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MrAngry83

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MrAngry83 last won the day on October 13 2024

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  1. 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.
  2. For example, if a player’s level is below 1000, they can only upgrade the bank up to level 6 out of 10. (Admins can configure the level requirement to unlock additional storage levels.)
  3. Hello IGCN Team, Currently, the Alchemist Bot only supports trading a limited range of items (e.g., Ancient items). I would like to suggest enhancing the plugin to support all item types stored in the database. Why this matters: It increases the flexibility and usefulness of the Alchemist Bot. Provides a better, more personalized trading experience for players. Therefore, I hope the development team will consider adding compatibility for these item types in upcoming updates. Thank you for your continuous support!
  4. We should separate the Monsters’ Defense and Magic Defense attributes in the MonsterList.xml file to achieve better balance between the fighter and mage classes. For melee classes, damage will be calculated based on the Defense attribute, whereas for mages, it will rely on the Magic Defense attribute. Currently, we have a single Monsters’ Defense system, which leads to imbalances between the classes—a concern I have already reported to you.
  5. - Please add Durability and Element attributes to the LimitCount to support the transformed ones (Elemental Symbols cannot be combined when talking to NPC Lahap). Furthermore, the Mithril Fragments cannot be dropped properly due to lack of Element Attribute. - ItemMinLevel and ItemMaxLevel can also be added for future needed. Thanks for your reading!
  6. 1. Please add a feature to the plugin in which we can control a limited amount of time after players enter the entrances. 2. It will be very nice if you can show the time counting down on client side (like the IceWind Valley Event). 3. Swap the players back to the villages after they reach to the end of their limited time.
  7. I am testing the Icewind Castle and there are some rooms for improvement. So I suggest them here for you. 1) We should show the subtract value message to the user when registering the event such as “You have spent X (Wcoin, GP, Zen..) for the application of Icewind Castle. The registering players need to know what are costing them for the registration. So it will be much better if we prompt them for the registration like “Will you spent X for the registration…” or having a NPC for handling the registering informations, tips, and current Icewind Lord… 2) We should have a short text description on the clock, when leaving the chair to show that they need to comeback and sit on the chair as soon as possible like “Sitting Privilege Remain”. 3) The event do not display all the rewarded currencies when the event ended. It only displays how much Ruud you can get but Wcoins, Goblins, and Contributions). Not sure this one is a bug. 4) …
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