This has been mentioned and discussed few times in the past but I'd like to suggest Staff to take a serious look into this topic now that we are 15months into New source. I remember, since the the beginning of Newsource, drop rates of items were significantly different compared to Old source. Equip drop rates are much higher that my equip inven fills up 2~3x faster when grinding at ulu1~2. Now that telecasting is introduced, this is further enhanced. On contrary, etc drop rates are far worse than old source. I used to have abundant ore supply just from grinding but now they are much more scarce that price and demand multiplied. Crucial etc items such as Dragon Scale/Spirit and crystal ore supplies are drying up and crafting of dragon items are extremely difficult: supply of rare end game gears are going down. Along with Damage buff of Archmages in New source, bunch of new archmages poured into ulu maps (now buffed with faster re-spawn rate) and started making a fortune with easy-1-hit capabilities. When this change occurred, majority of population still had old source economy in their mind but what people didn't realize was that everyone was richer and could afford the items that were still valued at old source price. Speaking of WS and CS, gachapon and scrolling were disabled for few months and a lot of people accumulated mesos either through grinding or Meso duping glitch . During the dark era, enormous quantity of scrolls as well as clean godly gears were saved and people were hungry to scroll their new equips with 30%s and CS. When scrolling was enabled, it was like a cracked Dam. People were blowing shit up everywhere. Soon, supplies of demanded items like WS/CS ran dry very quickly and consequently demand went upupup followed by inflation. Staff tried to meet the flooding demand of players by increasing the gach rate of WS/CS but that didn't stop the inflation. There were many factors behind the inflation but right at the back of the scene, everyone was simply richer than before. Those who afford WS/CS are usually mage owners who grind or sell leech at popular grinding maps, mainly Ulu (since skele was nerfed and still is). The rate at which they earn mesos/ time easily allow them to afford inflated price of valuable items. Even newbies could save up the money to buy leech much quicker than before as they had more low lvl equips to npc. Some people made an effort to repress the inflation but greed of individuals was something one could not handle (not saying it's bad or anything). Sellers saw how quickly their items with old source price tag got depleted. Naturally, sellers increase the price of popular items until they are left unsold for a certain duration. Continuous influx of abundant mesos from high equip drop rate kept up the inflation till this day. My question at this point Was increased drop rate of equips an intended feature by staff? Or is it an unnecessary glitch that accompanied new source but haven't been taken care of yet? Uncontrollable inflation is still one of the major complaints in royals. Irony is that a lot of people who complain are those who benefited from the new source drop rate change. They are making lot more money / time but they wish to buy things at an old price and spend less. For e.g grinding 300m in old source and 500m in newsource both takes similar time and effort or even less in new source but I don't want to pay "more" mesos for a white scroll than I did in old source. As they complain, they are grinding their asses at ulu maps, making billions of mesos, stocking WS/CS to buy godly gears but only when they need to hand over their precious money, they feel robbed and inflation is the one to blame although they didn't had to work extra hard compared to old source (not directed toward any individual). I don't think that's how economy should work... Only complaints from people who doesn't play a mage character would have legitimacy since the gap of meso-earning ability is further widening. Some say making a mage is an additional sacrifice and cannot be seen as an unfair advantage. For newbies, it may feel as if the goals are too high in the beginning but once they follow the trend of the meso-making methods in the server, they will soon realize that everyone has to give equal time of investment before making any economical achievement (Current HT runners were once newbies who sold single AP reset in FM and made 10m/hour at low lvl grinding maps). This leads to a concern as players are forced to participate in the mage-story trend. Conclusion Staff must be experiencing hell of a headache due to complaints regarding inflation. Please revert the equip drop rate back to old source so that overall population can no longer afford "overpriced" items and force the price to deflate & etc drop rate as well to meet the demand. I think priority list should have thinned out by now and inflation may be the next problem for staff to settle. Economy right now doesn't have a problem if the higher drop rates were intended but for the sake of equality among all classes, something should be done to provide more meso-making opportunity other than mage grinding. (e.g unlimited APQ) I personally think it's healthier for the economy to have a currency (meso) with higher value so I suggest the reversion of drop rates.
I would love to hear from old source players about exactly how quickly their equip inventory filled up in ULU back then, and exactly how fast they were making mesos from NPCing equip and picking up mesos back then. New-source data from my recollection (might be a bit off since I stopped farming in ULU a couple months ago): ULU1 1-hit, no telecasting: About 25 minutes to fill entire equip inventory (96 slots). About 60-65M mesos per hour from NPCinf equips and picking up mesos. ULU1 1-hit, telecasting: Don't have data here since I didn't find an efficient telecasting rotation. ULU2 1-hit, no telecasting: About 30 minutes to fill entire equip inventory (96 slots). About 50-55M mesos per hour from NPCing equips and picking up mesos. ULU2 1-hit, telecasting: About 25 minutes to fill entire equip inventory (96 slots). About 60-65M mesos per hour from NPCing equips and picking up mesos. Notice the data above doesn't include profits from selling godly equips, since this thread is about drop rate and inflation from NPC money.
Just to mention, old source respawn rates were slower as well. Newsource: Faster respawn + higher drop rate
I'm pretty sure Staffs won't take anything serious when it has a phrase "Old Source" in its title ...
I was under the impression generally every other map had its spawn nerfed. One example: I didn't recall doing the pap preq as hellishy hard back then, in comparison to now, solely due to the terrible spawn.
There is definitely a problem with the drop table as it stands in regards to equipment drops especially. We are working on a new drop table and hopefully we can push this out soon. It likely won't be the exact same as old source but any specific suggestions anyone has will be taken into account when adjusting it, so please provide any further feedback you may have!
Spawn rate = number of mobs Respawn rate= rate at which mobs are regenerated. A lot of maps got their spawn rates nerfed but for Ulu maps, although the spawn rates WERE nerfed in the beginning, they were soon fixed. However, the Respawn rate was buffed everywhere. I remember, early new source, someone in the shoutbox said ghost ship2 spawn rates are too bad to grind (Moriforest I think?) and I replied that "Spawn rates are nerfed there but respawn rates are faster, compensating for % of the loss" and Matt confirmed it right after.
Wow this brings back some memories as i was training a character there during that period. I remembered the spawn of gs2 to be nerfed and that at mp3 buffed. Old source gs2 was highly sought after and often sold/ks-ed. The staff have the exact numbers and i'm sure they'll do a good job when the new drop/soawn tables get finalised
Not sure if you meant directly here, or in some other thread, but the ToT quests for getting the masks has been impossible. I've killed thousands of those monks and have only gotten 3 masks. Getting an increased ETC. drop rate for the Memory/Qualm/Oblivion Monks would be great.
I think here would be fine as its on topic. We read all feedback posts so everything will be taken into account. Nice to know about the mask etc drops, we'll have a look at them when the time comes, thanks!
Yeah, ToT is kinda weird. The droprate was better in old source, now you get around 1 mask doing both the 'kill 999' monk quests for each type. The bosses also drop their etc more rarely and other things more commonly. For example I killed over 200 lilynouch in old source and it never dropped me achilles 30. In the end I bought it for 180mill. Now the book is only worth 5mill! A similar story for Brextons and Shadow Star 20, I imagine.
To add on the book drops, I killed 100+ Manons in old source but never saw a sight of Phoenix 30. In the beginning of New source (not sure about now, it probably is still high) I hunted manons 24/7 with 3hour timers and each raid (on 20 channels) got me 2~3 Achilles30/Phoenix30 on average.
I didn't count how many I got when I ran my hero and bishop through, and I NPCed some because I didn't know they were rare, but in about 10 lvls worth of obv2 grinding on my hero, I got 3 frowny masks. I also recently ran my FP and SE through to ROR4 separately, and got a total of one each smiley and neutral mask. That's 1/4000 drop o.o.
The increased drop rate was not an intended change and is an issue that was mainly caused by how old source calculated drop rates. The old source included the monster ID in the calculation, which is something we did not want to do in the new source. We have no idea why the old source included the monster ID in the calculation as it was already in the source code when we started the server. This inclusion of the monster ID essentially just makes it difficult to work out what the accurate drop rate of an item is, and makes modifying drop rates unnecessarily tedious. However it also made changing from the old source calculation to the new source calculation basically impossible to do whilst keeping the drop rates identical to how they were. The drop rate calculation issue, coupled with the spawn rate change from 10 seconds to 8 seconds (essentially increasing the amount of drops by 25% over time in itself) caused some major problems when moving to the new source with some drop rates becoming much higher/lower than they were. Basically the drop rates are currently quite a mess, we did try our best to make some adjustments after the move to try to balance things to how they were in the old source, but realistically the drop table still needs a complete rework - which is something we have been working on in the background for a while now like Stan mentioned.
On a side note, can the papulatus prequest drop rate be increased? At the current rate, it might take 10 hours just to get 300 tachion, not to mention the 100 magic powder you also need.... pretty ridiculous
Necroing this thread. It's been nearly 2 years since this feedback but we still need a new drop table.
Manual drop table revamping is a monstrous workload. Personally I think anyone who is game enough to suggest this should be prepared to apply to be staff and volunteer and help out with said change.
While i agree that it may be a solution to the current problems of inflation, it definitely doesnt require the least amount of effort, and i dont think they'd be able able to hire people to do that for them. when they're barely hiring gm's :') Money sinks came up as a working solution. So if more money needs to exit the economy, I think there are two ways to do this that i've thought of. Increase the price of ginger ales + % mana potion in nlc Increase the price of FM nx items. Thats all and i think it will help remedy some of the issues as its something every farmer needs. Whilst not necessarily hurting lower leveled players + non-farming classes.
Here i summarized for you: newbies arent allowed to enjoy the end game content, because you, started before them and entitled to more stuff than their hard effort.