GT-Hiro
Shadow Drifter
Posts: 677
Threads: 52
Joined: Aug 2008
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RE: monster chaining suggestion
nice concept but its way too easily abused. Especially if you look at people in moscovia. They kill one monster there essecally and nothing else, so eventually they'll be getting 100% of everything drop from the monster. This could apply for any and all monsters really as not everyone dies when killing stuff. This holds especially true for low end monsters such as porings and drops. Their rarest drops, aka their card, are pretty valuble so we don't want that many in circulation without all the effort.There are so many other exploits with drop chaining its not funny anymore.
So to put it briefly, nice idea, not going to happen, at least not here.
GT-BlackHiro, GT-WhiteHiro, GT-ShadowHiro, GT-Destiny
Quote:A Lost Soul drifting though the voids of Eternal
Darkness
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05-14-2009, 01:28 PM |
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Frogboy
Posting Freak
Posts: 1,083
Threads: 19
Joined: Dec 2007
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RE: monster chaining suggestion
actually if you recall, chaining happens as long as the person is on the world map, but once they've gone back to town it's all over, you have to restart the chain.
i would say if something like this were to be implemented, then instead of doubling the drop rate, maybe somehow make it so that after a certain number of kills, you'll be able to have a higher chance at gaining 2 or 3 of the item. say you kill 30 poring family members in a row, then you'd have a chance to gain say 2 sticky mucus, or 2 apples, or 2 rods, or rarely 2 cards if you got really lucky, but the chance to gain a duplicate item would still be relatively low, if not the same drop chance the item currently has.
it would certainly be interesting, and after say 100 kills you'd only get a maximum of a possible 4 drops again, occurring at drop rate chance.
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05-14-2009, 02:36 PM |
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Little Sara
Member
Posts: 120
Threads: 9
Joined: May 2009
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RE: monster chaining suggestion
If the concept is applied it shouldn't give more than 50% bonus after 100 kills. If its only applied to consecutive-without-going-to-town-kills, then people will drop loot on the ground to stay longer and not be overweight (and avoid going back to storage), so imo it should just be applied to consecutive same-mob kills (which is hard enough to achieve on some maps where everything is aggro).
It should only apply to maps with at least 2 different aggressive monsters to make it challenging. This way Mavkas don't count and Soils don't count (they don't count on field, but they count in dungeon, where everything else is aggro), but Bloody Butterfly does - and you'll get hammered by Enchanted Peach Tree while trying not to kill them.
Little Sara 87/50 Assassin
PM me if you want to contact me, will more likely be replying than in-game (not always on Assassin).
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
(This post was last modified: 05-14-2009, 03:00 PM by Little Sara.)
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05-14-2009, 02:59 PM |
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Little Sara
Member
Posts: 120
Threads: 9
Joined: May 2009
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RE:??monster chaining suggestion
GM-Ayu Wrote:Not exactly thrilled to enter "discussions" of what map ought to have the bonus... and 100 monsters for 50% bonus is incredibly large given how RO is a serious grind game and even my alt farming only knights can stay at bathory for liek 600+ and not go back to town (and many, many better knight players than me exist).
And the other question: is this even do-able without drastic dive into source code, heh
I was on a server that modified drop rate +1% for each point in LUK stat. So it probably can be done.
Will it be done is another question.
Little Sara 87/50 Assassin
PM me if you want to contact me, will more likely be replying than in-game (not always on Assassin).
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
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05-14-2009, 03:35 PM |
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