Recent Posts

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SUGGESTIONS / Re: Olympiad System
« Last post by ArmA on June 15, 2024, 05:14:14 AM »
I completely agree, the more Olympics, the more activity and the less boredom, And if they fix the geodata, much better, but it seems that the administrators do not know how to do it.
SUGGESTIONS / Olympiad System
« Last post by Anakiin on June 06, 2024, 06:14:54 PM »

I don't know if my last post (System PVP Points) here was read, or if it was read, if any changes will be made in relation to what I suggested...

But today I would like to suggest changes regarding the Olympics.

1. Decrease the number of registered players from 8 to 6.

2. Change the delivery period for new heroes. Instead of every 15 days (fortnightly), every Sunday, every 7 days (weekly).

3. In order to reduce the feed, disable the olympics at the time of tw and siege.
SUGGESTIONS / Instance Re-Entry Validation
« Last post by eQueX on May 31, 2024, 01:52:22 PM »
I could not stress it enough how much this silly situation annoys everyone, but during almost every party to Freya/Tezza/Zaken at least 1 party member is not able to enter because he already finished the instance.

Does not matter if You repeat to check /instancezone. I do not think a better interface such as in GoD would help to solve a problem.

And so, maybe we could look the other way. Currently if You try to enter an instance - there a multiple validations
* level
* party
* location
* instance

Instance being the last validation to enter, means You could not know if anynone will pass this validation UNTIL all of previous are matched - You have 9 ppl in party and all of them are on spot.

Do not know the code base for this scenario, but I expect You could "move" the instance validation to be the first one to be checked. Then after inviting a new member, a leader could try to enter the instance and see if any of the members has instance on re-use or not.

Again - even though this problem is easily solvable if everyone is cautious with their character instance - it's not as easy in real life and causes problem literally every day.
« Last post by eQueX on May 31, 2024, 01:29:42 PM »
Global GK could use some additions

1) Add new teleports for clan
* To Fortress
* To ClanHall
* To Castle

Most clans has buffers with +30 buffs in CH - but there are no BSOE to CH in GM shop, so it takes to much time to go to CH
No need insane amount of scrolls in inventory (normal/blessed/pet/ch/fort/castle ets....)

Place - top right corner
Behaviour - same as SOE - if no CH is held - just tp to nearest town

2) Remove 2nd Hellbound - currently helbound has 2 teleport icons under [Town Zones] and under [Arenas / Other Areas]
This causes [Town Zones] and [Kingdoms] to be unaligned and causes mistakes when looking for tp.

3) Add Delusion Chamber - I am very happy that players can enter delusion early in the game, not from lv.81, this helps to lvl box/subs. But if You go any day to delusion, You would see a lot of ppl there, meaning it is used for farm. Please add direct tp instead of Rune -> Running -> NPC
(if You could add tp directly to "better" side of delusion instead of the ordinary location, that would be perfect'o!
SUGGESTIONS / Buffer sellers
« Last post by eQueX on May 31, 2024, 01:19:40 PM »
Currently buffer shops has no way to edit which buffs to sell and sits with all buffs.

This causes in case of HRPRP or WC to scroll though useless buffs already existing in GM buffer just to get what is needed
* Ressists
* Bers Dance

It's annoying to do so as a fighter and I can not anticipate how bad it is for summoners.

As much as I understand, there is a list of allowed skills somewhere in the server files, this is why not all buffs are sellable, please review the list and add useless buffs which nobody buys from personal buffers such as
* Might
* Concentration
* Hunter Song
* Mystic Dance
* etc

Not sure about summoners, but when buffing a wolf, on each different buffer You have to click 'For Summon'. Meaning this setting does not stays after first select such as in NPC buffer.

I assume this is way more complex to fix than first one, so understandable if not done. But please review the first part of the post.

REPORT ISSUES / Fortress - Not all created equal
« Last post by eQueX on May 31, 2024, 01:11:48 PM »
Big fortress's has 4 farmable leaders
* Archer
* Mage
* Warrior
* General

Each leader drops 800-1000 KE per kill. Except for [General] which drops 100 KE in all except for one fortress. This means that most of the fortresses has 25% lower KE output from leaders except for Southern fortress which has [General] with KE drop rate the same as all other fortress leaders.
SUGGESTIONS / Re: System PVP Points
« Last post by SkyFielD on May 29, 2024, 12:09:37 AM »
Great suggestion especially drop ke for everyone even if it is not resisted in the fortress and pvp + really being in the pvp zone.
« Last post by Anakiin on May 28, 2024, 11:06:15 AM »

I would like to suggest that some changes be made regarding the pvp system.

1. Siege areas, such as: fortresses and castles, instead of going to a ranking that no one cares about, the player would earn pvp points for each kill.

2. Boss areas, such as: valakas, antharas, queen ant... are pvp areas that do not give pvp points. why? I honestly don't know, and I also don't know if there is a specific ranking for this, but I would like it to be changed to pvp points.

3. Enemy clans... enemy clans accept war against each other, but when it comes to pvp, they don't have the courage to attack. It doesn't get pk, but it also doesn't earn pvp points, I would like you to change that to pvp gains.

4. I would like the PVP+ zone to be an area like the valakas, antharas and queen ant... pvp area, without the need to wait for the player to attack to start pvp... after all, the area is called PVP+.

5. Change who can get Knight Eppaullets(KE) in fortresses. Currently, only the clan that registered in the fortress can and does get the KE, that is, if I go to a fortress that is at war, I will not get the KE, as my clan is not registered in that fortress. I believe that by making this change, you will have more pvps in fortresses.

6. Decrease the security time once you teleport to a place. Example: Teleport to PVP+, you see that there are many enemies, but because of the respawn safety time, you have time to walk, count how many people you have, open alt+b and teleport back to the city.
REPORT ISSUES / Re: Combat Aura [Duration]
« Last post by eQueX on May 27, 2024, 08:42:27 PM »

+ Respect Admin :)
REPORT ISSUES / Re: Combat Aura [Duration]
« Last post by kavv on May 21, 2024, 08:27:19 PM »
Who are you sir? You are weird, how dare you use common sense???

I like you. XD
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