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Showing content with the highest reputation since 12/03/25 in Ideas
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Enhancing Class Balance by Including Monster DEF in Damage Calculation - I would like to propose an enhancement to the current damage calculation system used in IGCN server files, specifically regarding the influence of monster defense (DEF) on character damage output. This proposal aims to address an existing imbalance between melee and magic-based classes in high-level PvE content. Current Issue: - At high-tier maps where monsters possess high DEF values (typically over 3600), melee classes such as Dark Knight, Rage Fighter, and Grow Lancer struggle significantly in terms of damage output. In contrast, magic classes like Soul Master or Grand Master are far less affected due to their skills being minimally influenced by DEF. This results in: - Melee classes becoming underpowered in late-game PvE content. - Magic classes maintaining full damage potential regardless of monster DEF. - Class roles and diversity being compromised, reducing overall gameplay balance. Suggested Improvement - Introduce a visible and adjustable Monster DEF factor into the final damage calculation formula for all character classes, allowing for better balance control. With this change, the system would support: DEF Scaling per Class Type - Allow melee classes to be less affected by monster DEF (e.g., apply only 70–80% of total DEF when calculating damage). Dynamic DEF Handling Enable DEF adjustment based on: - The attacker’s class (melee, ranged, magic) - The monster type (normal, elite, boss) - Specific maps or zones (e.g., Deep Dungeon, Swamp of Darkness, Ferea) Configurable DEF Multiplier A server-side configuration setting such as: UseMonsterDefInDamage = 1 MonsterDefMultiplier_Melee = 0.75 (75% of monster defense) MonsterDefMultiplier_Magic = 1.0 (100% of monster defense) This allows fine-tuning without hardcoding class-specific rules. Benefits - Improved class balance across all stages of the game. - More consistent damage output for melee classes in late-game PvE. - Better customization options for server administrators to balance content. - Preserves the difficulty of high-level maps while avoiding unfair scaling issues. Adding a Monster DEF factor to the damage formula would be a valuable and flexible feature that improves class parity and provides more tools for PvE balancing. This change is especially important for private server communities where late-game content plays a crucial role in gameplay longevity. Thank you for considering this suggestion. I believe it will greatly benefit both server administrators and players alike.1 point
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I propose to extend customtext or Lang files with MonsterSpawn_Group. You gave us the ability to display messages from the server in several languages, and this part is missing. I am writing about customtext or lang files because I don't know where it would be better to implement it. Currently the information about what is displayed is in MonsterSpawn_Group. I will show this on the example of Medusa: Original part <GroupSettings> <Group Enable="1" Index="0" Duration="60" MapNumber="56" BossMonsterIndex="561" BossMonsterName="Medusa" AllowMove="0" SpawnNotice="Medusa and her assistants has invaded Swamp of Clamness!!!" DespawnNotice="Medusa and her assistants are gone" PreNotice="Medusa will spawn in %d Minutes" /> </GroupSettings> <MonsterSettings> <Group Index="0"> <Monster Index="561" MoveRange="10" SpawnType="0" Count="1" OverrideDefaultSettings="1" EventID="150" HP="15000000" DamageMin="1000" DamageMax="1500" Defense="550" AttackRate="2000" DefenseRate="2000" SendKillNotice="1" KillNotice="[MEDUSA] %s killed Medusa! [%d] of [%d]" /> <Monster Index="560" MoveRange="10" SpawnType="0" Count="7" OverrideDefaultSettings="1" EventID="151" HP="150000" DamageMin="100" DamageMax="150" Defense="150" AttackRate="1000" DefenseRate="1000" SendKillNotice="1" KillNotice="[MEDUSA] %s killed Medusa assistant! [%d] of [%d]" /> </Group> </MonsterSettings> and it should look like this <GroupSettings> <Group Enable="1" Index="0" Duration="60" MapNumber="56" BossMonsterIndex="561" BossMonsterName="Medusa" AllowMove="0" SendSpawnNotice="1" TypeNotice="1" SpawnNoticeID="1" DespawnNoticeID="2" PreNoticeID="3" /> </GroupSettings> <MonsterSettings> <Group Index="0"> <Monster Index="561" MoveRange="10" SpawnType="0" Count="1" OverrideDefaultSettings="1" EventID="150" HP="15000000" DamageMin="1000" DamageMax="1500" Defense="550" AttackRate="2000" DefenseRate="2000" SendKillNotice="1" KillNoticeID="4" /> <Monster Index="560" MoveRange="10" SpawnType="0" Count="7" OverrideDefaultSettings="1" EventID="151" HP="150000" DamageMin="100" DamageMax="150" Defense="150" AttackRate="1000" DefenseRate="1000" SendKillNotice="1" KillNoticeID="5" /> </Group> </MonsterSettings> we add categories in the language file <MonsterSpawnGroup> <Msg ID="1" Text="Medusa and her assistants has invaded Swamp of Clamness!!!" /> <Msg ID="2" Text="Medusa and her assistants are gone" /> <Msg ID="3" Text="Medusa will spawn in %d Minutes" /> <Msg ID="4" Text="[MEDUSA] %s killed Medusa! [%d] of [%d]" /> <Msg ID="5" Text="[MEDUSA] %s killed Medusa assistant! [%d] of [%d]" /> </MonsterSpawnGroup> Explanation: SendSpawnNotice - 0 or 1 turns on or off all information about displaying this event. Currently there is no way to turn this off, leaving blank spaces in the descriptions with a large number of additional monsters, the information disappears very quickly. Type notice - here we select how to display information about the event 1 - standard way of displaying information, time counts down by 5 minutes. must contain %s character in text 2 - one-time information, no countdown, we skip the PreNoticeID in the configuration SpawnNoticeID, DespawnNoticeID, PreNoticeID, KillNoticeID - here I enter the message numbers which are in the language file This solution gives a lot of possibilities for server administrators to add their own events with killing bosses. please consider this idea dear IGCN administration1 point