I think we need to keep in mind that the 1x drop rate was designed for a large amount of players where they were sold in larger quantities. This is not the case for RevivalStory. I therefore believe that a 2x drop rate makes a lot of sense.
I'd like 2x as well but lets not define Population size now as is too early to be said (we've yet to even enter beta).^^^ Great Point ^^^ @Code
I'd like 2x as well but lets not define Population size now as is too early to be said (we've yet to even enter beta).
A Larger population most oftenly means Larger demands, similar to Smaller population and Smaller demands.We have to take in account that Maplestory had over half a million active users at that time. I somewhat doubt that Revival will reach that. You can read the financial reports for yourself if you doubt my claims.
That's very true. The question is, will the population size reach the demand. I doubt it will unless it has 500+ concurrent players at all times.A Larger population most oftenly means Larger demands, similar to Smaller population and Smaller demands.
I'll make a contribution to this discussion by providing you all with the file that you need.
1.46 MB file on MEGA
That is the XML file that contains every single piece of drop data in RevivalStory. You're going to need a GM Handbook to refer to in order to figure out what the IDs are for the items, mobs, and whatever else.
So I went through the data and can confirm my initial calculations are correct.
Jr Yeti. is mob 5100000 so m5100000 on the data file.
It drops item 2040804 which is Scroll for Gloves for Attack on the GM handbook. The rate is 0.00003.
As a percentage this is 0.003% and 100 divided by 0.003= 33,333. So therefore 1/33,333 Jr. Yetis will drop 1 60% Glove for Attack scroll.
This is the same for Hector which is mob m5130104. It drops Scroll for Cape for Dex 2041019 at the same rate of 0.00003.
My question is this - what is the focus of this server?
likewise, lets await the admins replyMost importantly, we need the server to have a clear goal, either its meant to be Vanilla rates or Vanilla but w minor tweaks?
Nostalgia is defined by many but with great differences, some define it by the Vanilla rates, some by Content (maps, etc) and Overall experience.
Journal: Casual player or not?I believe that we have a much higher proportion of hardcore players than the official servers did.
In a 3rd job server where folks are trying to just breakeven from spending NPC pots (good mesos sink) to grind (esp deep ludi), i doubt we can see folks willing to pay this amount anytime soon or ever. also I've yet to see this happen in the past few 3rd job serversI recall there being rampant inflation as people's meso counts continued to grow, while demand utterly outstripped supply (10% earring int: 5mil, to 50mil, to 100++?)
Well said, also I'd like to remind us that even w a 1x drop rate, these quests give a certain 100% scroll.perhaps do some valuable quests (Jane's quests) to generate 60% weapon scrolls, 10/60% gfas
My question is this - what is the focus of this server? In the past, from what I can tell, preserving the old school experience was paramount. While several people mentioned the notion that other servers have had higher drop rates and felt fine, it is also true that there are or have been servers with 1x rates that have also been quite healthy. Basically, I wouldn't discard the notion of 1x so easily; it definitely has value, or else no one would have been willing to play it before or now.
That said, I definitely agree with what Code is getting at. If our desire is to preserve an old school feel, it doesn't necessarily mean keeping all rates the same - a 1.5x or 2x rate could actually better simulate the more vibrant economy of the past, in terms of supply and demand.
This is my thought process: while a smaller player base should mean both less supply and less demand, I believe that we have a much higher proportion of hardcore players than the official servers did. As a FTP game, MS attracted a large amount of casual players who would reach lvl 30, 40, perhaps do some valuable quests (Jane's quests) to generate 60% weapon scrolls, 10/60% gfas, but either quit or just play socially, remaining at low levels/gear. In these private servers, people are more experienced and more likely to know what items are valuable and desire them. I recall there being rampant inflation as people's meso counts continued to grow, while demand utterly outstripped supply (10% earring int: 5mil, to 50mil, to 100++?)
Therefore, I voted 1.5x or 2x. I personally lean towards 1.5x as it is more conservative, and it's easier to buff rates than to nerf them down the road. Either way, I think it makes the most sense in terms of the people who will be playing, the lives they are leading now, and the experience we wish to emulate.
I just don't want to upset the game balance by making the mobs that drop GFA's the most meta place to farm making all other farming spots obsolete or just seen as a lesser choice.
I can confirm for those who aren't aware, Forest of Golem (FoG) will be available upon release.
Let's get some math in this thread. Anyone able to show me valid mathematical logic of tweaking the drop rates for scrolls has my immediate attention. Use my official drop info XML file when performing the math as well.
Uhhh. Disrupting the game balance is exactly what FoG does. On Phoenix pretty much everyone from lvl 55-90 trains at FoG and doesn't train at any alternative training spots even though ludi and orbis are available. FoG also drops GFA 60% but the GFA 60% isn't really the reason as to why people train there, it's more to do with the crazy exp/hr and spawn. Also, even though Phoenix has so many people training at FoG there are still very few 10 att gloves on the server due to how low of a rate 1/33,333 is.
Also wacky I'm not sure what you mean by this? I've already gone through the drop info on the XML file and stated the current rate of 1/33,333 and how it should be changed to 1/16,666 (2x) or 1/22,222 (1.5x)
Sure you can say what you think is a good value for a drop rate increase, but you're tunneling fairly hard on Glove For Attack scrolls. Do all scrolls in the game share this really low drop rate that GFA has? I'd like to have knowledge on how increasing the scroll drop rate in general will affect the game as a whole, not just the people hunting GFA's. That's what I really meant to ask for.
This is the same for Hector which is mob m5130104. It drops Scroll for Cape for Dex 2041019 at the same rate of 0.00003.
I'd like to have knowledge on how increasing the scroll drop rate in general will affect the game as a whole, not just the people hunting GFA's. That's what I really meant to ask for.
I like the idea of raising the drop rate on scrolls because it would help simulate a more booming market. I just don't want to upset the game balance by making the mobs that drop GFA's the most meta place to farm making all other farming spots obsolete or just seen as a lesser choice.