OriginsRO issueshttps://gitlab.com/originsro/originsro/-/issues2020-05-12T11:30:49Zhttps://gitlab.com/originsro/originsro/-/issues/1984Suggestion: 3rd job sprites implementation2020-05-12T11:30:49ZReimy Chacon Suggestion: 3rd job sprites implementation## Description
Implement (as GMs see fit) a way to obtain the sprites of 3rd jobs. May or may not include jRO sprites
## Rationale
Positive:
- Players feel "cooler".
- Roleplaying
- More costume variety
- Encouraging players to create ...## Description
Implement (as GMs see fit) a way to obtain the sprites of 3rd jobs. May or may not include jRO sprites
## Rationale
Positive:
- Players feel "cooler".
- Roleplaying
- More costume variety
- Encouraging players to create more characters just for the lookshttps://gitlab.com/originsro/originsro/-/issues/987Lower Costume2020-05-06T14:34:36ZKirchenLower CostumeLower headgears litterly have 0 impact in woe, I want to ask the community and the GM-Staff to entforce the policy and atleast make lower headgears visible in woe.
I do understand your concerns and worries about lower and mid headgears...Lower headgears litterly have 0 impact in woe, I want to ask the community and the GM-Staff to entforce the policy and atleast make lower headgears visible in woe.
I do understand your concerns and worries about lower and mid headgears. But there is realy nothing bad about having bigger pool of lower headgears to wear.
We also get a nice red scarf costum soon, wich i would love to wear during woe.https://gitlab.com/originsro/originsro/-/issues/1976Request: Morning Dew Pet Food2020-05-04T21:17:41ZMadreperlaRequest: Morning Dew Pet FoodHello, I would like to request for you to **implement** the item **Morning Dew**, which is Evil Nymph's Pet Food. Looking forward to hearing from you. Thank you!Hello, I would like to request for you to **implement** the item **Morning Dew**, which is Evil Nymph's Pet Food. Looking forward to hearing from you. Thank you!https://gitlab.com/originsro/originsro/-/issues/1975Proxy for SA or NA Region2020-05-04T17:06:35ZscvfarProxy for SA or NA Region## Description
Proxy for SA or NA Region just like the APAC one
## Rationale
I think that this will benefit the population from the SA and NA regions which might experience some ping. I know for sure that i'm experiencing around 300ms ...## Description
Proxy for SA or NA Region just like the APAC one
## Rationale
I think that this will benefit the population from the SA and NA regions which might experience some ping. I know for sure that i'm experiencing around 300ms and this makes some parts of the games unplayable.
## Additional Information
I know that this is mostly a selfish request because i'm trying to get back on RO and it's very difficult / unenjoyable with this ping. But I know there must be a huge SA population, probably in Brazil that will benefit from this. I think this server is perfect and I want to enjoy it at its fullest. **If this is a financial issue please let me know because I might be able to take care of the costs/upkeep.**https://gitlab.com/originsro/originsro/-/issues/1974gravity error2020-05-04T11:46:38Zjemart santiagogravity error![help](/uploads/e11bea77377d10197b21d8f7963aa272/help.PNG)
what can i do about this ?![help](/uploads/e11bea77377d10197b21d8f7963aa272/help.PNG)
what can i do about this ?https://gitlab.com/originsro/originsro/-/issues/1958Suggestion: Disable @noks2020-05-03T14:37:31ZBuck JohnsonSuggestion: Disable @noks## Description
<!-- Describe after this lin ein detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Disable @noks to remove protection against kill stealing.
## Rationale
<!-...## Description
<!-- Describe after this lin ein detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
Disable @noks to remove protection against kill stealing.
## Rationale
<!-- Describe after this line what benefits your suggestion would bring -->
Judging from the fact that my suggestion to disable main and map chats was silently and hastily closed, I don't imagine this one will be taken seriously either. I'm mostly putting it here to alleviate myself of the sense of duty I feel to attempt to repair the rapidly deteriorating spirit of this game. And so that I can have something to point to when everyone is standing around a corpse and scratching their heads over what happened.
Ragnarok was designed to bring people together. But when I say an MMORPG is designed to bring people together, everyone imagines a hug circle. That's partly right but it's mostly incomplete. What I mean is that it is designed to make people collide. Every material part of the game is supposed to be trying to serve the purpose of causing people to cross paths and have a social encounter of varying meaningfulness and consequence.
I know that idea will run counter to what the introverts, anti-socials and materialists think they want. And I could argue against that for hours, but I don't want to get lost in the weeds. I think most reasonable people can acknowledge that the mechanics of an MMORPG exist to ultimately produce social experiences. And if I'm wrong that we can mostly agree on that then I won't bother you guys again because writing is difficult and there is no reaching people who have the self-awareness of a Pitman.
I don't know if everyone sees the same things I see, but I observe that the general attitude of players in the game can be characterized as free-spirited at the best of times and profoundly meaningless at the worst. Things generally feel like they don't matter. People generally seem like they feel like things don't matter. I would attribute it to a number of things, but for the purposes of this suggestion I'll talk about the role I think @noks plays in the meaning problem.
Why the fuck would any reasonable person want to be KSed? Well, I don't particularly want to be KSed. It's kind of annoying actually. If you were expecting a masochist to describe to you the pleasure of pain then I have a red candle to sell you. But I do think the absence of KS protection is a significant part of what causes the game's mechanical nature to manifest a social nature. I will demonstrate some of the differences between a server with @noks and a server without it by telling two stories about four knights.
**Story 1**
There are four knights at Clock Tower Underground who are mob killing Bathories. Their names are Ashley, Becky, Charlie and Dom.
* Ashley is the weakest and most honorable knight. She will never KS somebody on purpose.
* Becky is the second weakest and second most honorable knight. She will only KS somebody who KSed her first. And she will only KS equally in retaliation.
* Charlie is the third weakest and third most honorable knight. He will only KS somebody who KSed him first. But he will KS in retaliation infinity times.
* Dom is the strongest and least honorable knight. He will KS everybody all the time.
If the only people on the map are Ashley, Becky and Charlie, then there won't be any KSing and everyone will get along happily. So in that case, the best strategy for the first three knights is to never KS.
But when Dom is on the map, Dom will KS everybody all the time. And that redefines the best strategy for everyone else. Now Dom's strategy is the best strategy.
Ashley, Becky and Charlie don't like Dom because he is making farming and leveling slower for them. To get revenge, the three knights temporarily adopt Charlie's strategy to KS Dom in retaliation infinity times.
Dom doesn't like the taste of his own medicine. If it was only one knight KSing him then he wouldn't care because he is the strongest knight and he can tolerate the loss while still coming out ahead. But since all three knights are KSing him then the loss is great. However, while the three knights may succeed in bullying Dom off the map, they haven't managed to redefine the best strategy for Dom. Dom's best strategy is still to KS everybody all the time.
Being honorable knights, Ashley, Becky and Charlie feel pity for Dom because he is barely getting any monsters at all. So the three knights decide to use Becky's strategy instead. They will only KS equally in retaliation.
Dom begins to notice that the other knights have stopped KSing him all the time except when he does it first. The three knights have successfully managed to redefine the best strategy for Dom to match Becky's strategy, and the map is free of KSing again.
End.
**Story 2**
The four knights turn on @noks and everyone is happy, except for Dom who likes more direct competition with other players while leveling and farming. But 3/4 happy is pretty good.
End.
Both stories consist of four characters who have unique personalities and play styles. But in the second story, the characters never come in contact with the personalities and play styles of the other characters. Each person exists in a protective bubble in which conflict can scarcely arise, lessons can scarcely be learned and few stories emerge to be told.
In the first story, it is possible for each of the four play styles to emerge and be experienced by the players. There will be times when the map is populated by Beckys who protect the Ashleys by deterring the Doms. There will be times when the map is populated by Ashleys who learn to become Beckys when preyed upon by Doms. And there will be times when the map is populated by Doms who exert dominance over other Doms and hone their dirty tactics in a dog eat dog environment. Nobody's play style has been excluded or invalidated, which I think is great because I think they are all fun in their own ways.
I'm often told by gamer friends that people aren't interested in MMORPGs such as Ragnarok anymore. While Ragnarok's era is certainly past, I think the decline of MMORPGs is mostly a consequence of the rise of new genres like MOBA and new platforms like mobile and tablet. MMORPG is simply an opportunity cost of experimenting with new genres. But I think the MMORPG decline is also in part because the tenants of RPG design have faded out of the collective memory. People don't seem to remember what RPGs are about or what makes a good one. The borders between genres have become so blurry that gamers tend to assume that the borders don't matter anymore. We'll say, in so many words, that it's an indication of the progress we have made and undoubtedly a reflection of our virtues. We've become more accepting and inclusive of gamer types, we think, as if the killers over at Street Fighter ever gave a fart about the socializers over at DnD or vice versa. By my estimation, the feuding of gamer types didn't emerge in any significance until games began trying to cater to multiple types, and the players learned that they had to fight for the game's soul.
My point in all of that is that gamers are collectively still learning that genres are better when divided because they are often incompatible. The things that make an RTS or a MOBA compelling will often dilute the things that make and RPG compelling, and vice versa.
If this wasn't already so long I would draw upon the research of my favorite social psychologist Jonathan Haidt to show that developed countries such as those where most gamers reside are suffering from a crisis of overprotective adults. As a result, younger generations are increasingly failing to develop the ability to deal with simple conflicts, especially social ones, such as those I developed in Ragnarok during my adolescence through experiences not unlike those of the four knights. I think @noks reflects the trends of overprotective-ness, helicaopter parenting, and incompatible design philosophies creeping into this RPG.https://gitlab.com/originsro/originsro/-/issues/201Cart Disappearing2020-05-03T00:11:37ZHaruCart Disappearing*Originally posted by [Jeremiah](https://bbs.originsro.org/memberlist.php?mode=viewprofile&u=40)*
I logged on my merchant to get some zeny off of him, and my cart disappeared (I have pushcart level 3), and I walked normal speed. I tri...*Originally posted by [Jeremiah](https://bbs.originsro.org/memberlist.php?mode=viewprofile&u=40)*
I logged on my merchant to get some zeny off of him, and my cart disappeared (I have pushcart level 3), and I walked normal speed. I tried renting a new cart, but it said I have one still. I had to relog to get my cart and items back, and then my movement speed returned to normal.Episode 0.3 - Junohttps://gitlab.com/originsro/originsro/-/issues/1970Gravity error2020-05-02T12:59:21ZДжон СноуGravity error![123](/uploads/7e40cb9d64a24c0594e2b285e71eea98/123.jpg)
Hi guys i need help. When i tp to prontera i got error on prontera, then i try relog and renistall client but nothing help me still error. How fix this?![123](/uploads/7e40cb9d64a24c0594e2b285e71eea98/123.jpg)
Hi guys i need help. When i tp to prontera i got error on prontera, then i try relog and renistall client but nothing help me still error. How fix this?https://gitlab.com/originsro/originsro/-/issues/1813vanilmirth chaotic blessing "bug"2020-04-30T23:10:29ZGrizzlee#6073vanilmirth chaotic blessing "bug"## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
if you have 2 or more different level of chaotic blessing on your skill tap, they will automaticly all change to max level (5) when you r...## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
if you have 2 or more different level of chaotic blessing on your skill tap, they will automaticly all change to max level (5) when you relog.
## Steps to Reproduce
1. put chaotic blessing 3 and 5 on your skill tap.
2. relog and the level 3 will also change to level 5.
3. <!-- (add more points as needed) -->
## Actual result
<!-- Describe after this line what happens after the steps described above. You may also attach screenshots if you wish -->
well, not much happen. it is just annoying to put the level 3 version (or any lower version then 5) everytime new on the tap when you relog.
## Expected result
<!-- Describe after this line what should happen instead -->
not changing automaticly :)
## Additional Information
EVERYDAY GIRLSDAY
### Character Information
<!-- insert after this line at least a character name and job you observed this issue with -->
"Park Choa"
### Notes
<!-- insert after this line any additional notes you wish to add -->
it really is a minor issue, take as long as you need.Patch 10.2p1https://gitlab.com/originsro/originsro/-/issues/1964Ability to set up more than one @killcount command at a time2020-04-29T18:18:32ZWyrmoAbility to set up more than one @killcount command at a time## Description
@killcount is a great command, it allows players to keep track of their efforts through periods of time. That being said, I think the command is quite limited by the fact that we can only set it up for one mob at a time. ...## Description
@killcount is a great command, it allows players to keep track of their efforts through periods of time. That being said, I think the command is quite limited by the fact that we can only set it up for one mob at a time. Also, that effectively erases your previous kill count for whichever monster you had it set to track. My suggestion would be to replicate the command to allow people to track more than one monster at a time.
## Rationale
There are many different reasons why people would want to track their kill count: for fun to see how many of the specified mob they've killed, to track their zeny/hour when farming, to track their luck when looking for rare drops and calculate odds, etc. Also, losing your previous progress on @killcount whenever you want to switch your target by reusing the command doesn't feel nice. I don't believe this is something that would actually impact the game in any way, I feel like it's more of a convenience thing - we never needed the @killcount command, yet it does exist, so why not make it better by allowing people to track multiple enemies?
Perhaps up to 3 monsters tracked would be enough, like @killcount1 / @killcount2 / @killcount3 - I'm not one to decide how many mobs people want to track. But I feel like at least, in that way, you're able to track all enemies you're currently farming in an area, such as Succubus, Incubus, and Abyssal Knights at Geffenia, for example, or the 3 MVPs you dedicate time to hunt. It's a minor thing, but I think some people would appreciate it, I certainly would.
## Alternative suggestion (probably too much work)
Perhaps, another way to improve on this would be to keep the kill count data saved in a list, perhaps accessible through the Control Panel on a per character or per game account basis, but only allowing people to track mobs they've previously set a @killcount for (you know, not ALL mobs in the game). That being said, I think this would take waaaaay more time to develop than to replicate the command and allow people to set up 1-2 more @killcounts at a time.https://gitlab.com/originsro/originsro/-/issues/588Upgrading the killcount command2020-04-29T18:18:32ZLukáš KoukalUpgrading the killcount commandSo, since I am using the killcount command just about all the time, there are few things I think would be great to expand it's function if it is possible without countless nights of coding or without using too much resources for the serv...So, since I am using the killcount command just about all the time, there are few things I think would be great to expand it's function if it is possible without countless nights of coding or without using too much resources for the server so I will write down few ideas that I think would be nice.
1) Instead of one monster to count only, have array of 10 to be able to count multiple monsters at the same time
2) Prolonging the command so that when you type killcount id you have the option to write it like killcount id number, so that the counter starts at the number you have input, thus if you really care for it (like I do), you can write down the killed to say notepad and when you switch back to killcounting that monster, you start at where you stopped
3) Making it so I can write killcount map name/map id and counting every kill on that specific map (not counter for every mob on the map, just total map kills).Patch 9.3p2HaruHaruhttps://gitlab.com/originsro/originsro/-/issues/1962Suggestion: Brewing Supply Improvements.2020-04-29T15:12:11ZRyokoSuggestion: Brewing Supply Improvements.## Description
<!-- Describe after this lin ein detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
I'm suggesting adding multiple entries of a etc item used in brewing to th...## Description
<!-- Describe after this lin ein detail the enhancement you suggest (if applicable). You may also attach screenshots or other files if you wish -->
I'm suggesting adding multiple entries of a etc item used in brewing to the drop table of some monsters to alleviate some the stress on guilds to have to farm them every week. One item in question that I'm suggesting to get this treatment is stems from monsters like Mandragora, Flora, and future monsters like Les.
I will leave suggestions for other items to whomever in the comments to add.
## Rationale
<!-- Describe after this line what benefits your suggestion would bring -->
It would reduce the amount of time some people have to farm them so that they can actually enjoy the pvm experience Origins has to offer. It would alleviate the stress and the toxicity of having to do it every week.
## Additional Information
<!-- Insert after this line any additional notes you wish to add -->
I understand that this is a PvM server first and foremost, but I feel something like this would enrich the pvm experience bringing those people out of those maps for a while. Letting them unwind and actually enjoy they game outside of weekends.https://gitlab.com/originsro/originsro/-/issues/1888Magnificat not buffing/rebuffing sometimes2020-04-28T02:29:52ZLinarianMagnificat not buffing/rebuffing sometimesSometimes when casting magnificat its effect does not renew. Its not a visual bug effect, the buff actually ends.Sometimes when casting magnificat its effect does not renew. Its not a visual bug effect, the buff actually ends.Patch 10.2p1HaruHaruhttps://gitlab.com/originsro/originsro/-/issues/1957Buff duration check ( Battle Chant/gospel and TKK level up buffs)2020-04-28T02:29:52ZXellieBuff duration check ( Battle Chant/gospel and TKK level up buffs)## Description
Check that lower duration buffs from different skilsl aren't overwriting greater duration buffs
Case 1: Gospel
lv 10 Bless from a priest last 4 mins
lv 10 bless from gospel lasts 1 min
Proposal : don't allow Gospel Bles...## Description
Check that lower duration buffs from different skilsl aren't overwriting greater duration buffs
Case 1: Gospel
lv 10 Bless from a priest last 4 mins
lv 10 bless from gospel lasts 1 min
Proposal : don't allow Gospel Bless to overwrite priest bless as it usually ends up stressing the priest player having to rebuff being unable to track timers or getting told off because they don't know the recipient got a level 10 Gospel bless just after the priest buffed them and it expired.
I'm pretty sure that Gospel Bless didn't overwrite priest bless on Aegis. We've only had this problem here.
Case 2: TKK level up buffs
When a TKK class (TKK, Linker, Star Glad) levels up, they get a 10 minute bless/agi buff. Well meaning priests come along and buff this off and that is annoying.
Proposal: Don't let priest bless/agi overwrite TKK bless/agi ( or make a @nobuff command - also prevents aspersio griefing)
## Rationale
Benefit: Less stress on playersPatch 10.2p1HaruHaruhttps://gitlab.com/originsro/originsro/-/issues/1325Songs should NOT affect homunculus2020-04-28T02:26:02ZXellieSongs should NOT affect homunculus## Summary
on this server songs are buffing homunculus
## Steps to Reproduce
1. be a chemist with a homunc
2. use a performer skill on it
## Actual result
the homunculus is buffed by the song
## Expected result
Nothing should happ...## Summary
on this server songs are buffing homunculus
## Steps to Reproduce
1. be a chemist with a homunc
2. use a performer skill on it
## Actual result
the homunculus is buffed by the song
## Expected result
Nothing should happen to the homunculus stats
## Additional Information
Video from iRO Classic
https://youtu.be/sFD3BqNDGzA
### Notes
This could lead to serious balance issues later on when homunculi are able to be used in woe.Patch 10.2p1https://gitlab.com/originsro/originsro/-/issues/1949Bug in Cursed Spirit Quest2020-04-28T02:07:26ZBartoszBug in Cursed Spirit QuestI think i've just found a bug in the quest. In 11th step, there should be a triggered action in Rekenber Headquaters - a window opening and taking a player to the past. The thing is...i can't trigger it. I'm doing the whole seqence with ...I think i've just found a bug in the quest. In 11th step, there should be a triggered action in Rekenber Headquaters - a window opening and taking a player to the past. The thing is...i can't trigger it. I'm doing the whole seqence with talking to spirits correcly avoiding unnecessary conversations and triggering spirit in 9th step multiple times. I've watched tutorial videos and i'm doing it the same way. I don't know what i am doing wrong or if it's just a bug. Please, check it.Patch 10.2p1https://gitlab.com/originsro/originsro/-/issues/1854Speed Potions override Slowgrace's movement speed reduction2020-04-27T21:05:19ZReila 129Speed Potions override Slowgrace's movement speed reduction## Summary
Speed Potions overwrite Slowgrace's movement speed reduction, i.e. if you use a speed pot while you are slowgraced, it will still set your movement speed to "super fast" as if you were never slowgraced instead of increasing t...## Summary
Speed Potions overwrite Slowgrace's movement speed reduction, i.e. if you use a speed pot while you are slowgraced, it will still set your movement speed to "super fast" as if you were never slowgraced instead of increasing the slowgraced walking speed by some amount.
## Steps to Reproduce
1. Check your movement speed without Slowgrace. Use a speed potion. Check your movement speed under the effect of a speed potion.
2. Slowgrace yourself with another character. Check your walking speed under the effect of slowgrace. Use a speed potion. Check your walking speed under the effect of both slowgrace (you can see you are still slowgraced by checking your aspd) and a speed potion.
## Actual result
Your walking speed under the effect of a speed potion is the same no matter if you're slowgraced or not.
## Expected result
(Fake values for the sake of argumentation)
Let's assume the regular walking speed is 1, if under the effect of slowgrace it's 0.5 and if under the effect of speed potion it's 2. What should happen if you're under the effect of both is your movement speed should be going up from 0.5 to 0.75. Vice versa, if you use a speed potion first (walking speed 2) and get slowgraced after, your walking speed should drop to 0.75.
## Additional Information
I don't know if this is intended or official behavior, I have no way of checking as I don't have access to official servers and don't really know which official server oRO follows most. I'd be grateful if the GM team could investigate and see if this is a bug or not. I can only attest to what I've seen it on the private servers I've played which is the behavior under expected result above.
### Character Information
IGN: Reila Class: Gypsy
### Notes
Thank you.Patch 10.2p1HaruHaruhttps://gitlab.com/originsro/originsro/-/issues/1953Moving characters in existing accounts to new accounts (same master account)2020-04-27T15:07:05ZMark wuMoving characters in existing accounts to new accounts (same master account)Hi, I'd like to move a character to another account (inside the same master account).
Master Account:
Username: iisotaro
Master ID: 7021
1.Character: SleepyWaltz // Account(origin): iisotaro // Account(destination): iisotaro_clown
2.C...Hi, I'd like to move a character to another account (inside the same master account).
Master Account:
Username: iisotaro
Master ID: 7021
1.Character: SleepyWaltz // Account(origin): iisotaro // Account(destination): iisotaro_clown
2.Character: ChemicalWaltz // Account(origin): iisotaro // Account(destination): iisotaro_chemist
3.Character: SinWaltz // Account(origin): iisotaro // Account(destination): iisotaro_assassin
4.Character: WindWaltz // Account(origin): iisotaro // Account(destination): iisotaro_hunter
5.Character: BladeWaltz // Account(origin): iisotaro // Account(destination): iisotaro_rogue
6.Character: GreenWaltz // Account(origin): iisotaro // Account(destination): iisotaro_wizard
These characters are in the first account I made when playing and I didnt know to keep my characters separate at the time.
Thank you so much for taking the time to help me solve this issue!!https://gitlab.com/originsro/originsro/-/issues/1938Unable to save different homunculus skill level keybindings2020-04-22T18:27:59ZscalpelUnable to save different homunculus skill level keybindings## Summary
When attempting to hotkey different homunculus skill levels, the keybind reverts to the maximum level of the skill upon relogging.
## Steps to Reproduce
1. Press Alt + R to open homunculus menu
2. Press "Skill" to open homun...## Summary
When attempting to hotkey different homunculus skill levels, the keybind reverts to the maximum level of the skill upon relogging.
## Steps to Reproduce
1. Press Alt + R to open homunculus menu
2. Press "Skill" to open homunculus skill list
3. Select a lower level version of a skill like "Chaotic Blessing" level 3, drag into hotkey bar
4. Close RO client
5. Relaunch client and observe Chaotic Blessing level 5 in hotkey bar.
### Notes
Different homunculus skill levels have different effects, like Chaotic Blessing 3 heals the owner at 50% chance whereas Chaotic Blessing 5 is 33% chance between owner, homunculus and enemy. Level 1 Caprice is an SP-efficient tap with a shorter delay over Caprice level 5, etc. It is useful to be able to hotkey different homunculus skill levels.https://gitlab.com/originsro/originsro/-/issues/1937Blazer Card and Tengu Card are only at x1 rate chance of dropping items2020-04-22T15:56:44ZHagogsBlazer Card and Tengu Card are only at x1 rate chance of dropping items## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
Blazer and Tengu Cards are only droping items at x1 chance when it should be at x5 like the server rates
## Steps to Reproduce
1...## Summary
<!-- Insert after this line a brief description of the bug (about one or two lines) -->
Blazer and Tengu Cards are only droping items at x1 chance when it should be at x5 like the server rates
## Steps to Reproduce
1.Equip the cards
2.Use them (they are garbage acording to the community and it's a general consensus)
3. Profit
## Actual result
<!-- Describe after this line what happens after the steps described above. You may also attach screenshots if you wish -->
It should be a x5 chance like any drop in the server
## Expected result
<!-- Describe after this line what should happen instead -->
They should drop more items or an item at all, people claim they haven't gotten a drop after hundreds of kills
## Additional Information
Nothing
### Character Information
<!-- insert after this line at least a character name and job you observed this issue with -->
Everyone with the cards
### Notes
<!-- insert after this line any additional notes you wish to add -->
Wish you good luck resolving the issue.