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Gooner111

Member Since 29 May 2013
Offline Last Active Sep 16 2021 10:43

#954869 Should HCS implement a third additional Guild XP ranking based on activity?

Posted by Gooner111 on 10 December 2015 - 10:37

As usual a nice wall of text Egami lol

 

It is a good idea. I'd be for it as a third ranking.




#920659 please extend pvp attack range

Posted by Gooner111 on 19 February 2015 - 20:34

People should try pretend to stay on topic when posting lol 

 

Level range increase is bad... awh my xp!

Level range increase is good... yay more gold for me!

 

Grim seems to like the idea of level increase so see it being on the cards alright. It does need some work and Grim could do with level suggestions am sure!!  I vote to reduce the level range to +-0 lol :-)  Can't think of appropriate ranges right now so not bothering. 

 

Saw reply somewhere saying pvp protection is cheap.... just looked! Its 3m for 28 days so about 15fsp. hmmmmm ok at my level yes I can afford it. But when I was much much much lower level and saving for my upgrades and counting every gold penny that didn't get robbed, planning my potions etc I think 3m would have been stretch. Maybe for players under level 500 the protection cost could be decreased?

 

Getting hit and losing gold sucked and has happened plenty of times to me throughout my levels. I have bountied in some cases (mainly for silly hits that weren't worth the gold the attacker won), hit back other times, acknowledge the hit others times (generally since had too much gold on hand so made myself target) and done a few gold hits of my own! Hits for gold are part of the game and should remain part of the game. 




#920498 please extend pvp attack range

Posted by Gooner111 on 19 February 2015 - 02:40

If opening up the levels for pvpers is as suggested fair and evolving with the game, then reducing the cost of pvp protection is fair for levellers.

Leave xp loss as is for those without protection. Leave gold hitting as is - gold on hand should always be open season. Make pvp protection cheaper and leave it only protecting xp.

I don't see how range increase will result in more pvp since those that pvp generally do so already....just less targets at the moment. Wider range may increase board activity again but would imagine on gold hits only. If protection becomes much cheaper then pretty much every non pvp player can afford it thus losing xp won't be issue.


#916798 Possible Loyalty Potions?

Posted by Gooner111 on 24 January 2015 - 10:21

Not sure there is a need for all of them as a lot are available though regular buffs and/or pots from AH. Having said that they do offer new options.... which can't really be a bad thing, right??? 
 
- Anti Deflect 300 ~ So this would be a 60% chance that deflect won't activate. Sounds nice! Would suggest same price as doubler with 90/120min duration. 
 
- Super Elite Slayer 200 ~ Would like to see long duration on this - 90 min+
 
- Treasure Hunter 250 & Merchant 275  ~ Won't say no! Composing costs a fortune lol 
 
- Find Item 1250 ~ 800? 1000? 1250 makes the 1000 in SA obsolete ~ I don't think it will make the lesser pots obsolete. The cheap gold ones in AH are nice and available to all at the prices they sell at. Whereas a level 1250 (not round that up to 1300?) will give somebody who really wants a few % extra chance of a drop a new option but at a much higher price (compared to the AH ones). Maybe 200-300 loyalty tokens.  
 
- AL180 and CON180 potions should be updated to 250 - Agreed. Not consider updating the Courageous Draft and Adventurer Elixir pots to lvl 150 while at it?
 
- Overkill 300 ~ Yes. 100 tokens
 
- Sanctuary lvl 250 ~ 100 tokens but long duration. Armor setups suffer in pvp as buffs like this do not last long compared to buffs that boost damage, attack, defense. 
 
- Honor 250 ~ Yes with long duration



#831418 Hellforging Improvements

Posted by Gooner111 on 16 December 2013 - 14:07

rowbeth, on 14 Dec 2013 - 17:16, said:

Might be interesting to know who "we" is. Not everyone sits in a guild that gives its members +20% damage from relic bonuses. And the critters keep getting harder with no update on hunting sets since level 1600. So this part of "we" certainly doesn't agree with this statement

 

Maybe I should have been clearer in my post but was tired so made a general statement more or less.

 

Based my 'we' on those similar to my own build.... meaning those in guilds with relic bonus's, those that puchace potions like beserk 350, enchant weapon 1.5k, wither 350 etc and those that load up on buffs like smashing hammer, coordinated attack, death dealer, armor boost etc etc when leveling and those that have their level up points assigned to damage.

 

My view that the extra stats are not needed is based on my experience of one hitting without forging (if remember correctly last thing I forged for leveling was before level 1k) now for a long time. And the reason I have been able to do so is because of buffs and potions available in the game. Oh and as you pointed out the relic bonus (can't forget that)...

 

As for relic bonus, maybe am wrong here?, but you can only get 10% max to stats. Not 20%.

 

I was in a guild for 10 months or so that wasn't known for leveling. Their relics usually centered around attack/defence rather than damage. Some days they had a damage relic and others they didn't. If I was leveling on a day they didn't I got around that by using stronger pots like EA 200, the enchant boots, rune, etc potions. Didn't forge my gear.

 

And given its a discussion about hellforging I will add in bit on topic....

 

I much prefer Staid's view on forging. Cut the cost and make it much cheaper for everyone :-)