My Name is KixIce and I will do little writing here a bit and no fancy stuff in here.
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LevelUp Guide For ProjectZero - Click This Link For Info (VIDEO)
Yes we are going to destroy those ANT EGGS. Ant egg gave a loads of exp even you already reach level 40++ 1.07% per kill. WITH AOE SKILL, U will have no problem what so ever except for those playing THIEF or ACOLYTE might be harder a bit to kill 1 by 1.
Another stuff - Making Easy Zeny on ProjectZero - How To Make Zeny FAST!!!!
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WILL DO MORE GUIDE VIDEO IN FUTURE SOON. ^^ HAVE FUN AND STAY SAFE YA PEOPLE...
Hey guys, i've been playing RO for a while now but im actually new to the server. I hope i could read lots of tips about leveling and equipment guide for starters especially those who use knight since i chose to start the game with a knight.
So having attended both Saturday and Sunday WoEs this week, as well as having held the castle for a week and invested into it to see the castle treasure box loot I thought I'd add some extra insight and suggestions to WoE.
Unintended bug/mechanic at the moment would be the no dual-client on WoE maps. It currently works for castles (ie. you can't have multiple chars under the same Master account in one castle), however the work around that can be exploited currently is that it only applies to each individual castle. Meaning I could have one character logged on pre-casting a defense in the Emp room (Geffen 1 for example) and have an offensive character attack a separate castle (Prontera 1). Probably just an oversight and I expect it to be fixed. Otherwise there's no point in the current implementation of no "dual-clients" in WoE as functionally it still works as if it never existed.
Probably the hottest topic at the moment. I can only speak for myself and what the turn out looks like for SQ/VM at the moment.
For me, I live in NA East so Saturday WoE starts at 0800 EST. Not unmanageable, but I do choose to wake up at 0600 just so I can get some things out of the way, mainly walking the dog and then hopefully get some pre-WoE organization done. However looking at it for NA West players it's pretty rough. I tell everyone in my guild that IRL is always first and honestly it's not worth waking up at 5am to play a video game unless you're normally up at that hour anyway. We have a few night shift workers that try to make it after their shift but it's only a couple and even then coming home after a night shift the last thing on my mind is to play games. Saturday's turn out for us was ~23 players so just shy of 2 parties most of them being SEA or EU.
Sunday WoE is currently 1500 EST (NA East) and 1200 PST (NA West). This time currently works fine for me as my weekends are generally free. I personally don't go to church so it doesn't apply to me, but it's an understandably important aspect in many people's lives which is currently where the time slot sits for people who would attend Church I think. SQ/VM attendance on this one is a lot lower with only 12.5 (someone showed up for the last 15min or so) so about half attendance compared to Saturday. And understandably it was the SEA players who didn't attend.
Now for the suggestions in the #woe channel about adjusting NA times. The two main suggestions I've seen are moving the "NA" slot to Friday evening or pushing the NA slot to evening on Sundays. I think if the goal is to truly focus on the NA player base for these times then pushing it into the evening is fine. The problem stems from the fact that everyone on the staff/GM team is EU and pushing it later in the evening on Sunday makes the hours somewhat unreasonable for EU people for a Sunday. Now if we're looking at it through that lens what's more reasonable: 1) Staying up really late on a Friday night (some would consider this the norm as people used to stay/go out late on Fridays pre-COVID), or 2) Stay up really late on a Sunday into a Monday morning work week. Most would agree the former makes more sense if we're considering that we need staff on deck in case something funny happens before or during WoE. An argument has been made that some people would be working / rushing home on a Friday just to WoE so you would probably be looking to push it sometime later as Pancho and others' have suggested in previous posts. Whether that works or the current players are comfortable with I couldn't tell ya, but the premise seems reasonable if we're already targeting weekend WoEs with the preconception that people have the most time available on weekends then Friday evening should be considered as well.
Going to lump these two questions/points together as they go hand-in-hand. This is an extension/alternative of the suggestion I made regarding Econ for Treasure Box loot as it currently is. I believe the scaling of Econ with the current treasure box loot is too linear and scales too quickly. These are the past two days of Treasure box loot after I assume we hit Econ breakpoints (13 and 15 respectively).
My gut reaction to these drops is that it feels like too much. Yes you can argue that it's "split" between however many people in your guild and therefore not that much, but again this is only hitting the first Econ break point. Doesn't even require you to have held it for more than a week (TB's weren't enabled till after Tuesday maintenance either) and it's only up from here. So my suggestion as mentioned above is to have the TB boxes scale exponentially versus linearly. Meaning the type of loot you see above shouldn't be something you get till you've held that castle w/o breaks for about 3 weeks (~40+ Econ) minimum cause as it currently stands we're looking at 1 Conqueror piece/day with the current loot table.
The second suggestion would be castle numbers. Now that I've sat and stewed on the idea a little more I think opening more castles might incentivize more people to play WoE as:
1) There's more opportunities for smaller guilds to claim a castle
2) Risk/Reward versus Castle Econ.
The first point is pretty simple if the no dual-client applies to all WoE maps (castles + the castle maps) then the player base gets spread out over more castles. Sounds like a bad idea due to current numbers right? I know but hear me out. This would open the opportunity for less geared/smaller guilds to compete in smaller skirmishes against "detachments" of bigger guilds which leads into point #2. More castles opens means more incentive to try and claim them. However that means dividing up your resources (read: guild members/players) onto multiple fronts. Now guilds have to consider whether it's more beneficial to pre-cast/defend one castle with Econ versus potentially holding as many castles as possible under the risk that they'll be broken and only have base econ. What you hopefully get is more fights spread out across multiple castles rather than the current setup of 3 larger guilds just trying to push through each other's pre-casts/defense and smaller guilds just getting run over if they're not with one of the 3 guilds. If it wasn't already obvious after the test WoE and these two weeks of WoE, but pre-trans and WoE1 in general is very defense favoured. There's currently no incentive for guilds who own a castle to go out of their way to attack and weaken their own defense since there's only one other castle (moreso with current Econ scaling), but if it's the difference of owning 1 castle versus owning 3 then the decision gets more interesting.
That's all for now with regards to balancing WoE and getting the most attendance out of our player base. Feel free to hit me up on discord in the #woe channel to discuss these further or in this feedback thread.