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New 6.2 project needs beta testers
Discussion on New 6.2 project needs beta testers within the Rappelz Private Server forum part of the Rappelz category.
09/19/2017, 21:19
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#31
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I think it is not a good idea to add an extra Beta-NPC.
Tester do not know the prices of the finished NPC to give feedback on the prices.
(How much farm-time did they need to afford necessary stuff?)
And maybe.. Completely buffed (by Beta-NPC) rupee-farming is not realistic, when server is finished (Same with custom Dungeon/Bosses/what ever).
Just my 2 cents
Btw.. But if there is still space at beta, i would like to test and give feedback.
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09/19/2017, 22:46
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#32
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Quote:
Originally Posted by ExXistenZz
I think it is not a good idea to add an extra Beta-NPC.
Tester do not know the prices of the finished NPC to give feedback on the prices.
(How much farm-time did they need to afford necessary stuff?)
And maybe.. Completely buffed (by Beta-NPC) rupee-farming is not realistic, when server is finished (Same with custom Dungeon/Bosses/what ever).
Just my 2 cents
Btw.. But if there is still space at beta, i would like to test and give feedback.
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Beta testers are not meant to give their opinion about prices and see if farming is easy.
They are used to test if the game works. Test all classes, check if some skills are bugged, see if some NPCs are broken etc.
There will only be 10 beta testers, so a Beta-NPC is a must so they get a power boost to solo stuff and test as much things as possible.
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09/20/2017, 13:14
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#33
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Quote:
Originally Posted by OSM98
Beta testers are not meant to give their opinion about prices and see if farming is easy.
They are used to test if the game works. Test all classes, check if some skills are bugged, see if some NPCs are broken etc.
There will only be 10 beta testers, so a Beta-NPC is a must so they get a power boost to solo stuff and test as much things as possible.
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The classes in Rappelz are familiar and no test is required if he does not change them.
NPC testing is correct, but does not take much time, so he may have tested it himself before.^^
In my opinion, the economy in Rappelz is very important and must be balanced.
The same applies to farming.
What is the point from a Dungeon, when you can not solo it, because there are no players for a party (P.Server).
You'll make with the Beta-NPC +20 stuff and get all buffs -> Dungeon is hard but possible.
On the finished server, you can then afford a maximum of +10 and only little buffs -> U cant solo anymore.
Nobody wants to farm fieldmobs till high level, it does not feel right - even if the xp were the same ^.-
It should not be easy, but there must be a balance.
Just my opinion^^
But in the end it is not our decision. Dev will know what he wants from his testers.
btw.. With epic 6.2 I stopped on the offical, since it became hard p2w ^.-
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09/20/2017, 14:40
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#34
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Quote:
Originally Posted by ExXistenZz
The classes in Rappelz are familiar and no test is required if he does not change them.
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That's the first step of making a shitty product. Skip the testing phase and assume that those things work just fine.
That's how EA delivers their games.
Open any bug-tracker of any private server of any game: There are always bugged skills.
Exemple:
Merc looks fine in rappelztournament's server.
But after alot of farming and upgrading a Bow and all, it turns out that ;unlike retail or other servers; Merc there can't shoot his abilities with a bow. So yeah, I wasn't happy with the wasted time and resources on the bow and rebirth.
Quote:
Originally Posted by ExXistenZz
NPC testing is correct, but does not take much time, so he may have tested it himself.
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I played on a fresh WoW server the other day, there was an NPC to get some items for free (you buy the items for 0 gold, and you sell the item for 0 gold)
However, one of the items was bugged and had a sell price. (you buy it for 0, and sell it for 2 gold).
So yeah, RIP economy. Server got wiped after 7 days of fked up economy, and people just left.
And RIP server.
All of this because of lazy testing phase.
Quote:
Originally Posted by ExXistenZz
What is the point from a Dungeon, when you can not solo it
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You got the wrong idea.
This guy (Charliefoxtrott, the Dev) wants to bring the old Rappelz back.
He don't want people to solo stuff, he want to see people parting again.
He wants to see people playing different roles and working together to farm and go through content
"We need a healer for this party, and a tank, and a summoner for pets buffs ..."
If you want a server where you can go to the lost mines at level 40, alone, soloing and slapping monsters right and left, and be level 150 after 2 hours: This is not it.
From what i understand: He won't change Exp rate, Drop rates, Gold rates or anything.
This is simply Old School Rappelz.
I'm not saying that this server will be heaven or the best thing ever or any of that.
I saw him try this before and fail (it was mostely because he worked with other devs, childish devs).
But I hope he pulls it off this time.
Here's a video about how important testing is (Strong Language)
Skip to 1:20
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09/20/2017, 15:24
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#35
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Quote:
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Originally Posted by OSM98
I played on a fresh WoW server the other day, there was an NPC to get some items for free (you buy the items for 0 gold, and you sell the item for 0 gold)
However, one of the items was bugged and had a sell price. (you buy it for 0, and sell it for 2 gold).
So yeah, RIP economy. Server got wiped after 7 days of fked up economy, and people just left.
And RIP server.
All of this because of lazy testing phase.
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You do not understand my point of view or you have not read correctly.
"[...]Tester do not know the prices of the finished NPC to give feedback on the prices.[...]"
Quote:
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Originally Posted by OSM98
You got the wrong idea.
This guy (Charliefoxtrott, the Dev) wants to bring the old Rappelz back.
He don't want people to solo stuff, he want to see people parting again.
He wants to see people playing different roles and working together to farm and go through content
"We need a healer for this party, and a tank, and a summoner for pets buffs ..."
If you want a server where you can go to the lost mines at level 40, alone, soloing and slapping monsters right and left, and be level 150 after 2 hours: This is not it.
From what i understand: He won't change Exp rate, Drop rates, Gold rates or anything.
This is simply Old School Rappelz.
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"In my opinion, the economy in Rappelz is very important and must be balanced.
The same applies to farming.
What is the point from a Dungeon, when you can not solo it, because there are no players for a party ( P.Server)."
"[...]It should not be easy, but there must be a balance.[...]"
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09/20/2017, 18:27
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#36
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Hello again,
to give you some information about beta:
I just want to be sure that everything works.
From small things (all npc's are where they shall be), dungeons and mobs are working, no exp bugs on the mobs and the prices of the items at the custom npc's i need a feedback.
I am trying to find a good balance in difficulty and the "benefits" of a pserver. And yes, i will do the project on my own this time, but i do have a good mentor who is helping and assisting me in the background.
My goal is a classic 6.2 feeling, rates will be x1 (gold/lak might be x1.5 or x2 max, but i guess it stays at x1 too) so it will take some time to level. Some things (like helmets or the chaos upgrade) will be quite cheap, but you will have to work for other stuff (like weapon upgrades).
We also need to have one thing in mind: The ruppees that are going to an npc are out of the game. If players buy epro or anc cubes, the ruppees are lost. On official server the ruppees go from player to player.
If needed stuff will be re-adjusted after a relase. I can also ensure you that all of the bugs we had in the past are fixed. Pets get exp, bosses are working fine, dungeons are filled, exp looks good to me, skills work as desired, gameserver is running stable, the automated server checker is running fine.
For the beta npc: It shall help the players to test content on different levels, because run the server with x10 rates in beta wouldn't make sense. So i added the beta npc to allow the testers to increase their level, so they are able to check different stuff.
The beta npc will buff, yes. But it will buff as high as many players expect now. It also can add cash, levels, empty pet cards, level the pet and teach pet skills (learn_creature_all_skill), but also can level the pet to player level (up and down).
I like epic 6.2 and i just wanna give anybody else the chance to play it again.
Yes, i hope there will be enough dungeon parties. But i also think good players will be able to duo/trio at least. And later, the players will also have high level pets and then it will be easier anyways. (At the moment it is planned to keep hlp penalty in the game, if beta testers and the community advises to remove it, it might be removed.)
If you wanna know what the beta npc can do right now:
And it offers these services later (beta service will be removed!):

Special Itemstore has different sub-categories and mainly contains the cs stuff.
Last but not least: Since it is classic 6.2, there is no sanctuary. And yes, i know it is quite a lot to level at waterfall. But i already do have an idea to make r6 leveling a little more comfortable.
GMFB won't have a bigger cooldown. Please keep in mind that any item needs to be purchased in game. So even with no cooldown you need to be able to afford them. It will always be better not to die.
If you have any others questions please ask. If you have wishes or whatever please feel free to contact me.
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09/20/2017, 20:22
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#37
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x1 = dead server after 1-2w
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09/20/2017, 23:16
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#38
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Gmfb CANT have a bigger cooldown as you never physically use the item. It is a hard coded gs function that checks your inventory for the item on death and if existing it will show res screen.
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09/21/2017, 00:19
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#39
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Quote:
Originally Posted by Charliefoxtrott
We also need to have one thing in mind: The ruppees that are going to an npc are out of the game. If players buy epro or anc cubes, the ruppees are lost. On official server the ruppees go from player to player.
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wtf ? can someone explain
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09/21/2017, 01:23
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#40
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It is the game the way it is supposed to run.
Rupees will be sunk from the economy by buying cash shop items from an NPC instead of saturating the server with rupees because cash shop items purchased with real money dont take the fake money out of the game they just allow it to be traded around from player to player like official.
I am not sure how many ways it can be explained.
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09/21/2017, 01:50
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#41
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Quote:
Originally Posted by ThunderNikk
It is the game the way it is supposed to run.
Rupees will be sunk from the economy by buying cash shop items from an NPC instead of saturating the server with rupees because cash shop items purchased with real money dont take the fake money out of the game they just allow it to be traded around from player to player like official.
I am not sure how many ways it can be explained.
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Npc shop = Dead
Inventory items & traded items = Living
Everything you sell to the npc shop it dies
Everything you keep/trade it lives
   
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09/21/2017, 02:14
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#42
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That means that thanks to no rl money influence the economy will be more stable.
farm-> get rupees-> spend at npc for cubes and other stuff-> lose all your rupees-> no inflation.
Doesnt affect trading, it actually helps to keep the price of all items low because of the low amount of rupees on the server.
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09/21/2017, 03:02
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#43
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Quote:
Originally Posted by Filipe2008
Npc shop = Dead
Inventory items & traded items = Living
Everything you sell to the npc shop it dies
Everything you keep/trade it lives
    
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i still don't get it too ..
he says in official if you buy cubes from "NPC" the rupees goes to other players "    "
buttt in this pserver if you buy cubes from "NPC" the rupees will be gone .. .
i understand that logically the rupees the "NPC" takes from you is just deleted ,, but what did he mean in official it goes to other players??
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09/21/2017, 03:08
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#44
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Quote:
Originally Posted by thefear511
i still don't get it too ..
he says in official if you buy cubes from "NPC" the rupees goes to other players "    "
buttt in this pserver if you buy cubes from "NPC" the rupees will be gone .. .
i understand that logically the rupees the "NPC" takes from you is just deleted ,, but what did he mean in official it goes to other players??
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Heheh no dude, what his saying is, when someone buy a CS item in the official server and sell it to a player the ruppes goes to a player, but if you sell (in this case) the cubes to the npc the ruppes are gone!
In the pservers since the CS are bought from a npc with ruppes (not real money), the ruppes will be lost, while in official if someone buy with real money cs items and then sell them, the ruppes from the person who buys them are going to the person who bought them in the CS shop so the ruppes dont be lost like in a Pserver where you buy the cs items from the npc with ruppes!
The diference is that in official u dont lose to much ruppes to the npc shop but in Pservers, a lot of ruppes are lost!
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09/21/2017, 03:10
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#45
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Quote:
Originally Posted by Filipe2008
Heheh no dude, what his saying is, when someone buy a CS item in the official server and sell it to a player the ruppes goes to a player, but if you sell (in this case) the cubes to the npc the ruppes are gone!
In the pservers since the CS are bought from a npc, the ruppes will be lost!
But in official the CS items are bought from real money and sold for ruppes!
The diference is that in official u dont lose to much ruppes to the npc shop but in Pservers, a lot of ruppes are lost!
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long story short, people pls sell to each other so economy gets alive xD
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