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#871341 Another solo content idea : non-crafting dailies.

Posted by xpwaste on 02 June 2014 - 12:04 in Suggestions

I know like everything about the game, cuz i've been playing it so long, and i didnt knew this. wow it must be very bad rewards right now :P

 

psst add artisan awards to them it'll be simple and easy and would keep atleast 10 more people interested logging in daily.:3




#871324 Another solo content idea : non-crafting dailies.

Posted by xpwaste on 02 June 2014 - 07:35 in Suggestions

oh? 

add artisan to those? ;/




#871320 Another solo content idea : non-crafting dailies.

Posted by xpwaste on 02 June 2014 - 06:41 in Suggestions

so there are profession dailies for artisan points, and dungeons dailies but that are not worth doing.

 

Why don't we put in non-profession dailies, where in a player would have to kill different creatures of different levels and so on...

 

It should be divide per 10 levels. or 5 levels.

The amount of artisan point available should be as same as obtainable by doing every profession related daily.

 

Maybe the quest can be divided faction wise?

the crimson.

treefolk

midgies etc

 

or divided area wise? each new area will have a quest giver , which would ask you to kill the enemies of that area and surrounding it.

 

who knows, there are a lot of option to do so.

 

 

So , every 5 levels you get a new daily quest, from each quest giver, which can be faction based or area based.

 




#871304 An idea on l3fty's suggestion.

Posted by xpwaste on 02 June 2014 - 04:31 in Suggestions

People would be all over the place anyway, there are players of different levels with different profession levels.

 

Having things all over the place is a really bad system.

maybe idk, not an expert. :/

Though even if they implement this , they'll do it in their strange way and we all know what that leads to.




#871150 An idea on l3fty's suggestion.

Posted by xpwaste on 01 June 2014 - 14:21 in Suggestions

That'd be a nice layout , but it might restrict players to the only level area they can use. Why would you go to a higher area unless you can farm those nodes and risking the death with no reason?

 

For me , if it's mixed and thrown out all over the place it would scatter people of all levels , all over the island. Hence providing a bit more drama. All over and not in only level specific places.

 

The point to be noted though is that the layout shall be thought out later, first the system of risk/reward needs to be implemented In a proper way.




#871118 An idea on l3fty's suggestion.

Posted by xpwaste on 01 June 2014 - 08:56 in Suggestions

Hi, 

 

The instant resource respawn was unintentional, so I fixed that as my initial thought was 'Oh crap it's very exploitable'.

 

However! Clearly it was the carrot on a stick people needed to risk going into the zone. I think we need to find a middle ground though. Nodes respawning on the spot are far too bot/script friendly, but how about if it was more like the sweet spots on greenreef, where they spawn near enough so you can get a bit of node farming going on?

 

At the same time, if it's so easy to earn all of those lovely resources, risk needs to be increased.

 

Off the top of my head one idea is that trappers resource nodes produce a different kind of item, eg 'Atoll Coal', which will 100% drop if you die on the island, and can be turned into regular coal back in Eldevin somewhere.

 

Item: Large bag.

slots: 25slots

price: 1k gold in shop.

 

Suggestion : Large bag craft able using trapper's resources.

 

It's not worth spending 1k g.

It's not something that would decrease the selling of EP as it it buyable from shop with "gold"

 

Risk: 100% drop rate of resources on dying. Or 90-80%

 

Gain: making a bag for a good amount of exp + ability to sell to new players. Or players who dont like speding ep can use it for their or, maybe u already bought 5 largebackpack and just want a few more for some extra equip keeping space.

 

Worth it? Yes exp for skillers, free resources for killers, and a new useful item to sell for sellers.

 

ok?

now go discus with the team. 

thank you for your time.

 




#871106 Game starts downloading @ 45%

Posted by xpwaste on 01 June 2014 - 04:04 in Bug Reports

Okay, that seemed to have solved the issue for me.




#871105 No more surprise updates

Posted by xpwaste on 01 June 2014 - 04:00 in Suggestions

As i suggested earlier in "behind the scene " suggestion post. Let us know what your planning for the next month in advance.




#871024 Why I'm Upset About Templar Changes

Posted by xpwaste on 31 May 2014 - 18:05 in Suggestions

I am interested to know also. I am open to trying new things. please pm me also.

same




#871013 Why I'm Upset About Templar Changes

Posted by xpwaste on 31 May 2014 - 17:06 in Suggestions

I bet if i just magicly silenced you IRL, you would be pretty pissed of with me, i wouuld be. lol

 

 

When a spell gives that much treat and impale does not its something they need to look after, but not making it harder to tank, if the all the tanks used despair its cause it was veeeery helpfull so dont move rotations of the most needed class in this game without warning players first.

Or making another talent that can be used instead of that.

Barter system has fed our ancestors for a very very long time.




#871012 Behind the scene

Posted by xpwaste on 31 May 2014 - 17:04 in Suggestions

strangely i heard that too.

But i'd like to hear it from a dev so people dont expect things in their own minds and actually know what to expect and then comment on it..




#871001 Game starts downloading @ 45%

Posted by xpwaste on 31 May 2014 - 16:45 in Bug Reports

cleared browser cache and java cache, it's downloading again now. let's see if that solves it.




#870996 Game starts downloading @ 45%

Posted by xpwaste on 31 May 2014 - 16:39 in Bug Reports

So i've played the game after the update, but everytime I re-open the game it starts downloading @ 45%.

i.e. before it was once downlaoded and then the download took about 2 seconds.

now it starts to download data everytime at 45%




#870980 Behind the scene

Posted by xpwaste on 31 May 2014 - 15:42 in Suggestions

Please let us know what your planning in for the next month , before actually implementing it.

Thank you.




#870974 Exploit : instant node in trapper's

Posted by xpwaste on 31 May 2014 - 15:24 in Archived Bug Reports

HCS hear us but does not understand us.

 

See hcs you had a good thing going, and you ruined in the same 24 hours

just like the great economy crises, haven't seen anything good go down that fast haha XD




#870971 take the stun off of adrenaline rush

Posted by xpwaste on 31 May 2014 - 15:18 in Suggestions

What you should ask for , is that is shuold break snare when casted and is un-kitable.




#870966 Exploit : instant node in trapper's

Posted by xpwaste on 31 May 2014 - 15:11 in Archived Bug Reports

It made gathering in general so much more fun to do it in trappers atol. The risk of gathering, and willing to survive made a boring Job exciting again.

Before the 1.13a update, with the quickspawn nodes, it made trappers atol attractive to go to. Now I had a good reason to go to TA. It was well worth the risk.

I never been there before.

So us pve players had a good reason to go there. With all the easy preys, pvp players do get their statisfaction too! Because there is more to kill, and more to do pvp wise.

I found it a very very clever way from you Hcs, to make both pvp players and pve players happy.

Now, with the 1.13a it's all ruined again. It's not worth the risk anymore.

With all the risk and hunting around you, the quickspawn nodes are FAR from overpowered like the TS stated. You have to stay alert as a lowlevel pve player(actualy everyone Has to stay alert), and run when someone gets close ... This stops us from gathering anyway! Heck, I believe if you use the quickier nodes outside TA your overall gathering would be higher (Because you dont have to find savespots every 5 min)

Your argument about botters exploiting the Quick nodes at Ta are invalid. Kill them to stop them. It's THAT easy!! So in my opinion, thats a rediciolous argument...

Sigh im already regreting reporting that.

There were instant spots before and after talking to a dev about them i understood how it was bad, just doing my part as a resposible player.

While i do not support the changes they made, and my suggestion was totally opposite of what they did as in my first post in this topic.

I won't take the blame for someone else stupidity.




#870950 Why I'm Upset About Templar Changes

Posted by xpwaste on 31 May 2014 - 12:45 in Suggestions

You don't need to play the game to know whats happening, a simple 10 min log-on after every major update explains it fine.

 

The only thing I have no knowledge of is the 40-45 content (quest/mob wise).

They made it aoe- hate cuz one guy made a huge amount of gold & EP doing it , AND THAT WAS NOT WHAT THEY WANTED IT BE. so changed it. there you go all abouyt 40-45mobs. :)




#870947 Exploit : instant node in trapper's

Posted by xpwaste on 31 May 2014 - 12:38 in Archived Bug Reports

It's a static respawn point, simply bot-able by even the simplest macro mouse clicking software.

I understand that instead of adding more nodes they jsut increased the re-spawn time.

Hey, that even an more harmful bug than this one please change it!




#870681 The new lc bug : Permanent effect on player until death.

Posted by xpwaste on 30 May 2014 - 11:48 in Bug Reports

well we didn't had healers so i dont know about that. but it stays on for long , even if you move out of the potion effect area!




#870679 New pvp game mode

Posted by xpwaste on 30 May 2014 - 11:47 in Suggestions

was wondering if there could be a monthly massive last man standing battle in trappers atol, you can enroll in it and be there until *time* and then it start and the last one to stay alive there will get this *rewards* and stuff.




#870676 The new lc bug : Permanent effect on player until death.

Posted by xpwaste on 30 May 2014 - 11:42 in Bug Reports

There is also a new bug with LC, wherein if your enemy throws and LC and you throw an LC over that same spot , while both are in effect. And both of the players are standing over both the LCs. One of the players gets a permanent LC effect [health deduction due to poision] until he is dead.

 
 
ALthough who gets the tag is completely random, and if it happens or not is also random
But it happens 3/4 times.



#870674 All can pile on one.

Posted by xpwaste on 30 May 2014 - 11:37 in Archived Bug Reports

well , okay:p




#870672 All can pile on one.

Posted by xpwaste on 30 May 2014 - 11:35 in Archived Bug Reports

In trappers while one is in combact , anyone can come and attack him.

 

So if your alone you can be gang banged by 10 people at once. It maybe funny now, but wont be later when 5 people decide to own the trapper's atol for their own.

 

was this intentional or am i thinking too much?




#870671 Exploit : instant node in trapper's

Posted by xpwaste on 30 May 2014 - 11:32 in Archived Bug Reports

whats wrong with fast spawn nodes in attol? :P i think its cool addition cause of risk u have in gathering there :P

"add more nodes closer to each other"





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