Alternatively, we could require that only a party of 3 and above can enter the mini dungeon, but I doubt it would be satisfactory for solo farmers.New updates are being added at the bottom of this story……. My idea would be to limit the number of mini dungeon instances (similar to PQ) to perhaps 5 or 8 per channel, so that the concept of an "infinite-map generator" is abolished. However, I do not think the current implementation is the solution since major inflation is brought to the near horizon. Sure, I believe that every class should have the opportunity to farm mesos and that the current situation of 5 channels and mages hogging the maps are unsatisfactory. With normal drop rates in such mini dungeons, the potential is there for mesos to be generated at several folds of the current rate (since each individual can enter their own mini dungeon, generating tons and tons of maps). I think the core issue here is that Ulu (a great, lower level farming spot that is EASY for any class to obtain mesos via drops) is given a mini dungeon. Although I do not think it addresses the problem of inflation as brought up by NoNameID. That being said, there are two things that could implement to try and avoid these situationsġ) Each person can only one map at a time to prevent one person from overtaking 40+% of the farming maps (since at some place like ulu city center it's trivial to farm on all 5 if you just have 5 magees)Ģ) Each person can only enter one mini dungeon instance at a time to prevent people from making 6x mages and going into the dungeons just to farm.Ĭlick to expand.Quite a decent idea. Ulu2 is substantially worse than Ulu city center or Ulu 1 for farming in terms of money, so one person was farming on multiple Ulu city center or Ulu 1 maps, they would not only make a lot of mesos, they would prevent other people from making mesos at the same time. It's also much worse to have no other money making options because it would allow a small group of people to make a disproportionate amount of money to everyone else. The only items at risk of inflating too much are iTCG boxes since everything else is either farmed in game or can be paid for via mesos. Currently it would be 80 tickets to 1 to break even ignoring other items you can sell, so I believe there's only so much room for WS/CS prices to increase.
If WS or CS get too high, people will just flock to gach. There's a built in safety valve in terms of premium gachapon tickets being availbable for mesos. But when it affects the economy i think its a big nono. I wouldnt mind if people multiclient for buffs such as HS/HB/SE, thats and effort that its valid. Eventually lots of players will have at least a mage for farming.Įven if it's just a few players that multiclient, it affects the whole server. Even if you dont main mages people will create one for BoF mules because its easy to level.
My main problem with this multiclient farming really. They shouldnt get hit for a change thats directed to an especific class.Ĥ. The drop rates nerf will affect the classes who want to grind there more than anything. You'll have to go grind MP3 or something to make money so you can buy pots for better EPM on these maps. Grinding at Ullu2 and beyond maps as ranged its a pot burn. But with the 900+players this might be something we should discuss.ģ. Beta had a healthy progression and a healthy economy, even with more drops and mesos. This server was design for a ~100 people playerbase i belive they didnt count on so many players online. FMA is a big problem for pre bb because it breaks the games economy but its also a core hability for mages and what makes they fun to play.Ģ. I partially agree and would like to put my point of view:ġ.