With the new source coming up I'd like to see drastic balance changes to grinding spots

Discussion in 'Accepted' started by Emrah, Apr 27, 2015.

  1. Emrah
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    Emrah Donator

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    .. Hear me out!

    What Nexon didn't do properly back in the days was that they didn't make every grinding spot equally good as others for their respective levels. What I mean by this, say you're a level 60 cleric, you'd most likely be grinding in the Ghost Ship area, because this place has everything compared to other maps. All the other maps are usually empty and completely outdated with too high HP to EXP ratios compared to Ghost Ship, where you'll be gaining the best experience and drops. There's literally no attraction to the outdated maps.

    What I'd like to propose:

    I'd like to see a complete revamp of item drops, change of EXP and HP (on monsters) in old outdated maps such as the clock tower in Ludibrium, maps such as Forgotten Path of Time and all those old-school grinding spots which I'm sure some of you remember back in GMS/EMS before CBD got released. Those were the times. The release of the Ghost Ship area completely made those maps pointless unless you're questing.

    Let me show you a quick comparison between Level 6X monsters:

    [​IMG]

    The mobs to the left are about on equal level as the ones to the right with just as good spawn on their respectable maps, but the HP to EXP ratios are just too messed up to be viable for grinding, compared to other maps. But if we did a little magic:

    [​IMG]

    Of course these values are just examples and it could've definitely been done better, you get the point. These revamps could be tweaked during the public beta testing of the new source. It would be a great opportunity to balance out the game!

    Also I'd like to mention I'm not asking for changes for a certain level range (e.g level 60-70), but a complete revamp for all levels if possible.
     
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  2. danman
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    I'm all for new spots to grind.
     
  3. Yiks
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    Lol must be tough being a GM for Royals. In my opinion, while there's valid rationale behind your proposition, it'll take an astronomical amount of tweaking to achieve perfect balance among all monsters in all maps at all levels, it just seems too ... much to suggest a complete revamp. Maybe small changes here and there for extreme cases though, like what they did with boosting ToT spawn before.
     
  4. Emrah
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    Emrah Donator

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    I do realise this would indeed be very time consuming, but I think this would make up for the lack of new content we're able to get into a V62-V83 source. I'm not asking for this to be done over the night or even over the week. This could be done in very small amounts. Maybe a small patch every month or so, tweaking some of the empty maps here and there, reducing some HP or buffing a monsters EXP. Removing scroll drops from a map and adding it into another for more attraction?

    I have this idea that it's actually very simple to do. Just adjusting some values to a few mobs in some file? Probably WZ editing.
     
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  5. Plenty
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    Plenty Well-Known Member

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    Full support. I could spend hours just figuring out some balancing suggestions. Would really add some depth and innovation to lesser used maps. On the other hand, I could see people being very against this due to the fact that 'it ruins nostalgia'.
     
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  6. Sila
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    While I dont think every training map ever would be feasible to adjust, there's some popular places that could use a boost for sure and we'll have to see what it looks like in the new source before we think about changing those. Some places i'm thinking of: Tornado corridor, Lower ascent, MP3, etc.
     
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  7. Yiks
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    Like I said, I agree with your rationale. But I would think it's impossible, if not near impossible, to achieve a perfect balance throughout all monsters in all maps. The difficulty doesn't lie in the technicality of coding into the game, but the practicality of hitting the perfect balance. Using your example above, maybe after your proposed tweak, just a small disproportionate tweaking of rates can result in a scenario in which everyone migrates from Slimies to e.g. Dark Pepes, which would bring us back to square 1. I think the best we can hope for is that small changes be implemented consistently, perhaps monthly or bimonthly, to achieve perhaps multiple choices of training spots at every level range, but we can't possibly hope to expect every map to be equally enticing to players at their respective level ranges. It's like the problem of income inequality; we can never strive for perfect equality, the best we can do is minimize extremely disproportionate distribution.

    That said, I think Slimies are too overpopulated (who doesn't? haha) so any positive change towards that would be great :p

    Edit: Got ninja-ed by @Sila with a way more concise post ><
     
    Last edited: Apr 27, 2015
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  8. Plenty
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    Doesn't have to be perfect. There aren't that many mobs in this version to even think it's near impossible.
     
    Last edited: Apr 28, 2015
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  9. Gangsta
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    +1 to some Royals' style balancing! It'd make the server that much more unique.

    Ps. Im ur biggest fan @Emrah
    Ur avatar is so swag im jelly
     
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  10. Graces
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    R>Attackers for dual ghost pirates ~f14
     
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  11. Gangsta
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  12. Cyndy
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    +1
    I certainly agree with this as GS2 is way to overpopulated. (as well as teddies sadly)
     
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  13. Kenny1
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    I feel like ludi should be buffed such as; MDTs Dual Ghost Pirates etc etc. Not Chronos or Master Chronos. Those were fun places to grind back in the day. I feel like if the spawns were increased and the exp was raised a little bit. I feel like we could revive those old training spots.
     
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  14. Graces
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    BUFF DUAL GHOST PIRATES PLEASE!! :love:~f15[:p]
     
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  15. Kenny1
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    ^ To be honest, I'd rather grind there than at WS. The exp just needs to be balanced out.
     
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  16. Gradient
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    +1 as well!
    I think a big part of this as well was the old adventuring part of the game. I remember when Ludibrium was first released, and then fucking OMEGA SECTOR! I remember running home from school to play with my buddy to scramble down that fucking tower to explore. The thing about these specific maps being so blatantly the only choice for proper training is that it makes going anywhere else (really, the vast majority of the world) feel like you're wasting your time.
    That being said.. this would be a big overhaul.
     
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  17. Matt
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    It would be a very difficult task to change the EXP / spawn of mobs to make areas more optimal without being overpowered - whilst not making the previous areas completely useless. I, personally would like to try and do something about it, but it's just a lot of work to do. But maybe if people can help by discussing or making a list of exactly what mobs and what EXP should be changed? (It's better if we don't have to change the actual spawn rates). That way it will be a lot easier for us to implement it quicker.
     
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  18. Plenty
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    Sounds very interesting! Are you more fond of increasing mob spawn or changing the base XP for some monsters?
     
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  19. John
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  20. Matt
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    It could be more of a case of reducing the EXP of other monsters rather than increasing EXP as well. So that might be an easier option.
     
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