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Jordan

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Everything posted by Jordan

  1. Adding CC to the game is never a good idea, this is one of the reasons Awaken Classes became such a terrible thing to play with as with every class having CC and especially on the original release with them having CC's that ignore immunity. People have already been complaining to me about struggling to survive thought the current state of the game specifically because of CC. So adding stuns and stuff is really not a good idea. Samurai is a very good PvE class and if built correctly is one of the best classes to PvE on as its one of the only classes that can effectively solo content, especially as the level cap grows and the self healing PDPS weapons start appearing (Human's have it much easier than most with their racial healing skill). Although a dash might help it in PvP I do not think its necessary as Samurai is really good in PvP now especially with the revert on its Purgatory and Asura so you no longer have to lag behind where the player was standing when you pressed the button and now rather you can predict where they move too. You can also hard punish those healers and support classes who forget that you can't tank a good Samurai Again like CC adding -resistance to the game was a big fault of the Awaken Classes. Like for instance one of the reasons Human ranger is one of the more dominant races for the class was because it has the -resistance debuff racial skill (It also has the +resistance which is the other factor). Similar point with buff removal, the less the better. Not sure how I feel about Hunter DoT AoE as I think it wont change the main issues with Hunter, especially since it does actually get use in PvP due to it Anti-Heal. Shaman could be interesting with Rage of Storms changes but I still don't think it would change anything as Magician and Cleric are just better still. I suppose you could play it off meta to abuse people who didn't put much into their Lightning Resistance but idk still I think it just doesn't have the damage still to match Mage and doesn't have the CC to match cleric. I also think there isn't much point to buff its heal spells as its already higher than what Cleric is if I remember correctly. Clerics just better and the second you make Shaman better then everyone will be here asking for Cleric buffs cause now it would be "useless", happened on Awaken Server countless times. Warlock healing wouldn't change much but isn't a bad suggestion for sure, Warlock -Move Speed on the other hand could become a bit of a problem in things like 3v3 where the class can shine. I mean just to generalize I don't think many of the changes will change much about the game state. However, I do appreciate the thought and caution that went into the majority of these changes (Basically, you didn't go over board slapping rediculas stuff everywhere). The main issue with stuff like this is I don't really want to get into the same state as Awaken server where I'm buffing and nerfing classes on a per patch basis. It's very hard to keep track of everything going on and there will be some people who just get tired of it and quitting (Like what happened with Awaken). I know many of the community appreciate the changes made and understand why they are made (Refering to Awaken) but we have here on Classic have a big community of players who never played the Awaken server which is one of the reasons Awaken server's numbers where almost un-effected by the release of Classic (I know the PvP got quieter but thats more related to the try hard players maining Classic leaving the environment a bit more open for more casual players). So its hard to tell how much people would appreciate changes like this to the game. So MAYBE some small tweaks could be made to things like Shaman and Hunter specifically out of the classes you mentioned. However, it's not like these classes are unplayable right now. I think as of right now there isn't really any class I would class as completely unplayable right now (If you had to push me for an answer I'd have to say the top 2 candidates would be Warrior and Shaman but as we all know Warrior gets stronger with patches).
  2. Although I agree with some of your points I don't agree with the current time of the game. Right now if people build EVA they can become naturally tanky that way and especially at this level of play where its hard to build stats, building EVA and then topping up to 100% with procs will make the class be able to dive into the middle of the enemy line up and survive. You cannot rely on EVA alone though, you will need some good resistances too along with shield swapping. I agree however that with +14 and level 75 cap this becomes a bit of an issue as that is when people have good ACC without losing out on their other stats. It can still work in that state though as I know a couple of people who have actively played BD in PvE and PvP environments and made it work.
  3. Well we already have a default x2 event for CP/Drops/Gold. However, if we where to do something like this, it would be weekly based not hourly based.
  4. G-Healing (Not WIS) grimoires would remain unchanged. This wouldn't be us changing everything to have a purpose but fixing some of the things that already have purpose but are weird (Like the WIS on ALL Greatsword's). There is no reason to go around changing everything as INT on a mace has purpose (maybe not on a healing oriented mace but maces also have damage oriented aspects to them). I'm not going to go over every weapon and judge what should be changed on them, its either them all or nothing.
  5. I think going with the original official server would be better by far of each tier having a single choice as you have to remember people are also spending the AP on actual items in game too and this is literally just bonus items for people for spending. I will also state this, I'm only discussing the idea brought by the thread and not actually saying "We will have tiered spender like system, as a couple of community members have already expressed that they do not like it, I'm not sure why since its basically free items for spending you'd already have to do". So some working on top of your idea: Corona Essence x5, Corona Stardust x3, Shattergem x10, World Call x10, Portal Stone x10 Eden Crystal x15, Eden Crystal (NT) x20, Bank Slot Rental x4, Heroic Trait Transformation Tome, Memory Tome, Makeover Cosmetics Set EXP Charm Package, CP Charm Package, Loot Charm Package, Auric Jewel, Iris Jewel x3 Eden Crystal x25, Eden Crystal (NT) x30, Safety Stone x3, Safety Stone (NT) x5, Alpha Costume, Alpha Costume Eden Crystal x30, Eden Crystal (NT) x35, Safety Stone x5, Lucky Safety Stone x2, Alpha Pet/Costume, Alpha Pet/Costume Viridian Lucky Safety Stone x4, Ultramarine Lucky Safety Stone x3, Coral Lucky Safety Stone x3, Safety Stone x7, Prime Costume (A), Prime Costume (A), Prime Mount Virdian Halcyon Safety Stone x2, Ultramarine Halcyon Safety Stone x1, Corona Heartflame x5, Alpacaium Scroll x2 Coral Halycon Safety Stone x1, Prime Costume (R), Prime Costume (R), Prime Costume (R), Legendary Mount? Viridian Sublime Safety Stone x3, Ultramarine Sublime Safety Stone x1, Coral Sublime Safety Stone x1 Then rather than a tier above 9 rather a tier completion reward (Maybe limited to once a week or something). Eden Crystal x100 Viridian Sublime Safety Stone x1 Ultramarine Halcyon Safety Stone x1 Coral Halcyon Safety Stone x1 Fortified Reset Scrolls x5 With the prices being something along the lines of... $5 $10 $15 $20 $25 $35 $50 $75 $100 For notice on some of the things on there. EXP/CP/Loot Packages could contain something like 7 of each charm II and I and possibly a couple of III if people think thats good, or could be I II and then Talismans I and II. Prime (A) would mean altar grade primes where as Prime (R) would be rare primes such as auroa lances and such (Think about our awaken server with Mystery Box Legendarys vs Altar Legendarys). Prime (A) could also include altar pers and Prime (R) could also contain stuff like P-ATK/M-ATK Dragons too. I also want to state that these are again not "This is happening" but rather opening and discussing this with the community on a topic started by the community. This is also just rough numbers I came up with while responding with an hour or so of thought, so please do not thing this would be the outcome 100%. Please keep the discussion civil or I will lock it as I know cash shop can be a touchy subject and if people cannot behave then simply we will not include you in the decisions in future. Edit: I'd also like to state I'm not for or against this system by any means. I understand its purpose and I also think its not a bad way to give people more for their money. However, it needs to be done right if done at all as if you make things too cheap it ruins the games economy and if you do it too expensive then it comes off as a money grabbing effort. So please again be mindful of this.
  6. The problem I would be faced with is like this. What should be considered minimum effort (3rd or higher on a crystal? 1st on atleast one crystal? Getting atleast 1 kill for each 1 member?). What should be considered winnable by the most chance to the least chance? What should be considered a 100% win and can it be manipulated by the higher guilds to always force a win? This is only but a few examples. However, the topic is very good place to speculate some ideas. As for the original post and a possible solution without really changing the system to percentages there is a somewhat idea could be the the following (Please do not take this as going off topic as it is directly related to the topic about lower guilds not getting wins they might deserve a chance to have which is the underlying reason of adding a % system back to begin with): One idea I had when discussing such a topic with someone is the possibillity to maybe include some sort of extra PvP mode that would be directly effected by TW contribution. So just to give a smaller kinda summery on what was thought of... So when participating in a TW every day there would be an either or scenario that could work. The first situation could be based one some form of contribution, kills per member, rankings on a crystal or simpler placement on the team. The other option/situation could balance it between the 2 teams, so maybe 4 guilds from the winning Team and 2 Guilds from losing team. Then these guilds would be shuffled into a match that could either take place after TW or before TW on the next day where they'd have a somewhat 1v1 match against each other which could take place as a similar format to TW 1.0 where you have attackers and defenders Then winning those smaller matches could open the possibillity of some form of monthly / bi-weekly / weekly GvG type bracket on the weekend that could either be based on a revamped Guild Arena from Awaken designed for the lower contant or just simply the GvG format. Then depending on the frequency can depend on how good the rewards from this mode would be. Now before anyone claims this is off topic let me explain why I mentioned it. This would improve the reason for smaller guilds to try in TW's as even if they don't win they can still qualify for these special matches where they can earn points for the bigger event at the end. This would mean their overall rewards and participation would be increased there for increasing the fun aspect and also the prize aspect of TW. We would also make the points earned from the second match be directly linked to not only a win but also the amount of effort required to win. So if its a 5 min stomp the winner would get less points and the weaker guild would get little to no points. However, if the match lasts for say the full duration, then you could see the weaker guild getting more points that other guilds who won in other matches due to having a longer and more stand out match. This ties into the topic as one of the main elements the OP has discussed was the fact that smaller guilds with no hope of out killing or out capping cannot get wins even though without said guild they may not have even won the match. Making them a crucial and unrewarded member of the team. This would be aimed at making the winning team have more chance at points and also try to combat the good ole "We're capped so we don't need to try attitude". But anyway... thats just a thought that came to my mind that could maybe increase the PvP activities per day in a positive way since I've been asked several times for extra TW's on weekdays and also it can be aimed at rewarding those 2nd and 3rd place guilds who where crucial to the win by giving them access to more PvP to enjoy and more rewards to obtain. If people would want me to open a bigger discussion on this to save this post for the original purpose of % systems and that then I can happily do so, I just thought I'd throw the idea out there see what people think and if people think its a good idea I can open a much more detailed topic with more of the nitty gritty details of it. So please don't turn this topic into just my ideas but a simple comment during your responses to the OP about if you think its a good or bad idea to help remedy the situation wouldn't go a miss.
  7. From what I see from testing this right now. Analgesic Jam quest is perfectly fine and available at level 120. Have you check if you have completed all the mainlines in the area as most daily quests and repeatable quests are tied to the mainline quests of the map.
  8. Purple classes already strong plus having lightning web in that way wouldn't change much since if your farming u can just use cast speed procs and just have insta cast snow storm always. As for the blue skill I changed it back as it was suggested to me by some people when I was changing it. It was nothing malicious or to do with files, simply it was suggested so I did it as tbh it's really not as impactful as people are making out it is. I can't remember ever a time when having tornado was ever a massive factor in much on anything. I will change it back in due time. As for any comments made about me doing it to keep classic classic. Again if that was my intention I would have added cast speed back to oil bomb...
  9. Ok so I just spent about 30 minutes and then accidently knocked the side button on my mouse and it went back a page and lost the entire post... So heres to try again (Sorry if something feels to breif). First all I'd like to mention that I appreciate seeing a post that isn't just a fat block of text and actually has strong points and not just I want I want. So thank you. Now getting into my response, I do agree with a lot of the points you bring on, specifically to name them: Guilds who contribute to a win deserve more of the Glory. Guilds with a lot of members should not just be able to out kill peoples victories on crystals. However, there are a couple of niche and circumstantial points that you missed / overlooked on your post. For first thing it's all well and good saying your guild of 10 people who helped defend a crystal contributed to a win there for you deserve a chance for some glory. However, does that one person who is in a random guild whos just tabbing the crystal comes last on a couple but still has a chance to win? Its a very hard decision as I know if it was me I'd be pissed if some random guild with 1 or 2 people won over guilds with 20-30+ geared people just because they hit a crystal once or twice. Like just looking at your example image, does Phi deseve to win over Juguito? The other big point I'd like to make is your suggestion has one big massive flaw in it. If you make teams accumulate points there is a good number of territories that from the second people spawn in you're declaring a winner before it's even started. No matter what, there is always a chance in this current system for a guild to out-stratergize even when on a very under-developed team. If they can ninja cap or force people off a crystal last minute they could potentiall flip the tide, this adding a new layer of strategy. I can't count the amount of TW's I won because we last minute capped a crystal and I can also say the flip side of where my guildies would get careless and neglect watching a crystal then losing it last second. This is something that should be able to happen as it keeps people on their toes and makes people less likely to just leave when they're on the recieving end of a one sided TW. As with your proposed system they'd have a pretty much 100% chance to lose unless there is enough kills to offset 4-5 guilds worth of kills and crystals. I also don't really think you should undervalue the meaning of TW. It's not just for fun for most people, it like most PvP modes is a competition. Ego matters whether you agree or not and just looking at the amount of drama this game has you'd understand that what I just said is 100% true no matter how stupid it sounds. People care a lot for winning their TW's first and honestly speaking from the Awaken server stand point, people cared less for GVG than they did for TW. Now this isn't me saying that your suggestion is terible. However, I don't think it solves many problems and for some of the problems it does solve it also creates problems. So I think its the right thought track but needs some extra ideas. In my opinion there should always be a way for a guild to earn 100% chance to win. People put work into coordinating preparing and strategizing for this mode. This shouldn't be undervalued. Like baring in mind I've been awake over 24hours at this point here is somethings that come to mind and I might look at it tommorow and think I made some mistakes but just take it as a suggestion or something to think about: If you win 4 crystals and have over 60% the kill share of the team you should have 100% chance to win. If you win 3 crystals and have over 75% the kill share of the team you should have 100% chance to win. Some conditions like that wouldn't go a miss, as you can't really argue that "ohh we contributed we deserve a chance" when with conditions like that you could easily throw one of the other top 3-4 guilds on the other team and the outcome may still be the same. One thing a game I was playing a few months ago does might be a semi-decent idea too. It had guild based "DPS events" where your guild would be ranked on damage dealt to a boss (Similar to the crystals now but whole guild damage not just best from that guild damage). Then top 3 guilds on the boss would unlock special rewards they can purchase with various currencies. It might not be terrible to say give everyone in the top 3 guilds some form of medal or currency they can then spend on some exclusive costume skins or maybe some other type of reward like class medals or even some very limited ec/ep/ss. Just something to think about. I might have more to add when I wake up but for now I'm too tired to continue and I'm really bummed about writing this twice. TL;DR Shouldn't be random always as there is a lot of cases where 1 guild clearly does the majority of the work and deserve the win. Shouldn't remove all hope from an already downed enemy team. Shouldn't allow random Joe to hit the crystal once and win a TW. More rewards for winning encouraging people to work together more wouldn't go a miss (I know there is instances where guilds do work together, but more often than not they don't). Side note: almost forgot. I don't agree the % system will change the con listed for the point system of "Guilds fight within the team with elements like Belk and Rays". Aslong as being first on the crystal gives you more chance to win guilds will always fight among themselves within the team, no % or point system will change that.
  10. Yes I plan to bring changes like this to both servers.
  11. You need 5 Alpha's to makea prime and 5 Whites to make an Alpha https://imgur.com/k5lufGX
  12. I mean you can already do that now. There is no purple costume tho.
  13. Maybe. Would like to see others thoughts on this as personally I don't think this would change anything PvE or PvP.
  14. It would be a fair bit of work for the "best" solution. But its entirely possible. Not really got an opinion on it as it could be a bad thing but could also be a good thing. Might be a half decent idea to look into some maps from the other xlegend games to maybe look for something abit more like TW but not to the same scale to try and make an arena thats not a square but a side to side kinda thing. The "possible" solution is a much simpler thing but not sure if its the right one, although as we speak now i don't really think killing all 10 at the same time is the best way to have a 10v10 match iether but thats how it is atm.
  15. I come across as rude because half the time you guys do not listen or disregard what I say and just turn it into a repeated back and fourth. I'm not going to bother saying anything else on this subject as @SenorBernd said it best. I only reply here because I thought people would appreciate getting the developers opinion or confirmation on things as lets face it. If Thy or a GS was in the position I'm in whats going to be different. "Hey Jordan, Someone suggested this?" Then when I refuse it's Thy or a GS getting raged at for just relaying my words back. I don't really want to put Thy in that position but if you want a more disconnected response sure. Also for an FYI, I didn't lock your thread as stated on my last response " You may continue to make points if you like. However, I'll only respond if theres something that either needs attention or if some new arguement about it actually adds some weight to lower it side of things. " Idk who actually locked it nore do I really care. I really do appreciate it. I do still plan to open a percentage TW thing but I've just been a bit busy and obviously when I do spend time on forums it ends up being an essay writing class lol. I will likely try and push out this thread about this.
  16. I would show you but to be quite honest it's not as if I can go PvP as with some people in the community GM on the enemy team = unfair advantage even if I'm playing like a normal player in a normal situation with normal gear. However, you're kinda missing the point of why I'm kinda refusing to do it.
  17. What @SenorBernd said. However, I hope to have it soonish but as I said I cannot make any promises as it feels like half may days are spent writing essays on forums / tickets.
  18. I don't see why you need to prepare something that suppose to come with time regardless of what cap is and when a level cap is coming. Did I have chance to prepare when I did it? No it was way past 65 cap and quite frankly it was a couple months before they divided it by 4. I just don't see what time frame has to do with anything, it doesn't matter if 65 cap is released next week or next year either way the achievement is still going to take time and I don't see why you have to "prepare" for the 65 cap to drop and instantly have a 1-65 achievement done. You're all far to worried about min-maxing on a server that as you stated is 48 days old and quite frankly its ruining the experiance for yourselves. There was a single player on my server who spent far to much money who had max gears perfect forts etc. Yet in PvP he was somewhat of a nobody and not even that relevant. I will say this for the last time, stop getting so worked up about min-maxing. Having maxed out characters doesn't make you the best player and having an attitude like that will inherently make you a worse player as everytime you see someone with better gear you will be bummed out and have a defeatist attitude. Maybe people where spoilt by the Awaken Server as this was never around even when I played on VGN, so I'm not exactly sure whats caused it but either way people need to stop getting so worked up about having a parry achievement on release. Yes what you said is true, a happy player base tends to spend more money. However, I know a lot of happy players on this server already and I know most people appreciate its negatives as they are and enjoy and appreciate the positives as they are too. I don't keep up on spending as it doesn't affect me in the slighest if AP sales go up and down and quite frankly I only want the game to do well so it can have a strong future. So if I make a decision whether you agree with me or not, that doesn't matter as I believe this is the best step forward just like I believed make stones a bit easier to obtain also was the best step forward. I do not need to include the community in these kinds of decisions because 95% of players will be like YES MAKE ME NEED LESS OF SOMETHING TO ACHIEVE THE SAME. Thats normal. Does it make it the best decision? Not really. If I offered to mail everyone 100 Sublime Safety Stone's do you think most people would vote yes or no? If I offered to make Eden Crystals 50% cheaper would people vote yes or no? People will vote in their best interest in most cases, I'm not saying everyone will but most people will. So not every decision needs a poll. Theres a great difference between saying "Ohh do you want a system like arena enchants that is always complained about and always a very hot topic" and saying "Ohh who want's to be able to do an achievement in half or a quarter of the time". I've said what I need to say on this topic. No I will not change it unless we make it to where it was changed by X-Legend. Why? Because I believe it was better for the game that way. You may continue to make points if you like. However, I'll only respond if theres something that either needs attention or if some new arguement about it actually adds some weight to lower it side of things.
  19. It was broken when Sickleshot was added. I also am working on this but its not on the top of the priority list.
  20. Well for my response its technical. The game is built on the fact that you choose a race. Warrior class isn't just Warrior class. There is 5 Warrior classes, 1 for each race. Same with the KP pages, each of the 5 Warrior classes has its own unique KP page (Even if when in game they're the exact same for all races). As for Senor well his is more related to the game and somewhat the economy. Which I've personally never thought of before now but actually agree with what he said. What's stopping people changing race right before a rank change? You couldn't just do it once per character as people have requested this many times in the past in a fashion of like name changes.
  21. You may find it crucial but for me it's just adding to the list of things that give me a daily headache as once you start then it's a trend. People wanted the Classic experiance, if people act like jerks about me nerfing OP Awaken Classes and cry when I don't do the specific change they want with a class just because its un-popular then why would I start doing that on a server where people expect it to be how it was. I just don't see how it benefits anyone as a bunch of Cleric mains will spit their dummy out and quit because they don't like Shaman but now its better sort of thing. You also must know I know Shaman works atleast at 75/80 cap as I've personally played it and personally made it work. Obviously as I've stated its not better than Cleric and you'd need a Cleric for the PW still (Not just for the debuff removal but the healing it gives too). But that doesn't mean the class is un-playable as it's just simply not the case. Same with Shaman DPS. It's not a bad class, but why bother when you could play something like Warlock instead right?
  22. Not sure what that changes like as anyone who would actually want to heal with this class would say Mace as healing on a 2HD weapon would be a death wish. However, please actually read what I said...
  23. Jordan

    Drop rates

    Well the problem is, if we increase the Trophy Drop Rates it would have a negative impact on the other items Drop Rates even if they're unchanged with how the math behind it works. We have had an event on the server already and it was mostly well recieved (But isn't that the story of my life haha). As for Art Contests and such we can definatly host something like that, it was just not something people where interested in on our Awaken Server so we just assumed people wouldn't really care here too as a majority of the community was also and is still part of our awaken's community. So if people want events such as art events then sure we can look into it for sure.
  24. This isn't really possible as there is a lot of factors that tie to your race. Class passives, KP Pages, Skill levels etc. Things that don't even appear to be tied to your race are still tied to it, even down to your Class level. This doesn't even begin to factor in things that are clearly Race dependant like Racial Crafting.
  25. I'm not really sure what the point in you bringing up Shaman changes here than on its original topic. Let me explain something however. In my response I only mentioned it was in Classic in my original response which was simply just stating a fact. I was not saying it was Classic there for I reverted it to be like it was in Classic. I only brought it up as an example to give you my experiance from when I was a player who has done it twice when the War Stones where the original way. I'm not sure why people keep bringing up this point about me saying something isn't Classic as some for of arguement against doing something where as when its something else that deviates from Classic I do it. Let me be clear. Rebalancing an entire class potentially changing its identity and place in the meta will deviate from the Classic Experiance. Keeping the 120% system does not deviate from the Classic Experiance. What do I mean by this? Well if we change a class for example, it could become a class that was played once in a blue moon to being the meta be-all-end-all healing class. This class could change how parties are structured and even potentially change classes within a party setup due to having different skills an abilities that may benefit some classes more than others. I've also stated plenty of times that it is a rabbit hole I don't really want to go down as it has caused me a lot of stress and headaches on the Awaken server with people slanting me as favouring 1 thing over another and people quitting the game over nerfing a broken class (Like when I nerfed Darkness Blade and Dragon Emperor). However, If we left 120% in the game but removed the RNG is Illusionist suddenly going to be more broken than it was before? Not really... It gains a small amount of M-ATK that could be the difference of a couple 100 damage but the result is still going to be the same. The same can be said for the Wedding System and the EP Shop. They don't change the meta game and they don't change how the game was played. Now back to the original topic since this was pretty much off-topic. The cape crafting prices is something I'm personally of the opinion of is better for the game. We don't need to have a constant situation where the only thing left to buy with your War Stones is Eden Crystals. People should be making a concious decision, do they wanna get the Parry achievement and the really cool mount or do they wanna make some gold by converting them to Eden Crystals. They shouldn't be done in a week and then be like welp now just a Free Eden Crystal almost daily until the next cap! This is something based on my own opinion and as the developer of the game I'm allowed to make these decisions as I feel its the best for the game in several aspects. This arguement has nothing to do with "Well it's Classic so this is the way it's gotta be". This is what I feel is best for the game in it's current state. Not everything I do is going to be saw in the best eyes by players, people will always want the cheaper or the easier route to everything and that is perfectly fine. I'd also like to state that its common sense that people who can't attend every event are going to be at a disadvantage to people who can. That has no valid arguement here as unless we remove the War Stone requirement all together they're still going to take a lot longer to finish.
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