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AxlWolfang

New dialy farm suggestion

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So, new update was fun while it lasted (cof cof the op fame quest for leveling classes before the hard nerfs cof) But we are back to farming the same ways as before, Palace for gold, DSR runs for exp and gold. It is true that the new maps' farming system was way too op and that some were using bots to abuse this. The idea of items to turn in instead of picking up quests was brilliant and i congratulate Jordan for it...

That being said, id like to suggest a similar system for dungeons to prevent bots from abusing open map farming. Introduce some kind of fame quest that requires an item dropped by dungeon monsters similar to what open map monsters drop with rewards similar to the new fame quests before the nerf (Slightly higher maybe considering the limited number of access and luck with drop rates)

The idea would be to bring a new farming method that can compete with palace and DSR which are way more worth doing than the new dungeons.

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On 3/6/2020 at 12:35 PM, AxlWolfang said:

That being said, id like to suggest a similar system for dungeons to prevent bots from abusing open map farming. Introduce some kind of fame quest that requires an item dropped by dungeon monsters similar to what open map monsters drop with rewards similar to the new fame quests before the nerf (Slightly higher maybe considering the limited number of access and luck with drop rates)

Excelent suggestion , adding that make drop less items on DNG but u can get back ur money after deliver items, also will upgrade game farm ,making more ppl doing dng for leveling class , cause that's the most annoying thing since DSR come (lv120 painful than lv up 95-100 on DoS, cause mobs from DSR lag most of runners and its too much hard even if u're geared compareted as DoS).
@Jordan Could add same npc as Fame ones for DSR, which we can deliver all map items, cause they become useless after having all acessories.
EXP/CP same as new maps before nerf.
Gold 35g instead of 42g.

After nerf all Staff job become useless cause only good thing there is PoD.
 

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Unless I'm missing the point but if people farm dungeons for gold? Isn't this just putting more gold in their pockets? This just hurts the games economy more since handing out more gold means people have more gold to spend and means they will burn more on items in attempts to out bid others.

So unless I'm missing something here then it doesn't really sound like a good suggestion to be honest. Especially since we've already given a plethora of amount of methods to grinding gold. People are upset about the changes made to the new map hand ins but it doesn't make it a bad method at all and often times you'll find that most people will be podding somewhere in the 3rd map and getting basically free gold for preping for TW/GVG etc. So it may not be huge amounts but every income counts unless your character is maxed right?

As for Infecttado's suggestion although this would be a very welcomed addition its also just guna hit the above problem. We need to stop adding overpowered gold methods as we're just making the game harder for the newer players to catch up. Palace is good and easy gold and if its too hard the repeatables in the new maps are good enough and will help them catch their classes up to 110+.

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What i meant was to introduce a different way of farming gold/exp since Palace and DSR have been there for quite some time as the best ways of farming gold/exp respectively. It was just an idea to bring something new to the everyday farming method of farming palace and pay someone else to level up your classes in DSR since now DSR is almost a joke with BK.

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Yeh but like I said in my response isn't this just going to make Palace give more gold since I presume by dungeon you mean all regualar dungeons which would include Palace wouldn't it?

However, I think regardless this would be a negative impact because monsters only tend to drop 1 item in most cases and say if a weapon it drops is worth 1g that would mean you'd have to drop 1g worth of items to make up it since when you add a monster drop to the monster then that will have a chance to drop just like the weapon that would have dropped. So even if you did make gold you'd likley earn less gold or only slightly more, not to mention these items would take up bag space.

I don't know to be honest. I think this could maybe have a place in trials or something but I still would rather it be used as say a crafting material for a gear or something and not just to give more gold.

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Ok, no gold but what about instead of selling that item it is used to gain a chunk of exp/CP (both or just one depending on choice and ammount) or EXP/CP/Mov spd/Loot drop buffs? The thing of adding it to a dungeon was to put a limit of 12 entries per day to prevent abuse. Of course this is just a loose idea that needs to be adapted with drop rates, how much they will reward and such.

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On 3/9/2020 at 12:51 PM, Jordan said:

Yeh but like I said in my response isn't this just going to make Palace give more gold since I presume by dungeon you mean all regualar dungeons which would include Palace wouldn't it?

Oh and no, i meant the new dungeons from the last 3 new maps which i found a bit overshadowed by how eficient it is to farm Palace. I didnt mean to buff all dungeons just the new ones to add a reason to do those besides getting those new trophies to upgrade. I forgot to answer this part haha

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14 hours ago, AxlWolfang said:

Oh and no, i meant the new dungeons from the last 3 new maps which i found a bit overshadowed by how eficient it is to farm Palace. I didnt mean to buff all dungeons just the new ones to add a reason to do those besides getting those new trophies to upgrade. I forgot to answer this part haha

Ahh I see. To be honest though dungeons in which people farm gold in are not decided by me but rather by the community and also by the maps design. Like for example:
 

Viroona City Ruins I tried to make this a new gold farming map, gave it some nice drops added lots of monsters and yet Shaxian Fae Fields was still chosen by players to run because of the map design in part. Easier to run around a big circle killing things than back and fourth on sticky out bits right?

Then as for Crystal Utopian Realm (Shaxian Remade). This dungeon was suppose to be a copy and paste answer to allow a more up-to-date farming location. But again, map design (also drop choices) made Palace better. This was also bearing in mind that you usually lost 2-4 runs of Palace every day before the client optimizations where made due to Alpaca crashing. Something that wasn't present in Crystal Utopian Realm (Except 2 bugged bosses that where fixed promptly). So all I can say is unless I nerf Palace this will just be injecting too much gold in the econmy if it becomes worth it. Adding EXP and CP stuff might be ok but the amount of work that goes into doing this is roughly the same amount of work as it would be to add new content dungeons for players to enjoy. So as you can see why I would rather opt for more new content than buffing some small quest dungeons. Usually when things like Awaken Armors or Awaken Weapons are made I make use of some of these under utilized locations for quests so people have to go back and relive them so I'm not too concerned if at the current state they're run for just trophys and quests as in future there will  be other reasons to come back.

Besides although flamed the map varients of these quests are still hella nice for people who are of a lower level for leveling character and classes. So I'm not to sure this is needed. Maybe if you have any ideas we could add some sort of daily farm to these dungeons or a very nice daily quest but I'd rather stay away from gold, EXP and CP for the moment.

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On 3/9/2020 at 4:47 AM, Jordan said:

As for Infecttado's suggestion although this would be a very welcomed addition its also just guna hit the above problem. We need to stop adding overpowered gold methods as we're just making the game harder for the newer players to catch up. Palace is good and easy gold and if its too hard the repeatables in the new maps are good enough and will help them catch their classes up to 110+.

I agree don't need OP gold methods, i've been out of dng rush for like 2 years and have many ways to get 30k daily without moving map or something like that, just need patience and knowledge.
I just agree with some stuff , cause i see 90% of active playing going to other games/servers.
Just wanted to have other ways to level up classes, u literaly droped from 158m to 30m so thats like lower enough to be useless, putting 50% of main exp/cp was ok, anyway, i don't wanna discut about it its worth talk about broken things.
U have saw already , brazilian community is too lazy to do everything, but they are my community then i wanted then ingame,but most of then quitting cause alot of gold needed to do stuff and they aren't able to farm it cause L A Z Y.
But add DSR suggestion, isn't easy to farm and u can have a infinity farm of it. make sure Dragonside Soul (idk if that's name, fame ico item that's easy drop) don't get deliver cause it too easy to farm, or make it x100 for the same reward as others.

 

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4 hours ago, infecttado said:

u literaly droped from 158m to 30m so thats like lower enough to be useless,

I lowered it because the original one was giving a level 119 character and class multiple % per hand in. Thats ridiculous. Yeh it might not be the biggest skill in the world to be able to run DSR especially with how BK is right now but its completely made redundant if you can level a character/class in the same time or even faster just by running around 2 hitting quest mobs. Right now it still gives multiple % but to those who need it. Those who are just starting out and cannot afford to buy runs and don't have the connections for an affordable / good quality run.

I'd appreciate it if you stop calling it useless because its not useless for everyone, you always have to remember there is players who aren't in top guilds or who are quiet people who don't chat often and struggle to find partys for things. Stuff like this are perfect for them as they get to keep to themselves and not have to deal with the day to day drama of being within the inner circles of the game.

People will always leave for other games and servers as this game is very old. New games are always going to be taking our playerbase away. Other servers on the other hand are just honeymoon phases that people love to start new on. Once they realise that the new server is incomplete or has very little power to change much of the game and you realise its just an Aeria/FNO clone they always come back, just like last time? We've been running for almost 5 years now, most private servers run on a 1-3 year limit and last year saw some of our highest moments of the servers entire existance. I wouldn't chalk things down to Brazilian's are lazy because not all of them are. I know plenty people from the English community and Spanish community that are also lazy and people who are hard working it just depends on the player.

I made some tables for each of the new maps quests to show you the numbers really aren't that bad... I know they could be better but without harming the market for DSR running and dungeon grinding these numbers are perfectly fine.

Note: The tables show the Hand in count required on a per level basis, it also shows how much gold you would earn if you did complete this in gold. I did two formats for the table. Standard format on a level by level basis and Grinding format that goes from the starting level to a specified ending level.

 

Frostmorn Mountains

Hand In Count   Gold   Total Materials  
Char Class   Char Class   Char Class  
56.04395611 46.49596209 106->107 986.272 810.152   1960 1610 106->107
67.25274733 55.79515451 107->108 1180.004 986.272   2345 1960 107->108
80.7032968 66.95418542 108->109 1426.572 1180.004   2835 2345 108->109
96.84395615 80.34502251 109->110 1708.364 1408.96   3395 2800 109->110
116.2127474 96.414027 110->111 2042.992 1690.752   4060 3360 110->111
139.4552969 115.6968324 111->112 2448.068 2042.992   4865 4060 111->112
167.3463562 138.8361989 112->113 2941.204 2448.068   5845 4865 112->113
200.8156275 166.6034387 113->114 3540.012 2941.204   7035 5845 113->114
                 
123.2967034 102.2911166 106->108 2166.276 1796.424   4305 3570 106->108
204.0000002 169.245302 106->109 3592.848 2976.428   7140 5915 106->109
300.8439564 249.5903245 106->110 5301.212 4385.388   10535 8715 106->110
417.0567038 346.0043515 106->111 7344.204 6076.14   14595 12075 106->111
556.5120006 461.7011839 106->112 9792.272 8119.132   19460 16135 106->112
723.8583569 600.5373828 106->113 12733.476 10567.2   25305 21000 106->113
924.6739844 767.1408215 106->114 16273.488 13508.404   32340 26845 106->114

 

 

Grumond Grassland

Hand In Count   Gold   Total Materials  
Char Class   Char Class   Char Class  
79.12087916 65.64135986 109->110 1530.467 1278.618   2765 2310 109->110
94.94505499 78.76963183 110->111 1840.435 1530.467   3325 2765 110->111
113.934066 94.52355818 111->112 2208.522 1840.435   3990 3325 111->112
136.7208792 113.4282698 112->113 2654.101 2189.149   4795 3955 112->113
164.065055 136.1139238 113->114 3177.172 2634.728   5740 4760 113->114
196.878066 163.3367085 114->115 3816.481 3157.799   6895 5705 114->115
236.2536792 196.0040503 115->116 4572.028 3797.108   8260 6860 115->116
283.5044151 235.2048603 116->117 5501.932 4552.655   9940 8225 116->117
                 
174.0659341 144.4109917 109->111 3370.902 2809.085   6090 5075 109->111
288.0000001 238.9345499 109->112 5579.424 4649.52   10080 8400 109->112
424.7208793 352.3628197 109->113 8233.525 6838.669   14875 12355 109->113
588.7859343 488.4767435 109->114 11410.697 9473.397   20615 17115 109->114
785.6640004 651.813452 109->115 15227.178 12631.196   27510 22820 109->115
1021.91768 847.8175023 109->116 19799.206 16428.304   35770 29680 109->116
1305.422095 1083.022363 109->117 25301.138 20980.959   45710 37905 109->117

 

 

Fallmyst Weald

Hand In Count   Gold   Total Materials  
Char Class   Char Class   Char Class  
130.9090909 108.6066129 112->113 2791.61 2322.79   4585 3815 112->113
157.090909 130.3279354 113->114 3345.67 2770.3   5495 4550 113->114
188.5090908 156.3935225 114->115 4027.59 3324.36   6615 5460 114->115
226.210909 187.672227 115->116 4816.06 4006.28   7910 6580 115->116
271.4530908 225.2066725 116->117 5775.01 4794.75   9485 7875 116->117
325.7437089 270.2480069 117->118 6947.06 5753.7   11410 9450 117->118
390.8924507 324.2976083 118->119 8332.21 6904.44   13685 11340 118->119
469.0709409 389.15713 119->120 9994.39 8289.59   16415 13615 119->120
                 
287.9999999 238.9345483 112->114 6137.28 5093.09   10080 8365 112->114
476.5090907 395.3280708 112->115 10164.87 8417.45   16695 13825 112->115
702.7199997 583.0002978 112->116 14980.93 12423.73   24605 20405 112->116
974.1730905 808.2069703 112->117 20755.94 17218.48   34090 28280 112->117
1299.916799 1078.454977 112->118 27703 22972.18   45500 37730 112->118
1690.80925 1402.752586 112->119 36035.21 29876.62   59185 49070 112->119
2159.880191 1791.909716 119->120 46029.6 38166.21   75600 62685 119->120

 

Please be understanding.

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Just to be transparent to see the sort of lunacy that you had originally. Here is the same table for Fallmyst Weald except with the old values.

Just to put in context your looking at 30 or so quests per level and the only time it dips bellow 1% character level per hand in is when you are at level 119. Which you're still talking 0.8527% per hand in. Your basically killing the DSR market by far with that which I hear just 1 week of this already did a number on it.

 

Fallmyst Table pre patch.

Hand In Count   Gold   Total Materials  
Char Class   Char Class   Char Class  
32.72727273 27.15165321 112->113 1406.46 1150.74   660 540 112->113
39.27272728 32.58198386 113->114 1662.18 1406.46   780 660 113->114
47.12727274 39.09838063 114->115 2003.14 1662.18   940 1170 114->115
56.55272728 46.91805676 115->116 2429.34 2003.14   1140 940 115->116
67.86327274 56.30166811 116->117 2898.16 2386.72   1360 1120 116->117
81.43592729 67.56200173 117->118 3452.22 2898.16   1620 1360 117->118
97.72311275 81.07440208 118->119 4176.76 3452.22   1960 1620 118->119
117.2677353 97.2892825 119->120 4986.54 4134.14   2340 1940 119->120
                 
72.00000002 59.73363708 112->114 3068.64 2557.2   1440 1200 112->114
119.1272728 98.83201771 112->115 5071.78 4219.38   2380 2370 112->115
175.68 145.7500745 112->116 7501.12 6222.52   3520 3310 112->116
243.5432728 202.0517426 112->117 10399.28 8609.24   4880 4430 112->117
324.9792001 269.6137443 112->118 13851.5 11507.4   6500 5790 112->118
422.7023128 350.6881464 112->119 18028.26 14959.62   8460 7410 112->119
539.9700481 447.9774289 119->120 23014.8 19093.76   10800 9350 119->120

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On 3/11/2020 at 4:33 AM, Jordan said:

Adding EXP and CP stuff might be ok but the amount of work that goes into doing this is roughly the same amount of work as it would be to add new content dungeons for players to enjoy.

I honestly don't see any point in adding a "farming quest" to a dungeon, but, the thing I liked about this post is the CP/XP stuff.
There are a lot of people who is still gearing their character that runs palace everyday, with BA/Mecha or whatever they use to run "capped" on exp by their current level while all other awaken classes are level 85 or not even 85. (I know some people in that situation, where they can't buy runs because they're spending the gold they get on palace awakening new sets so almost all their classes are still sitting on 85)
So I think it would be nice to those players if you lower CP from killing palace mobs, but give a rep quest to kill  all 3 palace bosses and add the ammount of cp you lowered from mobs to this quest.
This way they can farm the gold with a class built to run and still get the CP in other classes.
But don't add any gold to those quests. People who are getting a lot of gold from territory/GGB are already inflationating VGN price from 500k to 700k and some are even paying 750k, as you said increasing gold only ruins the economy so we should be thinking about how to remove gold from people who is getting a lot with low effeort instead of increasing the ammount of gold people get, this way economy might get better for people who can't farm alot.

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2 hours ago, Tuti said:

I honestly don't see any point in adding a "farming quest" to a dungeon, but, the thing I liked about this post is the CP/XP stuff.
There are a lot of people who is still gearing their character that runs palace everyday, with BA/Mecha or whatever they use to run "capped" on exp by their current level while all other awaken classes are level 85 or not even 85. (I know some people in that situation, where they can't buy runs because they're spending the gold they get on palace awakening new sets so almost all their classes are still sitting on 85)
So I think it would be nice to those players if you lower CP from killing palace mobs, but give a rep quest to kill  all 3 palace bosses and add the ammount of cp you lowered from mobs to this quest.
This way they can farm the gold with a class built to run and still get the CP in other classes.
But don't add any gold to those quests. People who are getting a lot of gold from territory/GGB are already inflationating VGN price from 500k to 700k and some are even paying 750k, as you said increasing gold only ruins the economy so we should be thinking about how to remove gold from people who is getting a lot with low effeort instead of increasing the ammount of gold people get, this way economy might get better for people who can't farm alot.

Not a terrible idea, might be better to just add something like a mail based reward for killing the last boss or something or 1 for each boss then have a hand in quest somewhere that trades for CP. You could do it for all 0/10's too not just Palace.

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11 hours ago, Jordan said:

Not a terrible idea, might be better to just add something like a mail based reward for killing the last boss or something or 1 for each boss then have a hand in quest somewhere that trades for CP. You could do it for all 0/10's too not just Palace.

It's up to you, but some rewards that benefits classes other than what we use to run will be good. And I agree about all 0/10 not just palace. But since I think it would be to much job, u should just add from palace or higher level dungeons since people don't do lower levels than that for gold, maybe DK. (well people farm all from Viroona but just for awaken sets drop)

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