just a few people to bounce ideas around and work on some proper content (writing up quests etc).
The problem as I mentioned earlier is that I can't commit to anything yet, so any possible team would also need to be fully aware of the fact that it's still a hypothetical. Most people don't like working for something that, in theory, may not happen if circumstances don't allow it. ):
Well... I'm almost always in the mood to throw and bounce ideas around, though at this point I'd say I don't have the monopoly on inspiration... and if I may ask, what exactly would the "writing up quests" task require (raw code, story line/dialogue, item requirements, NPC location)? IMO, most peeps prolly don't pay attention to the storyline / NPC dialogues anymore, and personally, I'd be fine with simply having multiple HG quest NPCs (each with their own similarly themed HGs) spread out far and wide conveniently placed on maps/regions (or even other towns aside from main town) containing monsters that drop some or all of the ingredients for their corresponding HGs (there could still be a quest HG guy in the main town for the new players, but perhaps with a significantly smaller selection... or perhaps an additional quest HG swag tier NPC/s that take lower swag tier HGs + moar items and turns them into higher swag tier stuff). I believe rAthena already allows for the HG preview option for any quest reward listed in its dialog, so methinks a dedicated HG previewer might not be necessary. Again, I'm only speaking for myself here, but I still wouldn't dis-count people who like story-based quests... /ic!! *integration detected* perhaps the scattered HG NPCs could require some opening small story-based quest be completed first before they lend the service of creating HGs for the player(?)
Mebe could even have the quests written/designed/developed by players themselves in some kind of periodic (weekly/monthly?) contest, thus effectively "outsourcing" the quest creation for donation credit rewards while stimulating community participation at the same time (why pay someone with real cash when there might just be players happy enough to accept payment in the form of premium virtual credit/s?). :)
I'm also somewhat uncertain if the server would even be popular given what I plan to do with it. :D It definitely wouldn't be anywhere near what current SHRs look like in terms of PvM, and even a step above traditional SHRs.
Random example: I'm considering applying a custom diminishing returns style formula to drop rates (already have a few in mind) rather than everything being exactly a 10/20/100% drop. Basically allows a lot more fine tuning of drop rates, which proportionally lines up better to how the drop rates were intended to be in the first place.
But of course, with heavy customization typically comes a lower acceptance rate, so it'll be interesting to see if a heavily PvM-influenced SHR really gets anywhere in the long run. I certainly hope it works out though, if/when I do have the time. <3
I'd imagine that if it breaks the traditions/"boxes" well enough that it feels to be of sufficient contrast against both LR/MRs and HR/SHRs through an interesting synthesis of the accepted merits from both ends of the rate spectrum (PvM challenge + exp/drop rates + combat tempo = RO on meth<3333 O_O!!), it might just be crazy-fresh "schwifty" enough to attract players who can appreciate a certain aspect regardless of where they might be (or coming from) on the rate preference spectrum. IMO, any degree of customization is acceptable for as long as it breaks the meta "correctly" - in a sense that it doesn't "rape" the pre-renewal meta, but rather "makes love" to it (with the operative difference being "respect").
The diminishing return for drop rates sounds interesting and has got me curious (though you're free to not disclose the details if you don't intend to leak or jinx it)... I imagine either the drop rates increase/decrease depending on [some kind of relationship between active accounts and total accounts] or would it perhaps be similar to how you intend to scale monster stats, but in the case of drop rates, items with originally low drop rates get a significant increase while items that already have high drop rates get only a minor (or nearly negligible) increase?
Slightly related (since we're talking about drop rates), I would imagine something similar to what TalonRO does with the vote system for its global exp rate could interesting if applied to drop rates (assuming they'd mostly be low enough to begin with for players to really want to vote /gg ), but then I think about the hassle of needing a system that wouldn't be open to abuse or be discouraging of multiple account use per player (idk, perhaps just bbgum for vote points will do fine, I guess XD).
Edited by Master Daravon, 02 December 2016 - 08:49 AM.