CHANGES
No safe trades - Simple but effective trade adjustment
"Safe trade" has been removed. Even with a 1* trade, you may be attacked by a thief. So you can decide exactly how much you're going to buy without thinking of that artificial 1* limit. You can trade with 70k, or 150k worth of goods. Star won't determine much this time, you will buy depending on how much you want to risk, or how confident you are in your group.
Why did we do this change?
Safe trades have purpose in a server when you are low level, and there are 120 level players. You basically need a way to give low level players a chance to explore the mechanics of the game. But in a server that starts with cap 20, you don't need such "protection". You can fight a thief who will be the same level.
This will also increase team play. It won't be wise to go alone with a 1* trade. Keep a hunter with you, and just hope that the thief doesn't have his buddies close by.
We must mention that we are aware, that we are writing from traders' perspective. That's because they are the ones who are taking the risk with their gold, not that we prefer a job to another. All 3 jobs have a harmony that complements each other.
NPC thieves have been massively reduced.
To give the traders a break and not make them lose half their profits on COS HP, NPC thief count has been massively reduced. You won't be fighting players and NPC's at the same time.
While they will spawn in very small amounts at 1*, as the trade stars increase, NPC thieves spawn will also increase exponentially.
No ADV SOX elixirs
We have disabled the SOX ADV. We have done it in a way that you can't destroy a SOX item. This way a player who doesn't know about it, won't destroy a sos item and learn after the fact that sox adv were disabled.
You will be able to get normal ADV elixirs from regular items. This is to give the players with regular sets a chance to close the gap to someone with a SOX.
It also means that the regular set you made, can be dismantled for ADV's and used to upgrade your whole next cap set, making it useful both in the current cap, also in the next cap.
This change will protect the nice items of the game when we move up the caps. You will still be seeing around a player with a 16+7 sun weapon moving up.
Classic job suits reintroduced.
Special Identity Card, Black Devil Suit, Red Flag.
These legendary items will be available for a while. We didn't want to complicate the gameplay by rolling out other job suits at cap 20. The classic suits will be in their corresponding NPC's in Jangan.
As the cap increases, there will be new job suits introduced, at which point the classic suits won't be available.
But, the legacy items will keep their worth, since low to mid tier job suits will not provide as much advantage as the legacy suits. Only the top of the top job suits will be better than legacy units.
And they will be a lot more expensive & will have job level requirements which you can start progressing towards before they are introduced.
So you won't be at a disadvantage for buying the legacy units, since they will be better than low to mid tier job suits. We envisioned these suits to be rare, once available items, owned by a few people. Like in the original experience.
Reduced item NPC-ing prices & Zero'ed NPC'ing prices of alchemy related items.
All the alchemy related items NPC-ing price is 0.
There will be no auto npc'ing alchemy related drops to make gold. Therefore they will be useless except for the use they are intended for - Which is alchemy.
And item sale prices to NPC have been massively reduced. If selling an item gets you 15k with default rates, it will get you 2 to 3k.
We have done these changes to keep the value of gold proper, and make mindless botting not the best option to make gold.
This will also make the trades much more exciting. 200k worth of goods in a trade will be much more valuable in a server where you can't just bot for an hour and drop 50 items and stones, sell them to the npc and make 500k.
It will also make much more sense to sell that decent item you dropped to a player for a few K gold, than to NPC for 500 gold. Or to exchange with them for something you need. Or just give it to your friend or guild buddies.
"If I can't get gold by grinding, how am I going to find gold to trade?"
You can increase the gold you have by grinding, but it won't be the best way to earn it. Someone who doesn't understand the game would end up with a net loss every time he comes back from grinding. We have included a refresher readme.txt in the client, for players whose minds have been hijacked by 999999 servers.
Original pet items introduced
We have added growth pet skill scrolls. Scrolls are very cheap, and they will be useful.
And the pet items aren't custom. They are original items.
No Consignment
Consignment makes the game too automated. Seeing bunch of stalls in the town, gazing the stalls, asking for discounts, actually seeing the items nicely listed in a stall is a good part of the game. It's more fun to set up a stall and come back to it later, seeing you have sold things rather than a notice at the bottom right. We even have a MSG feature in Silkroad. Do you remember it? You see an item on a stall, and you want a discount? Use it! Leave a message in the stall or send the seller a MSG.
Besides, stalling is a feature that gives you a way to be "active", when you're not active. You can basically make use of your away time by creating a stall, coming back to your character with a few items sold, and a lot more gold.
Consignment kills this. While it's true that you could consign items, and then also create a stall, it's not the same thing. The game becomes more balanced without consignment since even though you are AFK and aren't "progressing", you are making gold, while the ones who are active, aren't able to also sell items at the same time. This is one of the changes that will reduce the advantage of botting. Along with NPC'ing changes and leveling system.
You should have something advantageous you can do even when you're AFK. Removal of consignment gives you that incentive and makes the game more interesting.
We all liked checking back on our stalls to see that we sold stuff, and the gold in our inventory has now changed color, did we not?
Come on, could you really tell me that this isn't nice?
Horses are relevant again
Horses run faster than humans which is a fact we all agree on. So lets use this part of the game too.
Even the level 10 horse will run faster than a garment character on a 100% speed scroll.
You won't have much gold to buy horses in the beginning, but one of the early quests will provide you with 10 horses.
Spawn increased
Nothing worse than trying to find mobs to kill, moving all around the map for a good spot but failing to find one. Taking into account that the whole server will be basically based in Jangan during cap 20, with a few outliers living in Donwhang, we have increased the spawn of mobs from 1 to 14 quite a bit, and from 14 to 23, a lot.
Of course, spawn increase does not mean to have every sq meter of the map filled with monsters. There are still "good spots" and "bad spots". And also spots that just have too much spawn and are outright dangerous.
Elixirs, not paper.
Elixirs will not be stackable. They will not be paper-like or scroll-like items.
We believe that elixirs are supposed to be rare, valuable items. They will still drop, but you won't have 400 elixirs to start an alchemy with. You will have to make do with 30. Or as long as the free space and gold you have allows.
Still, we have some other legacy items to help you out in case you happen to collect too many elixirs.
No free sos weapons except level 1
The free sos weapon rewards have been removed except for level 1. At level 1 you will get a SOS weapon just by visiting the potion seller. FYI: There is a quest which has a reward of Lv10 weapon. If you couldn't find a 2D weapon, it would be a good idea to do that quest.
Magic Pop only has one item: GDF
The rate of success of this item is default, it has not been changed.
Uniques
Tiger Girl spawns every 3 hours. It's not too often so that it wouldn't lose the magic, or cause you to stop what you are doing every 1 or 2 hours.
Uruchi's elites have been removed. Still, you will need several strong players and force players in the party. To even attempt to kill it. We don't even know if this is possible at cap 20, we will all see together.
No beginner teleport NPC
It would make no sense to have this NPC during 20 cap. We may enable it as the cap progresses.
This change also ties in with our "no easy res & worthy kills" approach.
The teleports at the other 3 gates are available. They will bring you to wherever they normally bring, including to the center of the town, Imperial Palace.
No alias star in job
Aliases themselves are available, you just won't have the * in front of your nick. It looks ugly and we decided to remove it. Hunter, Thief and Trader icons are enough to differentiate someone who is under job mode, so it's not their real nick but their alias.
[SIZE="2"]
END OF THREAD
We will update the thread with much more interesting things than we just talked about as we approach the day of the launch. We will talk about many other things we did, all the changes, and "non-changes" we made and why. So do check the post from time to time if you want to read more about Immortales. We will also notify you on discord when we update the thread.
Discord:
FB: