What we will be doing is an automated cleanup that will refresh inventories of players leaving them similar to a starting out character. The fast coin acquiring was due to unbalancing of the vendors with their buying rate. Allowing people to get 2000 coins frequently for sells. This is being corrected and players should get the value for items we intended soon.
Also being added is an exp moderation script. The functionality will be based on what I call an experience curve system. I don't want to go into too much detail, but suffice it to say those grinding their eyes out will get much less experience than those who take their time to level. We feel this is the best course of action since we only want to crack down on those bending the rules. Being in a party with someone who has lower experience gain will not affect your personal experience gain. One person in the party might get 120 while another might get 10. We are still deciding on how low and high we want the thresholds to be.
However, DM's will still be watching the activity on the server and this isn't a green light to go farm dungeons.
Another issue being addressed is the green item drop rate. I did extensive testing and calculations and I have it set -way- below the intended drop rate. This will also be corrected. Green items were meant to be dropped about 1 out of 50 kills on general creatures and sell for 100 - 500 coins. Currently, I estimate they are dropped at about 1 out of 500 kills and 1 out of 10000 for a green ring which explains why no one found one.
The issue being with this is green items aren't planned to be the best drops and the other items, blue, red will be in ratio to the green. If greens are 1 out of 10000 reds would quite literally wind up 1 out of 1000000 or worse
I also will be adding more properties to the green sets. While the average "power" of a green item will remain the same, some with obviously lower quality will drop.
So to summarize, rebalancing, and treasure wipe. I apologize to those who did not exploit that it has to be this way, but sorting through players would be a very very daunting task.
Also being added is an exp moderation script. The functionality will be based on what I call an experience curve system. I don't want to go into too much detail, but suffice it to say those grinding their eyes out will get much less experience than those who take their time to level. We feel this is the best course of action since we only want to crack down on those bending the rules. Being in a party with someone who has lower experience gain will not affect your personal experience gain. One person in the party might get 120 while another might get 10. We are still deciding on how low and high we want the thresholds to be.
However, DM's will still be watching the activity on the server and this isn't a green light to go farm dungeons.
Another issue being addressed is the green item drop rate. I did extensive testing and calculations and I have it set -way- below the intended drop rate. This will also be corrected. Green items were meant to be dropped about 1 out of 50 kills on general creatures and sell for 100 - 500 coins. Currently, I estimate they are dropped at about 1 out of 500 kills and 1 out of 10000 for a green ring which explains why no one found one.
The issue being with this is green items aren't planned to be the best drops and the other items, blue, red will be in ratio to the green. If greens are 1 out of 10000 reds would quite literally wind up 1 out of 1000000 or worse
I also will be adding more properties to the green sets. While the average "power" of a green item will remain the same, some with obviously lower quality will drop.
So to summarize, rebalancing, and treasure wipe. I apologize to those who did not exploit that it has to be this way, but sorting through players would be a very very daunting task.
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