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Maury Bund

Member Since 16 Mar 2013
Offline Last Active Oct 02 2016 15:51

#968538 Game Update 2.9 - Daily Quests!

Posted by Maury Bund on 10 September 2016 - 09:20

Had my second move # of Tiles quest. The first one ran fine, but this one would not show how many steps I had moved unless I refreshed the world page. Did something change when you added the Global Event?




#968019 Game Update 2.9 - Daily Quests!

Posted by Maury Bund on 02 September 2016 - 16:21

Why was a small amount of xp not also added? Something like Your Level x 100 xp, which should be approximately an extra hours worth of xp gain.




#967732 Daily Quests - sneak peek!

Posted by Maury Bund on 30 August 2016 - 17:32

Will Quest Hunter buff work for the daily on "kill # of x creatures" be they normal mob, champ, elite or SE?




#963090 New Content. 2926 - 2950.

Posted by Maury Bund on 07 May 2016 - 13:10

Best not to destroy quest items as this has been done repeatedly throughout the game. 

Geez, Ignotus, I would have thought by now that you know you need to keep unused quest items for the next batch of content, just like the Hag Fiends Twisted Key and Queens Twisted Key that I still have in my backpack from 400 levels ago...




#953448 Pinata Frenzy V!

Posted by Maury Bund on 18 November 2015 - 16:06

Zorg vs Shroud next? Been awhile since that one




#943777 Community Poll - PvP Seasons & Bounty Board

Posted by Maury Bund on 07 August 2015 - 21:52

If I am opted out of a season and I click on the find target button, no action should take place. Instead, I do get a target to come up, although I cannot attack it, and GOLD IS STILL REMOVED from my account




#941169 PvP Season Update Completed

Posted by Maury Bund on 24 July 2015 - 21:58

I'm wanting to make PvP specific sets. Probably invented I think. 

Yes, because I'm absolutely certain that Inventing is the part of the game most enjoyed by those who regularly PvP before this update




#936530 PvP Seasons / Bounty Preview

Posted by Maury Bund on 18 June 2015 - 15:34

Here is my wall of text proposal for modifications to the upcoming PvP league:

 

Medals

  • Smasher and Bounty Hunter stay as is
  • Dominance Medal is no longer obtainable but will still show on character data sheet to add to count for Pride buff. Any remaining ticks for progress are transferred to new League PvP medal
  • New League PvP Medal will be so many hours in top 5,10, or whatever number HCS decides. Each tier will get a modifier towards that progress- Wood x.5, Bronze x 1, Silver x 1.25, Gold x 1.5, Crystal x 1.75, Titan x 2
  • An additional medal should be awarded for a top spot, be it only 1 or top 5, for finishing in Titan League

PvP protection

 

  • Can still be bought and will continue to protect xp in unranked attacks.
  • As long as protection is valid, player will not appear as target in League play.
  • After a player's protection has ended, they will automatically be placed back into the queue for Wood league, no matter what league they were in before purchasing.

 

Unrated attacks

 

  • No changes.
  • Can be placed on BB and soft or hard cleared. Bounty Hunters discretion on how much stamina to use.

 

Current ladder tokens and rewards

 

  • Move all ladder resources to Arena Rewards to be bought with those token.
  • All unspent ladder tokens can be used to buy the new League rewards at a rate equal to time frame of current ladder vs league periods.
  • Tokens must be used within 6 months, after which they are gone.
  • Ladder tokens can also be exchanged for Arena tokens (would like to see it as 1 to 1).

 

League Attacks

 

  • 50 stamina attacks. No more, no less. Do same amount of xp and gold damage as current 50 stamina attack.
  • Every x number of attacks, a number is rolled 1-24, that will determined how many hours before it does another roll to randomly place a League attack on the BB. Each time the randomizer for placing on the BB fails, the next roll should have an increased chance until eventually they are placed onto the BB, at which point the chance to place will reset to base
  • The time frame roll should stack, so that if it is set at say 10 attacks to roll for cahnce and a player makes 50 attacks in a day, they should not be waiting 24 hours max to see if they are going to be placed on BB, but could end up waiting up to 15 days to see the BB
  • League Bounty posts are set for maximum xp loss of a current 10 x 10 attack. Any clears from these bounties are not available to be counter bountied. The award for these system generated bounties will be the amount of gold that accumulated from what I call the HCS tax since their last League chance roll so not all PvP lost gold is retained in the system, but only a portion and none is added into the system

Bounty Board

  • Unrated attacks and counter bounties still have 48 hours to post
  • Only League placed bounties will transfer League rating, but not show on the Bounty Board, only when you place the attack
  • Bounties now only have 24 hours to clear, but the only timer you can see is bounties placed on you.

 

League Start

 

Everyone is opted in and PvP protection from the League queue is suspended until after the start up period. Rating can be transferred, but no xp taken on PvP protected players. No medal ticks given during this period.

 

Balance

 

The Titan League is most apt to be dominated by EoC players and those who can create, or are willing to purchase, high end composing potions. Don't see any way to level that playing field completely. What can be done is put in a stat modifier for players that are outside of 100 level difference, that using the same level buffs, still have a fairly equal chance to win or lose. Kind of like what you tried to do in Eldevin -  though you neglected the haste and range of skills modifications open to the different levels, so do this one better. :)

 

New players

 

Will not join league play for x numbers days or 24 hours after completing some PvP tutorial types quests created around level 50




#934989 Bounty offers on 2,000+ Players.

Posted by Maury Bund on 08 June 2015 - 03:26

Where is this quest? Maybe it was there for older players but I don't see it for newer players so are you implying HCS is "lying" to newer players? 

There were at minimum 2 quests that required PvP. The one that I remember positively as one of them was Remnants of Corruption, level 40. It required that a player have a PvP rating of something like 1250 or 1450. Every one started at 1000 rating, so you had to win some before you could actually start. After I had completed the quest, they changed the reward and gave out Tainted Runes and Tainted Rings for a short while (but never offered me one as a previous completer). These items became SUPER popular in the Arena and would command 400 FSP in the AH. Gideon's set came out years later and replaced the need for these items. When the ladder was introduced, the PvP rating that everyone had got reset to 1000 and became bracketed. After the PvP ladder was changed, yet again, to having to opt in, that did away with everyone actually having a PvP rating. Without the PvP rating system that was once in place, HCS had to alter a few of the quests so that players could actually complete them. Thus, you no longer see them in your quest book written this way. There was also another quest around level 75-80, but I don't recall which one.

 

So  :P !




#933137 Update v2.70

Posted by Maury Bund on 20 May 2015 - 13:59

Still have not seen these potions yet. Guessing they will be out before a possible 2xp event? If you are going to make any of them inventable, please make Immobilize Titan and Perfection that way. Also, do not create any new items for them, but try to incorporate some of the existing stuff to give it new life, like

 

There is an SE in each Scavaging Cave. While the items may be broken down for frags, the Resources are pretty worthless as no one really needs a Steamwork Cuirass these days.

 

Ursa and Zachorzi are  always out. One item from them might make it interesting.

 

Or just take some of the other items available all year and put them to another use, like it used to be in the old days




#929923 Update v2.70

Posted by Maury Bund on 26 April 2015 - 01:36

RE: Deft Hands

Some may think this is going to be a popular skill for the PvP sects of the game, but I have a feeling it won't work out as well as hoped. 

 

Successful gold hits all are all over the place. I've asked in my guild and scoured the forum looking to see if anyone has figured out what it actually adds. No where and no one has provided that information that I can find and unfortunately HCS will not divulge any of the statistics on enhancements, even after all this time.

 

My guess is that it adds .1% per point to what you would steal. I also postulate that when you do make a PvP hit that a RNG between 10-30% is rolled before Thievery or Gloat is added. The Thievery addition is not an extra 10% over the 10-30%, but actually multiplied to the 10-30%. As I've sometimes barely stolen 10% with 140 Thievery and Gloat running, I can't believe that Thievery is a significant addition. Gloat tends to affect gold loss more than Thievery. If my theory is correct, then it will be x % chance (most likely 10% as a lvl 100 potion) to steal an additional 1-3 % total gold from a target for those with Thieves Guild structure under lvl 3. Absolutely nothing to cheer about.

 

The skill has not been put into play yet, so there is still time to change what it does. I hope that HCS can consider one of these 2 changes:

  • Instead of chance to double Thievery enhancement and not effect MT, make it a chance to double the chance of Master Thief and not add to Thievery
  • Make it a chance on a successful gold hit that all gold lost is stolen, giving players a chance to not be affected by the HCS tax as it scatters on the ground and to the wind

If HCS makes no change to the skill and my hypothesis is correct, then please change the name of the skill from Deft Hands to Daft Hands, as one would have to be crazy to continue to keep trying to make gold hits in an ever increasing policy against PvP.

 

If anyone actually knows the true effectiveness of Thievery and can correct what I have put here, please speak up. 




#929142 Shadow Bunny Showdown & Springtime Forest

Posted by Maury Bund on 18 April 2015 - 14:01

The stashes were pretty nice, giving not only common, but chances at all types except SE. My feeling is that there should have been an equal number of spawns versus eggs. Let the bunnies continue to count as 5 kill and egg as 1, but let the stashes drop from eggs and not bunnies. We should have had to choose, go for GE kill count or go for stashes. As it stands, there was no choice to make. I wonder how many eggs were actually hit in total number of GE kills?




#927699 Sneak Preview: Teleport Skill

Posted by Maury Bund on 09 April 2015 - 16:15

I don't see stamina being removed for the amount moved, nor for casting the skill. I only saw stamina lessen on the one movement on the map. So it will be a "free" skill?




#927130 Development Update April 2015

Posted by Maury Bund on 05 April 2015 - 21:34

Stamina is one of the main commodities of the game. It is the amount of ability to attack (player or creature), walk, or buff ourselves or others. By spending stamina to cast a buff, we are limiting our actual ability to play a majority of the different venues of this game. If stamina is not that huge a part of the game, then why are epics so popular?

 

Unfortunately, every time you add a new potion of any kind (invented or composed), you make this part of the game less and less relevant. Why not bring life back to cast skills and balance them vs composing with this next update and allow us to increase the amount of points we can allocate to any skill? Starting at level 1000 we can add an extra 10 points to all skills every 100 levels and cap it at the 2500 player level, letting us cast 325 (with full Fury) skills.

 

Yes, a few skills would require some adjustments:

Deflect. Would need to be halved of it's current activation rates. Even as it stands now, and Anti-D of 400 barely makes a difference.

 

Treasure Hunter and Merchant. The easy fixes would be to half their skill value as well, but although much more work on your part, the better way would be to adjust gold gains from creatures to stay at close to same level as we get now, based upon what level of the skills one could cast on themselves. The lowest level of player would benefit most from this and get better chances to upgrade their character.

 

Those are the main ones that come to mind.

 

I went through the list of buffs I had and started counting off which were key to me. If I could double the amount of points in each (and thus only get half the number of skills), I would fall 5 short of what I want. That does not even take into account what you haven't told us we could be seeing added.




#926225 Daily, Weekly, Random Event Ideas..

Posted by Maury Bund on 31 March 2015 - 23:49

A "finish doing what the players have already been promised first before starting new a project" event would be really neato.






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