Figured it was about time for another post, so I thought I would talk a bit about what I have been working on and the reasons behind the changes. I have been using our tools (recently improved to allow more sweeping edits) to make some pretty significant changes to the drop tables, monster xp values, and spawn changes. Also a preview of our changes to the quest system/rewards.
First, drop table changes…
Lineage has a history of pretty wild variations in drop balance. There were times on live where bosses routinely dropped 2-3 lines of just junk. It is my hope we never go back to the days of all Risk no Reward. To that end, a lot of bosses in the game have gotten some drop list love, so that every time you kill a boss it feels at least somewhat rewarding. With the addition of many new items in the game, a lot of bosses also now have very rare items that will be extremely desirable/valuable. It is my hope that bosses will feel challenging (major buffs were made across the board, especially to HP), they will on average feel worth killing, and they will have a chance to drop something very nice rarely. Bosses were balanced based on assigning them tiers, so that things like enchants are standardized across the board. Most bosses in the game are considered Tier 1.
So how do you make bosses feel rewarding both every kill while still keeping rare items rare? Well with that a relatively major change was decided on. Zels/Dais are no longer sold in any stores, and their drop rates from standard monsters has been significantly reduced. Tauvs dropping nzels/ndais 10% of the time results in those items being so commonplace they are no longer had any real value. Having nzels/ndais sold in stores hard caps their value to players. Enchants will primarily be obtained by killing bosses. Some still coming from hunting but not with anything near the old inflated numbers. When drop rates are increased in private servers, it has a more dramatic effect on things dropped by normal monsters vs bosses simply due to how many more are killed. This change deflates that increase to help preserve enchants value.
Another change to compensate for this is one I have debated endlessly, and may find myself reverting later after it gets tested. All Adena drops from bosses (except dragons) have been removed. The value of a boss is in the items they drop, not the raw adena. This change is to hopefully encourage a flow of goods between boss hunting players and monster hunting players. Since the players who hunt bosses now have a greater advantage in terms of obtaining enchants/gear, we want to make sure they don’t ALSO have all the money. This change will also help combat inflation since less adena will be entering the system.
Changes to the XP tables is something that Lineage has needed for a long time. As new content was released over the years, it was done with different XP formulas. They did not however go back and update existing content, so as a result newer areas tended to innately give more XP. This was extremely apparent in the new Talking Island and Ivory Tower (Those areas had spawns but no drop tables, so I’ve spent a lot of time working on them lately). I have gone through and adjusted the XP (mainly increased) of a lot of older hunting zones to accurately reflect how long the monsters in it take to kill. This is most noticeable in the upper TOI floors, but tweaks were made in most areas. In general, it is my hope that these changes make some of the older hunting zones a bit more viable so that not everyone feels like they need to aoe farm in Lasta (or more likely, in new TI/IT).
Another major change to XP was a dramatic boost to the XP given by bosses. You will still get more XP actually hunting, but a boss no longer gives roughly the same XP as killing an Astagio. Instead on average you will get closer to 10-15 times the XP a normal monster would give. This change was largely made simply because it felt silly bosses gave so little XP. I do not expect killing bosses to be a replacement for hunting, as the time you spend checking/finding them would net you far more XP if you actually were hunting.
With the addition of the spawn editing tool I have been hard at work updating existing areas and creating some new ones. We are currently sorting out a bug with Grid Spawn favoring a specific quadrant, but we have a solution in mind that we plan to implement that will both improve randomness and decrease server load.
Many places have had spawn rates improved to various degrees. There are double the number of Tauvs spawning in FV now for example. With the removal of “Near Spawn” from TOI, I have increased the spawn rates on many floors to compensate, most notably on the floors players tended to hunt more often. Places that tended to historically favor melee classes were improved a bit more on average (MORE TURTLES IN ABYSS LAKE!). One of the new areas I am working on will also heavily feature undead monsters and high hp “mini bosses” worth a lot of xp, which will hopefully make the zone very good for melee classes (Also, there are more silver/ori weapons in the game. I’ll talk about that below). Those “mini bosses” will be similar to Ifrit in FV.
Quest rewards and quests. We are removing all the existing 15/30/45/50 quests from the game and replacing them with ONE standardized set of 15/30/45/50 quests. We are making this change for a couple of reasons…
First, some quests were made unfeasible by design changes in later updates. Talking Island and it’s dungeon are not safe for someone doing their level 15 quest.
Second, quests had pretty significant variations in difficulty/tedium between classes.
Third, we felt the lack of resources/guides for all existing quests made their completion overly frustrating.
We hope having one single set of quests will encourage players to play more classes and overall just make life less annoying. As for quest rewards, there were a lot of changes made to them to make them more viable. For every character, your 15/30/45 quest rewards all give a piece of equipment you should find valuable until you reach later content. The items are not intended to be absolute best in slot (although Royals are considerably better than other classes), but are intended to be better than the most basic of equipment. Some classes have completely new items that replace either worthless or imbalanced items they would have previously received (Illu wand/dk 2hs for example).
Every class now has a quality level 50 quest weapon, with a theme of them all being silver. These are intended to be very solid hunting weapons, but are eventually out classes by later content. There will also be a level 55 quest that gives a pair of earrings (same for all classes), and after level 55 you will be able to do a repeatable quest for a box that randomly contains one of your classes quest rewards. This will be how more quest items are obtained, they will not be sold in stores. Below is a list of the current quest rewards…
Mage 15: Book of Magical Powers
Mage 30: Shirt of Mana (Crystal Staff is now sold in weapon shops)
Mage 45: Cloak of Mana
Mage 50: Arch Wizard Staff (Crystal Mana Ball is now a rare drop from many caster bosses)
DE 15: Shadow Mask
DE 30: Shadow Gloves
DE 45: Shadow Boots
DE 50: Soul Cutter Edoryu/Claw (Finger of Death removed)
Elf 15: Elven Leather Boots (Old helm removed due to redundency with BOE)
Elf 30: Elven T-Shirt
Elf 45: Elven Leather Gloves
Elf 50: Sword/Bow of Flames
Royal 15: Crown of Royalty (Red Cloak removed due to redundency with Soverigns Majesty)
Royal 30: Guardian Ring
Royal 45: Soverigns Majesty
Royal 50: Scepter of Rightful Rule
Knight 15: Red Knight Hood
Knight 30: Red Knight Shield
Knight 45: Belt of Bravery
Knight 50: Death Blade
Illu 15: T-Shirt of Illusionist (Wand of Illusionist Removed)
Illu 30: Spellbook of Illusionist
Illu 45: Cloak of Illusionist
Illu 50: Sapphire Kiringku
DK 15: Belt of Dragon Knight (2hs of Dragon Knight removed)
DK 30: Dragon Scale Guarder
DK 45: Cloak of Dragon Knight
DK 50: Destructors Chain Sword
OK! That was a lot of typing. Hope you enjoyed the read. Please keep in mind that many of these changes will require further tweaking during the beta test. Please tell me your thoughts regarding these changes in the comments for this post.