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reductio ad abusurdum. Yeah, on a more personal note, I really don't mind playing in the same conditions in the server. I just gave my 2 cents on how to attract more newbies and resurrect stale old pvp. For so many times I brought in new people to the server, or even witnessed newbies in-game (not millenials whom you discriminate so much btw, rather older working guys who missed RO life). They do not last long for that same reason I mentioned. But again, if majority of the server wants to keep this elite-ist state of mind against newbies, I don't mind watching in the sidelines. I'm done trying to invite more people, so I would just stick to voting and RMS reviews, hoping that it reaches and attracts the very few hardcore non-millenial players peace out
This is very much explains the situation of the server. Decisions regarding new content etc. are made with the tons of B's in old players' storage. While the movement of new item rotations every now and then is useful in reducing the stockpiled wealth in the server, it is still not enough to reduce the inflation, so much more with this new rewards which is why i also agree to the suggestion above, economy-wise. While I DO NOT AND WILL NOT AGREE WITH THE FIRST SENTENCE, his second paragraph makes a very good point which we should take seriously. The gap between the early-game content (which consists of mob, mvp loots, etc) and the end-game content (elite hero/hero/mining/dm/etc) is just too high! I am NOT suggesting the gap to be totally removed (which is basically what the guy quoted in the first paragraph suggested), just lessened to a newbie friendly level. 1. boost the stats of non-custom and early custom items to be comparable: not necessarily equal to those end-game customs: shields, armor, shoes, card etc), like 5-7% difference in percent bonuses, and 5 point difference in stat bonuses (assuming that the stat bonuses are the current +30) 2. nerf the existing end-game customs (not headgears since they're good i guess. talking about shields/garments/gems etc). for example an old player vs a new player (server newbie but not RO newbie) are dueling. old player has +0 bronzite buckler (common for existing players) and new player has returner's shield at best. there's too much power gap between the two items, regardless of skill. Should the new player grind for 1-2 months assuming a daily play time of 2-3 hours? Imagine all those time grinding before even being a real match to existing players. 3. both 1 and 2