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lester

Member Since 01 Dec 2013
Offline Last Active Oct 05 2015 12:26

Posts I've Made

In Topic: Player Barracks

08 March 2015 - 00:29

forget lvl 48-50 content  add a level 30 dungeon most people quit in that level range because grinding quests for 10 levels is very repetitive.


In Topic: Better TA system.

20 February 2015 - 11:11

No support,

 

TA would be so inactive.. people enter to gather resources quicker, if people like myself didn't kill these people everybody would have max level in skills.

 

If there was one spawn point people would just sit at the spawn point so nobody would ever be able to enter anyway.

Thanks for killing them, you've done eldevin a good deed.Added a death timer so if you kill the person camping spawn point you have 1 min to go to your spot and prepare.Also note there is no mounts so if you go deep enough you can kill them as they struggle catching up.


In Topic: Better TA system.

20 February 2015 - 11:04

The reason they are going there to gather as opposed to greenreef itself is because items stack too 999, you gather slightly more items per gather which in turn means more xp per gather and reduced gathering time.

 

The is a HUGE incentive and reward to gathering in TA and the risk is that if you do not pay attention as you have outlined you may die when a pvp player comes along.

 

I see no fault with the above risk/reward system

 

The only issue with TA is the imbalance between high level and low level players - even with the boost to stats to low levels, they lack the talents/skills to defend themselves 1v1 which is why you often see grouping occuring.

 

But I am going off topic and will revert to:

I like the idea of mobs/items/tokens presented but not the whole revamp of TA  ;)

It is supposed to be a pvp system but it is one where it only benefits pvpers that can use the resources they obtain from gatherers,which is a assumption hcs made that every pvper also does crafting.

EDIT:Thanks for the input.


In Topic: Better TA system.

20 February 2015 - 10:45

I quite like the concept of the mobs, tokens and weapons outlined.

 

I think this would be a cool idea to add to a sister island rather than completely removing the current TA system...

 

It would be nice to have a couple of islands with different concepts or themes whiles still being open pvp.

Problem with that I want to limit the amount of PvP locations at this current population.The current TA system is broken.The reason why people are complaining they are dieing is because it feels way to PvE, you are gathering resources, having a chat with other gatherers while gathering your own plants,the risk/reward system is PvE based, and even the map looks PvE based it reminds me of green reef isle .I'm sure if you change the theme of TA to be more dark and twisted the players will rethink what type of zone it is.

EDIT:I would actually love if the nodes are removed all the players will go back to farming resources out of TA and then pots will be in higher demand ,weren't people saying that crafting skills are pointless to train? This solution kills 2 birds with 1 stone. 


In Topic: TA Idea

19 February 2015 - 20:59

First of all TA is mostly PvE , be honest what are you most likely to see people doing there? Killing ? I wish, no they are usually running around collecting PvE mats and tokens with their mounts which is another thing that i don't agree on being implemented in TA, which is something that was brought into the game to travel from location to location in the PvE world and is enabled in TA something ya call "PvP".

 

Shoot if mounts are enabled in this heavily "PvP" dedicated island why not enable them in group pvp? I'm guessing group pvp is "More" then TA

 

And for your idea, no.I want them to lose as much as possible and if they cry about it good kill them again ,shoot make a video out of it.


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