Ade
;3
Hi all,
I know that the implementation of a new difficulty has concerned some of the developers / admins, so I thought it would be a good idea to get some ideas down on paper to see what you think. I can't take credit for all of these myself. I've kicked around a lot of ideas with friends.
Now, the case for a new difficulty setting can be made by emphasizing the importance of keeping the game fresh and relevant for the majority of the server's population that have leveled characters reasonably high.
1. Level requirement: 170. We were initially kicking around 180 as the number, but decided that might be a bit too high, and most characters can handle the entirety of Ultimate by 170. Yes, there's more power to gain, but the difference in performance between a 170 and a 200 isn't tremendous. Also, Lv. 170 is well below the "halfway" mark to Lv. 200, so there would be plenty of time to enjoy Ult+. Arguing that this will "exclude" people is invalid: Even with normal, 1x EXP, a person can reach Lv. 170 easily. If you still think this is too high, then 160 might be acceptable, but it shouldn't go any lower than that.
2. Rare drops and rates: Every monster will have the same drop as it did on Ultimate (hopefully someday Temple and Spaceship can be improved because there's really no reason to hunt there, but that's another topic). Any drops that are rarity 1/28,807 (or whatever the rate for Purplenum Lavis Cannon is) or easier will not be improved, and any drops that are over 1/28,807 will be normalized to 1/28,807. There's no point in anything being 1/300,000 when it can be hunted on another ID at a much easier rate. Rare enemy drop rates will not change. Rare enemy appearance rate will improve SLIGHTLY. (See next paragraph.)
3. Rare enemy appearance rate: Improved to 1/450. This makes it a little bit better without being broken. Kondrieu will be 1/8 instead of 1/10.
4. Hit % chance: Will be increased from 5% to 10%. (If this is too high, at least consider 8%.) This will be the primary motivating factor in Ult+.
5. Enemy difficulty: This will be much like Sega did with Super Hard mode in PSO2. Basically, consider the difficulty of Ultimate Ruins, Seabed, and Desert. Now, increase the power of everything by about 40% and make all of the enemies in the preceding areas that powerful, as well. This will "normalize" the difficulty so that enemies in Ult+ Forest are just as dangerous as Ult+ Seabed, at least in terms of stats.
All "grunts" will be given the same speed as Ultimate Merlan, which is oddly the fastest grunt in the game (or so I'm told). Nothing will be made faster than this because manual evasion will become unbearable for Hunters, and we'll be basically playing Schtserv Crack Mode. Non-grunt movement speed will not change.
Set damage attacks will not change because the ability for certain classes to survive would be power-creeped out.
Core enemy stats like ATP, MST, and DFP can be increased because Lv. 30 S/D currently crushes everything in Ult. No change in enemy EVP because the game already relies too heavily on ATA. No change in LCK because enemies already crit way more often than players. Also, no change in enemy tech resistance because techs don't benefit from Shifta, and tech damage would be power-creeped into irrelevance.
Before any objections are made, bear in mind that Ult+ is intended for party play with Combo S/D. It's not supposed to be easy.
6. Experience points: All EXP will increase by 20%. The enemies will take longer to kill, so this shouldn't make reaching Lv. 200 any easier than it already is. (The difficulty increases more than the EXP because we don't want EXP to be the primary motivating factor.)
7. Box drops and maximum possible %s: Hit % is being increased to 10% (or 8% hopefully at least), and the actual AMOUNT of % that can occur will be normalized so that everything is treated like Ult. Ruins 3. (There's no point in items having low %s in Forest if Forest is just as hard as Ruins.) Currently, it's a shame that you basically have to go to Ruins or Seabed to hunt for high % non-rare gear, and this will eliminate that and increase the enjoyment of the game.
Side note: If you guys were considering a large update, it might be a good idea to pair Ult+ with the "beyond Lv. 200 bonuses" to REALLY spark player interest
That's it. What do you think?
I know that the implementation of a new difficulty has concerned some of the developers / admins, so I thought it would be a good idea to get some ideas down on paper to see what you think. I can't take credit for all of these myself. I've kicked around a lot of ideas with friends.
Now, the case for a new difficulty setting can be made by emphasizing the importance of keeping the game fresh and relevant for the majority of the server's population that have leveled characters reasonably high.
1. Level requirement: 170. We were initially kicking around 180 as the number, but decided that might be a bit too high, and most characters can handle the entirety of Ultimate by 170. Yes, there's more power to gain, but the difference in performance between a 170 and a 200 isn't tremendous. Also, Lv. 170 is well below the "halfway" mark to Lv. 200, so there would be plenty of time to enjoy Ult+. Arguing that this will "exclude" people is invalid: Even with normal, 1x EXP, a person can reach Lv. 170 easily. If you still think this is too high, then 160 might be acceptable, but it shouldn't go any lower than that.
2. Rare drops and rates: Every monster will have the same drop as it did on Ultimate (hopefully someday Temple and Spaceship can be improved because there's really no reason to hunt there, but that's another topic). Any drops that are rarity 1/28,807 (or whatever the rate for Purplenum Lavis Cannon is) or easier will not be improved, and any drops that are over 1/28,807 will be normalized to 1/28,807. There's no point in anything being 1/300,000 when it can be hunted on another ID at a much easier rate. Rare enemy drop rates will not change. Rare enemy appearance rate will improve SLIGHTLY. (See next paragraph.)
3. Rare enemy appearance rate: Improved to 1/450. This makes it a little bit better without being broken. Kondrieu will be 1/8 instead of 1/10.
4. Hit % chance: Will be increased from 5% to 10%. (If this is too high, at least consider 8%.) This will be the primary motivating factor in Ult+.
5. Enemy difficulty: This will be much like Sega did with Super Hard mode in PSO2. Basically, consider the difficulty of Ultimate Ruins, Seabed, and Desert. Now, increase the power of everything by about 40% and make all of the enemies in the preceding areas that powerful, as well. This will "normalize" the difficulty so that enemies in Ult+ Forest are just as dangerous as Ult+ Seabed, at least in terms of stats.
All "grunts" will be given the same speed as Ultimate Merlan, which is oddly the fastest grunt in the game (or so I'm told). Nothing will be made faster than this because manual evasion will become unbearable for Hunters, and we'll be basically playing Schtserv Crack Mode. Non-grunt movement speed will not change.
Set damage attacks will not change because the ability for certain classes to survive would be power-creeped out.
Core enemy stats like ATP, MST, and DFP can be increased because Lv. 30 S/D currently crushes everything in Ult. No change in enemy EVP because the game already relies too heavily on ATA. No change in LCK because enemies already crit way more often than players. Also, no change in enemy tech resistance because techs don't benefit from Shifta, and tech damage would be power-creeped into irrelevance.
Before any objections are made, bear in mind that Ult+ is intended for party play with Combo S/D. It's not supposed to be easy.
6. Experience points: All EXP will increase by 20%. The enemies will take longer to kill, so this shouldn't make reaching Lv. 200 any easier than it already is. (The difficulty increases more than the EXP because we don't want EXP to be the primary motivating factor.)
7. Box drops and maximum possible %s: Hit % is being increased to 10% (or 8% hopefully at least), and the actual AMOUNT of % that can occur will be normalized so that everything is treated like Ult. Ruins 3. (There's no point in items having low %s in Forest if Forest is just as hard as Ruins.) Currently, it's a shame that you basically have to go to Ruins or Seabed to hunt for high % non-rare gear, and this will eliminate that and increase the enjoyment of the game.
Side note: If you guys were considering a large update, it might be a good idea to pair Ult+ with the "beyond Lv. 200 bonuses" to REALLY spark player interest

That's it. What do you think?
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