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 Post subject: A matter of design (or not?)
PostPosted: Thu Mar 25, 2010 7:55 am 
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I've read a lot about farming, 9-gapping, deleveling, and so on.
Not performing this by me own, since I'm only lvl 29.
(by the way: proud people those fully farmed boys & girls)

I've a somewhat off the record farming question:
Was farming an original part of the SRO design or something players figured out later?

For long-time players:
Does Joymax make essential changes to the SRO concept?
Not talking about extentions like Europe, Egypt.
More changes like turning tablets into stones.
Some weeks ago I needed to transform a 3rd degree tablets elements
a mix of 1th, 2nd and 3rd degree.
Now I need for a x degree tablet only x degree elements.
A major change.
I'm just curious about major changes in the past.

Any place with announement of future changes?

[Silverwind at her 29th]

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Build 1: Goldwynn (current lvl 12 european Wizard) - retired
Build 2: Silverwind (current lvl 50 european Wizard (gap 1) / lvl 40 bard) - active
Build 3: AuraBorealis (current lvl 8 chinese Bicheon Swordmanship) - retired
Build 4: Afer_Ventus (current lvl 4 chinese Heuksal Spearmanship) - retired


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 Post subject: Re: A matter of design (or not?)
PostPosted: Thu Mar 25, 2010 1:04 pm 
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Location: Origin Online
Farming was built into the system. Notice how there is a sp bar and how they decrease the amount of sp xp you get by 400 times to convert it to sp. It's made to be a farming game. I don't know if they really intended the sp rewards from the quests to be so small though... It's like, "wow, I get 2000 sp from this quest? awesome!" only to find out that is only 5 sp. :banghead:

Major changes before the most recent ones...

- alias system(can only use one job, no 1* protection after lvl 40, hunters gain gold from trades)
- stall network
- I remember they reduced the crit value of everyone's weapon by 1 in an inspection, and never changed it back
- removed the ability for npc thieves to attack normal players
- changed it so that when you click restart, you get logged out instead of taken to the character select

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 Post subject: Re: A matter of design (or not?)
PostPosted: Sat Mar 27, 2010 2:18 am 
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Apollo
back when the gave first started at the 60 cap it was intended for players form there own gap as they lvled. you couldn't keep a 0 gap so as your lvl got higher, so did your gap. at that cap it was fine. you couldnt get to the cap in a week but it also didnt take forever. now we are at the 110 cap but the same system is in place. joymax never changed the sp formula to compensate for high lvl players. so smart players just took advantage of other aspects of the system and sp farming was born.


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 Post subject: Re: A matter of design (or not?)
PostPosted: Sat Mar 27, 2010 7:31 am 
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Posts: 84
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Thanks, that's what I was looking for: The difference between 'normal' farming, gradually growing when grinding and the 'special' type with all that multiple times you die, delevel and so on.

[silverwind at her 29th]

_________________
Build 1: Goldwynn (current lvl 12 european Wizard) - retired
Build 2: Silverwind (current lvl 50 european Wizard (gap 1) / lvl 40 bard) - active
Build 3: AuraBorealis (current lvl 8 chinese Bicheon Swordmanship) - retired
Build 4: Afer_Ventus (current lvl 4 chinese Heuksal Spearmanship) - retired


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