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feedback 3

Luz

New member
It's not feedback on the video.

Boss item drop = 100% drop X , Probability O
( Drops according to content updates = Don't lock it ) ex- 5 out of 2 items LOCK . ( It's not good. very very very )
1. Drop method
If there is a field boss, the drop method for the field boss seems to be important.
a. Distribute according to damage ranking.( Participation level Ranking ) ( ex = Only the number of people in the 1st to 5th places )
b. Distribute according to damage ranking.( Participation level Ranking ) ( ex = The 1st to 5th place is more likely to get items , The odds of getting 6th to 10th place are medium , Low probability for below rankings )
c. Only the last person to kill the monster
d. Only the first person damage to be bossed

*** If there is a field boss, in the case of a pvp server, the drop method can be one of the most important parts. ***
Development staff need to think about this part .. Unconditionally !!!!
( Some games are on a downward route..... if the development team think about it roughly )

2. party drop method
If you do a party player in the Dunjeon or field, it seems to be important.
a. Personal drop method
b. Party-wide Common Drop Method ( Dice in the party or an in-party auction or give up )

*** It's a part that can help with interest. ***

The game development team or management must think about this.

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the pattern of monster
1. boss
2. The middle boss
3. General monster

Since it is a non-target game, I think there must be various patterns.
While conducting several tests, I hope to establish the development team's standards for the attack patterns of monster.

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As the number of associations between guilds increases, there are more political parts between users in the game, which can cause stress in the game.
I don't want you to operate that induces politics between guilds in the game.
I think it's an operation that's not in line with the times these days.
I think it's good to have a single guild or one to two guilds united and strong.

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