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    6 minutes ago, Exilia said:

    The idea of adding Moss is great, but enough time should be taken to plan the rates and items received carefully. This event was intended to be "gambler event", so every roll shouldn't be considered as win. If every roll gives you something valuable enough to be sold in the market it would just be an money making machine at first, and then eventually with time inflates the market with items that nobody wants to purchase.
    Imo 10% chance for extras like toca, mbp, feather, crest etc. is way too high. Those are still the "top-tier" goodies for mid game gameplay and should remain their value as such. If people can get their hands on these items with only zen, those rolls should play the role of a "jackpot". I mean, would any casino hand out jackpots with 1/10 ratio?
    Maybe you could add different category for each piece of equipment that's available from the Moss (helmets, armors, panties, gloves, boots). This way people could focus gambling on the parts they're lacking from completing their sets and it would reduce the anxiety of "winning" the parts they already possess. Also each weapon type could have their own category as on the original event, but still keeping in mind that it should be gamble, and not less than 50% of your rolls should be considered as loss. 

    I totally agree with that, and I said it multiple times already.

    I didn't said those rates should be like that, just sumed up the possible rewards.

    And, we're currently only 'brain-storming', without something good on paper and then good on tests, MOSS would not even be implemented.

    That's why I require more feedback and ideas so we can conclude something together, I don't know the current economy like you, the players, and I can't do something like this alone, without the risk of breaking the gameplay more than making it better.

    "The only way to do great work is to love what you do" - Steve Jobs

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    Guys, are we still talking about Zen inflation or a new " toy " for top players? Moss will not solve the problem of an overabundance of Zen and only make a easier getting good items for the same top players

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    As I suggested before.

    It's much safer to go with consumable items than items that you can trade or sell.

    People would still see value in gambling even if the prizes are jewels(bless, soul, chaos, life), stack potions and buffs.

    The market will balance itself when you spend ridiculous amount of zen for these kind of stuff.

    In a sense, you are still farming to get jewels because of time spend in getting all those zen.

     

    Leave the excellent-mid/top tier items to players who really spends time in going to events.

    "The goal here is for the zen to have a value. Not to help players to make the game easy."

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    I'll let you continue to discuss about it then, if there will be something that majority will want, I will then analyse it and come with a conclusion, until then, everyone wants different things, I will just adjust zen inflation with classic nerfs.

    If you're interested into Moss, I can do it, but you must agree with something feasible, sharing the same opinion into an option of implementation.

    Cheers!

    "The only way to do great work is to love what you do" - Steve Jobs

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    I agree with CottonStar.

    Just roll for jewels, buffs, bigger stacks of potions, demon, imp, angel, event ticket entries, reset fruits etc 

    Maybe add as top tier with very low chance Talisman of Luck and Talisman of Chaos Assembly. 

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    Setting it to 50kk to 300kk zen per roll and with these odds

    42% for hp and mana stacks of potions(255?)
    33% for bless/soul/chaos/imp/angel
    16% for life/creation
    5% for buffs/event ticket entries (the 10 durability ones)
    3% for 10stack bless/soul/chaos/demon
    1% for toca/taliman of luck/feather/crest


    Then a different one for items and split it into parts (helm, armor, pants, gloves, boots, weapons, shields)

    50% for bok+4 items 80% luck non exe
    30% for bok+5 items 80% luck non exe
    9.5% for bloody queen/380 tier items 80% luck
    4% for bok+2 items with 80% luck 1exc opt
    3% for bok+3 items with 80% luck 1exc opt
    2% for bok+4 items with 80% luck 1exc opt
    1% for bok+5 items with 80% luck 1exc opt
    0.4% for high tier ancient items 100% luck 5stamina
    0.1% for high tier ancient items 100% luck 10stamina

    So in total you'll get 8 categories. 1 for consumables, 7 for equipments

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    i would just stick to the first category xcited posted. :) but no feather/crest and maybe smaller chance for toca/talisman

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    xcited ,mostly i like what you did there .

    What i don't like si adding a chance of 380 lvl item right now .Cuz if this is the case ,i go kalima an stay there and level up ,and untill i have 10 rr will surely have a 380 level set.Lets keep end game items for end game :))

    Also we need to take in consideration that if somebody wanna make zen ..he will make a lot of zen ...So lets keep the game simple 

    I would change lvl 380 items with non exe Great dragon items +7...+10 (next level below 380)

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    I would still like to see it as lottery style NPC. Imagine you buy a 5$ lottery ticket and you win 1.000.000$.

    Having 50% chances to get bok for 100KK zen, it's like putting BOK's for sale at merchant for 200KK zen. But having 0.5% chances to get a BOK for 1KK zen feels much more like gambling, let's keep it fun also. You can replace BOK and percentages in this equation on your own desire, the main ideea is to keep Moss as a lottery intended NPC.

    Someone said that if we add BOKs the market will be soon saturated, and that's true. Consumables like 255 mana or hp stacks will soon be obsolete.

    Beside my opinions from other posts, here's another idea: remove Gaion, Ilusion Temple, mirrors ingredients from monsters drop, and add them here.

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    Up for this.

     

    @ADMIN it would be nice if you add something for jewels too. Since jewels are starting to inflate...

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    What's the point to make more options for top donators to get more items ? 

    We are group of 10 players and we don't use credits to level up items that's the whole point..  The economy jwls , zen  are getting uselless on some point because there is no risk to lose " Good " items .. 
    Like just fking imagine ... 1x players wich is 85 % of average players for now on , has dd/ref .... dd/hp sets +12 +6% jellow ..  HOW MUCH TIME u NEED to spend on loooking for item same set if ON GOLDEN invasion goldens are dead in 2-3mins.  On 650 online constantly its how much % that u get average 5-10 boxes per invasion to farm thoes items ...  Its lower then low ..  U just need to have inaf much luck to get 1 time good item for rest of game time ... AND that's the BIGEST problem for this economy .... There is NO RISK to LOSE anything ... 

    And before some starts to trash talk about activity on invasion bc ds ect ...
    On day time that most use full BC DS are full 20/20 99% of time  
    GOLDEN INVASION  like 50% of goldens SPAWN in spots  @ at begining it was not that much of problem .. now is just insta kill by any of  solo player.. " auto pick up box " 

     

     

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    2 hours ago, Renholder said:

    What's the point to make more options for top donators to get more items ? 

    We are group of 10 players and we don't use credits to level up items that's the whole point..  The economy jwls , zen  are getting uselless on some point because there is no risk to lose " Good " items .. 
    Like just fking imagine ... 1x players wich is 85 % of average players for now on , has dd/ref .... dd/hp sets +12 +6% jellow ..  HOW MUCH TIME u NEED to spend on loooking for item same set if ON GOLDEN invasion goldens are dead in 2-3mins.  On 650 online constantly its how much % that u get average 5-10 boxes per invasion to farm thoes items ...  Its lower then low ..  U just need to have inaf much luck to get 1 time good item for rest of game time ... AND that's the BIGEST problem for this economy .... There is NO RISK to LOSE anything ... 

    And before some starts to trash talk about activity on invasion bc ds ect ...
    On day time that most use full BC DS are full 20/20 99% of time  
    GOLDEN INVASION  like 50% of goldens SPAWN in spots  @ at begining it was not that much of problem .. now is just insta kill by any of  solo player.. " auto pick up box " 

     

     

    I have played Inception since the start and didn't spend any credits for VIP. I also haven't donated once. But I'm at top 100. I think it's just fair for players who are active to get more than players who are AFK all the time. I did have a dd hp set at +12 with yellow opt but I changed to Ancient set for extra edr/damage, so I think it's reasonable for free players to catch up in terms of items. And as I've said, for the goldens, the one who spends more time active gets more. I think the matter about events being full is just because of your timezone. Most players are active at 16:00-23:00 server time.

    I do agree on the economy part though. Specially when it hits the end game. Even now, seeing players wanting credits instead of jewels for their items. Jewels will have little to no value at all in the end game. Considering there's TOCA to save your items from disappearing. The only way I can think to save the economy is to add some gambling for jewels/zen. Removing TOCA from Imperial and make TOCA available ONLY for old box and jewel gambling at 1/100 or even 1/200 chance. Which would help the economy burn the jewels, and gives the player a very important consumable item. Cause if things goes as is, once all top 100 reach 20rr, they'll be having like tons of jewels at hand on which they won't even know where to spend.

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