the env.int file for the glows. :P Would you make the max enchant limit for all equipment the same if the limit was lowered? Quote
sandpants Posted January 25, 2012 Posted January 25, 2012 For enchants, I would get to know the actual net gains to be sure. Heavy armors get less benefit than robes for example. Sets with less pieces do as well, the +4 safe for main up/down piece does not compensate. You are right, resistances make up for most damage, assuming target has no resistances. But not just for mages, for any class able to enchant skills for element. Mages just have it without enchants. But who PvP with people without elemental defense anyway? Resistances do not work the other way around, the only work forward. Bonus damage is applied for (WepAttribute-ArmorAttribute); multiplied for constant if difference is less than 50; 50< x <150 = 20%; 150 < x < 300 = 40%; 300 < x = 70%; if x < 0 = ignored completely. No negative damage. Which means that, depending on how one sets armor resistances, being a mage and getting bonus damage from elements is really hard. Stacking on elemental defense is easy. Or at least most admins make it so that I can. In high five with 3 armor slots, 150 for each element, and I typicaly have 280-340 of each element in defense. Mages through enchants can get a maximum of 220 difference assuming starting defense is 300, and mages' wep element is 300 as well (after this we would be counting skill element/seeds/surrenders/enchantment surrenders) It's not practical. End game, a mage can get 40% more damage assuming they are hitting with a +30 vortex buster and having all debuffs landed on a target. One could just enchant for PvP, but it just shows that most kids that set up lvl 9 elements have no clue what they are doing. They then go to L2jserver forums crying mages are bugado. Quote
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