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Renewal Drop Rate Modifier


Talaysen

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Some of my players have been a little distraught over the Renewal Drop Rate Modifier.

Bear in mind, my server is a low rate (1x/1x/1x) server.

 

I personally think it's a valid concept, in that:

  • Lower level players have a place in the market. (Adds opportunity for new players)
  • It reduces high level item farming.
  • Adds value to having a variety of characters of different levels.
  • Encourages cooperation between players of varying levels.

The one large grievance I've been hearing is that in some circumstances (high levels farming low level items), the drop rate is lower than 0.1% (drops to 0.05%).

 

Yet, since this is an intentional game mechanic, I don't personally see the issue.

They're treating it like it's a flaw in the system, but I'm failing to see it that way.

 

I know veteran players are the ones most likely to take issue with it, because it's different than what they are used to.

We (my server) try to stay close to traditional Renewal RO, but I'm also hesitant to change something that I see as a valid game mechanic simply because "iRO disabled it", or "iRO does it this way".

 

Thoughts are appreciated.

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But why penalize your character for getting levels? Seems like this was a countermeasure vs bot influx, mainly. Lower level players don't stay that way for long, unless you intentionally go waste exp on 99%, and what happens when there isn't any steady growth of newcomers? You're stuck with your 150 -160 char and an army of low-level char slots for different areas just because you badly need your Unripe apple\skelbone\whatever, and you have to either delete them or constantly create new ones if they somehow get over the level range. Bad enough you should spend your time grinding for them with usual drop rates, but try to get those 1200 coral reefs from penos with half the drop rate - unless your grandchildren inherit your ro passion, you won't be getting that heartpin headgear any time soon:))

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Wow, blew my counterargument out of the water.

Most of the players that have had grievances with it haven't really provided any legitimate reason as to 'why'.

However, those are pretty solid points there.

 

Thanks for your thoughts, that was really helpful. /no1

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Sure, glad I could help. I myself have been having my share of doubts about turning off drop penalty and pondering about that a lot. Renewal definitely has diversified RO a whole lot, but it also brought along some arbitrary changes, some of them even of the "change for the hell of it" type.

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I was talking to my brother about it (an avid WoW player),

the context he put it in, was, in terms of World of Warcraft, if they implemented something like that,

he'd likely quit the game, simply because of the vast amounts of time required to do most things.

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WoW has it easy there - they don't have to gather loot en masse just to make equips:( While our beloved Grindarok has always been about hoarding stuff because it's easily lost (refines, enchants, slotting), Renewal 3rd jobs have been made especially item-(and therefore mostly drop-)-dependant - almost all Genetic skills, sorc elemental stones, runes, cooking, not to mention quests. Considering the fact that even 50% drop does not actually give you an item every second kill it does vastly add to the joy of not being able to use those for extended periods of time:)

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I think we should have a conf file regarding the renewal drop penalties and exp penalties so we can adjust it easily. Aegis have this file called LevelPenalty.lua somewhere in their zone folder.

 

Korean:

-- 이파일은 lua 문법에 따라 작성해야 합니다.
-- 레벨차에 의한 페널티를 설정하는 파일입니다.
-- 타겟-플레이어 레벨 입니다.

-- 레벨차에 의한 경험치 페널티를 설정합니다.
Exp={--일반
	[16]=40;
	[15]=115;
	[14]=120;
	[13]=125;
	[12]=130;
	[11]=135;
	[10]=140;
	[9]=135;
	[8]=130;
	[7]=125;
	[6]=120;
	[5]=115;
	[4]=110;
	[3]=105;
	[0]=100;
	[-1]=100;
	[-6]=95;
	[-11]=90;
	[-16]=85;
	[-21]=60;
	[-26]=35;
	[-31]=10;
};

MvpExp={--보스형
	[0]=100;
};

-- 레벨차에 의한 아이템드롭률 패널티를 설정합니다.
ItemDrop={--일반
	[16]=50;
	[13]=60;
	[10]=70;
	[7]=80;
	[4]=90;
	[0]=100;
	[-4]=90;
	[-7]=80;
	[-10]=70;
	[-13]=60;
	[-16]=50;
};

MvpItemDrop={--보스형
	[0]=100;
};

Translated:

- This must be written according to the grammar of the lua file.
- Is set to file penalty due to the level difference.
- Target-player level.

-Level car by setting the EXP penalty.
Exp = {- General
	[16] = 40;
	[15] = 115;
	[14] = 120;
	[13] = 125;
	[12] = 130;
	[11] = 135;
	[10] = 140;
	[9] = 135;
	[8] = 130;
	[7] = 125;
	[6] = 120;
	[5] = 115;
	[4] = 110;
	[3] = 105;
	[0] = 100;
	[-1] = 100;
	[-6] = 95;
	[-11] = 90;
	[-16] = 85;
	[-21] = 60;
	[-26] = 35;
	[-31] = 10;
};

MvpExp = {- Boss-type
	[0] = 100;
};

- Item drop rate penalty due to the level difference.
ItemDrop = {- General
	[16] = 50;
	[13] = 60;
	[10] = 70;
	[7] = 80;
	[4] = 90;
	[0] = 100;
	[-4] = 90;
	[-7] = 80;
	[-10] = 70;
	[13] = 60;
	[-16] = 50;
};

MvpItemDrop = {- Boss-type
	[0] = 100;
};
Edited by arzzzae
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I think we should have a conf file regarding the renewal drop penalties and exp penalties so we can adjust it easily. Aegis have this file called LevelPenalty.lua somewhere in their zone folder.

 

Korean:

-- 이파일은 lua 문법에 따라 작성해야 합니다.
-- 레벨차에 의한 페널티를 설정하는 파일입니다.
-- 타겟-플레이어 레벨 입니다.

-- 레벨차에 의한 경험치 페널티를 설정합니다.
Exp={--일반
	[16]=40;
	[15]=115;
	[14]=120;
	[13]=125;
	[12]=130;
	[11]=135;
	[10]=140;
	[9]=135;
	[8]=130;
	[7]=125;
	[6]=120;
	[5]=115;
	[4]=110;
	[3]=105;
	[0]=100;
	[-1]=100;
	[-6]=95;
	[-11]=90;
	[-16]=85;
	[-21]=60;
	[-26]=35;
	[-31]=10;
};

MvpExp={--보스형
	[0]=100;
};

-- 레벨차에 의한 아이템드롭률 패널티를 설정합니다.
ItemDrop={--일반
	[16]=50;
	[13]=60;
	[10]=70;
	[7]=80;
	[4]=90;
	[0]=100;
	[-4]=90;
	[-7]=80;
	[-10]=70;
	[-13]=60;
	[-16]=50;
};

MvpItemDrop={--보스형
	[0]=100;
};

Translated:

- This must be written according to the grammar of the lua file.
- Is set to file penalty due to the level difference.
- Target-player level.

-Level car by setting the EXP penalty.
Exp = {- General
	[16] = 40;
	[15] = 115;
	[14] = 120;
	[13] = 125;
	[12] = 130;
	[11] = 135;
	[10] = 140;
	[9] = 135;
	[8] = 130;
	[7] = 125;
	[6] = 120;
	[5] = 115;
	[4] = 110;
	[3] = 105;
	[0] = 100;
	[-1] = 100;
	[-6] = 95;
	[-11] = 90;
	[-16] = 85;
	[-21] = 60;
	[-26] = 35;
	[-31] = 10;
};

MvpExp = {- Boss-type
	[0] = 100;
};

- Item drop rate penalty due to the level difference.
ItemDrop = {- General
	[16] = 50;
	[13] = 60;
	[10] = 70;
	[7] = 80;
	[4] = 90;
	[0] = 100;
	[-4] = 90;
	[-7] = 80;
	[-10] = 70;
	[13] = 60;
	[-16] = 50;
};

MvpItemDrop = {- Boss-type
	[0] = 100;
};

 

we already have it:

level_penalty.txt

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I see. I didn't notice that on my SVN. lmao. so bad

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Keep in mind that on official servers, the drop rate "1" is actually 2/10001 = 0.02%. If you don't "simulate" this bug, your drop rates will only be half of those on official servers. The drop rate also can't be reduced below 0.01%.

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