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paingwin

Member Since 18 Apr 2013
Offline Last Active Jun 10 2023 09:46

#807041 Darksun Dragons II

Posted by paingwin on 18 August 2013 - 13:08

Really, how many times can people complain? How many times can people complain about multiple things? How many times can people complain about every thing that happens in the game? Get over it already please, if you don't like the rewards, then don't participate. If you chose to not participate, you don't have to come on here and say that your not taking part because the rewards don't live up to your expectations.

 

As for the argument that potions are over abundantly used as rewards for such events, I disagree. Potions as a reward for an event that people use potions to do? Seems quite fitting if you ask me. The argument that these potions aren't "powerful" enough to illicit "activity" is also quite lame. There are more players in respect to ratio who do not donate to the game then do. These potions give buffs that are far better than any you can get in-game, so to the greater majority of the game these potions are highly valuable. I for one, no matter if i will use these potions or not, will be sure to use my entire stamina bank. I have done so for the last 3 or 4 global events, not for myself, but so those that have not got massive amounts of stamina or resources may benefit. This game once prided itself on it's community, but as of late the game is nothing but a collection of individuals.

 

Finally, thank you HCS for putting on yet another event for the grateful masses. I truthfully would love to see this game get back to the point when people actually helped each other out, without asking the fated question, "but what's in it for me?" Maybe, just maybe if we could get the game back to that point then these global events would be over much quicker because more people would stick around for the same reason i stayed when i first started playing all those years ago. The outstanding community.




#801319 Ruby Tier!

Posted by paingwin on 20 July 2013 - 04:18

I notice that in the list of the top 100 there were three people with identical scores.  While I have no problem understanding how they made the cut, I'm sort of curious as to how their standing was determined.  Great event though.

im guessing that your talking about the 3 of us that got 50k kills? Perhaps it was the first person to get that number was first, the second to get there second and so on?




#800484 Arena tokens

Posted by paingwin on 14 July 2013 - 10:18

challenge: get to the finals and win.

when tokens are given to first round achievers, then challenge is removed.

 

challenge: create good setups

when tokens are given to first round achievers, then you don't really need good setups.

 

challenge: understand how to play opponents

when tokens are given to first round achievers, then you can count on a little luck that you get an easy opponent

 

;)

well sadly, I feel as if this conversation is going nowhere. The original idea behind the tokens was to increase participation in the arena. You are not going to accomplish that by only giving the tokens to those that are winning most every arena now. You are simply just changing the way in which those people are gaining awards. As the arena is now, the small group of people that dominate the arena gain a "prize" for most every arena. Those that are losing in the finals are gaining awards when they get into a final that isnt against one of the 15-20ish arena gurus, so they are still getting "prizes". The people you want to stay in the arena and keep trying are those that lose in the first or second round every time. There are PLENTY of players that fit that group, people who constantly lose and just quit, because they aren't in a guild with every piece of gear guild tagged or can't afford to buy there own gear. THOSE are the ones you want to keep trying, the ones that have it down don't need to try, they are going to be there anyway.

 

But, since reason keeps falling on deaf ears, and those on top are continually trying to solidify there top standings, I give up. Not going to post any more ideas to help the game, as people think giving the little guy a fighting chance is going to cut into their own profits.




#800130 FS Memes

Posted by paingwin on 11 July 2013 - 05:13

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can you make that joker one about hitting someone twice into a forum signature for me PLEASE!!!!! LMAO




#799720 Arena tokens

Posted by paingwin on 08 July 2013 - 10:13

Again this suggestion to stop players from quitting arena not just bring new ones.

 

Can't wait to see HC's listen for players who isn't that active in this aspect or any aspect as much as they are in forum!

and i am one of the biggest voices in this thread with opposition to it. I am active in the arena, VERY active as i play EVERY arena from lvls 1-99. I may have just started playing it heavily but i assure you i am alot more active in the arena then most at this point. i want that shiny medal, bronze down, only 400000000 more losses to go to get my silver. my point is the idea of giving further rewards will only keep players interested for a short time as in every other aspect of the game. What is needed is some way for noobs to learn at their own pace what works and what doesnt. that means separation from the arena all-stars and the NOVICE section isnt that area i am sorry to say.




#799550 An Arena suggestion that doesn't involve increased rewards.

Posted by paingwin on 07 July 2013 - 12:58

Ok, this thread is likely to get criticized by the "arena masters", but at this point I could care less. There have been a couple threads on "how to increase activity in the arena" recently. The most popular thread right now isn't going to increase activity in the arena, merely increase the rewards of the core group of people that dominate the arena already. I have said this on several occasions before and will continue to say it, the purely insane jump from novice arenas to the core player ran arenas is what causes the low activity numbers in the arena. I am a completely stubborn person, and continue to throw gold away in the arenas, but it isn't the case with some people. When a lot of the better players started playing it wasn't that bad of a thing to lose 10, 15, 20 arenas in a row, because there were more people playing and you didn't always lose to the same people over and over and over. You lost to many different players in those days, so mentally it wasn't as frustrating. But, with the arena, and the game population what it is now, it is very disheartening, and very unmotivating,  for some people to see "You were defeated by (the same player)" over and over in your logs. You want to increase activity in the arena? FIX THAT! Don't give even more rewards to players because rewards only work for a short time, as it has shown time and time again through this games history. My idea will increase activity in the arena guaranteed, without an extra reward boost.

 

###########################################################################

 

Novice arenas - Moves only rewards - only arenas you can enter until you have earned ALL moves for the arena. (45 wins) These arenas should be limited to gear from level 1 - 50

 

*once Novice arenas are completed then any tier above can be joined as long as you are under the maximum wins for that tier.

 

*NEW*

 

Seasoned arenas - Gold only rewards - players with 300+ wins MAY NOT enter these arenas. These arenas should be limited to gear from level 1 - 500

 

Veteran arenas - Gold, Gear, and Arena item rewards - ANY player may enter these arenas. Also, there will be no gear limitations on these arenas.

 

###########################################################################

 

This is what i believe is needed to revive the dying arena. Not more rewards.




#799526 Arena tokens

Posted by paingwin on 07 July 2013 - 07:19

Tell me WHY it will slow more ... I've already explained why I think otherwise.

i really hate to say it, and be the jerk, but what the hell it's who i am. You notice that the only people that don't want any kind of separation in the arena are the ones that win over and over and over. I have joined over 50+ arenas in the last 2 months, and have won maybe 5. Yes, i keep losing to the same people, over and over and over, and the ones that win the arenas are the players with 500+ wins joining them. I have all the best gear for my levels, a notebook FULL of stat calculations, 5-7 different sets for each of the level ranges i play in, and yet there you go. It wouldnt slow down anymore than it is right now, it will just take easy wins against noob arena players away from those that run the arenas.

 

And before one of the "seasoned" arena players chimes in with a "well we had to learn the hard way", consider this, your right and i don't take that away from you. BUT, when you were learning the arena, EVERYONE was learning it, as time goes on, new people are coming into the game and can't hope to compete with someone who has been doing it for 3 years. I understand that some players are just trying to protect their monopoly, but enough is enough. 




#798507 Relic discussion

Posted by paingwin on 30 June 2013 - 14:19

I would have to say no to this. You already cause enough guilds anguish and grief LMAO




#794111 Welcome Those New Players!!

Posted by paingwin on 07 June 2013 - 07:56

keeping 'em in game is great :) - 1 step at a time :)

we need to ALL do this. too aften we ignore our budding flowers and let them wilt. Too many people complain that the active player numbers are too low, DO SOMETHING ABOUT IT!!!!!!!! Help me out everyone, give these new players a reason to stick around! I have already made 2 new friends because of the promo.




#794098 Welcome Those New Players!!

Posted by paingwin on 07 June 2013 - 06:46

i have been sending this message to all new players for the last 2 hours............welcome to the game. if you have any questions feel free to message me and ask them. ill help any way i can. also you should really get the new booster pack which gives some great stuff for your account that will help you immensely in the beginning.

 

 

i have walked at least 5 people through the process of getting these codes, and even walked one through the UFSG. I plan to make this a nightly ritual, 1 hour every night sending messages to new players.




#793164 Composing - In Detail (Revision 1.2)

Posted by paingwin on 03 June 2013 - 15:16

Ok, so i believe this will be my last comment or suggestion on this thread-chain. too many complaints happen anymore about this game. People need to just get over themselves and the fact that this is just a game. So what, a level 50 character can create a potion with level 1600 buffs. Their is still quite a few reasons to level up, but now the buff market won't be so one sided. I sell my level 175 buffs for gold, a high level with my same buffs sells them for dots. You think that just because your high level you are entitled to some kind of "bow down to me" mentality. But to appease the higher level players I suggest this..........

 

Composing level 1..........buffs up to level 200

level 2..............................buffs up to level 300

level 3..............................buffs up to level 400

level 4..............................buffs up to level 500

level 5..............................buffs up to level 700

level 6..............................buffs up to level 900

level 7..............................buffs up to level 1100

level 8..............................buffs up to level 1300

level 9..............................buffs up to level 1500

level 10............................ANY included buff in composing.

(or a variation of this as HCS sees fit)

 

I honestly don't see the need for this suggestion myself. You can't please everyone any of the time in this world. Don't let the lower level players make these potions, with all the available buffs, and it's just another way the higher levels are keeping them down. Let the low level players make them and it makes the high level players reasons for leveling so high obsolete. If it isn't one thing it's another anymore. Quit complaining no matter what level you are, and just say "thank you HCS for giving us something different to do with our time here".

 

I apologize for the foul mood of my post, but people can only take so much complaining.  




#792261 GvG and New Players.

Posted by paingwin on 30 May 2013 - 06:46

I hate to do it, but I'm going to. Guild V. Guild is just a form of PvP. It's on a greater scale, but the same animal in all respects. Protection from GvG hits is not needed if that player can PvP, their protection is up to their GUILD!!!!!! The guild should provide them with buffs, gear, knowledge, advice, help, information!!!!!!!! Once a PvP enabled player joins a guild they(the guild) are responsible for teaching them the game and all that comes with the game. What thomas said is true to an extent, RP farming is available, so people are going to do it. Make conflicts work as so.........

 

Player A hits player B in conflict, player B retaliates, conflict starts. 24 hour timer is initiated, smacks ensue.

Or eliminate equipment damage and repair costs from GvG conflicts(biggest reason for new, low level players quitting).

 

Problem solved.......... 




#790142 Global Event - Zombie Yeomen II

Posted by paingwin on 21 May 2013 - 04:56

Global Booster showed up as the rage icon on the list of buffs cast on me, so I canceled it. You guys owe me 50k.

LOL I almost did the same exact thing!




#786521 Everything PvP. A bored PvP players' thoughts

Posted by paingwin on 24 April 2013 - 07:54

  Ok, first off, I am not that well known in the game. Well enough known by a few that matter to me I guess. I have been playing this game for almost 5 years, and I must say that it is one of the things in my life that keeps me sane lol. (well partially) With that being said, I have spent a good deal of my time here beating the snot out of others, for gold, for prestige, for medals, but most over-all, for FUN. PvP in this game used to keep me sitting at this damn computer for hours on end. I used to sit here for ENTIRE ladder sessions, I used to sit up for 24 hours straight bounty hunting, I used to sit here for hours on end just talking to people. Lately, not so much, as my work schedule has gotten quite hectic, but I am going to sit here tonight and put out the way I feel that PvP should be handled on this game. Not that my thread will change anything in the game, but just so that my thoughts are gathered in one place instead of all over cyberspace. The things I am going to discuss come not only from me, but from a collection of ideas from many different players in the game, both past and present. Bear with me as I knew when I sat down to type this out that it was going to be a long one.

 

 

     I.) Open world PvP- The biggest issue(complaint) with open world PvP in this game is the fact that you lose experience when you lose an attack (either incoming or outgoing). Why should someone lose experience in an attack from another player? This is the first game I have played where PvP affects character level in such a way. Losing experience to creatures makes sense, it is where our character experience comes from after all. So, here are my thoughts on it.

 

          A.) Open world PvP hits should only exchange prestige and gold. Yes, I said it, and I am a PvP player. PvP died a long time ago in this game because of the simple fact that people were tired of losing (hard earned) experience. If there is any hope of revitalizing the part of the game that has kept me coming back, then this portion, has to go. As the game has evolved, it has turned into an entirely different creature, and we (players AND developers) have to evolve along with it. 

 

               1.) Even though open world PvP hits will only exchange gold and prestige, they should be bounty-able for experience loss on the bounty board. The bounty board was meant as punishment so lets do just that. Yes, most PvP players don't mind experience loss but they have to stay within certain levels for gear and targets.

 

               2.) With the removal of experience loss in open world PvP, the thievery enhancement should be made to take 30-50% of gold on hand to offset that. Also, the master thief rate should be raised as well. This will give gold hitters more of an incentive to swing, and will give more people a reason to use the bounty board to seek punishment for wrong doers. 

 

          B.) The bounty board - With the removal of experience loss in open world PvP, MULT-BOUNTIES are not needed. Multi-bounties meaning the ability to bounty EVERY hit received. As that was added to quell the complaints about bounty marks getting "free" hits on the target. With no experience loss the "free" hits will amount to nothing but a few gold in repair costs. But, there have to be some changes made to the bounty board as well to make it worthwhile to people placing bounties.

 

               1.) Bounties DO NOT expire. Once a bounty is posted it stays on the board until it is completed, period. All bounties guarantee a 3 level decrease, not the normal 10 hits we have right now. The bounty board was once fun and exciting because you didn't know that someone was already on a bounty. You just jumped in and started swinging. So the proposition I am throwing out is that you take the "experience left to lose" section off the bounty board, and make all standard bounties lose 3 levels. Once the mark has lost 3 levels worth of experience, the person who took the most experience off the mark wins the bounty and the prize. This will add some randomness to the bounty board like the years of old.

 

               2.) Bounty hit limitations need to be removed. What i mean by that is there should be no time needed between hits from bounty hunters. Once you take a bounty, you can hit and hit and hit without having to wait 2 minutes. This will ensure that bounties are completed in a fast manner and yet increase my argument for the unneeded multi-bounty option. 

 

               3.) Bounty tickets - The addition of buying bounty tickets with gold was a step in the right direction. But, the reason for making this addition was to act as a gold sink, you must remove the FSP upgrade for bounty tickets for it to be an effective sink.  

 

               4.) War bounties - I will discuss this later......

 

     II.) GvG - Oh the mighty GvG machine is under my scrutiny as well. The GvG system has been broken since it's inception as a profit earning section of the game. Basically, since the introduction of RP items other than guild buff packs (which in their own right are COMPLETELY outdated). Here are my thoughts on GvG......

 

          A.) RP(reputation points) are kind of a bad joke when it involves GvG battles. So many guilds have exploited the RP system to the point of it not being worth anything. So, i propose a totally new system (sort of). RP points should stay where they are, gained by winning GvG's against rival guilds, but SHOULD NOT be used to buy the current epic recipe items used today. Guild RP should only be used to buy buff packs for the guild (which need totally revamped!). The purchase of Epic item resources would be instead purchased by an entirely NEW point system........

 

               1.) The Guild Domination Point(s) - These points are awarded to a guild who remains in the top "X" of the RESETTING GvG ladder. The GvG ladder should reset every 14-28 days, at random, to ensure that those active in this area of the game remain actively searching for guild rating. Like the PvP ladder (which I will also discuss), Guilds that remain in the top "X" spots will gain GDP every 3, 4, 12..... hours they are on the ladder in those respective ladder ranks, and receive a set number of points at reset for the ranking they finished at (for the top "X" spots on the ladder). They can then use the GDP to buy items such as the Bobonarts crystal skull to sell or create those epic items which require it for creation.

 

               2.) RP buff packs as I said, need to be completely revamped. Any buff in the RP buff packs pertaining to leveling (Adept learner, Librarian, Doubler Etc.) Need to be a MINIMUM of 250. With current potions it is not a hard feat, or an overly expensive one, to gain almost the same or better levels from potions. So where is the incentive for guilds to put forth any effort to gain buff packs that are easily and often times trumped by potions?  There isn't any. PvP based buff packs are open to discussion since I wouldn't want to kill the higher level people in the games buff sales.

 

     III.) This brings me to Guild Wars, which are kind of their own animal in most respects. With the removal of experience loss from open world PvP, Guild wars would take a massive hit in my system. So, to fix that issue, I again propose a NEW addition to the game......

 

          A.) Declaring WAR on another guild should be similar to GvG, except there are no points gained, no rewards to earn. There would be a new clickable thing on the guild management page that would enable people with the right guild permissions to declare WAR on another guild. This would have to be approved by a certain amount of members from the declaring guild, and once approved(declared), the target guild could not be attacked for a set amount of time. (let's just say 24 hours) This would give the guild that is being targeted ample time to try to resolve the issue diplomatically, in which case the declaring guild can resend the declaration, and resume game play as normal. If the declaration is not satisfied to the declaring guilds satisfaction, a WAR would ensue.

 

               1.) Any 2 guilds involved in a WAR, would have normal experience loss as it is now in open world PvP. Loses either incoming or outgoing would result in lost experience, ALL outgoing attacks would be bounty-able, and any bounty placed by a wartime guild would go to the WAR board. This would act just as the bounty board, but the only people allowed to accept these or hit on these would be members of the warring guilds (or allies, to be discussed). Experience loss would be the 5 levels of max bounties now, and like the bounty board idea in this thread, the time limit, would be the same on the WAR board.

 

               2.) Any one guild can only be involved in "1" war at any given time. So if a guild is at war with another guild, a guild outside that war CAN NOT declare war against either one of those guilds. Guilds at war can bring in allies, but only on the occasion that the guild they are at war with can bring in the same amount of allies. So, if guild A wants to bring in guild A-1, guild B can bring in guild B-1 and so forth. 

 

               3.) Guild wars are won only by the submission of one of the major guilds involved in the war. Allies can not submit to end a war, only the declaring or declared guilds may submit to end a guild war. Once submitted, the guilds involved can not have any DIRECT interaction, accept through guild diplomats which would be made a guild permission. Essentially, those 2 guilds would go on "cool down" similar to titans for guilds who secure a titan.

 

          B.) End of war, as i don't really know what to call it at this time, would ensue. During the "cool down" after a guild war, only diplomats would be able to speak between guilds. This would limit the amount of trash talking between players that tends to happen these days, and would also allow those deemed to be level headed to work out issues between guilds. A guild would have to lose an "X" amount of experience (combined) before a submission and End of war could ensue, this would keep guilds from just submitting to ensure they didn't lose any experience during the exchange. The lost experience would count as a deficit the same as a leaving player would so that experience would have to be made back before the guilds could progress on the guild experience ladder.

 

     IV. PvP ladder - The focus of SOOOOO many complaints, grievances, gripes, BITCHING. This is my take on the whole idea (again with ideas from many different players in the game, not only my own).

 

          A.) Bounties between 2 ladder contenders should be null and void. The ladder was meant as a place where 2 players could pit their skills against each other, not where guilds could BULLY other players into quitting the ladder. Ladder bounties need to disappear first and foremost, before any of the soon to be proposed changes occur.

 

          B.) PvP token rewards were a great addition to the game. The gear you can make is premium in most level ranges, but it has become over-saturated at most levels. The introduction of NEW sets at each LADDER range needs to be implemented. These sets do not need to trump existing sets, just merely create some balance in the ranges. The introduction of sets that offer varied stats in each range would be a start. For example, the 25-49 ladder range is completely dominated by INVENTABLE gear for armor set-ups. (Sir Gwan's, Odhar's) The addition of defense based gear in this range would balance the gear out in my opinion(as with all the current ladder ranges). Each ladder range should have its own specific sets that are inventable in both armor AND defense minded stats. This would add variety to each of the separate ladder ranges. Now to discuss a BIG addition that most EVERYONE has been asking for......

 

               1.) Potions, bought with PvP ladder tokens. These have been a long time in coming to be honest. What do you do with PvP ladder tokens once the gear you can invent is almost WORTHLESS? (meaning it doesn't even begin to earn you near what you had to invest to get it)..... You make POTIONS with those tokens. Now a lot of people want them to be bound, and I myself wanted them to be bound at first. BUT, I have sat back and looked at this game as a non-playing member of the society. Non-bound leveling potions, between donation potions and the highest non-donation potions in the game would be money MAKERS! Librarian 300 potions, Adept Learner 400 potions and so on would earn massive amounts of income. (for both the player, and HCS!) PvP players would fight their BUMS off to be able to invent a Librarian 300 that they could sell to a leveler. Levelers would spend FSP to buy them, PvP players would spend FSP to earn the right to invent them, meaning that FSP would become a HOT item. This would most likely bolster the sales of FSP during even non-special offer times. 

 

Ok, this is all I have the strength to offer right now. This thread is open to ADDITIONS that will HELP it. It is not open to FLAMING, so if you have some sort of constructive feedback by all means leave it. If not then read and pass on by. COWS i would really like some kind of recognition on this thread from you! Pleasant reading everyone!






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