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 Post subject: Re: Current sync system
PostPosted: Tue Feb 13, 2018 4:24 pm 
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Joined: Fri Jan 19, 2018 3:25 pm
Posts: 293
I love crabs, miss fighting them. Why nasomi made them stronger is beyond me. It takes me back to the day and that is what this server is supposed to be. Bring back crab camps! lol. Do people still fights Anticans in Quicksand Caves?

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 Post subject: Re: Current sync system
PostPosted: Tue Feb 13, 2018 9:26 pm 
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Posts: 3780
The homepage now displays the sync range

https://na.nasomi.com/

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 Post subject: Re: Current sync system
PostPosted: Wed Feb 14, 2018 2:27 am 
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Posts: 416
Nabutso wrote:
The homepage now displays the sync range

https://na.nasomi.com/


Where's the upvote button on phpBB? :)


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 Post subject: Re: Current sync system
PostPosted: Wed Feb 14, 2018 2:56 pm 
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Joined: Sun May 15, 2016 2:45 pm
Posts: 65
Lord-Zaeon wrote:
Viktoriya wrote:
In order to change the leveling meta of the server, players mindsets also have to change. Most people aren't going to ever exp on mob families like crabs when they can just wait it out until KRT opens up. I once suggested someone to go try out that Kuftal camp behind the rock near the bottom. There was a bunch of VT tigers at 75 and all that was said was "Tigers suck, aoe paralyze" and just waited until KRT opened up. So if Nas adds a bunch of camps 50+ how many people are really going to utilize them? That is the question I would have.


As you put it, it depends very much on the mob family of the 50+ camps in question. However, in my experience people aren't quite as exclusive as "flying mobs only", I've seen many parties lately fighting lizards in Teriggan, people still do Toramas in Onzozo as far as I know, and personally to use your example I'd be fine w/ tigers in Kuftal, and would love to do weapons behind Moongate.

The problem as I see it with retooling exp camps, to use the Boyahda retool as an example, when the primary target is crabs the camps will sit unused, no one wants to throw melee at a highly physically resistant mob for hours on end no matter how great the exp per kill might be. Personally, I'd be willing to exp on just about anything else but, I draw the line at crabs.


On a side note - if you guys happen to know what levels these non-traditional camps are ideal for, it would be great if you could update the NasWiki, or let me know and I'll update it :)


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 Post subject: Re: Current sync system
PostPosted: Sun Feb 18, 2018 9:52 pm 
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Joined: Sun Jun 12, 2016 1:37 pm
Posts: 13
Been playing less lately cuz it takes so long to get a pt together :/

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 Post subject: Re: Current sync system
PostPosted: Mon Feb 19, 2018 11:46 pm 
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Joined: Wed Jan 31, 2018 7:41 pm
Posts: 43
ive been playing a month. i have a couple level 20-30's and 1 level 55 job.
i have experienced 1 party breakup due to sync rules but still they dont bother me much

The goal is to get players moving along to more level appropriate camps right? Then tone down these TP moves so that more mobs can be exp camped.
i havent had a single goblin party yet, nobody will fight them because they're afraid of bomb toss. its crazy.

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 Post subject: Re: Current sync system
PostPosted: Tue Feb 20, 2018 12:06 am 
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Posts: 104
Its not even about changing player mindsets, people would go to other camps if they were worth going to, in terms of convenience and exp relative to the popular camps. No one wants to poke at crabs for 8K/hr, that's all there is to it. People don't use those alternative camps because the exp is just worse, they're a pain to get to, or both. TP gain and use for mobs still seems like its way off, and some in-era camps are not usable or are just bad due to this as well, like Goblins at the jungle/desert OPs or in Bibiki, or tigers in Kuftal Tunnel.

Veteran players are still generally going to make insular parties at only the best camps to maximize exp/hr and abuse/exploit whatever is there to be abused or exploited. This was the case before the limitations were put in place and is still the case now, the dynamic sync range largely just serves to make party-building for everyone else a pain.

I've had a few parties disband prematurely in the last week because we had to re-sync for whatever reason, but couldn't because the range had narrowed. This sync range is counter-productive as it is now, it does not seem prevent camp clumping, I still see the dunes packed to the brim and I've been using the same ~5 camps on the job I'm leveling now for the last few weeks. It just makes it harder to build and keep parties going. It shouldn't be more difficult to build a party the more people that are on. Even if there are 500-600+ characters online, that doesn't mean the number of individual players seeking a party has grown proportionately along with the character count. It too often narrows the pool of players you have to choose from when building a party.


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 Post subject: Re: Current sync system
PostPosted: Tue Feb 20, 2018 12:41 am 
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I would like to re-suggest a system that has the minimum level you can sync to be half your level, rounded down.

Alternatively, a system that uses time instead of population to alter level sync - and not frequently - would be nice.

Sync cannot be set to something as unpredictable as pop.

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 Post subject: Re: Current sync system
PostPosted: Tue Feb 20, 2018 3:34 am 
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Joined: Wed Jul 20, 2016 8:39 pm
Posts: 137
Nabutso wrote:
I would like to re-suggest a system that has the minimum level you can sync to be half your level, rounded down.

This is a good idea for clearing up places like the dunes and qufim island, but then the problem is going to get pushed onto other areas,
Bibiki Bay is around lvl 27 , 27*2 ,54-thats around when xp per lvl is increasing noticeably so all camps from this point on are going to become the new sync targets.
bb(1 camp), gc(2 camps arguably 1) , cn(1 low lvl camp , 2 higher).

Alot of good zones only have 1 camp for lvls where back in the day they used to support multiple parties for whatever reason whether it be retail differences , player skill lvl's have increased(most of our players are higher end players from retail), Meta differences between now and then.(drg can get pts)

I think the lowest a sync should go ever is 20. had to lose a member today cause pop went from 4xx-5xx before pt started was 3 lvls from sync. feels bad.

If the reason lvl sync is in place is to encourage people leaving lower lvl areas then higher lvl areas need to be more desirable like what scaggles said.


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 Post subject: Re: Current sync system
PostPosted: Tue Feb 20, 2018 12:38 pm 
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Joined: Wed May 10, 2017 8:26 pm
Posts: 3780
kurozuka wrote:
Nabutso wrote:
I would like to re-suggest a system that has the minimum level you can sync to be half your level, rounded down.

This is a good idea for clearing up places like the dunes and qufim island, but then the problem is going to get pushed onto other areas,
Bibiki Bay is around lvl 27 , 27*2 ,54-thats around when xp per lvl is increasing noticeably so all camps from this point on are going to become the new sync targets.
bb(1 camp), gc(2 camps arguably 1) , cn(1 low lvl camp , 2 higher).

Alot of good zones only have 1 camp for lvls where back in the day they used to support multiple parties for whatever reason whether it be retail differences , player skill lvl's have increased(most of our players are higher end players from retail), Meta differences between now and then.(drg can get pts)

I think the lowest a sync should go ever is 20. had to lose a member today cause pop went from 4xx-5xx before pt started was 3 lvls from sync. feels bad.

If the reason lvl sync is in place is to encourage people leaving lower lvl areas then higher lvl areas need to be more desirable like what scaggles said.

This is why the sync-to-half-your-level thing comes with the suggestion of cutting EXP by the same percentage you sync down. This encourages finding the highest sync target possible.

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