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Perry the Platypus

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  1. Just a quick update today to adjust some of the BG match times! The KotH and Flag Runner changes were already in as a temporary hotfix, but they're being noted in this announcement as they're now implemented as permanent changes. Also, this will be the last "scheduled"/planned server update for the time being. Unfortunately the server has been losing money for a while now and is no longer financially viable as a job (I've been paying the expenses out of my own pocket), so I'm not able to prioritize working on it without it having a negative impact on my own situation/future. I will continue to pay for its hosting as this server was never supposed to be about the money anyway, so the server isn't shutting down, but I won't be officially working on updates aside from possibly some smaller changes when free time allows. I may return to active development at a later date if/when it becomes financially viable, though I'm of course not able to offer any kind of a timeline for that at this time. Until then though, the server will stay up as mentioned, and I'll continue to monitor its stability and work on any necessary bug fixes as usual. :D Server Updates Update: King of the Hill and Flag Runner's win conditions have been reduced from 90 points -> 80 points Update: Carrying the flag in Flag Runner will now give a point every 4 seconds instead of every 6 seconds Update: Team Deathmatch now starts with 50 lives per team instead of 70 Update: All BG modes that have a time limit (Team Deathmatch, Flag Runner, etc) have had it reduced from 15 minutes -> 12 minutes Update: Bossnia MVPs now have 35% resistance to magic damage Update: Bossnia MVPs have had their HP increased slightly (note that this does NOT affect any MVPs outside of Battlegrounds) -RSX 0806: 2m -> 4m -Gloom Under Night: 4m -> 5.5m -Valkyrie Randgris: 6m -> 7m -Garm: 8m -> 8.5m -Satan Morroc: 10m (unchanged) Balancing Nerf: Kaizel can no longer be used on objective holders in Battlegrounds
  2. Hey everyone, just wanted to give a quick reminder that the Valentine's headgear quests will be starting on Feb 10, 00:00, and will be available until Feb 20, 00:00. They'll be the same quests as last year so you can start preparing early for them if you like, and as with the other holiday quests, leftover special drops from last year will still work as well! Happy Valentine's Day!
  3. Hi everyone! We'll be having another donation promo soon for Valentine's Day! All payments received between February 10, 00:00 - February 17, 23:59 will receive a 50% bonus in Donation Credits. This is calculated separately from the bulk purchase bonuses, so for example a payment of $25 will give you 2500 + 1250 + 250 = 4000 total Donation Credits. The amount will also be listed on the donation page before you confirm the amount. If you have any questions please feel free to let me know! Happy Valentine's Day! <3
  4. Custom Battlegrounds modes are finally here! We've added two new modes specifically designed for 4v4 matches, both taking place on an exclusive custom map, as well as reduced the queue requirements for a couple of the default modes to make it easier to get BG started during the times that not as many people are on. :D Server Updates Update: New Battlegrounds modes have been added (wiki page has been updated with a summary of the new modes) -King of the Hill - requires 8 players to start -Flag Runner - requires 8 players to start Update: Bossnia and Team Deathmatch have been updated to only require 8 players to start Update: Battlegrounds matches will now provide an announcement at the beginning of each mode giving a brief explanation of the objectives Misc: Battlegrounds modes will now rotate every 60 seconds instead of every 120 seconds while in queue Misc: Battlegrounds queue announcements will now only occur once every 5 minutes if no one is in queue Bugfix: Fixed a rare bug that could cause unfair class distribution in some cases when an uneven number of duo queues were in the Battlegrounds queue Bugfix: Fixed a number of minor text errors in Battlegrounds
  5. Hey everyone, we've got some changes to Freyja's Ascent again! Based on the feedback we received it sounds like a number of players felt that the instance was more effort than it was worth, so the rewards have been improved pretty significantly to make it more appealing to run, and we've also updated the reroll system to make it more useful for players that only want specific weapons. Overall this should make it a lot more likely that you'll get something worthwhile from the instance, so you can spend less time cursing the RNG gods while running it. We've also got a few balancing changes, primarily addressing Creators as their rework is on hold at the moment and they needed some adjustments sooner rather than later. Server Updates Update: Updated Freyja's Ascent enchantment values -Atk/MAtk range has been increased from 30-100 -> 30-125 in normal mode, 40-110 -> 50-150 in nightmare mode -Resist enchant range has been increased from 1-5% -> 3-5% in normal mode, always 5% in nightmare mode Update: Updated Freyja's Ascent loot mechanics -Completing the instance now gives double rewards once per day -Added Long Mace to the rare weapon table -Increased base rare weapon rate from 15 -> 20% for normal mode, 20% -> 25% for nightmare mode -Increased rare weapon rate party bonus from 0.5% -> 1% per party member for normal mode, 1% -> 2% for nightmare mode -Increased chest count from (4-6 + partySize/2) -> (4-5 + partySize) --In case anyone reads that wrong while skimming, this means 5-6 chests for solo runs, not 4-5 --The requirement to open a chest is now capped at 50 kills -Increased the rates for some of the rare weapons -Fixed a bug that caused rare weapon rates to be slightly lower if certain weapons weren't unlocked Update: Rerolling Freyja's Ascent weapons now includes the option to reroll to a random weapon instead of the same one Update: The base unlock time for rare weapons has been increased from 3 -> 5 days when handing in weapons for Freyja's Ascent Bugfix: Fixed a rare bug that could cause false positives with the PvP ladder's force disconnect detection Balancing Nerf: Reflected damage will no longer proc skill autocasts and autobonuses Nerf: Increased Acid Demonstration's cooldown from 175ms -> 200ms Nerf: Reduced Acid Demonstration's Vit factor from 0.7 -> 0.6
  6. Been a long time, but I'll be trying to continue this now on Discord. While there isn't any planned schedule for it, I've added a dev blog channel to my guild's public Discord (http://discord.gg/Vm936WQ) where I'll try to remember to post updates on development progress from time to time, as well as answer any questions about it. Suggestions/complaints should still be kept to forums, but if you're interested in seeing/asking about what's being worked on, feel free to join. :D
  7. I think it'd be best for the topic to stay focused on the potential solution(s) rather than the causes of the problem, as it'll quickly get personal/heated if fingers are being pointed. If there's other ideas it'd be great to hear them, but it'd also probably be a good idea to (either here on the forums or elsewhere) get a feel for how many people would be interested in doing draft WoEs so they can be arranged. There seem to be some very common misunderstandings when people bring some of these issues up, so I'm going to address them here. Running ads costs money. I'm already paying out of my own pocket to even keep the server up in the first place, because I want to keep it running for the players; it's making zero profit, or more accurately, a fair amount of losses at the moment, so there's no budget to be put into ads beyond the RMS ads that I'm already paying for. Right now the single most effective way to market the server would be having players post reviews on RMS (including older player reposting their reviews every 5-6 months, as they no longer count in the rankings after 6 months), but we've asked for this many times and most players refuse to step up and help with this while simultaneously complaining about the server population. Unlike a lot of servers (especially in the SHR category), we don't intend to cheat with reviews, so we're left being reliant on a playerbase that doesn't want to take 3 minutes to write a quick review and help the server move up the ranks again. GR doesn't need 20+ people to be effective (and can't even have more than 20 in the first place), it's already an effective way to farm Zeny with 8-10 people. And there's other ways to farm Zeny solo, the most accessible option being Forgotten Forest. Adding ways to consistently solo farm Zeny at the same rate as a 10+ GR party would 1) make Gold Room absolutely useless (hurts community) and 2) make Zeny absolutely worthless in the long run (the problem our old server had). In others words it'd be a short term band-aid fix with long term negative impacts on the economy, and ultimately wouldn't improve much anyway because the problem with the economy is more so lack of active players/trade in general, not a lack of Zeny income (newbies don't need nearly as much Zeny to be competitive as some may think). The current Battlegrounds modes don't in any way support less than 10 people. The exceptions to this are Team Deathmatch (as it's effectively just GvG as opposed to objective based) and, to some extent, Bossnia (3 on flag, 1 on MVP), but a lot of players don't like TDM as it is, and would quickly get tired of Bossnia if that was the only other option to play 4v4. We're working on adding custom modes designed specifically for 4v4s, at which time the required queue will be reduced to 8, but that's going to take time because aside from planning the ideas, I'm going to be the person doing 100% of the work to implement them, which will very likely include a requirement of custom maps, and when the server is losing money as mentioned above, I'm not able to work on it full time. In any case, it is something we're actively working on at the very least. I'm doing my best to work on the server and implement as many improvements as I can. I'm paying for it myself and taking the losses while effectively working 2-3 jobs at a time. It's time for the community to step up and do their part too if they want to see the server stay alive, which is what this topic should be about. RMS reviews, sitting in town to make the server look more active, helping newbies settle in by answering questions / showing them around, participating in things like draft WoEs, all of these are things that will help the server grow again if they're done consistently - and all of them are things that rely on the community stepping up.
  8. A number of the replies here are pretty much just proving the point in the initial post; let's keep things constructive here, because ultimately the goal should be to help keep the server up, not fuel unnecessary personal conflicts. That being said, I think the draft WoE is a good idea - having heard from people on both sides, I think part of the problem is the power gap between the guilds, whether that be down to gear or simply experience. As Valiant mentioned, this can get pretty discouraging for both sides - one side wants a challenge, the other feels that it's unfairly matched, and this can often lead to issues outside of just the poor WoE experience as well. A draft WoE would help address two of these points; first of all it'd make WoE feel more fair and engaging for both sides, and second of all it encourages cooperation between the two guilds which is desperately needed when the server population is struggling. Players won't always get along, and that's fine, but if you care about the server and its growth then it's time to put that aside and find a way to make things work. This goes for more than just WoE as well; the community as a whole needs to come together and make an effort so the server can start to grow again. Obviously my sleeping schedule is pretty messed up, but I'd be happy to join any draft WoEs that I'm available for on my barely geared High Wizard. Since part of the goal is to help train newer players and give them some experience in WoE, I think a mix of both would be preferable. This may just be me, but I think 2.0 is a lot more confusing for players that don't have much WoE experience; FE strips it down to just GvG engagements and a single objective, which can make it easier to learn things like proper stacking and zone control without having to worry about everything else. I think this is a great idea, both for the cooperation I mentioned above, and for what you said with the mentorship - it'll help to train some players to lead WoE as well, rather than just participate in it, as well as providing additional insight on various strategies. I'd say it's a fair assumption that there'll only be 2 guilds when doing draft WoEs; I imagine if the server got to the point of being able to sustain 3 full sized guilds, it likely wouldn't be necessary to run drafts anymore, though some cooperation may still be nice to keep rosters even when needed. Something else I'd like to add to this, is that for any players who are interested in WoE (or just keeping the server alive in general), participating in other things around the server will make it a lot easier to retain new players and build up a more WoE-ready playerbase. The biggest examples of this would be the Gold Room (especially when newbies can join) and Battlegrounds, though even simply sitting in town while tabbed helps by showing newbies that there's a playerbase. Even just seeing some indication of an active playerbase, whether it's afk or not, can make a huge difference in whether or not a newbie stays, and every newbie that stays is a potential WoE recruit once they've geared up.
  9. Hi everyone! Freyja's Ascent has a bit of a longer average completion time than we expected, so we're bumping the rewards up a bit to make it more worth the time, as well as tweaking the scaling for parties to make it more worthwhile to run it as a group. We're also fixing a couple things for the new 3rd job suits so you can use the new mounts on classes that have them. :D Server Updates New headgears have been added Update: Freyja's Ascent's loot mechanics have been adjusted slightly to give better rewards -The minimum enchantment value for primary enchants is now increased by 5 per additional party member -Normal mode's enchantment value range has been increased from 25-90 -> 30-100 (increased to 50-100 with full party) -Nightmare mode's enchantment value range has been increased from 25-100 -> 40-110 (increased to 60-110 with full party) -Nightmare mode's enchantment value range for the healing power enchant has been increased from 1-10% -> 2-10% -Nightmare mode's base chance for a secondary resist enchant has been increased from 12% -> 12.5% -Completion rewards now have a doubled chance for a secondary resist enchant (20% for normal mode, 25% for nightmare mode) -Dark Priest's spawn rate is now multiplied by the number of party members (1% chance solo, 5% with full party) Update: Freyja's Ascent's difficulty scaling has been adjusted for parties -Normal mode's party scaling has been reduced from 30% -> 25% -Nightmare mode's party scaling has been reduced from 50% -> 30% -Dark Guardian will no longer spawn a higher number of mobs for parties with 3 or more members Update: Job Suits now allow the use of @mount even if the wearer's actual class doesn't have the required skill (this enables Rune Knight, Ranger, and Mechanic mounts) -Note that this is strictly visual and will NOT apply any of the movement speed adjustments or other effects Misc: The Healer now realizes that you probably don't want to be burning alive in the middle of town and will remove the Burning status Bugfix: Fixed an issue with some of the Freyja's Ascent mobs not spawning correctly in the lower half of the village -This adds a Snow Gryphon to the village (spawns in the lower half), as well as a few extra normal mobs -The number of mobs spawning in the upper half of the village has been reduced slightly to compensate Bugfix: Fixed monster immunity not blocking reflected damage Bugfix: Fixed 3rd job suits having 2 hidden card slots Balancing Bugfix: Fixed Double Strafing's long range resistance penetration not working against monsters with the Ranged Resistance trait
  10. Updated Sniper build to use Sharp Shooting instead of Double Strafing.
  11. Hi there! I promised Dirty I'd write a guide for Freyja's Ascent, so I started working on recreating my test server build, and then realized I'm both poor and lazy, so I used a cheaper version of it instead. Make sure you've read the wiki page before reading this guide. I'll be assuming you've read it and know the mechanics of the instance, so I won't cover them here. Anyways, this build got me a 40 minute solo run in normal mode Freyja's Ascent, though it can probably be done faster with the full build especially because I was too cheap to actually buy the Stat Sodas that I recommend. I highly recommend bringing a friend or two if you can; the rewards get better based on the party size, and if everyone is fully geared for it you'll get a faster clear time, too. The Real Build I'm listing the full build below, however my 39:45 run shown above was actually using a weaker build (I'll explain below). Note that all gear should be refined as high as possible. Upper Headgear: Any custom headgear -Doesn't matter, but I use 2x Pharaoh so I don't have to worry about my SP -Resist Fire, Increase Physical Damage (Boss), Reduce Freeze Duration Middle Headgear: Any custom headgear -2x Kiel Card -Resist Water, Increase Physical Damage vs Holy, Reduce Freeze Duration Lower Headgear: Any custom headgear -1x Kiel Card, 1x Durathror Card -Resist Neutral (or Wind), Increase Dex, Reduce Freeze Duration Armor: Elite Shark Leather Armor A -2x Tao Gunka Card Weapon (Normal): Composite Bow [4] -2x Turtle General Card, 2x The Paper Card Weapon (Boss): Bloody Bow -2x The Paper Card Garment: Demon Plate Cloak or Shark Leather Cape -2x Noxious -Upgraded by Vulkan Footgear: Kazareth's Shoes or Sleipnir -2x General Egnigem Card Accessories: 2x Dex Belt -4x Alligator Card Arrows: -Holy Arrow (Dark Guardian, Dark Beholder, Fallen Soul) -Arrow of Wind (Freezing, Frozen Butterfly, Glacial Serpent) -Arrow of Shadow (Snow Gryphon) Consumables: -Elixir of Lifesteal -Combined Resist Potion -Stat Soda (or Hwergelmir's Tonic) -Yggdrasil Berry Stats: -500 Dex -340 Luk -Other stats don't matter, just get enough Agi for 193 ASPD while afflicted by both Quagmire and Decrease Agi (you can test by just standing next to a Dainn for a while, he'll eventually use both), however much Str you need to carry your items, and then put the rest in Vit -You can get more Vit by completing the Gym Pass quest so you don't need as much Str -You need 126 Crit to get a 100% Crit rate against the boss; technically you'd also need 130 for Glacial Serpent, 148 for Frozen/Mystic Butterfly, and 160 for Snow Gryphon, but I personally didn't bother worrying about those The Cheaper Build First of all, this build can be done nearly identically with Double Strafing if you don't have the Kiels, just make sure you're using Shark Leather Cape in that case. Other than that you just need to replace those The Paper Cards (1x Incantation 3x Turtle General in the normal weapon, 2x Abysmal Knight in the boss weapon). Using DS will be slower, but it does give you some extra range, and makes for a much cheaper build. Footgear can be Celerity Boots if you don't have epic gears; the main thing here is just the movement speed for pillar rushing. Dex Belts can be switched to Minor Dex Belts or, depending on your level of poverty, Bow Thimbles (there's a lot of magic though, the MDef helps if you can afford it). Elite Shark Leather Armor can apparently be anything because my 39:45 run was done with a Sorcerer's Robe (I forgot to save my BG Tickets for this oops), but the better armor will help if you have it. And finally if you're too lazy to even use the MVP rooms, just use Matyr Cards instead of GECs in your shoes. Clearing the Map Alright, first of all, when you see the MVP, do not hit him. Kantmiss Evershot put this better than I ever could, so I'm stealing this; hitting the Dark Guardian will immediately turn him into an overly attached girlfriend. You don't want that. Not yet, anyway. You want to clear out as many of the normal mobs as possible, especially the Glacial Serpents and Snow Gryphons (there's two of each, one on the left side of the map and one on the right side). You don't want to run into those while dealing with the MVP. Work your way through the map with Sharpshooting, pop an Yggdrasil Berry when you need it, and avoid mobs. Wait out the healing item delay before proceeding if you have to. And, of course, grab any chests you see; if you're running the instance solo, there'll be 4-6 of them. Charge Arrow is your friend if you get mobbed, or if you're running low on HP and need a few seconds before you can use another berry. Use your Bloody Bow against Glacial Serpent and Snow Gryphon. They're both minibosses, so the Bloody Bow will provide some extra resistance and more damage. Dark Guardian - Seriously Get Off of Me Okay, now for the fun and/or excruciating part. Starting the fight is rather simple; run at him and start blasting him with Sharpshooting. He'll immediately spawn some monsters around him, so either Charge Arrow them away or just try to focus down the boss to get him as low as possible - try not to trigger his first threshold (75% HP) inside the village, drag him off to the side or to the south first if you can. This avoids an extra group of monsters to run through while pillar rushing. If you die before you can drag him away and get him to 75%, no problem. Just enter the instance again, but DO NOT attack him when he teleports to you. Run to the first large clearing (where the first Glacial Serpent and Snow Gryphon were), and drag him to the left side of that (bonus points if you bring him down that dead-end path too). Once he's there, bring him down to his threshold HP, and then either try to escape or accept your fate and die, but whatever you do, do not drag his minions to the middle of the clearing. Make sure you pay attention when you trigger his threshold; he'll tell you which pillars he's spawned. I'll let you figure out which pillars spawn where, but as long as you know to pay attention, you should catch on fairly quickly. Each of the pillar names is related to the location it spawns in. All of the pillars spawn in the village, not anywhere else on the map, so if you're not sure where it is just check each of the houses until you find it. Now you've reached the pillar rush part of the instance. Use Wind Walk, enter the map, and start running; if you see a normal mob, Charge Arrow it away, preferably off to some corner where it won't bother you next time. When Dark Guardian spawns on you, either keep running if he starts casting a spell, or try to drop an Ankle Snare right in front of him if he's too close to get away. That'll give you a few seconds to run. Random aside by the way, Spider Web works on him too, and it is possible to do a 35-40 minute run with a fully geared Professor as well using the same strategy. Kill both pillars to break his barrier, and then same thing as above, drag him out of the village before you try fighting him again, or just let yourself die before getting to his next HP threshold. And now you can jump back 3 paragraphs, rinse and repeat until he's dead, and then go to the village and collect your reward from the portal. Note that after his 25% HP threshold you can fight him anywhere; if you followed everything above, the easiest place is right at the entrance of the map, because he won't have spawned any monsters there.
  12. Hey everyone, it's almost time for our annual Christmas promo again! All payments received between December 24, 00:00 - January 2, 23:59 will receive a 50% bonus in Donation Credits. This is calculated separately from the bulk purchase bonuses, so for example a payment of $25 will give you 2500 + 1250 + 250 = 4000 total Donation Credits. The amount will also be listed on the donation page before you confirm the amount. If you have any questions please feel free to let me know! Merry Christmas everyone!
  13. There'll be a promo this Christmas, yep! Exact dates will be announced a little closer to the start of the promo. Also, just a heads up, the website's sprite renderer has been updated with full support for 3rd jobs (including jRO versions), so it can now be used to preview the new job suits! On a related note, I'm currently working on an update to add support for the custom mounts that some of the 3rd jobs have (specifically RK, Ranger, and Mechanic), so if anyone bought an RK suit and was wondering where their dragon is, it's just out to lunch. :D
  14. Hey everyone, it's been a while but the new instance is finally here! This is a pretty huge update, so please let me know if you notice any bugs, and of course do feel free to give any feedback on the instance! Server Updates Update: Freyja's Ascent instance has been added, and can be started by speaking to Tanya at Caspen 143 234 -Loot chests will spawn around the instance, dropping a random enchanted weapon (a specific weapon type can also be selected upon completion of the instance) -Running the instance with a party will spawn more chests, and grant increased rates for rare weapons depending on the party size (up to 5 players) -Running the instance in nightmare mode will also increase the rates for rare weapons, as well as providing better enchants on each weapon -To help mitigate the RNG factor (and ensure that bad rolls aren't completely worthless), Tanya also has a reroll option where 5 of a weapon can be traded in for a new one -Check the wiki page for more information about how the loot system and its rates work! -Note that based on player feedback following the update, the instance's loot rates and/or difficulty might be adjusted in a later update Update: Third job suits are now available in the Donation Shop -Like normal job suits, these prevent attacking and using skills while worn -Alternate (jRO) style suits are also available Update: Hera and Lilith are now available as pets from the VIP Pet Box Update: The Bulk Crafting NPC can now make boxes of 100 elixirs Misc: Rest and Resurrect Homunculus can now be used in the Gold Room Misc: Added Stone to the Convenience Shop so Saku can throw more rocks at you Bugfix: Fixed @restock taking more than the requested number of items out of storage Bugfix: Fixed @restock displaying an unnecessary error if an item had run out completely before restocking Balancing Bugfix: Fixed Bloody Revolver not using the Attack value shown in the description (now has 67 base Atk instead of 30)
  15. Perry the Platypus

    aRO BG Event

    Ben Shinpiro Trumps Kids in Key Battlegrounds States