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Shampoo
Member
Posts: 4
Member of Xerazx-OTS Forum.
2021-07-20 #23444
Have in mind that these are my own opinions. It's really long since I replied to all

@Mr Savage

[REB CAP]

So, you want to put a limit on rebirths while simultaneously making it simpler to level? Personally, I'm not a huge fan of the "rebirth cap," since it will have a detrimental affect on a particular number of individuals while simultaneously providing them with a "forced gameplay," as Cracked pointed out (pvp). -This could cause a new group of people to leave.

[Promotion / Leveling spell]

But I do like the promotion quest idea, it's been suggested many times. Without the intention of sounding biased, there's no denial that both Druids and Knights struggle to level compared to Paladins and Sorcerers. Even though the top player is a Druid, it requires a lot more effort and endurance (to be fair bot/macros were involved). And it's even worse as a knight, with ultimate weapon taking 10s to reach maximum damage. - and some do not even have access to it, making it even worse.
It should be plausible to invent spells/runes that only works against creatures, not players.

[Dungeon / Dungeons Shop]

Personally I think the dungeon layout is fine, as I'm not a huge fan of "end-bosses" in Tibia (Thanatos Quest is the worst quest I've done). However, I do agree that it should be better rewards, -as it do not feel rewarding to complete dungeons, -as it should.
I like the idea to add a Shop that use Dungeon Tokens as currency. But I disagree with some of the "purchable objects" you mentioned. If you think logically, pretty much all these items would only be purchable after you've done the dungeons x-amount of times. Making it un-appealing for some that has to wait until the reset.. and at the same time abusive for the people that donate (Cooldown Remover Glass). This could cause an even bigger gap between the "F2P & P2W".

My suggestion would be to keep the current reward system but also add exp upon completion -WITH also adding a shop to spend your tokens.

@Ayon Edor & Mr Savage

[Leveling as a new player]

While guides can be added, there's no denial that the early stage is kinda boring. I believe Wells is accessible at rebirth 150 and Crystal Base Crushers is for rebirth 200. It honestly feels like an "over-extended tutorial" to get to that part.

Making the step from rebirth 0 to 200 should be faster.

@Han

[F2P & P2W]

There has been an discussion to add shop items ingame that you purchase for ingame items. All the F2P can do is to hold their thumbs. Another solution is that Xerazian Set-quest could/should have a lower rebirth to access, like 900-1000.

[Pets]

I'm not a massive fan of the pets. While Grizzly da Bear was logical with their single attacks, the others tend to use AoE damage, attacking the summoner too.
The new pets (right side) are really strong.

@Cracked

[Mix of all]

A large punishment would cause charlovers, and we've seen a few of those throughout these years.
Vocation balancing is hard, as everyone think their own class is weak and the others are OP. What I can say though is that the balancing in the old ERA was based on tests done on 1500 characters, (most were rebirth 2000 at the time) which may've caused this "gap". (Example): the ultimate weapons being "more OP" at lower rebirths which caused a nerf on the Wand and Bow, but was somewhat logical in the old ERA.


---
I personally believe the biggest issue with the server is that the leveling is designed to match botters... causing us non-botters to take the big hit. There's simply to much endurance required to match these people, in both leveling and farming. Even the cost of Admin SDs can be expensive for the average player.
 
Mr Savage
Member
Posts: 6
Member of Xerazx-OTS Forum.
2021-07-22 #23446
@Riesen

Response to rebcap's idea

In most not only custom servers but games in general, there have been limits to the power that you can obtain in the game (in this case reb) and this in order to mitigate the creation of large gaps between old players and new players. If there is no limit, it will be impossible for a new player to keep up with an old player.

Why can't a new player advance?
As I understand it, there are two main reasons why a new player will not be able to progress.

1. Old players want to dominate the server at all costs and how do they do it? simply increasing their rebs indiscriminately until they reach a point where no one can face them and it is at this point that any kind of hope is lost not only for new players but for old ones who are not part of this group of players.

I have witnessed this, 2 days passed in which I could not increase a single reb because the areas were always occupied by the same people where their team covered the entrance and whoever tried to enter the area was killed.

2. The hunting system and the hunting areas in general are designed to support a very small number of players (not to say only 1) and it has been repeatedly seen that disputes are created between players for this reason, so a new player will be faced with this. An example of this is Rezemy, we all know that the best hunting route is on the east side, if you are not on that route it will simply cost you much more to get 1 reb. Another example is the Classic Hydras (recently added), how is it possible to create a teamhunt zone where there are only 5 creatures? If 3 teams want to go hunting at the same time, how can this area support the 3 groups? it is just absurd.

If there is a limit for rebs, the load of players in the hunting areas can be eliminated so that others have the possibility of increasing their rebs.

How to solve the problem of limited capacity in hunting areas?
Simple, make the monsters have much more life but that the experience received when killing them is according to this change, in other words with an example, if with the current system you have to kill 100 monsters to get 1 reb and complete this takes you 10 minutes, the solution would be that you have to kill only 10 monsters but that takes the same 10 minutes to kill them. In this way, if there are 100 monsters in total in an area, it would no longer be designed for a single player but for 10.


You say that it is not a good idea to limit the reb because we would be forcing players only into pvp situations.

But I want to ask you, once a player reaches the 1500 reb, what is the clear objective of this player to continue increasing rebs? There is no new content after this stage and the way I see it, players just keep increasing their rebs with the clear goal of dominating their enemies and not allowing them to advance, this was seen repeatedly in the previous era so in the end, it is a situation clearly associated with pvp.

We are not asking to keep the rebcap forever, what we want is to get a fair system, that everyone can have a chance to move forward, and that when the time comes, with a new big patch, the limit is extended according to the new content. This would bring excitement to players to continue and explore the new content at the same time that it helps everyone to be in the same conditions.



Response to the dungeon's idea

I think you do not understand our point, we are not talking about a final boss that has too much life to make killing it tedious, we are talking about wanting a dungeon system that is much more attractive because it is a challenge for the players to complete it. It's curious that you say that thanatos is the worst quest you have done but at the same time you think that the dungeons are well designed, when currently both have the same system, kill a certain amount of monsters to get a reward, in thanatos you kill 2 with a lot of life In dungeons you kill more with less life, which in the end takes almost the same time to complete any of these.

The final bosses shouldn't be designed like thanatos's (it's also the worst quest I've ever done), they should be extremely dangerous but not impossible to kill, one idea we were talking about was about the ferumbra's tower (we even suggested it in the previous post) and that its final boss has deadly spells for any player, but if you are alert you can avoid dying, for example, when the boss is about to cast his spell there are certain random points where the spell has no effect (something similar to the firestorm event).

Then there is how to defeat the boss, which is another point apart, an interesting idea that we were talking about was that to defeat him you have to destroy a certain amount of statues, each time you destroy a statue the boss loses power/life, until you destroy the last one the boss is finally defeated.

About the rewards, I think nothing creates a bigger gap between donor players and f2p players than the current system and that is why we made the suggestions.



About the rest

I agree that the quest for the set should be for players between 900 and 1000 rebirths and that a ring with the same statistics of the mega ring be added as part of the reward. I remember that in the first days after the launch of the server we tried to do ultra, for people without a set (even with a vip set) it was almost impossible to do it, someone always had to go in the front to clean everything. It doesn't make sense that the quest to get ultra rich is for 1000 but to get the set it is for 1200.

I think that the pet system is fine and that some of them help you in different situations, such as quests, this is quite successful. A clear example of this is Mr Jellys which helps you complete insect quest, and on the other hand, since it is immune to fire, it also helps you to complete challeger quest in the final part (imps part). To be honest, I'm not a fan of overly strong pets that help you kill your enemies in pvp situations.
 
Shampoo
Member
Posts: 4
Member of Xerazx-OTS Forum.
2021-07-22 #23447
@Mr Savage

It's obvious that we hold opposing viewpoints about some parts, which is good. To find common ground, we must first figure out what individuals enjoy and dislike about the game. So, I salute you !
I'm disappointed that more people haven't responded. Even so;

"Rebcap":

Personally, I believe that setting the level stage (exp earned) at 1500 is a superior option. This would mean that they would still have the option of progressing, but it would be incredibly difficult. This was done in the past when gaining 1 rebirth may take up to 40-80 minutes - until a new zone was created. But it's important to add that not the entire server should be affected by it (like it's been several times). - Only +1500.

The fact that newcomers struggle while veterans "succeed" is an algorithm that everyone should have predicted. At the same time, I've seen new players outperform so-called veterans during the course of my +ten years. -Even here.

"Why cant new people advance"

Let's start with the obvious

• MDC: (the MDC cost shouldnt start at 800, should start at a later stage)
• TOOLS: (VIP set is not consistent enough for F2P players and a massive different between vocations)
• TASKS: (The amount to kill do not equal the reward earned)
• LACK OF REPORTS: (4 new areas was added, yet no one bothered to give feedbacks)
• BORING EARLY STAGE: (Not fun to kill 9000 troll champions) (meme intended)

Despite the fact that all of the new locations are designed for rebirth +1100, Rezemy continues to shine. I don't have as much time to play as I used to, but when I went to Shubarak, I observed that the monsters were immune to ICE and ENERGY, making things more difficult for Mage and Druid. It's also extremely obvious that the exp cant compare to Rezemy east's side. Given that the extra spawns were added to alleviate overcrowding, they haven't served their goal if individuals continue to seek out a specific spawn.

I however agree about the Hydras, the spawn is to small. Even as a single team we were forced to wait for the respawn.

After rebirth 1500.

It is somewhat dependant on who you ask. I believe you were a pvp player back in the day, but as a tutor, I had "access" to a larger community. Different types of gamers, some of whom were exceedingly strange in their desires.

I wouldn't mind if a rebcap was implemented; in fact, I would be totally fine with it. It's only that I'm aware that Jean and Xerazx's goal is to develop a self-contained server. But the system could also be perceived as unjust if you restrict access to particular content. "-When would it be appropriate to release the following piece of content?" Would it be when 10, 50 or 100 players reach 1500.

Judging by the list; only 8 people are 1500, -and people left prior to it.


Dungeons:

You're right, I did not understand.

Regarding Thanatos, I still suffer from "PTSD" from the early phases of the game, when killing 1 boss may take up to 40 minutes. Obviously, the present dungeons could be improved, but there's a difference between moving and just standing, even if the total amount of time spent is the same. (However, early stage thanatos could take up to 2 hours, causing me to hurl at the "design". Obviously improved now.)

Perhaps I'm ignorant for not knowing the mechanics of Ferumbras. If it's indeed mechanics involved, it could be a lot of fun. +1

Dungeon Rewards:

It's possible that I didn't comprehend your point, and that my explanation of the problem, as I see it, wasn't conveyed very effectively.

So let's break it down. You mentioned that the reward should be "exclusively with dungeon tokens" - what amount did you have in mind? Let's take 2 examples to try and convey my issue with it. Let's say you get 10 dungeon tokens.

First example could be that the rewards cost 20 tokens each, meaning that it would require you 2 days to get an reward. However a p2w player would not face this issue since he could just reset the dungeon. And there's no limit to how many times the group can do it, -except their bank accounts.
Second example is the same, even if the rewards cost 10 dungeon tokens and they can get an reward instantly, p2w could still just reset the dungeon and get x2/x3/x4.

This isn't meant to come across as a "bash," but while presenting a concept, you should also try to clarify the figures you're thinking about. Without the intention of trashtalking the staff, I wouldnt be surprised if you'd gain 5 tokens (like it is now) and the rewards cost being 50-100 tokens. That's 10-
20 days for a F2P character. Meaning that it's still unappealing to play, while P2W characters could take advantage of this.

But as I mentioned, it's possible that I missunderstood you.

The rest.

Most quests may have a "accessible" rebirth to enter but usually also have a recommended level to clear. I've always liked this concept, but I can understand that many people may disagree with it. Fun trivia is that it took 6-7 months to clear Ultra Rich Quest for the first players. And it was a lot harder than it is now. (we were 1400-1600).

When it comes to pets, I can't deny Mr Jelly's utility, but it's also the only right now (if we ignore the ones that cost dungeon tokens, they have lots of uses)


In general though, I've located some issues that are not yet present here. They will be reported in a different way.
 
Demzy
Member
Posts: 1
Member of Xerazx-OTS Forum.
2021-07-24 #23448
Yoo, I'm quite grateful that you take the time to reply, I feel like I'm not being ignored.

Rebcap

Again I want to start responding with the idea of rebcap and this because I feel like it's the biggest problem right now. Btw, you may not know it but I am one of the people who currently are reb 1500 (This is why I respond with this acc) and this is why I have taken the time to talk about it.

Why many of us have stopped rebbing?
From what I have already mentioned, there is nothing new that motivates players (at least me, Pojken and Ayon Edor) apart from pvp situations and taking advantage of enemies, something that I personally see disgusting and that is ruining the server.

How it is possible that a player being 1500 (highest stage of reb currently) in a matter of few hours has increased more than 100 rebirths, is simply absurd. What this situation is doing is destroying the server, I tell you this because I have been a fairly active player from the beginning and personally I feel unmotivated to just quit.

People who disagree with this idea do it because they have a desire to have unlimited power with which they will have a position of dominance and hide it by saying that this idea limits them only to pvp situations, we really are so naive to not see it? The only reason to keep increasing rebs is for pvp situations, there is no other ... If I have more reb than my enemy I will be able to win the top arena, if I have more reb than my enemy I will be able to win the boss events. We are creating a situation where the most active player will be the one with the best chance of winning. This is fine up to a point, that through your effort you can achieve the best things, have the greatest reb, amazing, but if we perpetuate this possibility over time we will be creating a huge gap between very active players and others who are not and this is the reason why most online games limit the power you can get.

If to the situation of unlimited power we add the current hunting system (designed to support a small number of players) and that at the beginning the anti-bot system was not activated and many players collected an absurd amount of MDCs, we are in the correct formula for a dead server.

I don't want to be unfair to the admins because I know they are working hard to bring new things to the server and they have been very active since the beginning. But I think they should focus their efforts first on solving this problem and creating a system that is fair to all, if players continue to increase their rebs with the current system and indiscriminately, it will be much more difficult to solve this problem.


"When would it be appropriate to release the following piece of content?"
The only ones who can give that answer are the admins, since they are the ones who create the new content. But if you ask my opinion, as soon as the new content is ready it should be released no matter how many players are in the rebcap.



Dungeons Rewards

To avoid the abuse of p2w players it is as simple as making it more expensive than directly buying it on the page. Explained with an example, you want to buy a rich piece, this piece has a cost of 12 dungeon tokens (DT), taking into account that when finishing a dungeon you receive 2 DT, you would have to complete the dungeon 6 times, a p2w player would have to spend 2500 premium points to perform the dungeon 5 more times (not counting the daily), but also, if we take into account that the dungeons are redesigned to represent a real challenge for the players, I am 100% sure that a p2w player will not do the dungeons 6 times a day to buy 1 rich piece.

In addition, if the difficulty system (Easy 1DT, Normal 2DT and Hard 3DT) is implemented to the dungeons, the most active players who have had a significant advance in their rebs will have the possibility of obtaining these objects in a shorter time, by this time the players should have most of their set pieces. A p2w player will not be able to abuse this system to obtain bigger rewards by performing the dungeons with a higher degree of difficulty since these would represent a real challenge for him, in addition to the fact that he necessarily needs the participation of 4 more players.

On the other hand, considering that the Xerazxian Set Quest exists, f2p players only have to strive to get the Mega Ring, Ulti Mr, and Ulti Weapon to complete their set. Considering that players complete dungeons daily in normal mode, it would take them 50 days to obtain these items (Mega Ring 4d, Ulti MR 16d and Ulti Wpn 30d), being this a reasonable time, as these are currently quite rare items.

Note: It would take a player 50 days to get these items solely through dungeons, but currently there are other methods such as buying and selling items that would help them get these items in a shorter time.

We propose this ideas for all players, not exclusively for f2p, starting with the possibility that the player freely choose his reward (leaving aside whether it is p2w or f2p).

A p2w player, having the possibility of having the set beforehand, would focus his efforts to complete the dungeon to either get skull tokens, exp apples or other objects that are not found in the shop.

A f2p player would focus his efforts on what he wants.

This idea in general is based on all players freely choosing their rewards and helping to create a fairer system for the f2p players. P2w players should not feel demotivated because a f2p player manages to get the same objects that he has, donations should be seen as an aid to get the best objects quickly, but for a server to be self-sustaining there must be the possibility that objects through time, are possibly obtained.



Finally I want to thank you for this discussion that has been created with good ideas and arguments, I agree with what you said about "why a new player cannot advance".
 
Shampoo
Member
Posts: 4
Member of Xerazx-OTS Forum.
2021-07-26 #23449
I just wanted to let you know that this thread has been noticed by the staff. (even though they may not reply)

I'm not going to reply to it all, like I did previously. However, I believe I have gained a greater understanding about certain aspects... like the dungeon reward.

What I will say though is that I agree with you on the "motivational aspect". -There's not enough content after you reach a certain stage. However, there is a lot going on behind the scenes. I'm not sure if a rebcap will be implemented, but there will be new content that will hopefully increase the motivational aspect of this game. And, features that will benefit F2P players too.

If you have more "ideas" or feedbacks in general, you can continue using this thread. The staff is in charge of making modifications to the server, but we, the gamers, are the ones who play it. It should be a balance between us, which can only be achieved if we communicate our dislikes and preferences. If "we" remain silent, we're theoretically responsible if negative changes occur.
 
Jean
Administrator
Posts: 19
2021-07-27 #23450
Thank you guys for handling this awesome discussion! We grasped some of your ideas and have something composed to propose in the week, expect a long post about it.


The idea of content: I believe the quick solution to content after 1500+ is definitely just adding more content but that solution is not scalable from our point of view, running on a content treadmill will eventually lead to a reset after old players have reached say rebirth 3000+ as we are baking them more as they grow by "time" into the game. We have thought of another system which we will introduce in a separate thread.

Dungeons: They are not at their best, I agree. Rewards are not very matching with the challenge offered.

Pets: We tried to revive this game feature through the new Dungeon Pets that you buy with Dungeon Tokens but we are a bit careful with their contribution to the PVP since we configured everything during the past few years without putting pets into account, so we will take bringing pets actively into the battle scene step by step or rather be bold and just rule them out from the game.

New Players: As of the time I'm writing this post we just made another change to the exp formulas to adjust new players rebirthing like how it was, its rapid at the beginning then slows down as you speed up, I am also running a small side patch of some new spawns beside troll champions but mostly we are trying to push players quickly towards Crystal Base, Wells, and the ship after 150-200 rebs which shouldn't take more than half an hour in Troll Champs by now.

Vocation Balances: Balance is subjective lets agree to that, the game is either completely broken or perfectly balanced based on each player's perspective, but we can agree that balancing vocations is an iterative process, we cannot just sit on it once and for all, it doesn't and it will not work like that, so we will keep working on it.

Game Dominance: Agreed, a big issue we are facing where we started treating by introducing the Non-PVP bin, I hope this helped even a little? but we are publishing several new hunting regions for the high rebs to distribute them more across the map.

Players Count: We will keep working on improving the server, I am sure with your support and our continuous advertisement we will recover from the drops even with new players if ones who already rage quit didn't come back, its ok, its just part of the game.


Facebook page, new players follow ups: We are finalizing a hiring for somebody to handle Facebook for us since we get several contacts there, also for the daily highlights to be posted there. As for new players we have got the same person requested to do follow ups on almost every new player to survey him / her and see what are the issues if faced so we adapt ASAP.

Free to Play Player: The new system I mentioned earlier should be enabling the F2P more into the game as well, so stay tuned.

We are trying and working as many hours as we can, in the end we are happy to be around you guys and I am sure we will do great job.
 
Im Black Widow
Member
Posts: 2
Member of Xerazx-OTS Forum.
2021-08-24 #23461
+1

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