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Lineage 2 - Sieghart (2004-2005) Were you there?
Ryoko replied to Zetih's topic in General Discussion
Was a Bartz player, first with Astoria and then with Poptarts -
Actually, you're spot on with that. I truly didn't know that it was only going to be 10%. I was using my experiences in retail prelude/C1 as reference, and in fact have never died in classic 1.0 ^^; I was assuming it would be similar to that and be like... you might lose .01% per death, or you might lose 5%, making the deleveling completely unpredictable and at times, literally take hours. I just assumed classic would be, well, classic It might be superfluous, but like someone else said it's just a convenience item/option, which is why I was suggesting it. I also don't think that something like this would be implemented anytime soon, if ever, but that's what suggestion threads are for.
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If we completely ignore the other reasons I've listed and focus purely on "that would give an unfair advantage to spoilers who can get super rich, without any down side to it." I think you're forgetting that while they might become richer in adena, they become poorer in levels. Sounds cheesy, I know, but hear me out. The downsides are that they will not be as high level as the people who rushed, but also conversely in the aspect of adena. The people who decided to use their time leveling will always have a combat advantage (which is a major portion of L2), the ability to get larger quantity adena drops from mobs (it wont make them rich, but it does allow them to continue their style of play), party with more people (eventually most people would move on from the lower areas), access to higher drops and materials, access to more game content, etc. Where the people who stay low level, their only advantage is access to a steadily stream of materials, that if they chose to sell them would directly give them an adena advantage. So if you look at it from both sides, both sides have an advantage and a short coming. Rush = low money, high level // Lock xp = high money, no level Both people get to play the game how they would like to, and I don't see how that aspect gives an unfair advantage to anyone. That is, until you factor in that now the spoiler has to stop his/her way of playing, to then invest even more time mindlessly killing (deleveling) themselves. Does that not sound like the unfair time advantage would now be more towards the people who rushed? tl;dr: Rushing brings low money/high level, locking xp brings high money/no level. In this case, addition time spent mindlessly deleveling sounds like a pretty unfair time advantage towards rushers to me.
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Not sure where it's been discussed on here as I used search before I posted, and again after reading your message. Unless you're looking more than 5 pages in, I would love a link so I can see what's been discussed. What does "Accidentally given the award" mean? "Weapons transferred." so... you're saying if you want the sword, you play as a elf mage?? You say "it's not a mistake", but the only place I see this mentioned is a terribly translated google Russian quest guide, and what you've said here. I've literally done this quest ~20 times over the years (on both retail and PS servers) and never once had it give me a mage weapon unless I was a mage character. Unless this is something completely new, and an albeit a very odd addition to the way Classic works, I'm still calling this a bug.
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tl:dr - may not be the full retail experience, but it lets people test the entire game and also play how they want to enjoy the game. Besides, 3x rates isn't pure retail anyways Some players might think the suggestion is absolutely crazy for numerous reasons. However, I would like to suggest that either of the following be added to the game: A) an NPC with the ability to disable your xp gain, or B) a removable accessory item the stops xp gain. My reasoning for this is as follows: (During testing) 1) We are supposed to be testing all aspects of the game, not only the combat mechanics, but also the low level quests. It's extremely difficult to test these quests when you have out leveled half of the starter quests by simply trying to finish one. I understand there are some testers who wish to test, and only test the end game content, but myself and many others will be playing this game from the beginning where most of these starter quests have gotten little to no actual testing due to the rate at which we level now. A toggle-able xp option would enable those of us who are trying to test these areas, to actually be able to test them. (After opening) 1) Allow players to play, hunt, farm, w/e in the game how they choose - Some players: have no desire to ever reach level cap, prefer to stay in the lower areas with friends who play less often and don't want to out-level them, would prefer staying in one area to hunt/farm without the fear of out leveling it, etc. 2) Stop the dwarven suicide driven genocide - Anyone who played retail in the early days remembers dorfs throwing themselves onto guards for hours at a time TRYING to delevel so they could either farm or just stay playing the area they enjoyed. For the sake of clarity, I am only asking for a method to stop xp gain. I DO NOT want a fast method to de-level implemented. We all know what happens when a skill capped player delevels down to topNG gear..... I understand that neither of the suggested methods I proposed were ever in the retail game or experience. But I have to ask, should that really be a necessary game mechanic? Forced to level when you do not wish to, then spend hours undoing levels you never wanted, just so you can start to play the way you want? Should it be necessary to have to restart multiple new characters just so you can play in the areas you wish to play? Games are supposed to be fun. You may wish to hit level cap, go on crazy raids, etc. While some may just want to play in SoDA, or EF all day long. Even 3x is too fast to enjoy that. Just a suggestion
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Skirmish with the Orcs - Elven Village - Elf race only - given by Sentinel Kendell When completed, the rewards should be a Red Sunset Sword for fighter based elf classes or a Red Sunset Staff for mage based elf classes. After completion of the quest as a lvl 15 Elven Fighter, I received a Novice Red Sunset Staff. The quest bug makes it impossible to earn the sword version. Shot00000.bmp