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sohail94

Member Since 23 Mar 2013
Offline Last Active Jan 27 2024 02:56

#991912 Daily Quests Issues

Posted by sohail94 on 15 May 2018 - 22:08

 
PvP DQ's require XP loss to count..  If conserve kicks in, the attack isn't counted... I should think protection would be the same.

PvP DQs simply require you to "Defeat x players in normal pvp", normal meaning not bounty or gvg , xp loss is not mentioned- you may be confusing with prestige where xp loss has to be "applicable" to gain prestige - either way if conserve kicks in it counts for DQ and for prestige -- I tried recently on a DQ 12 hits, 4 conserves = 12 counts

 

As for where players have pvp protection - xp loss is not applicable so no prestige is gained, I have not tried a DQ against these players but in theory a defeat is a defeat and it should count against pvp protection - protection only guards xp loss, can still defeat players for gold.




#991844 Daily Quest Rewards

Posted by sohail94 on 10 May 2018 - 21:44

Wouldn't it be handy if we got a log notification after claiming/collecting a DQ reward? 




#977473 Elite Pack now available!

Posted by sohail94 on 03 March 2017 - 22:25

because its in the shop for $40 wasnt sure was same one as it let me add it to basket but i already bought it for fsp..... as it is the same its a shame they didnt remove the 400 fsp from the elite pack so like the champion pack  you could buy it for cash or fsp

 

 

Question is the champion pack in the shop the same one we got ingame for fsp? as i didnt realise that was in there

iirc The champion pack could be bought either by donating $ or using some fsps, can't remember the numbers or what was in it other  than the +1 composing slot which was the most appealing reason to buy it at the time.

 

+400 Fallen Sword Points  -- could probably remove these in order to buy package with fsp(and reduce $ price)
+3,000 Current Stamina -- nothing substantial
+200 Maximum Stamina -- as above
+5 Auction House Slots -- useful
+2 Bank Deposits -- again useful
+25 Inventory (Backpack) Slot -- useful
+10 Component Slots -- useful
+100 Bio characters -- ?
+250,000 Gold -- ??
+100 Bounty Tickets -- ??
+1 Marketplace Listing
+2 Combat Sets
+1 Max Secure Trades
+1 Composing Slot  -- lots of people bought the champion pack for this (probably at level 60 by now)  useful if you make lots of pots for guild or just level up quicker for those who aren't level 60 yet.
+2 Potion of Elite Advancement -- usually get these potions for free once or twice a year and no better than the christmas gift boxes or similar donation special offers.
+5 Bound Elite Frag Stash -- frags are plentiful in frag globals which are frequent.
 
Overall it amounts to the usual $60 donation for 400fsps + epic potion/box  just no double allegiance tokens and only redeemable once with a few added extras (good value nonetheless) 
 
It's great value for anyone buying it but it can't really be seen as "elite" or a must have, the composing slot is again the only thing not obtainable by other means.(and bank deposits perhaps)
 
Agree with a previous poster that it amounts to a desperate cash grab - a dressed up donation rather than a standalone package.
 
Would prefer if it was just a beefed up champions pack - no potions or fsp, and just character upgrades -- but thinking about it from hcs perspective that just amounts to a flash sale "bundle" if you can buy it with fsps, which brings us back to this just being a small cash raiser if anything, nothing in this package is new to the game or essential either (composing/bank deposits aside).
 
*shrugs*
 
 
EDIT
 
Having looked back at the champions pack the only difference the elite pack brings is (250,000 Gold,100 Bounty Tickets,1 Marketplace Listing,2 Combat Sets,1 Max Secure Trade) -- nothing to shout about  plus +400fsps, +2 potions. Everything is else is the same as or multiples of the champions pack i.e upgraded champions pack.
 
Its the 400fsp/2 potions that are the big difference / change in concept fsp or $ to $ only.
Upto the cows to see if it pays off or not.
 
Seem to have mixed two different things and lumped them into one package:
1) Fsp donation + epic potion
2) champion pack , elite pack, starter pack, "pack" of upgrades at a reduced price.
Would be better to see these two things kept separate and avoid all problems in this thread ($ only or fsps) but that's not my call to make.



#881770 Cursed Buffs

Posted by sohail94 on 24 July 2014 - 14:33

"0.2% per point stat bonus to your equipped rune. Excludes 'Gain' bonuses. Double chance of durability loss. Prevents Unbreakable from working while active."

Is this part of the description incorrect? Or happen so few that it is almost nonexistent?

I think it is correct, having used the buffs you can definitely feel just how quickly you lose durability but I haven't actually compared that to using No UB.

 

iirc when using No UB, items lose durability at a rate of 6% chance per item

so I would imagine Cursed buffs would double that to 12%  per item

Again it's safe to say all items would be affected, not just the ring/rune,




#880253 Cursed Buffs

Posted by sohail94 on 21 July 2014 - 21:06

The description for the cursed buffs says "Prevents Unbreakable from working while active".

 

So does unbreakable not work at all? Or just not work on the rune/ring?

Doesn't work at all, seems a bit unfair given that it's only the ring/rune being boosted.




#878245 Scavenging NEEDS to be updated..

Posted by sohail94 on 10 July 2014 - 17:16

The drop rates are quoted from the UFSG and are their actual drop rates - the first 4 critters (with the resource drop and recipes) only appear in the realms and Barathor / Ira Heketoro are caves ONLY critters  ...

I think you've missed the point, for all LEs the guide quotes the total drop rate as 1.5% for legendary drops regardless of whether they appear in caves or realms, how do you explain Illuyanka, Heartwood, Vengeful, Zargoth, Red Annis - all 3 item sets found only in caves where each individual item has a 0.5% drop rate, just like Griffs, Zorgrom etc - to put it plainly the default drop rate for LEs is 1.5% total and that is what is quoted in the guide, when grim releases them to caves, as he has said the drop rate is greatly increased - I'm guessing at least 2-3x - only he will know the the drop rate, the guide just has default pre-sets which are true for realms LEs but not for the caves.

 

As I said in my previous post, it would be far simpler and easier for grim to just adjust the cost to scavenge or further increase the drop rate to compensate for the low appearance as the poll clearly shows people are not satisfied with the status quo rather than adding a new cave and tinkering with costs and drop rates again, cut out the middle step of adding a new cave and just alter the costs/drop rates.




#868996 Guild Conflict Update

Posted by sohail94 on 16 May 2014 - 13:38

Having a level 50 min requirement is very different to 

 

Make new players exempt from Guild Conflicts

 

There was a very divided opinion on whether it should be 50+ or an exemption period for new players, eg 14 days.

 

This change affects all players, new and old who gvg rather than what it's intended for - new players.




#828604 Guild XP while sub-leveling

Posted by sohail94 on 10 December 2013 - 06:45

I like the idea, but - as much as it many claim the incentive for the de-leveling is GXP, those playing the game will know there is far more behind it. Not addressing the easy way to regain levels while implementing the suggested, is like pee'ing yourself to get warm.

I'm playing the game, i'm also part of a guild where people have delevelled/relevelled, can you tell me what other incentive there is other than gxp?

 

The player doing this is stuck in map so can't hunt titans,LEs,chets,SE etc, can't participate in much events other than xp ones, spends fsp(perhaps even donates lots) to buy potions and stam, and they also spend quite a lot to pay for all the bounties they want on themselves. Once they're done relevelling they're back at their original level(maybe a few more if content is added) and have gained absolutely nothing - no more skill points,Level up points, or gold (many use SAC, if you drop considerable levels anyway gold is nerfed)

The only net change in the game is the gxp of their guild, which increases by huge amounts. Can you tell me any other incentive to go through all that trouble?

 

(Note - My personal opinion is that it is not worth going through all that trouble just so one's guild can climb a list, the effort far exceeds the reward imo, however imo currently a few guilds/players are abundant with resources so can afford to toss out so much in order to help their guild, nothing wrong with that but for me personally no real incentive to do it, it's puzzled me with people do it on such a large scale(the only explanation right now is assumption of an xp event) - it all started when one of our members(might have been one other player I can think of) was regularly overflowing stam(due to no content) and came up with a way that they can use that stam to relevel, in them days they used all means possible, losing to creatures, playing the ladder and losing levels on the board, now once this new method spread across the top guilds many saw it as an easy way to help their guild climb the ranks (particularly those below FFS)  and now it's become much of a joke with so many people doing it - particularly because people have assumed an xp event is close. Again it puzzles me, if the gxp didn't increase, do you think people will do it? Absolutely not, would be a massive waste of resources otherwise)

 

On your second point, people have been using this so called easy way, exploit, whatever people want to call it since it's the most efficient/cost effective way, what hoof is proposing is even more cost effective if the only motivation is to gain gxp, yes people will still be able to relevel/delevel but the players who have been doing this aren't stupid - they are investing a lot each time they do it - they'll change to the most cost effective way wherever possible, also you gain more gxp from sublevelling for x levels than would by relevelling x levels, so it would make no sense to delevel/relevel and all them fsp/gold used to get you bountied could instead by used to buy stam and carry on sublevelling, if that pleases you/your guild.

 

To sum, in the current scenario a player spends a huge amount of resources yet they personally recieve nothing other than bragging rights to most gxp contributed, it is the guild that gains the gxp and moves up the rankings, people seem to be unhappy the player is farming a champ 100s of levels above them and also offering free bounty/smasher hits.

 

In hoofs proposed change, the play would still be using their global pots/fsp/stam but now be sublevelling, again they gain absolutely nothing - xp gain,gold are nerfed once you've sublevelled a few levels, so again the only winner is the guild where the guild gets the gxp. However this time the player doesn't need to sit on a champ, doesn't need to be bountied and can play a lot more freely. Once they're out of stam, they wait for it to fill again, if there's no content they'll go back to the last realm and sublevel - whilst they again get nothing their guild gets the gxp which is what levellers do - contribute gxp.

 

I hope I haven't gotten too carried away with my response. :)




#814988 Next Roadmap...

Posted by sohail94 on 04 October 2013 - 21:16

I've asked for something similar to this many times. (As have others, repeatedly)

 

I'd like it to go a little further though, allowing us to suspend ANY buff. (the effect only, not the timer)

Could be as follows (on new map or both if you want)

 

 

First click on the buff icon disables its effect, the timer keeps going (said buff(s) is greyed out)

Second click enables it

Right  click on the buff deactivates it.

 

Currently on the new map if you click the buff icon it is deactivated - I'm sure i'm not the only one who's accidentally removed a high level buff just by clicking it (on profile and old map there is a confirmation to remove button)

The above would eliminate this risk , two birds one stone :)




#808093 Update 2.2 (Global Chat)

Posted by sohail94 on 23 August 2013 - 16:29

Suggestion - Instead of/ in addition to  the global chat being on its own page could we have it so that it pops out like the guild store does? - Perhaps being allowed to resize the pop up box as well.






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