Jump to content

zargon

Member Since 21 Jan 2014
Offline Last Active Jan 10 2018 07:15

#937813 New lvl 49 wep buged

Posted by zargon on 02 July 2015 - 05:41

I agree, the possible roll options should be within the same class for that item crafted. They should fix this and give you a free roll on that John.


  • KeS likes this


#906221 Trappers atoll is too small and Wildlands PVP

Posted by zargon on 02 December 2014 - 00:51

Lost my interest immediately when you said runescape. Sorry :P




#902018 Kasambra's Pass

Posted by zargon on 19 November 2014 - 00:23

haha. I remember this. It drove me nuts. All I remember is that it's nowhere near the marker. I can't recall but I though it was the cave passage that goes from northeast mythos in the mountain pass region and leads out to near nidaros somewhere. Cannot really recall now and knew this drove me nuts for hours.




#902012 Guild, Buyable House, Relationship?

Posted by zargon on 19 November 2014 - 00:16

Housing and craftable furnishings will be nice but will all be a ghost town after 2-3 months.

The Auction House and Guilds need to be next. These two will make a huge difference.




#900943 Remove the 60 day respec...

Posted by zargon on 14 November 2014 - 21:58

Usually people respec because they messed up or want to play a different class.You are assuming people are perfect at making builds,people that don't will quit before reaching level 45 with a trash build let alone grind gold to get 250 ep ;)

 

I see your point...

 

Then maybe have the EP cost be level based so it does not break the bank the lowbies:

 

Level 1-10 = 20ep

20 and under  = 40ep

30 and under  = 80ep

40 and under = 160ep

Over 40 = 250ep




#899105 PVP Servers

Posted by zargon on 08 November 2014 - 21:45

Either PVP server or non PVP server - This I like. Let's get all the PVP 'ers off of Zephyr :P




#897120 [STEAM] related suggestion.

Posted by zargon on 31 October 2014 - 20:05

Allow Alchemist to make Dyes to color your gear/vanities. (higher the crafting level, the more robust the color).

Add End-game Capes with 5% enhancement mod - Very rare mats won from WB needed to craft.

Add reward for completing 5 dungeons below your level (will help lowbies after steam)

Make rare mats purchasable with loyalty points and remove regular mats from there.

Don't bother with housing. They will be ghost towns within a month.

Auction house is a must.

Guilds will be more relevant after steam.




#896977 Future events like Argent Wolf needs to be changed to avoid leaching

Posted by zargon on 30 October 2014 - 23:49

Some people are cool and donate treats while many just leach from those who pay. It's pretty sad when being rewarded for doing nothing. No real accomplishment there.

 

Using Argent Wolf as an example. we would have a queue like we do with dungeons. You would add 50 treats to the cauldron and your class is queued up based on your class with most points added into. Once you hit 1k treats and have at least one level 45 tank and healer, you are taken to another area of the game similar to a dungeon where you face the wolf. This would prevent people from leaching. Most of those disagreeing here I would assume are those who are already leaching. If you are someone who donates and think the idea can be bettered, then please share your thoughts. Thanks.

 

edit: typo in title fixed




#890749 Can we have story mode To3?

Posted by zargon on 22 September 2014 - 23:23

Well, I was the biggest supporter of solo dungeons from the start but I would have to say To3 should be the only additional dungeon to be added. There are plenty of people now running TR and above. And if you cannot find someone, get in touch with me and I will run them.

 

When you get to level 39 and above, you really need to be more focused on getting grouped up. Solo dungeons were implemented to help people get through the lower dungeons where there was less help. The benevolent quest was also added to help players get grouped as well.

 

We need to be more focused on getting people together a higher levels and not keeping them separated. The great part of this game is the community and the good people playing it. Get involved with others and have more reasons to keep coming back and playing. With the current challenges at high level dungeons, it's imperative to learn to work within a group.

 

My suggestion to HCS would be as I said before. Make leveling much slower in Story Mode and make it much less profitable from a gold earning standpoint. Solo running needs to be there for only two reasons. It's for people who prefer to play solo and for those who cannot find a group. Please ensure that dungeon mode is the far better alternative at all times.




#889561 Award Ascended Relics for WB and Rumble Death - extra Glim for WB Helping

Posted by zargon on 13 September 2014 - 21:11

Award 1 Ascended relic per each quest turn-in for weekly world bosses and award an additional 1 relic for killing Rumble (ARG), as he is pretty dang tough.

 

With more people having alts at 45, it would be nice to see more incentive to get all your alts done on WB. If you are done with WB and do a boss additional times (to help others), a repeatable quest becomes active after completion of the regular WB quests. The repeatable quests will payout a random glim gem. :)




#889129 Trappers atoll problem

Posted by zargon on 11 September 2014 - 01:29

It was not a solution. It is a problem.

 

It was a bad idea from the start. I hate TA. Let PVP players have it. Hopefully with Steam, HCS can get their heads out of the butts and market a very good game. As it stands now, the game is dying a slow death.

 

I love all else the game offers but TA has made enemies of pve vs pvp, which we have a small community now and that is very unhealthy for the game. If they can increase the player base, then TA would work better as a pvp only area by removing the nodes and chests. As for now, no reason to go there. PVE will get killed and get pissed at pvp and the pvp will just make enemies by killing the pve players.




#885328 Public PVP, Level Restrictive Fighting in TA, Add Random Mobs to TA

Posted by zargon on 14 August 2014 - 19:18

Many low levels come together and battle the wicked level 40s and 45s , it is quite cute actually. ;)

Open pvp is not so bad, once you have a large population.

I have to admit, that right there sounds pretty damn funny.


  • KeS likes this


#885087 Public PVP, Level Restrictive Fighting in TA, Add Random Mobs to TA

Posted by zargon on 13 August 2014 - 21:53

Make it possible to 1vs1 PVP challenge any player anywhere in the game. This would make for some fun public dueling like near and around the fountain area. (just right click on a player and select pvp challenge). That person has 30 seconds to accept. If they decline or choose nothing, then there is no fight.

 

Also, please restrict the level player you can kill in TA. Seriously now, does a level 20 player have any chance against a level 45 player. There should be a +5/-5 variance at most.

 

I would say it would be better just to have same level random mobs appear from time to time that you would have to fight off (not allowed to leave TA until after you win the fight or die). If they kill you, then you drop at least half of your smuggled items and all other players in TA can loot or roll on the drops. If you win against the mob, then you earn valor points. This would also help to prevent bots.




#884024 Containers to hold crafted foods, potions, elixers.

Posted by zargon on 06 August 2014 - 21:20

This would be helpful for both sellers and user alike. This could be a different type of container that could be added to the Shop. This way you could reduce the stack count to 5 and then have containers that hold 25 or 50.

 

Also, Incease the toolbar slots for these items by 2 or 4.

 

Having 8 toolbar slots would be nice as well. For example, I could setup my warrior's toolbar something like this, regardless if  I am in dungeons or grinding for levels or for drops:

 

The top 4 slots for Stamina Pots, Mana Pots, Health Pots and Melee Elixers. The bottom 4 spots for Attack Power Pots, Melee Food, Mana Food, Health Food.




#882953 Make all dungeons solo-able :)

Posted by zargon on 30 July 2014 - 21:55

Already been suggested and they are working on it. I do not think the level 45 dungeons should be soloable though. I think they should only open up Odhar Scar for now and try to market the game better to bring in more people. I think it would resolve the issue if the population were doubled.

 

A marketing campain should take the place of all non emergency updates for the next month. This way we stabalize the environment while bringing in people who would not be joining just to see server crashs, game errors, or major bugs.

 

This product is already good enough to market it as is. More people equals more revenue to fund better the updates. When peeople disagree with the game being marketed now claiming that it's unfinshed, I always say that it will always be unfinished. That's how it is with any mmo. My question back would be to those people "why are you still here playing if it's not finished". I say to them "because it's already a very good game".

 

Let's get the word out more and bring people in here and limit the amount of solo dungeons as the end goal in upper levels is to have people play mmo (which is group play)






Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: