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MSCruz

Member Since 20 Jun 2013
Offline Last Active Jun 08 2023 03:26

#970709 Why some DQ should be reviewed?

Posted by sweetlou on 22 October 2016 - 04:50

I do think the cows should look at ways to make sure a lower level player can actually complete the task set out. Not sure how to do that, but that's what the cows get paid the big bucks for.  Maybe something like a 1 x a day reset button on the daily for those who can't complete the daily set that day. Though even as I write that, I see where it could be abused.

I can't think of anything worse for the game than making it unplayable for new players. Nothing! This is where developmental interaction with players is mandatory. There should be a stickied thread just to find and fix these issues.




#969757 Game Update 2.9 - Daily Quests!

Posted by Mzzery on 01 October 2016 - 10:24

Next update for Daily Quests will be next week :)

Will that update mix it up better? Like, most of my dailies so far have been "kill x amount of creatures", then a few "walk x amount of tiles", 3 have been "defeat x amount of players in pvp", and one "join 4 arenas".... I would prefer reserve stamina as rewards, but I haven't gotten very much of that yet... mostly current stamina and allegiance tokens, something I have plenty of anyway. I do like the dailies tho, just want them mixed up better :D




#969729 Game Update 2.9 - Daily Quests!

Posted by Hoofmaster on 30 September 2016 - 12:41

Well, it is 3 weeks now. Last game update was at Sept. 1st. (v2.9) Any word on the progress? :)

 

Next update for Daily Quests will be next week :)




#969567 Game Update 2.9 - Daily Quests!

Posted by BadPenny on 27 September 2016 - 01:02

I confess I am a bit frustrated with the DQ. I was waiting for some improvement but it seems it is not done yet. Maybe I am just unlucky, or...

Today's DQ is to kill 250 Mounted creatures to gain +90 reserve stamina. Well, the prizes for the last DQs are reserve stamina (not so bad) but mostly current stamina or allegiance tokens. I would like to receive sometimes Max Stam or Stam Gain. Mostly they don't worth the effort, but I keep doing it as a way to "help" the game.

Nevertheless this post is essentially to ask how can I kill 250 Mounted creatures as, according to the FSOG, the lowest level creature is 337 and I still am level 225. As there are no Titans nor SE of this class creature, I am unable to do it.

Is this a bug or an expected behaviour?

Best regards.

PS: If someone knows a way to kill a creature 100+ levels above, please tell me.

You can't... the DQ are still a work in progress. This feedback is important so that changes can be made where appropriate, such as in this case.

I know that BG has said a few times there are no plans for this, but a good way to eliminate this problem would be to do something like this:
Have 3-5 Daily quests to choose from.... Each player chooses one to work for that day's little prize. It's how it's done on most other games I play with a Dailies system (ofc, those usually have a longer list and a point system, with one having to accumulate xxx points to claim today's prize.) This eliminates the frustration of having a Daily that one cannot even attempt due to level or availability restrictions, or personal choices, such as those that are diametrically opposed to PvP, and may make the whole thing more popular with those that still hate the idea entirely....


Food for thought, O Mighty Cow Dieties :)


#866696 Arena Tips - Arena Advice - The Arena in General

Posted by Brice on 03 May 2014 - 05:06

ALL RIGHTY FS!!! Since starting my other Forum "suggestions on upgrades for the Arena", a lot of players here and in the game have said they have a hard time finding tips and advice about the Arena. So I figured what the heck why not put all my cards on the table...step up...and help out new comers to the Arena :)
Let me start by saying I'm going to spill my guts and most of my knowledge but if your here just looking for a freebie Arena setup your not going to find it and I hope anyone that may post things here won't either, but all are welcome to post what they like about the Arena here. I only say this because I myself have worked hard building my Arena sets through trial and error, also, I find that this is one of the most intriguing parts of the Arena that you learn as you go and figure out how the Arena works. I will give tips and pointers on how to build an Arena setup ...at least how I did it and still do it :)
LETS GET STARTED!!!
WELCOME NEWBIES TO THE ARENA!!!
Basic Arena info 101:
So your interested in one of the best parts of of Fallen Sword(the Arena) but you don't know where to start or how to win one...well guess what...hate to break it to ya...but you will lose more than you will win and if it was easy there would be no fun in it ha!!! That's what I love about it...it's tough to win but when you do you will get hooked :D
BE PATIENT AND DONT GET DISCOURAGED
1. When starting out you need to be selective in what you enter...focus on getting all of your combat moves and enter Gold and Item Arena's that don't require them...this way it's fair for you and you don't need combat moves to win.
2. Combat Moves: you need these to be successful in the Arena...most important ones needed Pierce Strike(PS), Power Attack(PA),Crush,Weaken,Spin Attack(SA),Counter Attack(CA),Deflect,Dodge,Critical Hit(CH),and Freeze...the other combat moves are ok and you still need to acquire them, but these are the ones you will end up using the most. I suggest that you enter every combat move Arena available to you.
3. Types of Arena's to enter...you need to pay attention to what type of Arena your entering...if it has a check mark in the box then it's active in that Arena...example...Epics allowed, Hell Forged stats, Combat Moves...if it has an "X" in the box then it's not active and stats,equipment, or combat moves will not count.
4. PAY ATTENTION TO WHAT OTHER PLAYERS ARE DOING...how did they win...were they in an Armor setup or a Defensive setup....you can tell by how the battle plays out...every Arena setup can be beat or countered.
5. When entering a non-combat move Arena there is what's called the fatigue system,in which, after every 10 combat rounds your stats will weaken until there is a winner...if entering with an Armor setup make sure you have at least 61hps due to there are 61 rounds in an Arena.
That's it for this part...Best of luck!!!


#535625 Starting a Guild

Posted by yotekiller on 20 July 2010 - 21:50

I wrote this a while back in my old guild and decided to break it out and post it on the forums. Hope you find it useful.

Before You Begin
You've got some FSP's burning a hole in your pocket and you're ready to strike out on your own so you can be the boss and do things the way YOU want to do them. Before you take the plunge off the deep end, let's take a look at what it takes to make a guild successful. There really aren't any big secrets to building a guild, it takes players and lots and lots and lots of FSP's so let's get started with a little breakdown of your new guild.

Getting New Members
You want to attract all those high level players to your guild but before they join, they will need to see that your guild will be able to help them along the way. After all, you can't expect all those high level players to leave their current guilds unless you can offer them something better. So let's start out with a few lower level players and work our way up to the higher levels. If you want more than 8 people in your guild, and I'm sure you do, you will have to buy more member slots at 20 FSP's each.

Member Ranks
Once you get some players to join you, they are going to need a rank. Those ranks only cost another 10 FSP's each. While we're discussing ranks, are you going to assign ranks or give players their own custom rank? Those custom ranks surely are attractive but they're still 10 FSP's each and can only be assigned to one player at a time.

Structures
Now you're going to need some structures. Structures and gear are what really draw people in, especially the higher levels. In order to build all those structures you will have to pay 75 FSP's for each structure slot. Once you've paid for the structure slot, then you can pay to actually build the structure. This is like buying an empty lot and then building a house on it, you have to pay for the lot and house and, just like a real house, there will be upkeep on your structures. Upkeep is charged hourly and taken directly from your guild bank so you'll need plenty of money in there for bills.

Guild Bank
Speaking of the guild bank, you'll need to have some extra money in the bank as a rainy day fund to cover your expenses just in case some of your new players are slackers and don't carry their weight as much as they should. A couple of million gold should get get you started but you'll need more as you grow.

Taxes
It would be nice if the members would donate enough gold to run the guild but since many members can't or won't donate very much one thing you can do to bring in more money is raise your tax rate. The higher the tax rate, the more money your guild gets for every kill your members make. Your new guild will start with a 0% tax rate and you can max it out at 25%. It will only cost you 10 FSP's per point to raise your tax rate(or 250 FSP's max).

Gear
Now that you've got your tax rate up and some structures in place, let's talk about gear. Remember, this is the other thing you will use to attract new members to your guild. Gear costs FSP's and lots of them. How much and what kind of gear you provide will largely depend on how much you want to spend and what kind of player you want to attract. Clearly, you want your players to have only the best gear but costs will vary considerably with higher costs for better gear and higher levels.

Gear Tagging and Storage
Once you've purchased some gear for your guild members to use you won't want them running off with it so you will have to enable guild tagging. This will only set you back 50 FSP's plus the gold cost to tag each item, a small price to pay to keep the thieves away from your gear. Now you're going to need a place to store that gear when members aren't holding it. Your new guild will start with 2 guild store slots. That's not very many to hold all that gear you're going to need so you'll have to buy more guild store slots at 50 FSP's each.

Miscellaneous
There are a few more odds and ends you'll want to complete your guild. Guild Advisor for 75 FSP's will allow you to see who's contributing gold, FSP's, and XP to your guild. More than 3 members per group attack will cost you 50 FSP's each. If you want to tell people a little about your guild on your history page, that will cost you 5 FSP's for every 20 characters (telling you that took 127 characters and would cost 35 FSP's). You'll want to advertise your new guild so people will know it's there and that will cost you 10 FSP's for a 24 hour rotating home page feature spot or 1 FSP for each 1 hour ad in the FSBox or Shout Box.

The Rest of the Story
In conclusion, I took a quick and lighthearted look at what it takes to get a guild up and running but the fact is that a guild takes a lot of money and hard work to make it successful. My intent is not to discourage you from starting your own guild but to ensure you make an informed decision before you strike out on your own. Anyone interested in what it took to get your current guild to the point it is can look at the Guild Advisor page to see what has been contributed. Subtract what you currently have and you will know how much has been spent by the guild on itself but please remember, the Guild Advisor page does not include the hundreds, if not thousands, of private FSP's spent by members to donate gear to the guild. Add that to the mix and you have a pretty hefty sum and untold hours of work.

I hope you found this post both fun and educational.


#863167 PvP: A Different Approach

Posted by rowbeth on 16 April 2014 - 07:27

Xp loss on the BB doesn't bother me. If people chose to PVP, then they chose to take on those forms of risk, and do it knowingly. If one aim is to increase the participation in PVP by non-PVPers, then the mechanism for getting on the BB might need to be thought through innovatively.

 

When people talk about PVP needing to carry risk, I'd add the question of risk for whom? The PVP system can carry risk for the initiator without needing to have risk for the victim. Or the system could carry different levels of risk: more for the initiator and less for the victim. (I have read posts from some PVPers on various forums where they said the risk when they PVP is part of the buzz they get from doing it. I have no idea of how representative they are of the PVP community in general, but the fact that they exist makes this question worth asking.)

 

As a leveler, what I want is the sense that I can control my risk - to the extent that if I get hit I can blame my own silly actions, or believe that I was very unlucky. Actually, under the early PVP system (2007-2008 ish) I had that. Even though PVPers in recent forums have kept citing that as a great time when PVP was a major part of the game, it was actually a time when I found it easy to play with virtually no involvement in PVP: I got hit by one person at level 16 (when I didn't even know that PVP existed), by one person at level 65 and then not again until around level 650 when the PVP rating system started to get reset regularly. So that was just 2 events in the 2.5 years it took me to reach level 650. The reason I could do that was mainly because the PVP rating gain depended on the difference between PVP ratings and those ratings never got reset. So I sat on a rating of 999, was careful where to put my gold, and never attracted the interest of PVPers.

 

I explain this at length to try to give some insight into where I - as a leveller - am coming from in this debate. I want both PVPers and levellers (and farmers, and scavengers...) to enjoy this game. I'd suggest (though pelase do correct me if I'm wrong, as I am inferring) that most PVPers enjoy risk - or at least enjoy the rewards more than they dislike the risk - while most levellers wish to control risk. If we wish to keep players in the game, then maybe the PVP system needs to create a bigger split in the levels of risk carried by initiator and victim in PVP.

 

 

As an aside - I wonder whether what people look back to as good about 2008 was largely just lots of people - lots of all types of players. I look back on 2008 as a low point on general PVP activity in the game (from my perspective it was, as I've explained above), whereas PVPers were seeing lots of PVP. But we had lots of people. The AH moved quickly with lots of volume and lots of turnover on cheap and expensive items; merchants had lots more activity; hunts had competition for getting the creatures on a given site; SEs would be found quite quickly by multiple wanderers... We have no idea whether the percentage of PVPers was greater, less, or the same back then. So we have no idea whether that system created more or less activity than the current one. What we do know is that when the old game was actually quite new, it attracted a lot more players of every persuasion. Distinguishing cause, effect and random correlation is a crucial part of learning from history; and not distinguishing between these is a common cause of repeating the mistakes of the past. I'd really endorse Kath's sentiment about trying to shape a future rather than return to the past - and to make that a future we will all enjoy.




#863152 PvP: A Different Approach

Posted by BraveKath on 16 April 2014 - 05:26

I'm going to cut quite to the chase, and you can hate on me for my opinion how much ever you please because its my opinion and I'm entitled to it. 

 

The only real way to "revive" PvP is to drop all the crap we added to the original PvP system. Yes that means a system where all players are on a universal ladder. I understand why you non-pvp players wouldn't like this but if you really value your XP so much, then you can buy PvP Protection just like the Cows intended for it to be used instead of whining and crying ...... (see above for full post)

 

Hi Volcom,

No reason to assume you're going to be hated and its a counter-productive mindset. Viewpoints and ideas are valuable to share. The more constructive they are the better.

The "old PvP system" didn't include PvP Protection and I am proposing doing away with it and that it's one ladder for all, no opt in/out - you're there.

I assume your viewpoint is that if it's not xp and gold, then it's not satisfying and that's okay.  That's how you feel about it and that's important to the discussion.

I know a lot of PvPers and PvEers who have quit the game because they're tired of the flaming, mud slinging and brutal delevels where even PvPers just felt it was all futile.  Both PvPers and PvEers have quit.  It's been said dozens of times, none of us have the #'s of which population has taken the greatest hits and that's HCS' business to sort out and we can speculate all we want, but it's all theory.
 

Let's face it, when we're talking about Win buttons, how is it not an Easy Win Button when a PvPer hits a scavenger or leveler in the midst of their hunt or when they put on their epics and haven't stored all their gold yet?  That's a win.  It's also a win when we have friends soft clear our bounties or even leave them.  So each side has their "Win Buttons".

There are only a few non-Easy Win Buttons in this game:
1)  When 2+ PvP'ers knowingly go up against each other and truly try for the win. 

2) Bounty Hunting against a target that is truly a challenge and doing one's best to finish and win.

3)  PvP Arena I think should go in this category

4)  To some degree Titan Hunting (sans scripts) and I guess SE Hunting

5) GvG -- though it has so many problems that the almost hesitant to post here, but it's still doesn't go in the Easy Win Category (generally)

 

I end with this thought: Life rarely goes backwards, it moves forward and we can learn from the past and we can aim to not repeat our failures, but we can also not live it again except in our dreams.

Thank you for sharing your views and emotions on this subject.  You're passionate about it, because you love PvP and whether you believe it or not, so do I; but I also just had an idea and wanted to explore if there was a different way to re-imagine the PvP commodities - that's all :)

 

- Kath




#862958 PvP Tutorial

Posted by yghorbeviahn on 15 April 2014 - 08:26

Savagery can work with Overkill for example, and give you more XP.

The way of thinking is:
- Shatter Armor has 8,75% chance of reduce armor 75%
- Wither has 35% chance of reduce 50% HP
- Spectral Knight has 17,5% chance of reduce 100% armor
- Savagery has 8,75% chance of...you know.
(buffs lvl 175 based)

And a lot more of that kind, all those chances together makes very rare to see none buffs activating.

[SK is a PvE buff, just using as an example]




#862933 PvP: A Different Approach

Posted by BraveKath on 15 April 2014 - 07:00

Kath, what happens if a player remove all gears when offline to avoid the cost of repair?

 

With this model the BB is practically dead, am I wrong?

 

I think your idea could work, but for many the PvP is still undesirable (I know it is a part of the game).

Hello Ms Cruz, I totally missed your post until just now.  Sorry about that.

Gear Repair Costs
For established players they will lose Prestige and gear would be damaged.  If someone is active, they should be able to afford that.  When I started I was financially independent in the game to repair damage and I was playing it risky by PvP'ing and then GvG'ing and in those days GvG was VERY active.  It was typical to have 2-4 GvG's at least going at all times, so lots of damage.  

Playing naked is a risk.  For Noobs (definition to be determined - is it days played, days since started playing, level - that's up to HCS) if the idea of a 1 gold Repair-Loyalty potion was approved for them, then the Noob could wear gear offline and repair it for 1 gold.  HOWEVER, this shouldn't include crystal - just my opinion and a good lesson to have early on about wearing crystal offline, though that is pretty rare with Noobs unless they are returning players.

 

Bounty Board Activity
Right now there are many times when it's empty or at best slim pickin's.  I believe this would actually encourage PvP, and encourage more pacifist to at least try it, or at least the only thing they're loosing is Prestige and some damage to gear and not the xp that they've invested so much into attaining.

I hope I'm answering your questions :)

 




#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




#852218 Hiding creatures in Gloval Event

Posted by Removed18058 on 28 February 2014 - 20:06

could be nifty to have an option to :

-hide critters during global events

-hide titans

-hide global event critters

-hide all critters? :D




#835741 Want a second look at PvP Retaliation (pay back)

Posted by Shadow19231 on 30 December 2013 - 01:25

1 you have of course left out that by level stats are way lower for a mob than player gear, they get much fewer enhancements no structure bonus and by their nature are programmed to be beaten, a player can switch up gear, get buffed and counter what you wear and use. You can get to EoC and not learn much about combat, its basis or have a clue how to defend yourself. Mobs to players are apples to oranges and I stand by what I said, pvp is the check to balance the leveler getting gold from every creature (and being able to multiply that with buffs)

 

2 I make no excuses, I enjoy taking gold from fools who leave it out. If monsters cry, complain, cuss me out and bounty me so my friends can get paid and a medal to clear me then I would not enjoy hitting players as much as I do. I have met so many friends through pvp and bountys that its the main reason I am still here. The cows have said time and again its a pvp game and always will be they never said its a pve game and only that. Some of us come here for the escape from reality where its a more violent and unforgiving world and enjoy the fantasy of being a barbarian who takes what he wants from the weak. That you have passed through my range without meeting me means you have learned to put your gold away and not be a gvg mark in poor offline gear.

 

3 see above regarding the admins statements about this but to add to it,, by definition a pve MMO has NO pvp or is limited to a area you have to enter or opt into in order to do. Most give boons for taking this risk,

Some have normal leveling areas and pvp areas where you take a risk of attack for 2x exp

Some put it in an arena or other place where its by entry only

And some places you can only get exp from other players by beating them or a very few NPCs

To put this bluntly that farming game suggested to you above?? thats a strictly pve game, and great example of how lame they are.

 

4 I learned all I know about gear, stats, combat and buffs from pvp. I see players every day at levels twice and more than mine that still will use CA when SH would work better. I see people every day upset their kill streak ended because they changed levels and didnt check the creature with high def out and had no KE or attack enough to hit them. You may have learned all you felt you needed to know about this "insanely simple concept to understand" but its a joke to say all levelers have.

 

Finally I would point out that by your own words calling pvpers "leeches" you show exactly which side of this you stand on and a great lack of understanding of the other side,,, its ok I call levelers in someone elses gear thats recalled while they are still selling gold money bunnys XD

Either way the more you insult and demean people who play the pvp aspect of the game the less support and favor you will get in trying to change that system. As I suggested before maybe you should give it a try,, you might like it!

 

I call them leachers because they specifically live off of PvE players and are 100% dependent on it. In this context, they are leechers.. This is putting all other aspects of PvP aside, and purely looking at 1v1 for gold. @ your reply of "use someone elses gear" It's not being a leech because that original owner agreed to it. No leeching going on . In the case of PvP, you just leech off of someone without their consent. Look, i understand PvP is a touchy topic for all involved. However, people are forgetting that the original topic was about not having any retaliation against pvpers. No matter your fault, how much you lost, etc is beside the point. There is absolutely nothing you can do to a PvPer that effects them. No retaliation is what i want to change. With that said, I think the fix would be what Jedi had said. What we've been putting to the side for our offtopic debate. I think that if we had a no bounty pay back hit, it would mean fix it. However, with a stipulation. The pay back would be nothing more then self justification trying to "Get your moneys worth". The reason i say this is because a 100 stamina to a PvE player not only means loss of gold, but XP. The most of us here have came to the conclusion that PvPers do not mind the xp loss. In fact, one even said they specifically made their character to ensure it wouldn't matter. So, maybe expand onto the idea on a fair playing field.




#835777 Buff Marketplace

Posted by fredrice on 30 December 2013 - 01:41

 Really I don't see this as a High Priority.. I think it is a Lazy mans Cop out...

high priority or not, it will make buff thieves be a history forever... think of it as a permanent solution to that hopefully ^_^ Find Buffs is awesome... i open multiple tabs of it with different buffs each when a buffer has a package but when a buff you want is not there in his package, you search for it again in another buffer :)






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