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Maj

Member Since 27 Mar 2013
Offline Last Active Jan 03 2020 17:06

#869993 Composing Potion Instant Finish Reset Timer

Posted by Makubrex on 24 May 2014 - 09:51

a ticker would e the simplest solution, resetting at midnight, why is that so wonderful seeing as you wish to call me out on this? how is it resetting at midnight a great fix for all, I see no benefit in that myself I would much prefer it to reset 24 hours after i have purchased my  first instant finish, this way I can track it a lot more easily. Midnight is hopeless for me as I am generally as sleep then as I do have a life outside of Fallensword.

 

You are fairly new to the forums but I would make a suggestion, do not personally target people in the forums, it can be misconstrued as a personal attack or flame, just a hint for future postings ;)

I'm sorry if you took it that way, but I was only meaning to understand you and hopefully have you understand me. The fact that you were in the minority in your opinion made me seek your opinion - I don't see how that can be considered targeting or a personal attack/flame in any sense.

 

The point of this idea isn't about being online when it resets, it's about not losing time and keeping the resets on track every day. There would be zero difference for you - you could use the reset at the same day every day if *you* wanted to and it wouldn't change a thing. However, you wouldn't lose instant finishes due to the timer progressing more that day than the previous day.

 

For example: Monday: Instant finish at 15:31:05 Tuesday: 15:31:40 Wednesday: 15:32:30 <- after following a pattern like this, you'll eventually lose an entire 24 hours meaning you lose an entire day's worth of creating potions. This idea makes it more efficient for you as well as everyone else in the game - and this is a cold hard fact that can't be challenged or disputed due to the nature of my example.

 

To throw in another example: Say you really like to do your composing potions early on in the day (ST), so you do your potions at 8 ST. Your instant finishes will reset at 00:00 regardless of whether you're there or not and you can do them at 8 ST or whenever you care to. Then, they'll reset again at 00:00. You aren't constrained to the time of day to do your potions, you can do them whenever you feel like it once per day.

 

This is how it should have been from the start, in my opinion, and over the long haul it's a much simpler system and provides more experience to the players.


  • Maj likes this


#867447 Arena Tips - Arena Advice - The Arena in General

Posted by yghorbeviahn on 08 May 2014 - 07:04

I'm not an expert, not even close, and that's why I'm giving my tips as a newbie, must be important for starting players.

1 - Try to develop your own setups while you're getting the moves at the Novice area, that will give you a lot of loses, and they are more important than the wins, so you can understand how to upgrade your skills.

2 - Ask! I'm sure you have a friend or a guildmate who play the Arena, ask for some advice, usually guildmates have access to the same amount of gear than you, so will be a lot easier to follow then on Guild Log. 

3 - Keep notes, as everyone said above.

4 - Keep a week results, something like 80 loses x 8 wins, what gives you a 10% win rate, your plan is to raise that rate every week.

5 - The low level Arenas need a lot more Epics than the high level ones. 

6 - Don't give up that easy, I know you're losing more than winning, and that's normal, I remember a case of 60 Arenas without any win.

7 - Pay attetion to the new setups, on the Dragon LE Events we had a big setup change, and a friend won 8+ gold Arenas in a day with those new setups in the day they were released.

 




#866707 Arena Tips - Arena Advice - The Arena in General

Posted by Brinmoth on 03 May 2014 - 07:02

The OP has done a good job covering most of the basics I think I'll expand on the play styles in the arena

 

We'll start with an overview Armour play styles.

Armour Attack

This style while rarely used can be a very powerful option in ranges where many people use defense.
The crux of this style is boosting your attack to hit defense foes while you take negligible damage from them, be aware that other armour players will be very tough match ups (though not impossible to beat) due your low damage.

Suggested moves:

SA: This is your main move against defence users. Depending on the range you can win against defense users with only 1 or 2 spins.

Deflect: You're going to want to use these the reason you want to do this is for the fact that this nullifies armour reduction from PS it can also save you from taking a big hit from PA or CH, which is good because most armour users will try to nail you with one of those moves after they use PS.

Dodge You should consider using this move for the same reasons you'll want deflect.

(optional) Block Once you get a feel for how your opposition plays you might want to use this to predict people using PA.

PS Have 1 or 2 of these handy for armour foes.

Crush can be used follow up PS. You can use CH if you wish for better damage matchups I just find CR better because it no-sells the defensive options your opponent has. No point in using PA with this type of set.... The damage boost wont really help you.

Armour Damage

This style is highly used... For good reason, it has an answer for most other play styles.
Which stat you make your primary matters quite a bit more with armour damage as they follow two different styles.

If your primary stat is damage you're looking to hit your oppontent with a big attack, or use PA boosted damage for a big attack.

If your primrary stat is armour then you're looking to use PS to lead into a big attack.

Regardless of your primrary CA will be the key to winning matchups against defense players.

Suggested moves:

CA these are needed if you are using armour damage! No exceptions! It's your only answer to defense players. Defense players leave them selves vulnerable to CA when they use SA (to get the edge over other defense users) or when they use PS to handle armour users.

Deflect  same reasons as Arm/Atk players, you might consider using 2 or maybe even 1 though depends on which optional moves you want to use.

Dodge (optional) You should consider using 1 or 2 of these for the same reasons you'll want deflect.

Block (optional) Same reasons as Arm/Atk players.

PS Have these handy for armour foes. Have a strong follow up like PA or CH for at least 1 but don't feel obligated to do so for all of them if you are running more than 1 PS.

Now that you have a good idea how armour sets play. It's time to cover defense play styles.

Defense Attack

Another widely used set type because like armour damage it has and answer for pretty much everything. Esentially you'll be using SA/Weaken to take down other defense players and a freeze/PS/Crush combo to deal with armour players.

If defense is your primrary stat then you're relying on weaken to take down other defense players.

If attack is your primrary stat you'll want to put that attack stat to use by using SA to beat other defense players.

Suggested moves:

Freeze: 25% chance to give you a free turn (for 2 free turns if your opponents are using BL) The real draw of this is that fact if can disable almost any move if it lands. Use this before PS It can save you from dangers like CA or make PS effective on the defensive move options of Armour players.

PS: Have 1 of these to handle armour users. You genereally don't need more than one if you're using Freeze before it.

Crush: Use 1 of these the follow up PS. Others are to be used to follow up weaken.
 

 

Weaken: these in your move slots even if you make attack the focus having these can be useful in case you miscalculate on atk/def values in the range. also good moves to fill up slots with as armour damage have no way to punish you outside CA.

SA This is your main move if attack is your primrary stat. A good atk primrary can take out most def sets in 1 or 2 spins.


Defense Damage

Crush :  To hit your opponents tand  use that damage stat.

PA: To boost that damage stat, this risks being countered bu armour users

Weaken: Same reason as  attack defense players, might not be as effective due to your lower attack stat.




#866231 Players join a guild and join an Active Conflict!

Posted by wilddawg on 30 April 2014 - 23:08

Is this a big problem?  If there's an isolated guild or player exploiting this then I think simply submit a ticket.  For the guild to initiate, they had to have the warm bodies, if not then that is a separate problem.  Did anyone look at the guild roster from the conflict page, as that roster is more complete than the one we can all view.

Otherwise it limits the game and freedom of players to join and become a part of new guilds and the more limits we place on people the less we all want to stick around in the game - period.  Realistically how often can this be exploited unless we have a band of expert GvGers roaming the highways and byways of FS jumping in and out of guilds,  and given the cool-off period then the players are cooling their heels for up to 2 days or even keep that player active -- as cooling your heels in no man's land of no guild, if you're a GvGer is boring.  Not a very good way to make money for either the hiring guilds or the players I should think.

Yes the guild roster was reviewed and the "ringer"  WAS NOT on the roster. This guild initiated a conflict , planned out a 100 hit attack but only had 3 members with targets to participate but they did have 4 active members. AFTER my guild completed the 100 hit returns the INITIATING guild then brought in a new member to complete their attacks. That is an explotation of gvg and this loophole should be closed.

 

Ryebred well put and thank you for clarifying for all to understand.

 

I don't think a "cooldown" should be in effect for new joining members BUT they should NOT be allowed to participate in current ACTIVE conflicts.




#865649 "Skinning" Personal Gear - i.e. changing gear appearance.

Posted by Pardoux on 28 April 2014 - 09:09

Firstly, let me state that this is something to be considered AFTER the current roadmap has been completed

 

I know it's been discussed several times and, so far, the idea has gone nowhere other than on the forums.

 

Here's a new take on it ...

 

For skinning to be viable, there has to be a cost - ideally an fsp cost - so that the ultimate result is more donations for the cows (they, after all, have to spend the man hours to actually develop this)

 

So, my idea of it is as follows (and the numbers can, of course, be thrashed around ad-hoc) :-

 

Implementation :-

 

There are 3 potential upgrades per item :-

 

NAME / DESIGN / COLOUR

 

Name would be personally selected (but with restrictions, of course)

 

Design would be from a selection of "template" image files (or, potentially, user-designed, within certain parameters - image size / format etc etc)

 

Colour would be from a 256 colour palette

 

Each upgrade would have an associated cost (see below).

 

If all 3 upgrades were done on a "stand-alone" piece of gear (i.e. not part of a set) then the upgrades would give a 1% boost to stats. This is, after all, more about personalising gear than making gear much more powerful - the boost to stats is merely another (small) incentive to spending on the upgrades.

 

If all 3 upgrades were done all pieces of a set, then the upgrades would give a 1% boost to the item stats AND a 1% boost to the set bonuses.

 

If any skinning of any nature is done to gear, then it automatically becomes "bound" to the player - and the only way to remove that "bound" flag is to remove the skinning (free) and then the items can be transferred / sold / composed / whatever.

 

Costs :-

 

The way I see it, the higher the level the player, the more expensive this option should be.

 

For players of up to Level 100, the cost would be 1 fsp / item / upgrade so, obviously, to upgrade 1 piece of gear with a new name, design and colour, the cost would be 3 FSP.

 

For players > 100 but < 200, cost would be 2 fsp / item / upgrade

 

For players > 200 but < 300, cost would be 3 fsp / item / upgrade

 

For players > 300 but < 400, cost would be 4 fsp / item / upgrade

 

For players > 500 but < 600, cost would be 6 fsp / item / upgrade

 

For players > 1000 but < 1100, cost would be 11 fsp / item / upgrade

 

For players > 1500 but < 1600, cost would be 16 fsp / item / upgrade

 

For players > 2000 but < 2100, cost would be 20 fsp / item / upgrade

 

Price would be capped at 20 fsp / item / upgrade – this seems fair to me as it’s the current end of the game.

 

Remember, this skinning is OPTIONAL, and has a (small) stat boost with it, so prices shouldn't be too cheap, but cheap enough to encourage the usage.

 

Comments ?

Tweaks ?




#819629 PvP Colosseum (new concept to PvP).

Posted by yghorbeviahn on 13 November 2013 - 04:46

I'm thinking about  to create a way to do a 'real PvP' (online player vs. online player), and that comes to my mind.
 
- Will be something close to the Ladder, but you can attack ONLY players on the map, and if you're on the map for more than 30mins offline you'll be teletransported to Mountain Path again, so you'll not be hitted during offline, and once you enter on the map you CAN'T leave during 30mins, so it's impossible to come, hit everyone and leave.
 
- Each attack you start and win will give  you 10 Points, each attack you defend and win will give you 15 Points.
 
- If you lose the battle you DON'T lose any points, nothing like PvP Rating, don't matter who you hit, you'll receive only 10 Points (or 15 defending).
 
- The map should be something small, like Colosseum of Gurgriss, so you'll not walk too much to find the players.
 
- The PvP Colosseum can be reseted once a week, and the prizes can be for the Top 20/30, giving you tokens to exchange for Resources (Like the Ladder), or something new if anyone can create.

- 2 new medals: PvP Colosseum Top 5 (finish on Top5 players) and PvP Colosseum Hitter (Do X Colosseum attacks)

- No Deflect or Bounties.

- XP loss and XP Gain.
 
 
Things we should decide yet:
- Buffs:
1. Only can have buffs below your Actual Level (or VL).
2. PvP Buff Shop inside the Colosseum, with buffs that can be used on Colosseum only.
3. Any buff you want (Not Deflect).
4. Only buffs you can cast on yourself.

- Ladders:
1. Like PvP Ladder, but with other ranges.
2. No ladders, but 25/50 lvls range based ON GEAR you're wearing.
3. No Ladders, everyone can be hitted (seems unfair).

- Prizes (Based on Colosseum Tokens):
1. Potions, Gear, Resource, Recipes, etc. Just need to think about it.

- Stamina:
1. You pay X amount of stamina to enter, but the attacks don't use any stamina (But count as a 50 or 100 stamina hits).
2. Anything works, but you don't receive more points using 100 stamina than using 10, only change the XP loss/gain.

- Refresh time for attacks (30mins offline on Colosseum = Teletransported to Mountain Path):
1. You can only defend 6 attacks and do 6 attacks, after you reach 6/6 you'll be out of Colosseum, and can't attack the same player twiceon the same adventure on Colosseum.. (Numbers can change).
2. 6/6 (?), but you can attack the same player on a 2/5mins interval.

 
 
Any thoughs about will be good, I don't know if that's a good idea, but can be the start of something.

I know HCS have to much things to do alread, but that idea can take years to come alive, so we can start talk about it.



#861907 My suggestion on reviving the Arena

Posted by Brice on 11 April 2014 - 00:36

I have a few ideas on giving some life back into the Arena and hopefully you all and the Cows will agree :)
I've read all the old postings on how to upgrade the Arena and here is my take on them and a bit more. Let me start by saying a token system is a great idea!!(shindraks idea a few years back) for the Arena but instead of using them for items how about using them for player upgrades(example)what if you were able to acquire tokens in the Arena,in which, let's say a winner of a tournament received 3 tokens and the runner up received 1 and after accumulating so many you can go to the player upgrade section and acquire 1 BP slot or 10 stam etc....you could balance it out by if 1 BP slot is worth 15fsps then you would need 50 to 75 tokens for 1 slot (seeing that most Arenas cost anywhere from 50k to 177k gold to enter). I would also suggest spawning a 2 to 4 token tourneys.
Since a lot of players are deterred by Arena players with a lot of wins, and think we get some kind of advantage(this is so far from the truth) break down the Arena into categories , such as, a beginners level. This would be where all the combat move Arenas, low gold tourneys(50k to 250k), and common Arena items, BUT if you have more than 150 Arena wins you cannot enter them. Then an intermediate level where the gold tourneys are higher and have common Arena items,resources,sprinkled with a few high value items,in which you need to have 151 wins to 750 wins, then there is the Best of the Best(haha) gold tourneys are 500k to 5 million, common items, with a good dash of nice potions.
One last final suggestion...possibly once a month or every so often make a 72 hour weekend Arena Champion Tournament where the players with the most wins receive a chest(like a ruby global chest) and some upgrade tokens to the top 5 players and everyone who participates after so many entries receives at least a bronze chest.

I look forward to reading the responses and ideas that spin off of this :)


#859064 PvP Tutorial

Posted by Chazz224 on 01 April 2014 - 02:37

I am going to explain how and why PvP Works the way it does so anyone can practice these things and learn to excel and become a dangerously strong PvP Player in Fallen Sword.

 

In Fallen sword your character has certain stats, such as Attack - Defense - Armor - Damage - HP ( Health Points)

 

Each one of these stats serves a purpose in game - regardless if you are PvPing - or killing SE's or Titan's or just simply leveling and hunting.

 

In order to be successful in PvP combat there is required knowledge needed that I will share and explain with you all.

 

As it was told to me:

 

in order to Attack someone and be successful your characters must follow these steps:

 

Step 1. Your characters Attack has to be higher than your Opponents Defense

Step 2.Your characters Damage has to be higher than your Opponents Armor and H.P. combined.

 

That will usually result in a win ! 

 

However pay close attention to Your characters Buffs and your Opponents Buffs as well.

We have Buffs that will reduce certain stats or increase certain stats, this can complicate things as Buffs  affect stats by certain percentages given by the level of the Buff and what the Buff does - I will get into this deeper in a few minutes and I will also explain the vocabulary involved as well.

 

How to Defend in PvP or increase your survivability at the very least:

 

There are a few ways to do this and I'll explain how:

 

Using DEFENSE to DEFEND:

 

Step 1. Make sure your Defense is Higher then your Opponents Attack.

Step 2. Make sure your Damage is Higher then your Opponents Armor + HP Combined.

 

Defense is usually used when:

Your Opponent has a LOW ATTACK STAT

 

[ in some cases Armor based kits have LOW ATTACK STATS which is the main reason Defense is used to defeat such sets. ]  Another thing to note when using this model of Defense is no matter what your stats are or your opponents stats, there is always a 2% chance of a loss if using the Defense Model.

 

Using Armor to DEFEND in PvP :

 

Step 1.Keep  your Armor Stat extremely HIGH and where it out weighs your Opponents Damage.

Step 2. Make sure your character has as much HP as possible cause you lose 1 point of Health with each phase of combat ( Phase of combat - is measured by each Line of combat while the combat continues)

 

Armor is usually used when:

Your Opponent has a LOW DAMAGE STAT or a LOW HP STAT

 

Armor based kits are used usually to combat and conquer your Opponents Low Damage or HP Stat.

Given the amount of Buffs + Potions available there are ways of manipulating numbers in Stat categories where as a Armor Sets can maintain high values but shift other Stats away from one category to another. Such as shifting a damage item for an Attack item to increase your Attack Stat by CHANGING Gear and using Buffs to compensate for certain Differences.

 

Using a Suicide Set in PvP:

 

Suicide Sets always consist of the highest possible ATTACK + DAMAGE Stats

[Regardless if you are the ATTACKER or DEFENDER]

 

This is used Set is used to hit and win or get hit die and  Hope the buff Last Ditch picks you up and you kill your opponent.

 

BUFF Vocabulary:

 

1. Transfer: Means the percentage of one stat is moved over to another stat.

 

Example: While using Nightmare Visage level 175 43.75% of your attack stat is " Transferred" to your defense.

 

So if you have 10.000 attack (4.375 points of your Attack [is subtracted] then transferred (added) to your Defense Stat (adding the 4.375 points to your Defense) You can not visually see this happen but it takes place regardless.

 

After the Transfer is complete your character will have 5.625 Attack and 4.375 Defense. This for the most part is the most serious word in game to pay close attention to given how it subtracts from one stat and then adds to another.

 

2. Added: is fairly simple buffs like Savagery - Golden Shield - High Guard use this terminology and all this means is that it works very much like a copy and paste - based on the percentage of your numbers and Stats via their category.

 

Now to explain some Buffs in game to help you all out: 

 

Dark Curse [ DC ] : +0.2% reduction of opponents defense per point

- at level 175 your opponent will Lose [subtract] 35% of their Defense STAT ( you do not see this but it happens so if you want to know what their stat number is after the buff you must do the math and calculate it so you know how much is lost and how much is still required to attack.)

 

Flinch : 0.1% per point decrease in enemy's meaning that your opponents Attack stat is lowered depending on the level of the Flinch Buff.  Flinch at level 175 will subtract 17.5% of your opponents ATTACK STAT.

 

Constitution: +0.1% per point increase to your Defense. - at level 175 this is a 17.5% increase to the Defense Stat but happens in combat only so the increase can not be viewed from your profile.

 

Sanctuary: +0.1% per point increase to your Armor - at level 175 this is a 17.5% increase to Armor Stat but happens in combat only so the increase can not be viewed from your profile.

 

BUFFS that Transfer Stats from one category to another.

Barricade:0.15% per point of Damage is transferred to Defense - at level 175 -  26.25%

Nightmare Visage: 0.25% per point of your Attack will be transferred into Defense - at level 175 - 43.75%

Entrench: +0.25% per point of damage is transferred to armor at the start of combat - at level 50 - 12.5%

 

Buffs that ADD X percent from one stat into another stat without subtracting anything from either stat:

 

Savagery: 0.05% chance per point that your defense stat is added to your attack and your armor stat is added to your damage. - This Buff at level 175 Copies 8.75% of your Defense Stat & Pastes it into your Attack Stat - also Copies 8.75% of your characters Armor Stat and Pastes it into your Damage Stat.

 

Golden Shield: +0.05% per point chance to double your armor and defense at the start of combat. - This Buff at level 175 has a 8.75% to double your Defense and Armor Stats.

 

High Guard: 0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor. - This Buff at level 175 Copies 8.75% of your Attack Stat & Pastes it into your Defense Stat - also Copies 8.75% of your characters Damage Stat and Pastes it into your Armor Stat.

 

Enhancements that affect combats in PvP :

 

Piercing Strike:  Reduces Armor Stat by 50%

Reinforced Armor::Increases Armor Stat by 25%

Critical Hit: Doubles a Players Damage

Dodge: Forces a character to MISS in combat

Duelist: Increases Attack + Damage Stat in PvP - [0.1% per point per enhancement level]

First Strike: Allows a person to attack first even if you are defending

 

Please also note that the above enhancements will not activate all the time but when they do activate this is their function and how they work - they are important which is why they were included in this Tutorial. - Special thanks to yghorbb for bringing this to my attention.

 

 

If you didn't know how PvP works - this will educate you big time - For those whom feel I left something out or would like something to be added in feel free to message me in game with your thoughts and suggestions I will credit you with them if they are actuate and help others. 

 

Hope this helps all.

 

- Chazz




#857733 Having fun at Composing?

Posted by Pardoux on 26 March 2014 - 19:24

Perhaps now that the cows are looking at scripting in titan hunting, they can look at it in composing too :)




#803054 What stupid thing have you done in Fallensword today?

Posted by yotwehc on 29 July 2013 - 20:47

13:10 29/Jul/2013
[ Ignore ] You have gained 225 Gold from the auction sale of Krimson Kardic Helm to the player B****

:(

Begging for return...


#752114 Arena tokens

Posted by shindrak on 25 August 2012 - 14:41

Well, this have been suggested in some arena threads before long time and was interested by players..

I believe this will increase activity in arena aspect and reduce player's frustration

There will be 2 ways to collect tokens
1.Lose final you obtain 1 token
2.Every 10 tourneys reaching semi final you obtain 1 token

Add "Arena shop" just like pvp ladder shop

Add the potions currently spawn in arena or new potions and make them going for 20 token each

Maybe add current resources with higher tokens price


Any thoughts are welcome :)

*Edited*


#856033 A small favor

Posted by watagashi on 17 March 2014 - 18:07

Chest icons are the same color as monsters and my old eyes might miss one. Can they be a special color too please?

 

Also as I have only found a few are they always on the top like a higher ranked creature or SE  (usually) is?




#856499 hell forge not working correctly ?

Posted by rowbeth on 19 March 2014 - 22:11

It has always been that the first three give the same, and that the 4th and 5th give considerably more effect.

 

The numbers given on the hellforge page are the total effect of upgrading to that level. So it is saying that two hell forges gives +10 minimum and not that the second hell forge gives +10 minimum

 

Also, the numbers are total stat points, to be divided amongst the stats. So your 1st hell forge gave you +8 (2 x +4), and your second gave another +8, making a total of +16 for two forges. You would get another +8 for the 3rd, presumably about +16 and then +40 for the 4th and 5th (giving a total of 80 = 2 x 40 for the full forging)




#856523 hell forge not working correctly ?

Posted by DeadParrot on 20 March 2014 - 03:07

 

The +5, +10, +15, +25, and +50 are minimum total stat points up to your current hell forge level.

 

If you were not so blinded by your frustration, you would have seen this answer to be sufficient to explain your OP, upon a very small amount of investigation.

 

that answers nothing...why is the first, second and third hell forge levels giving me the same gain...2nd and 3rd levels should give more stat bonuses than 1st level....i have hell forge a lot...each level used to give more stat bonuses for each level, not the same bonuses..someone from cows please explain why each level is the same bonus

 

It has always been that the first three give the same, and that the 4th and 5th give considerably more effect.

 

The numbers given on the hellforge page are the total effect of upgrading to that level. So it is saying that two hell forges gives +10 minimum and not that the second hell forge gives +10 minimum

 

Also, the numbers are total stat points, to be divided amongst the stats. So your 1st hell forge gave you +8 (2 x +4), and your second gave another +8, making a total of +16 for two forges. You would get another +8 for the 3rd, presumably about +16 and then +40 for the 4th and 5th (giving a total of 80 = 2 x 40 for the full forging)

 

This poster was gracious enough to spell it out like a 1st grader for you.  No need to be rude to others trying to help your original request, that, might I remind you, was a product of your own oversight. 

 

Have an evening.

 

DP




#855938 More Filter Options for Logs?

Posted by EvilTrace on 17 March 2014 - 07:25

Is it possible to have two new filter options for our logs to turn on/off the composing notifications and arena wins? The general notifications are too many in their number and I would love to be able to turn off many of the notifications that appear in my log. This may have already been suggested, but seeing all the fallensword shard notifications etc along with composing, arena etc is very intense. A few more options for sorting would be easier on the eyes.






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