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This is why the server concepts suck.

Discussion on This is why the server concepts suck. within the SRO Private Server forum part of the Silkroad Online category.

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Old 05/26/2017, 18:06   #46
 
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There is a much simpler solution: Remove CTF because you have Battle Arena with Flag system. It rewards team-performance and the losers get a small compensation too (usually 1 Arena Coin). It is more motivating than CTF and fair to every build.
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Old 06/01/2017, 11:24   #47
 
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It comes to the point why a server owner should remove the CTF if there is also a BA there. IF wizards wanna nuke eachother so be it... Don't get into CTF if you are a blader. Get in to BA instead..

The actual problem is the orientation of silkroad gameplay. How one clicks to point the character to move and attack and retreat... It limits the team play and affects the possibilities. I am quite surprised noone has ever mentioned that until now.

SRO has a unique concept and that is triangular conflict based around hunters , traders and thieves with historical background... Promote that and erase the copied features then.. Enrich it with quests and reward players who follow it..

But how will you sell silks to pay the dues then? A real donation in that sense is the one you do not to gain advantage but to help the initiative...

Have we got such player base ? Absolutely not.

All our player base wants is to pewpew ... show mega e-penises to the server which doesn't mean **** in actual life...

That is why we call it the most corrupt community ever..
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Old 06/01/2017, 23:15   #48
 
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Originally Posted by ​Exo View Post
Funny how anyone thinks he could make a non-P2W MMORPG these days.
Please define your "win" in Silkroad. What is it that makes you win? Because basically every game out there is P2W. EVERY SINGLE ONE.

Silkroad was P2W from day one so I don't know why is everyone complaining

Guild Wars 2 no P2W at all. Zero. Nada. Niente. Nichts. Nothing.


just saying.
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Old 06/01/2017, 23:41   #49


 
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Originally Posted by phreeak View Post
Guild Wars 2 no P2W at all. Zero. Nada. Niente. Nichts. Nothing.


just saying.
Well idk. It depends. Expansions cost money. I know specs give you nothing but that's just because PvP has equalized stats.
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Old 06/03/2017, 18:35   #50
 
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BIG UP ON THIS POST
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Old 09/30/2017, 00:39   #51
 
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Hey folks,

I came up with a new idea of making this game somewhat less pay2win:

From what I usually see in adv threads here is that users are rewarded with silk/hour or silk/vote in general. This system is getting abused massively.

My idea is having some kind of login event. The login event would provide you with important silk items every day that you login at least for 1 hour ingame. No matter if you played 1 hour or 12 hours, rewards would stay the same. Remember 1 hour login time a day would be the requirement. That's motivating for casuals too. What I like about login events is the fact that pure logging activity is rewarded. Players login and therefore boost server activity. What you do ingame doesn't matter; you simply could stay in town being logged in for 1 hour at least.

As rewards you would get a premium ticket, a devil res, a pet clock that are limited to 1~2 hours at maximum (everything account-bound). Thus you still get in the advantage of having these items but you pay a price for it: the time is very limited. You would need to decide wisely when to use the items. If you want to enjoy these advantages for more than 1-2 hours per day, you simply could buy the originals from item mall. In the item mall I would offer premium, devil res and pet clock in versions that range from 7-days, 14-days and 28-days (original).

What do you think about it? Could be I missed some points but in overall I really start loving this idea.
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Old 09/30/2017, 19:37   #52

 
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CTF solution is simple.

We can already detect when skills are used... When a player kills a player/monster... The solution is already there.

I'm sure it wouldn't be impossible detecting the amount of damage that has been taken by a user... Not even sure if you log that at all, but you can easily figure it out. We can detect when a skill is used... All we gotta do is detect which player it's used against... Do some calculations based on the skill's damage that was used against the player's gear that it was used against.. and there you have an estimation of what the damage the player took was.

Point of this? Simple.

Instead of rewarding for kills, you can now reward on multiple ****.

If a player used a healing skill (such as force/cleric) add up the healing done, and you can reward based on top healers.

Take the damage done idea above, and you can reward tanky people who took the most damage.

Take the damage done idea again, and you can reward top people that have the highest damage.

Take the force debuffs, stuns, any other debuffs, and you can reward people that have the highest "support" stats.

Mix this with Wicked's idea, and it's gonna be completely fair.

Honestly you can expand this even more.... But the idea is there.
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Old 10/01/2017, 17:29   #53
 
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Quote:
Originally Posted by Finsterlord View Post
Hey folks,

I came up with a new idea of making this game somewhat less pay2win:

From what I usually see in adv threads here is that users are rewarded with silk/hour or silk/vote in general. This system is getting abused massively.

My idea is having some kind of login event. The login event would provide you with important silk items every day that you login at least for 1 hour ingame. No matter if you played 1 hour or 12 hours, rewards would stay the same. Remember 1 hour login time a day would be the requirement. That's motivating for casuals too. What I like about login events is the fact that pure logging activity is rewarded. Players login and therefore boost server activity. What you do ingame doesn't matter; you simply could stay in town being logged in for 1 hour at least.

As rewards you would get a premium ticket, a devil res, a pet clock that are limited to 1~2 hours at maximum (everything account-bound). Thus you still get in the advantage of having these items but you pay a price for it: the time is very limited. You would need to decide wisely when to use the items. If you want to enjoy these advantages for more than 1-2 hours per day, you simply could buy the originals from item mall. In the item mall I would offer premium, devil res and pet clock in versions that range from 7-days, 14-days and 28-days (original).

What do you think about it? Could be I missed some points but in overall I really start loving this idea.
If you don't want a pay2win server, the solution is simple and comes with 3 options (You don't need to apply 3 at the same time):

1) Remove Silk scrolls
2) Make gold important and job profit really low (x1-x5) as well as give utility to gold rather than just buy pots for goldbotting (Also, set sell price of items to be low)
3) Add events to get silk, but fair for everybody, not just "the strongest wins" like LMS, Survival or similars.

Quote:
Originally Posted by Simulation1337 View Post
CTF solution is simple.

We can already detect when skills are used... When a player kills a player/monster... The solution is already there.

I'm sure it wouldn't be impossible detecting the amount of damage that has been taken by a user... Not even sure if you log that at all, but you can easily figure it out. We can detect when a skill is used... All we gotta do is detect which player it's used against... Do some calculations based on the skill's damage that was used against the player's gear that it was used against.. and there you have an estimation of what the damage the player took was.

Point of this? Simple.

Instead of rewarding for kills, you can now reward on multiple shit.

If a player used a healing skill (such as force/cleric) add up the healing done, and you can reward based on top healers.

Take the damage done idea above, and you can reward tanky people who took the most damage.

Take the damage done idea again, and you can reward top people that have the highest damage.

Take the force debuffs, stuns, any other debuffs, and you can reward people that have the highest "support" stats.

Mix this with Wicked's idea, and it's gonna be completely fair.

Honestly you can expand this even more.... But the idea is there.
Actually no, people will always pretend to abuse from it, they could easily set up a bot pt to massively spam heals and get in the top rank, rewarding tanky people will just encourage turtling during the whole event, chineses shield/snow running 24/7 and euros full buff 24/7 and kb each other to avoid glut. Anyway a system like that would be interesting to see if it's balanced properly
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Old 01/08/2018, 14:25   #54
 
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Well I think this thread is still up.

I have read the first and last posts and want you to say that some days ago I have made a concept for PServer. Many things you are talking about I feel like the same. I have posted the concept overview in a thread here

There is also a link to the official concept paper. As you will notice, it is not finished yet but offers the most important conditions/framework.

Feel free to join the discussion and leave feedback (Maybe in both threads).

Best regards, Sordren
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Old 09/01/2018, 21:36   #55
 
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If anyone still is interested in a server with PTPVP and dungeon concept, feel free to join us on NGE.
NGE is completely free to play, no donations possible and "catching up" is really easy. We are especially interested in regular PTBA activities. I can ensure you, there is so much to improve for all of us!
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Old 09/15/2018, 12:34   #56
 
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I know this thread is old, but I wanted to share my ideas.

For me, the the reason why all server fail, is the players way of thinking. All want the good old times back but they want a server with minimum x30 rates and they bot 24/7 till they reached maximum level and have maxed end gear.

I have played silkroad since 60 cap. And you know what? I have never reached max level till 90 cap. I played till level 54 all without bot. For me the good old times are, when you go trading with level 45 and you really need hunters for killing the monsters. Sometimes a level 60 thief came and robbed you but than you called some level 50+ hunters and killed him. He came with more thiefs and so on...

On Pserver you don't do any activity until you reached the max level. And after that you use your elixirs from your goldbots and start auto alchemy tool till your set is +7 and full blue. Congratulation on that!

Isro has some disadvantages and the exp rate ist the biggest problem. But setting the rates to x30 isn't the right solution.

I want to share now my ideas for (I think) good pserver:
There should be a daily limit for getting exp and gold / drops. Lets say you can get exp for 1h a day. After this hour there is no way to level up or getting drops from mops. So log off after one hour? NO! Now you have time for trading, pvp or just chilling and chatting with your guild. Or why don't you go to forgotten world to get your 5 degree sun weapon? In my perfect pserver you won't reach max level in 1-2 months. Lets say the rates till level 30 are normal isro rates. For this you would need some days, because you can only level 1h per day. After that the rates should be customized. For example you need 1 week from level 30-40, 2 weeks from level 40-50 and so on. New Players should start at a different level. If more than 50% of server are level 60 new players should start at level 40.



I think such a server could be a success. What do you think? Tell me your ideas!
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Old 11/26/2018, 20:33   #57
 
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I think the problem is too many attention grabbing profit servers as opposed to one big collaborative community project without centralised hierarchies. This could ensure a true play to win atmosphere but the community actually has to do it, profit free. Can only be done by people who have the time and who will be acknowledged for it. Maybe a patreon system which is anonymous and unrelated to any game rewards could be introduced. Anything with payment however is always vulnerable to corruption.
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Old 02/06/2019, 15:01   #58
 
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Quote:
Originally Posted by redlabel91 View Post
I think the problem is too many attention grabbing profit servers as opposed to one big collaborative community project without centralised hierarchies. This could ensure a true play to win atmosphere but the community actually has to do it, profit free. Can only be done by people who have the time and who will be acknowledged for it. Maybe a patreon system which is anonymous and unrelated to any game rewards could be introduced. Anything with payment however is always vulnerable to corruption.
I support a community project but I've proposed it many times and always have been told "people can't work together due to pride". That's true, I've seen a lot of animosity in the sro community and I can't see things changing. Also, everyone wants money out of their work, which is fair I would say but it's not a long term gain.
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Old 02/07/2019, 01:58   #59
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Originally Posted by rares495 View Post
I support a community project but I've proposed it many times and always have been told "people can't work together due to pride". That's true, I've seen a lot of animosity in the sro community and I can't see things changing. Also, everyone wants money out of their work, which is fair I would say but it's not a long term gain.
the problem is the lack of maturity

Most of the "known" users on the scene are trustable to a certain degree

but then some "new" user comes with an idea, some people join the project and days later, everyone leaves due to "development hell"
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Old 02/07/2019, 11:47   #60

 
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Originally Posted by PortalDark View Post
the problem is the lack of maturity

Most of the "known" users on the scene are trustable to a certain degree

but then some "new" user comes with an idea, some people join the project and days later, everyone leaves due to "development hell"
Simply, don't let one new shiny feature make you decide to join a specific server if you have no background on the team, you never know whether it's gonna work with no bugs or even be implemented at all. Yet, there have been some examples of very known users failing after succeeding once. In the recent project I owned, Celestius; we had one known developer that had succeed recently, but saying he ****** up in Celestius would be an understatement, yes, it was the first time for me to ever work with him, but seeing him success recently left me with no reason not to accept him into the project, sure, he wasted every ounce of potential the server had, but there was a lesson I learned, you probably know what it is now.
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