- /test exists - its the actual test server. The /factions was never released to the public or intended fo rpublic use.
- The herogate shit is broken/busted - its sporatic, there really isnt a fix for the code. The drop down was added to stop suffocation/fall below.
- Profession exp is being addressed. Values probably need adjusting in the exp configs.
- I like the special mob spawn / drop --- would be pretty nifty to do something like this and I think its cool.
- TNT carts were disabled due to a pretty bad exploit years ago, I think re-enabling them should be safe.
- TNT price will be adjusted.
- Knowledge Crystals have a point and purpose, legendary classes are still in. We almost have a master at 2 weeks in. Means something mastered 6+ classes in less than 2 weeks. (no life what777)
- Staff activity needs to improve drastically.
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Updated with statistics and clear suggestions for the sake opf better feedback as requested in Kainzo's post.
Awesome to hear! All good news.
A few other suggestions and points to emphasize on.
-As a new/returning player from awhile ago I have to agree about the useless items (minus knowledge crystals if they are that relevant for the amount that drop). They are just clutter and I find myself having to ask all the time what items are for if anything at all. I would love to just go to the wiki and find out for myself but it's outdated and just confuses you more since there are outdated items on it.
-update wiki with only correct items so I can at least find out what is useful and junk
-or just take out useless items or finish them if they are intended for a purpose.
-Another thing I would like to address is weapons. As a caster you generally don't want to be in melee combat minus pyro. Weapons are upgradable from what I understand to +5 which is awesome. The problem lies that this really only benefits melee and click based classes since they gain a direct damage buff from this as their primary weapon and it has additional attack speed as well. Is there a way to add intelligence and or wisdom even if it's only a small amount to caster weps to level the playing field for gear progression?
Maybe an intellegence enchant even?
Mana is also an issue in prolonged fights so this is an option as well or a minor cooldown reduction for support classes.
statistics:
+5 weps for some melee classes Dragoon and samurai 75.8, ninja 65, shadowknight 67.6. +5 weapons offer 10 additional weapon damage only truly benefiting click based classes not casters in any way minus pyro.
caster receive this same ratio increase for their weapons but as established this does not help their abilities which are their primary source of damage or even healers and support classes.
In addition a two auto attacks from a dragoon at this point equals the same damage as a 6 sec cd skill shot such as fireball or waterbolt.
-I like the idea of the open world boss and adds a lot to do. I suggested pvp dailies earlier for dungeons but maybe that could be extended to open world as well to promote more activity.
Boss ideas:
Pvp dailies/quests:
-kill 5-10 players in (whatever dungeon)
-Take control of a castle
-Kill 5-10 players at a castle point.
-kill 5-10 players in the open world.
These would need to be balanced in some way so that kills are not traded, maybe restrict kills between town members.
-I've looked at a few of the pvp tournement posts and they haven't been very active. Maybe try a sanctioned server tournament in an arena held infront of the town so people can watch and maybe have some smaller 2v2 brackets in case it isn't very active at least a 2v2 is easier to find teams for.
Rewards:
-Cosmetic exclusives
-special plot of land in or near spawn that rotates to the winners monthly
-money
-experience
-mana seems to be a major issue in serious fights. At one point in some test duels in the arena yesterday both I and the other person ran out of mana before the other died in a simple 1v1. I saw someone suggest switching emeralds and diamonds which makes sense and is more available although the cool down may need to be shortened just a bit to try and get 2 in long fights since they don't give a lot of mana.
Statistics:
Emeralds currently restore 275 mana for hydromancers (1/5th of your mana, I'm assuming this is the same for all classes that use it) and have a 120 sec cd.
This is enough mana for 2, almost 3 abilities in some cases if your using lower costing skills, in essence an emerald is potential to roughly throw out another 300 damage (approximately what the skills in this mana range cost such as water bolt (141) and frost bolt (126.5) which both cost 100 mana which are lower on the cost side.).
To use every ability from hydromancer it costs about 1200 mana, so almost all your mana.
If a caster only has 1375 mana and an emerald so a mana pool of 1650 with the emerald consumption thats still not enough to cast every ability twice making long fights with multiple targets impossible. Replenish (not all classes are lucky enough to have this) gives you back another 749 so total with an emerald you have 2399 so exactly enough to cast everything twice. This isn't the worst and some abilities may not be needed for all situations but I think lowering the emeralds (or diamonds if it were switched) cd to ever 60-100 secs would is still very reasonable are creates more of a market in game as well and in turn greater reward for mining also.
Not this is not an argument for just hydromancer it is just the class I happen to play so the skills and statistics are available for me to list, other classes seem to be having mana issues as well and can be listed if need.
-Decrease cool down of emerald/diamonds to 60-100 secs.
-lack of leather. Not sure if it's the lack of farmers as running a farm on a server like this is most likely rough but there seems to be a massive lack of leather. I ask in trade chat at least twice a day and nobody has any they are selling, just other people responding that they need it as well and are willing to buy it. Maybe buff leather drops for farmers so there is more incentive to be a farmer or increase cow spawns?
-I don't have any statistics for this just type in trade chat at any point looking for leather and I think the point will be proven.
-Death chests seem very easy to snag and run, they can build blocks around it yes but this can't be done in dungeons. How about decreasing the lock time after after dying a few times in a row so that they cant just keep grabbing it and dying to reset the timer. So you die then pick it up die again it goes down 1 min or something.
-consecutive deaths knock off 1-2 min. of the locked death chest in dungeons.
It's easy to point out what's wrong but there is a lot of good as well.
-dungeons make leveling far less boring (still not exciting necessarily but it's something) and I'm sure your happy you don't have to search and ban people for dark rooms.
-some of the new classes are refreshing and unique even in terms of some other mmorpg style games. I would love to see geomancer buffed a little as it is a unique class and could offer a lot in terms of peel and team play with earth wall manipulation. Is there balance issues? Oh yeah, but they are still interesting.
-quests in dungeons, offers a lot of replay value and possible incentive for higher lvl players to help lower level players. It will get boring for sure but it's another plus in features for sure and keeps players in dungeons fighting more once they are maxed.
-TNT.....what more is there to say.
-death chests are helpful for new players especially in dungeons when you accidentally die from fall damage.
-kainzo: he has his plate full for sure but he still takes the time to respond and listen actively to the community. Thank you for this, things are choppy but what mmorpg now days isn't and at least your trying.