If you google most RO questions you will end up on a website called ratemyserver or something like that. Its a major DB of everything Ragnarok, and over time, this game will be more and more accurate to it. All your card, drop, and spawn questions can be answered there, as well as seeing how much HIT and FLEE you need per monster as well.
Confirmed, bug is fixed on firefox, however I had two copy's of my high level trying to get around the bug, and one alt I did not delete and now I have 1 copy of my high level and 2 copy's of my alt. No damage done to me, but I expect it may be for some.
Ok confirmed. It IS the quests that are bugging our guys. Ive been deleting and remaking several alts to test it out QA style.
Every time the welcome bug started, I was on a quest.
Every time it bugged, I had a quest finished, ready to be turned in.
The lag from idleing for a long time prevented me from clicking the accept option from a quest pop up on my last guy. After reloading he was stuck in the welcome bug as well.
Level range seems to have nothing to do with it, however the spawn rate of the quest givers seems to vary greatly either depending on zone, or perhaps another factor. Some times I go several hours with no quest pop ups, while sometimes I end up with a quest giver just walking around the map.
@Vorest
While this may be true, those types of monsters are only really more common later on. You gain attack speed (dps) and flee from agi, so it is still useful. Also he raised the max level cap past 99, so that means we can have our cake and eat it too for now. I am expecting a wipe tho when the 1/1's are released since he said he will change that later. There is no easy fix when you have players wearing gear their class should not be able to use AND are past level cap.
Depending on what the new max level is tho, we may be able to get max attack speed, and a fair chunk of other stats depending on various factors. I wonder if stats can go past 99 too...
Ya... I have 2 quests active, and not I have the welcome bug as well. That means I cant log into him at all.
This is a major bug that needs to be fixed Dev. Some of us have already invested quite a few days into the game. I know you have school to worry about, but this needs to be at the top of your priority list.
It seems that everyone that is getting the welcome bug is in the middle level range, and may have quests. It may also be related to how laggy the game gets after idleing for several hours.
@STREBGAMES reply to Shrye. What Shrye is talking about is that some monsters, with a spawn rate of 1, or otherwise very rare spawn chance (such as an MVP, shiny plant, ect) will have a kill quest to take out like 15-30 of them, where your other parts of the quest ask you to do the same with monsters with far, far higher spawn rates.
While you can go to other maps, some things just dont have a high spawn chance anywhere else, and are not viable. The number of kills needed per zone should be directly proportionate to the encounter rate of the zone to prevent this.
Bug found: Red Mushrooms have their rates severally messed up. I am getting quests to kill them but nearly every zone that should have them in bunches, only has a spawn rate of 1. This makes completing quests with red mushrooms near impossible, or at the very least impractical. Also sunken ship has no mushroom spawns at all when it should have the most.
Ok I got my first quest. Here is how it works everyone.
While you are fighting in a zone (and I need someone ton confirm if you even need to be fighting or not) a picture will appear with someone talking to you and a time bar. You have 30 seconds to accept the quest and it will tell you what you need to do after (often kill things in the same map as you).
I am noticing that myself, as well as other players have not found any quests yet. Can another player, or the dev please let me know if I am doing something wrong? Also, if it works the way I think it does, I feel it may be better to have a sign post in major cities you can accept a "random" quest to kill various monsters related to a level range, with several level range options available if you plan to use the quest system at all.
2: Raising the level cap from 99 will pose a LOT of issues later, unless you are planing to do a wipe when you add in the 1/1's and change the armor and weapons that work for novice to the intended classes. Are you planing to do a wipe with that major update?
On a slightly different subject, I think that the thief/ninja may benefit from increased projectile speed. This is something that would need to be tested out tho to see if its a good idea or a bad one tho. Right now its just a thought that popped into my head since thief (supposed to be a dps class) is always the last person to hit anything. I also do not think it would be game breaking at all to adjust his "rapid throw" skill to start throwing 2, and increase by 1 additional star every couple of levels instead of capping out at 4 near max upgrade. Players often love skills that toss several attacks at once.
Following up on my comment about overkill.
Yes, anyone can get an overkill, but the Paladin attacks far faster then anyone else upgraded, so if he does not one shot a monster, an overkill often will not happen. The only time my wizard or ninja get an overkill is when a boss is one shot by my paladin and the next wave starts immediately (with projectiles still in route from the boss fight).
My proposal was to create a time frame of 1 second to kill a monster to trigger overkill and instead of having three different levels of overkill, instead have a stacking buff that appears for your party that reduces the spawn timer. This way it will make it a bit more balanced for your party instead of having a system in place that favors Paladin alone.
I have an opinion to share about the overkill system. Currently the cost is rather high for a low turnout, but its made for people who have rebirthed a few times anyway so that much is fine. What about changing the overkill system a little tho. If the overkill trigger was a monster or boss kill within the first second of being spawned, that would make it more fair for your whole party instead of just stacking your Paladin damage. For this you could also change it to a stacking buff who's stacks are limited by the current upgrade level of the bloodstone.
Hi, sorry I didn't reply earlier as I didn't quite understand. You can "overkill" a monster with any character, not just the paladin. Overkill is triggered based on the damage of the last attack/projectile that hit the monster. Assuming all your characters have the same damage, if the warrior attacks the enemy and failed to kill it but left it with a bit of HP, the thief's shuriken can hit it, and if the damage is high enough, will "overkill" it. The overkill was meant to help people who have ascended multiple times and are one-shotting the earlier zone monsters. The overkill will thus make progress faster in that aspect. Sorry if I didn't quite catch your point. I think you potentially have something really cool going on with the overkill trigger idea, just that I can't understand it enough to catch it.
Ok, still testing out various things from your last patch, but its looking real good. Smoothing out and balancing things will take time. One skill that has my eye atm is the skill Resurrect. Of all the current skills in the game, this one has some kind of insane mana cost grow on it. Right now I have it at lv13 and it takes 81k mana to use. I can upgrade it for next to no exp at the point in the game I am at, however it jumps up to 163k mana in one level. To put that into perspective, with a lv15 spirit buff, and earrings at lv 925, I only have 177k mana (with the gem bonus maxed out).
Something that needs a slight adjustment - Whenever you are trying to sell multiple items while grinding, any items you have selected un select when you pick up a new item. This is a mild annoyance that does not need to be in as it serves no protective or beneficial purpose.
If you are looking to make some money early on, once you get to about level 25 or so, go to prt_fild02. Quite a few monsters there drop items that sell for a lot, and the only real threat to your life is the mandragora. Bring a few hundred hp pots (or however many you can afford) and grind away. Within a couple hours you should be able to multiply what you spent in pots, or if you keep grinding till it drops - net yourself a nice 4 leaf clover that sells for a whopping 40k
Question 1: Are card drops/inserting implemented yet?
Question 2: I know you are working on the 1/1's with them are you going to add in job levels, or are you planing to do something different?
Question 3: When you add in the classes, do you plan to restrict weapons and armor as classic RO, or do you plan to keep them universal?
Observation 1: Agility does not seem to cause misses as much as taking only 1 damage. This kinda is a nerf to agility that it did not need. Its strong early, yes, but late game agi builds need the flee to survive.
Observation 2: I may be wrong about this, just started your game, but I dont seem to notice any 10 point bonus. If I remember right, every 10 points in a stat nets you a small bonus of some sort more then just a single point.
~More thoughts on balancing~
The heal skill at rank 10 of course uses a LOT of mana per cast. However, even with maxed out mana/regen from the green gem shop, and Lv 750+ earring's, the Wizard only comes about half way to being able to keep the regen up. Lv10 heal should very much be an end game thing to strive for, but maybe up the mana regen growth per upgrade, or perhaps lower the mana scaling per heal upgrade a bit? Another option is to include mana regen in the green gems ability.
A thought while playing today - There are two types of skills in most RPGs. You have ones with short CD's that you can spam, and ones with long CD's that you use when situations come up. I am noticing that the powerful Paladin skill Eviscerate has a very long cooldown, but does really nice damage. I recommend either adjusting the autocast to only use this skill on bosses, or adjusting the cooldown and damage so it can be used more often. As it is, even with 7x skill speed hover, the cooldown takes quite some time and its kinda a waste to one shot a normal mob with it.
Hi, sorry I didn't reply earlier as I didn't quite understand. You can "overkill" a monster with any character, not just the paladin. Overkill is triggered based on the damage of the last attack/projectile that hit the monster. Assuming all your characters have the same damage, if the warrior attacks the enemy and failed to kill it but left it with a bit of HP, the thief's shuriken can hit it, and if the damage is high enough, will "overkill" it. The overkill was meant to help people who have ascended multiple times and are one-shotting the earlier zone monsters. The overkill will thus make progress faster in that aspect. Sorry if I didn't quite catch your point. I think you potentially have something really cool going on with the overkill trigger idea, just that I can't understand it enough to catch it.