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Dhavii
Member
Posts: 602
Member of Xerazx-OTS Forum.
2017-08-14 #22820
These are the suggestions I have for the new upcoming update.

- Change the lottery to every hour and change the possible loot to acorns, soul orbs, MDC, repair tokens, Premium Medal (50 premium points)

- As the active players move forward the new ones should have a easier chance to catch up with those who are playing. For example (when a newbie get it first rebirth, admin set rewarded) (When rebirth 250 VIP set rewarded) etcetera, etcetera...

- Remove the Admin Set from quest room and replace it with a set a bit better, same with VIP set. Basically a set a bit better than admin set and a set a bit better than VIP set.

- More Outfit Mount quests.

- Fix so players can create other runes than only Admin SDs, for example Donation Health Rune and Ice, Energy, Berserker and Holy runes.

- Remove the spell that creates Ice, Energy, Berserker and Holy runes. It cost to much soul to create 1 and it is pointless. Instead these runes should be possible to purchase from Lena Cholmondeley. (1-5 MDC =100 runes) Remove Donation runes from website.

- Add “VIP house” and more functions for VIP (for example VIP members receive 50% more afk training than regular players.

- Remove some of the old events and create new ones.

- Create stronger bosses with cooldown of 24 hours for every kill or every week.

- More items added to the deco shop (also a better deco npc ingame)

- Create now and then raids in the server. For example “pirates have enter the city protect the city from the pirates”. (no rat raids thanks) Only badass ones (Monster drop acorns etcetera. etcetera)

- Adjust cities

- Adjust the new 1500 Quest if the plan is only to find seven crystal lambs (because then it's only about running some players in the beta server already have the seven crystal lamps... ) I don't know the full back story behind the quest, but personally when I do a “Hardcore” quest I prefer blood and sweat in the end.

- Personally I rather use mining method or some other method to collect repair tokens then catch/hunt running rabbits for hours. Same goes with Squirrels I rather have hardcore Squirrels with some lovely acorns.

- Adjust Shared Experience.

- Adjust “the ultimate weapons”. My suggestion is to reduce their damage by 50%-25%, or make “the ultimate weapons” double handed with some protection.

- Create a UPG Ultimate Manarune quest, maybe a reward from something? Other than quest would be nice

- Add online reward, for example if you're online for 1 hour you get 5 acons or something.

- Fix the Browse Field

- Fix !cast on / !cast off / !cast on, !cast password xxx commands.

-- A new amulet quest would be nice. Forever Aol + 10% Death Protection etc.

CM Jean Request #8029 you find the maps I done here

I'll add more suggestions ones something spontaneously hits me up,
Dhavii
 
Asian Potatos
Member
Posts: 421
Member of Xerazx-OTS Forum.
2017-08-14 #22821
Don't see the point in the durability system. I really don't, what're the positives in this? The only people that benefit from this are the people with hundreds of duped rich items. Same with the MDC for rebirth. This isn't some korean MMO, and this is something only botters will benefit from. I don't mind the squirrels since soul orbs aren't as essential as rebirths.

There needs to be an anti gank system where you lose less levels the more people attack you and they gain less. Also you have some very underused cities in the cities teleport. Why not use those for something? New ultimate weapons (exclusive in shop). Yet another item that people will just buy, equip and forget about woopty fucking doo. Maybe have these as the reward for the laravel quest?

We need more bosses with rare loot, like the super wiggler or whatever it's called. Have the rare drops from the bosses be more powerful than ultra riches/have unique attributes like the deathcap and make THOSE items have durability, and not rich/ultra rich items (reasoning for this in the tl;dr) which would become "unbreakable" items. Not the shitty, kill a monster, loot 50 donation coins, kill another, loot 43 donation coins etc etc. Add something like maps from deathzot/path of exile, and have monsters in those maps drop things like enchanting orbs that enchant your items with stuff like +5% magic dmg +5% health etc etc. If you're gonna make the ots grindy at least make it a fun grind with rare items and bosses and items that are actually interesting and not have the player be like OH I GUESS I NEED TO REPAIR MY RICH HELMET, GUESS I'M GOING TO THE GRINDING ZONE, OH I NEED TO REB UNLUCKY ME I DIDNT DUPE 10K MDC SO I GUESS I'LL GRIND FOR A FEW HOURS. How about make it so when you lose durability on an item, you have to kill a boss and it drops an energy orb or something to repair the item.

You want players to be excited for the things they loot, there's a reason there's streamers that grind a boss for 5+ hours on RL tibia trying to loot golden boots, and there's probably a good reason I still remember doing the ultra rich quest(although it's nowhere near as special as before). There's another bonus for making bosses drop rare loot: both botters and normal players are able to do it, and if the boss has "special" attacks then botters won't be able to bot it properly(see dungeon bosses in deathzot, pretty much headshot you with %health/%mana damage if you stand in their special ability even if you're highly overlevelled). Speaking of botters, you might as well remove the current "anticheat", all it does is make it unfair for people that don't have access to the bot client, only add the anticheat if it works 100% like on spiderot.

As for bugs: Durability seems to be going UP on some items (well at least mine) like rich helmet and rich shield, I'm assuming you were testing it on the live server but just didn't show the % durability tooltip when looking at it and it broke then, because the items I had equipped had been worn slightly already and some were at 101% 110% etc but not the ones in my bp.

Here's 2 map bugs from the blessing island: http://imgur.com/a/svCPi

Also you should make the first task and second task text bold so the player knows what to say in order to pick a task.

A few small things, make it so only online guild members with different IPs grant bonus exp, account sharing is a thing and I'm sure 2 people playing from the same house won't mind missing out on a 1% exp bonus in exchange for making sure nobody abuses it. Mana per soul needs a rework, eg make it have diminishing returns if you spam it (25% first cast 20% second 15% third etc, 10 seconds until it refreshes to 25%) but also make ulti mr heal like 5% later on, not sure if that has been changed already but people with high rebs used to heal like 1%.

Also another benefit of having rare items is that it creates a nice economy for the server where the higher level players will sell the items for energy orbs that repair them, which would become a currency that is usable by all players. Same with the enchanting orbs. Having a stable economy is nice as it encourages you to interact with other players.

TL;DR: Make loot interesting, only have durability on rare items from bosses and make rich items unbreakable since people will just grab another one instead of actually repairing it because there's an abundant amount of rich items, add instanced maps (similar to what path of exile and deathzot did)with monsters that drop enchanting orbs usable on items for special attributes, scratch the mdc for rebs system, remove the "anti cheat" until it actually does its' job properly.

Didn't proof read this so if something doesn't make sense let me know.
 
Hortblade
Member
Posts: 246
2017-08-14 #22823
Btw, where to get the ultimate weapons in test server for test purposes? (since everyone will just buy it in shop)
 
Melaina
Member
Posts: 118
Member of Xerazx-OTS Forum.
2017-08-14 #22824
Quote:
Originally Posted by Hortblade

Btw, where to get the ultimate weapons in test server for test purposes? (since everyone will just buy it in shop)



Cm jean gave us the wands to test it, so ask her
 
- Betrayed -
Member
Posts: 5
Member of Xerazx-OTS Forum.
2017-08-15 #22825
Bugs - 1. M wall bug. You are able to break the wall with Holy Rune. You can also shoot (Hit target) through the wall, heal and also make other m walls through it. 2. New quest shovel part is bugged and you can't get in by using a shovel.

Also tested spells which were way too powerful for example "new spell".

Bugs founded with Melaina and The Blood + me.
 
Pieroo The Legend
Member
Posts: 1122
Member of Xerazx-OTS Forum.
2017-08-15 #22826
Everything seems legit except Durability thing. It shouldn't be implemented as it will fuck up whole fast-paced gameplay style.
 
- Flamita -
Member
Posts: 8
Member of Xerazx-OTS Forum.
2017-08-16 #22828
I found a bug
 
CM Jean
Administrator
Posts: 1031
2017-08-16 #22829
Hello everyone, thanks for participating in the Beta server, we still working on adding quite more stuff, the ideas and suggestions are still open, we love to hear your feedback and pick whatever fits into the server's scheme.

@Gollum: By the addition of the durability system our objective is not to enforce players to constantly farm or limit their gameplay. We had a various iterations of brainstorming and discussions while preparing for this year update, our philosophy this time is turning around creating a self-healing, self-reviving, self-economical managed gameworld. Let me illustrate more on this point, what an update usually brings is some new content such as hunting, quests, and probably an event or two, finalized by some changes to the PvP; those are the essentials of an update as defined in most of players mind, and we are one of them, we always seek the new visual thing our eyes see. However, we already had dozens of such updates at Highexp, most of them did well, but there is one conclusion we are reaching at this point of the server's lifespan which is as we call "termination point" that's where for some people, it is no longer interesting to play unless we excessively pushed new content into the game that would fit their needs, the game itself doesn't have any dynamics which brings some of win and lose strategy into it, you always win, you always progress and go forward but nothing backward, and that's what we recently figured is a bottleneck to answer the question of "why the game sound so over for me?" (assuming you are high rebirth already). Thus, we brought in several ideas such as the rebirth losing, durability system, finite resources (Admin SD, Soul Orbs, and Repair Tokens). I will start with the durability system, the idea was born in answer to the question of "what can we bring to the game world market's that's really useful, essential, and common need among all players?" think of special runes that would be dropped by some monsters, or even items, that would considered as something "worthy" but not essential. From economical perspective we want to encourage the trade between low, mid, and high rebirths, thus we inferred the idea of making the common thing between all the game world players which is their set "durable", therefore, a low rebirth player who wants to obtain some rich items but unable to purchase them from the game shop can have an objective of collecting a recognizable amount of repair tokens and trade them with someone is willing to spend some other resources (it could be Rich items, MDCs, crafted item, or even a favor to make a hard quest for). So, to answer your concern, you don't have to farm tokens if you are not that type of player, you may trade with others who are willing to do so, or with the addition of Retro PvP (read its description for more details) you may "hunt" other players and set them free by paying you X amount of resources as a price you set for their freedom! btw we embedded the new Retro PvP system from Cipsoft, they have just released three new game worlds under the Retro PvP umbrella and they are very successful ones. One last thing to consider is that we tried to make the process of collecting tokens fun and slightly challenging where you are trying to hit the White Rabbit with a slowly animating spell from certain point, this relays on your predictions and has a bit of a challenge rather than straight forward monster killing, it is really "satisfying" to master the skill prediction and easily hunt the White Rabbits. Future thing, there will be times where we set durability to 100% during special events or maybe certain weekends, we may call that the Open PvP Day etc.

@Riesen: The durability is decreased by a percentage based on the amount of damage you take regardless of the creature type, so basically there is no difference between being hit by a monster or a player, except the fact that a high rebirth player would be definitely more harmful to your set as there will be more damage taken. You always get feedback by looking on your item about how much % left for it before breaking, mostly with about 10% durability or maybe even less you can survive making the hardest quest on the server.

Exp ring: We will release some sort of compensation, but this is not decided yet.

Castles: As per our castles policy, we wanted to maintain castles as a lifetime house even if you left the game for years and came back later, however, this policy started to negatively affect our server's economy where the legacy of already purchased castles with soms, sios, is an easy and unpaid way of hunting. Also with the addition of the new Retro PvP system we are trying to push people to use outside hunting little more.

Quote:
White Rabbit - Will this be an PVP area?
Definitely not, nor the Naughty Squirrel.

Quote:
Soul Orbs - With this new area, will the drops from bosses be removed?
Yes, however, events are also now a second place to obtain orbs from.

About Admin SD, it will require a sorcerer of at least rebirth 800 (this is not the final number yet) to create the rune. Honestly, with this change we are not yet sure of how the overpowered Admin SD act during the gameplay, but we will see how it goes and adapt necessary changes. We seek making it a limited, valuable, and used as kind of a finishing / ultimate rune during battles.

Quote:
Mega Bless - Do I still get a Death Penalty if this is active?
Yes, however, its massively reduced.

Quote:
Originally Posted by Old Powerzc

Lmao old powerz dies from the blood only by "new weapon" and also he has to spam mps just to "survive" and i lose 1m exp if i dead and wanna make server active welcome to blabla land


The new weapons damage is not yet final, you tested them on the "beta" server, that doesn't mean they are yet final, everything is subject to change. But yes, we intend to making some worthy weapons that will make considerable change in the battleground.

Quote:
Originally Posted by Alegator

Old powerz aka the guy who wants to make his vocation the best Old powerz can solo me and i tested it
and i cant solo old powerz unless that guy is not good at 1v1s + in the live server you can solo me and i cant deal 30% on your mana so why are you annoyed if you can take me solo with your op sd dmg.
just stop crying
+gollum could solo me too and i think you have to test eks dmg

well my opinion collecting for rich items is just a waste. collecting 300 coin for each item and there's 12 silver rabbit + they run so it takes sometime until you can kill one of it
and 100 mdc for a reb? lol... collecting 5 hours for mdcs to make 1 reb?



The number of White Rabbits is subject to change, we might change the system to monitor the amount of players in the area and summon a reasonable number of White Rabbits for them, so it goes higher as there are more "active" players in the area.

@Dhavii: Thanks for your list of suggestions, we will definitely pick whatever fits. About the maps, I haven't had the time to check them yet but I will absolutely do.

@Asian Potatos: Please check my reply to Gollum regarding the durability system. About the new monsters with rare loot, that sounds a good usage out of the new durability system we have, I will discuss this with GM Xerazx to see if we have the opportunity and enough time to push it with this update or on a separate small patch.

@Hortable: You should catch me sometime on the Public Beta Server (PBS) for this :P
 
Panini Loves Butts
Member
Posts: 130
Member of Xerazx-OTS Forum.
2017-08-16 #22833
Ahhh old guild war event so legendary and good!!! Wish it could be possible to bring back in this OT :O
 
Hortblade
Member
Posts: 246
2017-08-16 #22834
Quote:
Originally Posted by CM Jean

and that's what we recently figured is a bottleneck to answer the question of "why the game sound so over for me?"



To be honest, I dont get more than 10 rebirths in like 1 year, and I have this opinion for a while (tho I probably havent shared it or maybe I have, not sure)

The game sounds over for me because: There's no gameplay after higher rebirths.

By that I mean, one or two quests or some small new content isnt enough. What made me go from rebirth 1 to rebirth 1000 at least, was that I wanted to get those 40-50 rebirths to get a new promotion, to be able to make that quest (even if the reward wasn't thaaaat good) some area that I needed 850 or 950 rebirths to enter, those were the stuff that motivated me to get rebirths.

I understand that most players motivation is: being the stronger one, improve survivability, so pretty much PvP. But the game isnt all about PvP. Its about moving and creating new things as the server evolves. I remember I was the first one to get crafted bow when released, putted some good effort getting it, and the weapon isnt "that good"
Of course changing the dynamic of things like is being done on this update its cool but isnt enough.

When I first joined the server, Death Rush was already like 1000+ for a while, and now 4 years later, whats the gameplay after 1000+? Ultra rich quest, MP/HP bonus quest, new spell quest, (all those quests requering some great team which is okay, but how about quests that you can solo, but challanges you to play smart?) some areas to explore like eternize, demostar and I could be missing some others. And thats pretty much it.

Also I dont expect to things to get easier as you "grow" into the server, and not even sure if that's working like that now, but the experience change between 1220~~ was like too much! I remember I used to rebirth in 1 hour before 1220, and 4 hours after 1220.

My thoughts could be wrong, I know that VIP area is good to hunt, and I never entered it after the rework, so some stuff I said could not be right, but thats how I used to feel/still feel about the server.

Quote:
Originally Posted by CM Jean

Castles: As per our castles policy, we wanted to maintain castles as a lifetime house even if you left the game for years and came back later, however, this policy started to negatively affect our server's economy where the legacy of already purchased castles with soms, sios, is an easy and unpaid way of hunting.



Castles are dead a long time ago! I remember like 2 years ago I was almost donating for one dedicated, I'm glad I didnt. They're just as good as rebirth 500 or so, and now with auto rebirth thing & not having to logout, you can get rebirth 500 in barely a week, with or without the castle. So not sure why even bother about it.
Not to mention that the castle costs some real points, so you should be able to invite as many players as you wanted to.

Quote:
Originally Posted by CM Jean

@Hortable: You should catch me sometime on the Public Beta Server (PBS) for this :P



Intentional misspell? hahahah I surely will enter when I have the time to.

About what I saw in the new update, temple looks amazing, I loved the ~side opens, that ladder to the second floor tho is lame, took me a few minutes to find it. Haven't explored much more since I had limited time yesterday, and now that I have some time, the server is offline.

Last but not unimportant.
I feel like as the server changed, things were made to prevent botting, 9.83 with limited "working" bots, later antibot system, and now this rabbit thing.
I managed some servers of my own, played as staff on others and I personally think, that servers should embrace bots instead of fight against'em, the effort made into creating tools, or ways to prevent it are just too much for the effects they produce. Players will use bot no matter what you do. Most just for automated things like healing, auto targeting, sometimes caveboting. So instad of fighting you can just create tools to shape, how you want it to work.

Another matter but related to botting.
I suggest for the uneffective antibot captcha system this: Random events

They already work in another games and tho you have to put some effort on those, would be harder to make the bot to play all those random events~ like 10 random events, you have math.rand(1,10) to any of'em but they're all unrelated, and you should complete the challange to get TPed back to the spawn. Getting one prize if completed in like 10 minutes or so (ps) I just now made like 3 ideas, but sky is the limit here.

First one could be one maze that shifts everytime. Second could be one sign, that displays one random letter each time, and you have to "recreate" that letter with a rune on the floor, and so on. Third could be one npc that tells you 5 random words that you should reply in "logical" order.

(ps) Why adding prize instead of just jail if the player dont complete the event? 2 main reasons, first: New players or non english could have some hard time to find out how to solve the puzzles, so they wouldnt get punished for something they didnt knew how/what to do.
Second, as skinner would already tell in psychology, "extinction of the behavior" is the best way to prevent it from happening again, and punishment is necessary but humans respond better to a reinforcement, and its easier to get to extinction by removing the reinforcement than adding a punishment.

I guess thats all for now. Thanks for anyone that had the patience to read it all the way down.

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