Reverse-QoL for endgame content

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

I understand this suggestion will likely be unpopular at face value, but I see a problem in the way endgame gear is currently obtained.

Right now most people achieve maxed out gear and run out of things to farm for so end up waiting around with nothing to do long before the next content patch releases.

I feel this simultaneously leaves end game players with a feeling of boredom since there’s nothing to work towards while also making it easy for early-mid game players to make the abrupt leap to endgame; since endgame players are left with so many left-over materials from maxing out their gear ‘early’ that they may as well sell it, compete with each other until the price dies down into nothing and it becomes easy for early game players to gobble the now cheap endgame gear up.

As a result mid-game gear is irrelevant and players make the jump to endgame equipment; while endgame players are left with nothing to do for weeks until the next content patch drops.

Changing the rates of existing instances would be unfair towards players who haven’t crafted their gear yet, this is why I want to suggest future content should have more difficult crafting recipes to better satiate endgame players closer until the next content update.

I believe having more demanding recipes will create a healthier economy for endgame players and mid-game players.

Imported from legacy Flarum.
Original author: Maikoa (Flarum #965)

+1. this should probably fix the spiraling economy of endgame gears costing like peanuts as well

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Original author: airto (Flarum #1124)

I understand this point and kinda agree with it, but another topic that needs to be analyzed its that the mid gear that we have right now is not great to farm late game content. So we need to smooth out the progression. Armor is one big example of this big gap in content, D1 armor and Nebulas are miles better than anything else that you can equip yourself with. This kinda creates a loophole, that in order to do the content you kinda need the equipment the content you are trying to do is supposed to give. Hope i could make myself clear. lol.

But please, make things more pricey and not more rngy. This is even worse with daily instances material farming, gating progression material coupled with rng is not fun at all. And in the end zeny always ends being a more solid alternative instead of actually doing the content, since at least you have some sort of security that the time you spent will be somehow rewarded.

I find D1 enchanting to be peak design wise, and hope we get more stuff like that and less stuff like nebula armor and stellar acc enchanting. :slight_smile:

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

@airto I agree with this perspective, I don’t like the direction gravity is heading where everything relies on luck to get maxed out enchants; I appreciate some level of luck but going through refining, then grading and then putting enchanting ontop of all of that feels frustrating when you’re on your 11th failed attempt for a 25% chance and you just want a clear picture of how much you’re supposed to be grinding to get your equipment.

D1 enchanting and Dim Glacier enchanting both feel very satisfying, I’d rather options be expensive than rely on RNG but that might be another discussion entirely.

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Original author: Eneru (Flarum #1119)

@airto

THIS → “make things more pricey and not more rngy.” ← THIS.

I always hate the gatcha aspect of this game. And i can say how glad i was when i found out the pity system on refinement.

I prefer the possibility (not a must) to grind more materials and have a secure upgrade than reliying on luck. I dislike the upgrade enchant levels of crowns, for exemple, which can lower their level. Losing the materials should be enough.

Also completely agree on the loophole. I did follow all the progression steps since i wanted to farm all by myself, but when i started to peek into endgame, I HAD TO BUY dimensional gear to enter the content to make dimensional gear… I was so sad T_T

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Original author: Eneru (Flarum #1119)

@CongaLyne An easy solution would be to make instances cooldown per master account, and not per individual character, lowering the existence of materials and extending the grind.

Look at the new CT changes, encouraging parties and making rare materials actually rare. Now imagine you can only run it once a day. Not once a day per 30 characters.

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

@Eneru This change wouldn’t affect non-instance content such as Depth 2 which suffers from the same problem

It would also create an even worse problem of people only being allowed to play the game once per day for a few minutes if they only need to farm a specific instance for materials.

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Original author: cruro (Flarum #223)

It’s been mentioned already, but I also wanna stress it: More pricey = okay, more RNG = please no

There’s nothing inherently difficult about RNG, it’s just pure frustration distilled into a game mechanic, since you won’t know if the effort you just put needs to be repeated 10 more times, 1000 more times, or just one more time.

Two players putting in the same effort in the same strategies can have wildly different experiences, which can easily end up in bitterness on the less fortunate side.


Another tricky thing, and that’s totally on gravity’s side, is how jumpy item progression can be.

Peak example would be e.g. time dimension rune crowns, where for some builds they’re borderline useless until Grade A at which point they suddenly surpass every other option by a mile. For cases like those, where the payoff is close to the very end, I would not like to see a difficulty increase (I realize we’re talking about future items, but I’d like to use examples we’re all familiar with).

However, a good example would be e.g. upgrading Varmundt Accessory enchants, which will become quite grindy with increasing levels, but it’s not like you’re missing out on much when you have e.g. Tenacity lv4 instead of Tenacity Lv5. So it gives opportunity for “bored endgame players” to have something to grind out, without making it excessively harder for everyone else to reach at least some baseline of endgame.

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Original author: jinbou (Flarum #618)

Tbh new endgame gears have been pricey… For headgears our options used to be vesper/boitata/beelzebub that were around 600m to make, and could be used on many different characters. Now we have dimension headgears that cost like 3b to complete, and they’re build-specific so someone like me playing many different characters need to craft a dozen different headgears. That was a very drastic cost change in endgame gears.

Nebula/Stellar are relatively difficult to make too, and I assume HoL will be a pain in the ass too. Hell, furious is very expensive too, all new gears that got implemented in recent months have been relatively expensive. I feel like the only endgame gear implemented in the past year that was “too easy” to make was dimension weapons, which I definitely agree was too easy, but that was just because it was following the official numbers.

I do agree that, if there are new endgame gears that are basically “free” to make in the future, like the current dimension weapons, then they could be increased in difficulty before getting implemented. If this suggestion was written with dimension weapon in mind, then I agree. But I can’t really think of anything else that could’ve been done differently, when I look back at the implemented gears in the last year.

Also, I agree with the problems mentioned in this thread, but I’m not sure if I agree that the root of the problem is endgame gears being cheap/easy to make… I’d say the problem is simply that leveling is way too easy, which makes it so you instantly jump to incredible power levels, which makes level requirements on gears meaningless, which ruins the intended gear progression, which makes it so there is no need for leveling parties… As long as the rates are so high that “leveling” is not even a concept in this server and people can reach max level in an hour, it’ll always be appealing to skip some early progression and jump to endgame.

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

@jinbou I agree that the rapid leveling is the root of the problem, but it’s a lot harder to argue for retroactively changing the exp rate than it is to argue for more difficult crafting recipes.

I see it as the 2nd best solution.

Imported from legacy Flarum.
Original author: airto (Flarum #1124)

Even with lower rates, leveling parties still won’t be a thing past 200 cause the power scaling is absolutely bonkers with the current trait system.

And we gotta remember that nowadays kRO has a lot of ways to just boost urself to 200, be it trough promotion or specific gears that makes 2nd/3rd classes extremely strong.

Not gonna spiral too much into it, but one of the main reasons party play went downhill is that Gravity refuses to understand one of its main systems is in dire need of a update— their looting system is still stuck in 2002. Even tho we have higher drop rates, “even share” isn’t actually even when you’re fighting your friends for loot. Since it’s all about one-shotting and speedrunning for efficiency now, having more people with you just messes up your ability to farm properly. We became an ARPG, without the ARPG main mechanics.

Imo the only reason we see parties for D1 and D2 is because the quest system exists, without the quests? Yeah, not a chance.

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Original author: EvilLumi (Flarum #372)

There’s so much I want to write, and I’ve deleted several paragraphs already, but I think I’ll make it simple for you: Lower the exp rate, so that people understand the server they’re joining, rather than being fooled into playing a mid rate, with a 1x end game. People will come here for courtesy based on the rates, not intentional struggle. This is a far bigger issue than you think.

-1

Imported from legacy Flarum.
Original author: MadMonkey (Flarum #165)

I doubt we’ll see a change on that tbh.
Especially not at this time.
But man, I wish more midrates servers went low exprates + mid droprates instead of the other way around all the time.

As for OP’s suggestion in itself, I see the points made but I’m really not convinced.

Imported from legacy Flarum.
Original author: coffee (Flarum #668)

Wait… I farm and farm and I still haven’t managed to reach my goals. I don’t want MUH RO to have the same experience as an official server. It’s funny that the people who dare to suggest this kind of thing are ALWAYS people who are already full endgame. You’re endgame, great! And who just arrived? You don’t have much time to play, you have family, children, work and you only come here to have fun… that suggestion was very selfish on your part.

If it’s boring being in the endgame.. how about selling all your equipment, buying BB and opening it and starting all over again?

-1

Imported from legacy Flarum.
Original author: Akin (Flarum #861)

@coffee

If it’s boring being in the endgame.. how about selling all your equipment, buying BB and opening it and starting all over again?

This isn’t a bad idea tbh, or you could start a different class of builds that you haven’t made. There’s plenty to choose from such as magic, range crit, melee crit, pure range, pure melee, hp scale melee, hp scale range. There’s even BG and woe to play with.

Most will argue that RNG sucks and I agree. But tbh low chance RNG is the easiest way to extend a grind for new stuff. Like Depth 2 for instance, I doubt anyone already have level 9 enchant let alone level 10 in their TDRC. Players could start working on that if they really want a challenge.

Imported from legacy Flarum.
Original author: CongaLyne (Flarum #748)

@coffee I got to maxed out gear in just 2 months after joining the server and I played casually during that period and had my own job handle, I don’t know what else to say other than you should re-evaluate your strategy from the sound of it.

Besides, should end-game players be ignored just because we’re in the endgame?

We reached maxed out gear so we should be ignored, thrown to the side and have our enjoyment ignored?

Your perspective to disregard endgame players because you’re struggling to farm sounds multitudes more selfish than anything else I’ve seen on the forums.
I can acknowledge making it more difficult to farm would make it harder for struggling players to reach the endgame but if your goal is to have fun playing the game then shouldn’t all parts of the game be enjoyable?
If the game is only fun once you reach endgame then I’d see that as another problem in of itself, it’s not one I’ve personally experienced but if you feel the trip up to endgame isn’t enjoyable then it’s definitely something worth making a forum suggestion for.

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Original author: coffee (Flarum #668)

@CongaLyne Yes, your suggestion is completely selfish… you’ve reached the end of the game and you’re suggesting that from now on the life of those who haven’t reached it yet will become more difficult? Why is that?

If you want the experience of an OFFICIAL server, how about thinking about playing on another server?

Not everyone has the same amount of time, sometimes people don’t do anything else in their lives other than play RO, so in 2 months it can become endgame.

That’s not my case and I’m sure it’s not the case for many, especially those who haven’t reached the end of the game yet.

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Original author: meo0ow (Flarum #700)

-2 for this if you feel bored & maxed out your gear maybe a take a short break instead like me.

when I joined this server about 1 Month I am maxed out +12 of my end game gear( to be honest no life only grind ) , yet I still find this server interesting to play with :wink:

also agreed with end game lvling exp adjustment ;
eg : 275 lvl onwards force to be max x5 exp or lower etc

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Original author: EvilLumi (Flarum #372)

@CongaLyne You reached endgame. You’re not supposed to have content, because you beat the content. That’s why it’s endgame. You did it, grats. Here is your reward - Make your own fun now, because that’s the goal of owning all that gear. You can also help others reach their end game. You can actually become an active community handler, doing all the content that other people need, instead of being self serving all the time.

People who rush all of this gear, end up with the same symptom: Your system. Perhaps, you, and all those others who are in this strange predicament, can think of something to do. Use your imagination, and goodluck. All of us have things to do, like trying to run CT with our friends who are nowhere near your level, and we’re not looking for anymore challenges than we already have. Thank you for your consideration, but no.

Imported from legacy Flarum.
Original author: Duplicated (Flarum #999)

@coffee you’ve reached the end of the game and you’re suggesting that from now on the life of those who haven’t reached it yet will become more difficult?

Damn, this is some peak art imitates life stuff: it’s essentially Baby Boomers pulling up the ladder behind them, to prevent newer generations from achieving similar success.

(sorry for digressing)