Jump to content

Pardoux

Member Since 23 Oct 2012
Offline Last Active Today, 08:06

#922296 Allow me some suggestions for a better Game

Posted by BadPenny on 03 March 2015 - 17:27

Oh, my, where to begin.  I too have been around over 7 years.  I have been a mentor for a while.  I have quite a few students, and I can tell you this, they all found me, because I'm on the list.  99% of those that come to me never return after the 1st day. I don't think a lack of mentors is the problem.  Most new players find their way to global chat, and basically all of us are mentors there.   We teach them the basics, send them the link for the booster pack, help them find a proper guild...   Personally, I mentor new players simply because I love the game, and because new blood is vital to keep the game alive.  I don't need or want any reward, other than  the return of the new player tomorrow and many more days thereafter....




#921979 Potential Scripting Detected - Movement Too Fast

Posted by Filletminion on 28 February 2015 - 23:58

The built in fast walk only works on the old map (if the code still works). You can not disable all FSH features, just some of them. Do you have FSh running (even with disabled features) while titan hunting? If someone wanted to cheat with fast walk, it would be easier to modify the old banned scripts, instead of trying modify an already complex script like FSH.

I tracked someone soloing a titan last week doing 1400 kills per hour not in a small realm....2 players who compose have not logged off in months they can do so with impunity as Hoof and Zorg are tied up chasing other things..meanwhile the integrity of all HCS games is being demeaned and devalued. however players are doing these things needs to be stopped if that also involves permanently banning helper then I support it...the game is and was playable before it came along and in fact had its highest active player base before helper ever appeared.




#921761 Quit setting us up for failure ..

Posted by justinian9 on 27 February 2015 - 06:50

And I dont think we were setup for failure, we can still make 17.5 million kills...




#921602 Quit setting us up for failure ..

Posted by Morgwyn on 26 February 2015 - 06:42

You can twist this any way u choose , but basically the person who originally made the suggestion has access to a lvl 48 composer.

 

Very few guilds have a composer that high a lvl.  The guilds with the higher level composers will have better buffs available for gvgs, pvp, better buffs to scavenge and hunt with..... etc.... the list is endless.

 

So its pretty obvious if you stop the composing travellers  the weak get weaker and the strong get stronger.  My guild angellife will remain strong with high lvl composers .

 

Sorry to break your heart, but how weak will a small guild be if they do not have access to potions they do not really need?

I can hunt and 1 hit fine at my level without them.

 

The composing should have been tied to the guild if you ask me. Made a guild feature, paid from the guild bank, and frags donated by its members. Then in my opinion we would have had a great solution and would have perfectly made sense as the rewards for composing are guild tagged anyways.




#921540 Quit setting us up for failure ..

Posted by leefylee on 25 February 2015 - 19:30

people will always try and find a loophole for personal profit..

if i were the cows i would make traveling potion makers have to stay in a guild for at least 7 days before they can make guild tagged potions..

titan hunters cant join a guild and hunt within 7 days of joining, so i cant see why potion makers are allowed to profit while guild hopping




#921466 Content Roadmap.

Posted by vlkfenrir on 25 February 2015 - 12:10

Would not even argue if it was in the oposite order. Anyway thanks for keeping us updated.




#921433 Quit setting us up for failure ..

Posted by Lahona on 25 February 2015 - 06:40

The qualifying kills for each tier are designed to be achievable by those with low stam banks. 

 

To give incentive for those at lower levels to participate in global events I think allowing a better xp and gold reward from the kills might work.  Perhaps set the xp and gold at the level of a 100 (or maybe up to 200) level creature so that hunting global creatures does not affect their leveling progress and repairs to gear are covered.  At the same time those at high levels will still only get 1 or 2 xp and gold, so no big gold influx to the game.

 

Making it worthwhile for all the lower levels to join in global events might make the difference between ruby success and crystal. 




#921312 Quit setting us up for failure ..

Posted by yotwehc on 24 February 2015 - 17:07

Is lowering the bar what we should be doing? Are we supposed to get ruby every time? Wiki shows our first 15 globals and we did not get ruby in 6 out of 15. Now we are demanding we get it everytime? Perhaps the solution is to make the event more scarce (1 every 3-4 months) and have mini globals in between. The royal chest event just happened in January (we hit ruby)? And a month later the cut ruby? If anything, I think we ask and are given too much. I'm just as guilty as someone pointed out that I asked for commons to come out of these mosquitoes. (thanks for that btw. Anyone know where I can buy new keys? Specifically the 0-5 keys. Mashing them 40k times is not healthy;)


#921111 New Global Events (nothing Earth-shattering here...)

Posted by WGRahl on 22 February 2015 - 18:43

Because it has been a few years since I posted this and you asked.  (And I'm a little bored atm)  I had a rather complicated GE idea that would involve everyone, benefit everyone and put everyone at risk and not just for a week.  HCS would need to find a better name but I call it the pressure value event.  Flood all the realms with low level critters like any GE and set up a pressure value gauge that goes both ways, more than one if the computers can handle it. 

 

The challenge to the players, kill "x" number of creatures (any, not just the easy GE creatures) an hour to hold back the hordes or something bad will happen.  Get the gauge to 5x or 10x etc and watch the rewards increase.  The rewards are up to the Cows imaginations: more frags/drops, longer buffs, monster XP bonus (+XP or *XP), bonus stam for all that qualify, extra chest show up in the realms, new creatures show up, relic bonuses, whatever.  I was thinking get the gauge in the red zone, perhaps 20x, and all creatures start producing 2x XP, but only as long as the meter stays in the red.   Do you think we could cumulatively kill 1 million creatures in an hour and maintain it?

 

But the gauge goes both ways (penalties): 

If we don't maintain at least a certain pressure level we get penalized (1,000 kills an hour, I don't know.)  ALL, not just the GE monsters, monsters start getting  bonus stats, immune to Epics and LE items, spell breaker, demoralize, sealed. 

 

Here a truly evil, if  we the players really, really suck and the meter goes a certain amount negative (less than 5,000 kills in a day, again, I don't know) the monsters start attacking the relics, in mass (all monsters in that realm), with stat bonuses.  If the monsters group take the relic they get more bonuses and some new lovely monster (SE, Titan) sits on it.   If the players/guild want the relic back they gotta take it.  It's gonna take multiple group hits to take it out. 

 

Some realms the monster manage to close the exit to that realm, regardless of player level so the players have to kill enough monsters in that realm to open the exit back up (unclog if you will)

 

Some realms go dark, bring out the invisible monsters.  Titans start generating extra lives if no one trims them down enough in an hour.   SE and Mercs start joining in the Arena and PvP ladders.  For that matter an SE lives too long (a week) and decides to try his hand at PvP and when you attack him and he lives he puts you on the BB.




#920722 please extend pvp attack range

Posted by ladyjudith on 20 February 2015 - 04:17

:P BigGrim's proposal on the levels is ok, only one thing the vote is major no and really think that the cows should listen to their players on this and leave it unchanged




#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.


#920501 Changing the Temple for a Lottery.

Posted by cyrus7 on 19 February 2015 - 03:20

This sounds like what we used to have before they changed it from Lottery to Temple.  <_<




#920476 please extend pvp attack range

Posted by Rocknoor on 18 February 2015 - 23:42

It's thrilling when you see two sides come together and  compromise.  So far the compromise of  late is an increase in the range of attacks available for PvP'ers, and some PvP'ers  propose as an olive branch to non-PvP'ers for the increased range an opt out provision to PvP hits that includes a 50% reduction in XP and Gold.  Who says compromise can't be established between PvP'er's and non PvP'ers. Just warms my heart :wub:

 

Makes about as much sense as me saying to PvP'ers lets reduce the levels to +/- 5, and double the amount of gold and xp gained from PvE.  That although PvP'ers will have less targets they will get more gold when they do find a target. :D




#920260 GE Request - Gargantuan Mosquitos

Posted by drdoom123 on 18 February 2015 - 01:07

They could.......

MOZZIES WITH COMMONSS :D That would be amazing




#920299 please extend pvp attack range

Posted by Gutie on 18 February 2015 - 06:44

If people thought all the people who left over PvP changes a couple years ago was a large exodus from the game, HCS will not be too pleased to see how many would likely walk if this got implemented. Not saying I would, but please this is a joke of an idea, and one I and several other eviscerated why it's a terrible idea last time it came up...

 

Content Acceleration will solve so many problems it's not even funny. Also, PvPers are just so unwilling to poke each other, that they're running out of targets to poke as they level up.

 

I doubt any of the people for this are willing to nerf the amount of times they can slam someone they don't like to once every 24 hours to compensate for the amount of people they will be able to target now will they? 

 

Of course not. We all know what the root motive of this push has always been about. It's about certain players being able to slam people en mass hourly they don't like over drama from 5 years ago they're still salty about. 

 

Being able to poke someone who has been offline for a couple days with no defensive response possible while you juice up buffs is plenty enough incentive to PvP imo. 

 

FS has to have and keep in mind revenue. If there ever was an idea to kill activity this might be high on the Top 10 bad idea list for HCS.






Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: