Well, well, well I was pretty shocked when I saw there were 35 new messages I was expecting to find some utility for the project, I was disappointed.
However, I understand all points of view and I agree with most of them,
@J.Dre and
@Schmanky both points of view are understandable.
My project partner feels like Rookgaard should be a challenge and I feel like players shouldn't get bored at the very early stage of the game, because it happens a lot.
I liked the idea of having a fluid experience rate for Rookgaard players and decreasing after making it to Mainland, x3 static isn't a bad idea and my project partner wants it to be x3 and low-rate but fun with the ideas I've in mind.
Behold I will leave Rookgaard with x5 and mainland x3 static, loot drop will be x4 for the early stages of the game later on will be x3.
You might say x3 is too much, no it isn't.
Let's give this example:
For a Demon to drop a Magic Plate Armor there is a 1 chance out of 1000, it is a lot of tries before even dropping a MPA x3 wouldn't increase it considerably for rares / very rares, but for common items like loot objects and such ...
Skill rates will be set to x4 and if by any chance things start to get ugly we might decrease it.
Magic rate will be set to x3 static.
Monster spawn regeneration: Will be decreased by -400 + playersonline, this shall increase spawn rate like if there were 4xx players online on the game server.
As for automatic change gold: I will discuss it, since as of yet we do not support auto change gold, you would have to go to the bank every time.