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Kibo

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Everything posted by Kibo

  1. Should there be mundane immunity after this skill is used? I don't remember if there ever was one even though the skill counts as a mundane.
  2. I understand your concern with the game dying out, I hold worry over that too. But in this case it is an inconvenient system that definitely is more so frustrating than something to motivate people to continue playing. I say fix the system so that everybody who hits get boxes.
  3. Kibo

    Altar Suggestion

    Its on Thursdays.
  4. Kibo

    Purifyng Wind

    I think this one needs debate
  5. Kibo

    Old jump

    I really miss that jump to be honest, especially in PvP. The double jump system is so much clunkier
  6. Kibo

    Gameplay Quality

    Don't really mind the tornado change personally. I think its good to find people who are invisible in arena matches.
  7. I agree with removing percentages. I love that trial drops are back to their original form because it gives a reason to keep doing these dungeons. Its been so long since even something dropping in trial was exciting to see. However, to farm percentages in this climate is unrealistic. Not to mention they will also cause overlap with awakened weapons when the time comes.
  8. You're right. So in that case, should rates be lowered how they used to be? That's another thing to discuss.
  9. Those absolutely were the final nails in the coffin, no denying that. And if its too difficult then that's reasonable. I just feel that content involving item hunting is important and if anything the single player dungeons made it honestly too easy to obtain important trophies in the upcoming caps that were desirable and a challenge to work for originally. Not sure if this is possible but maybe there could be a compromise of dungeons close to the cap being set at unlimited without a single player mode. I don't know! But I definitely see your perspective better now.
  10. I read the prior suggestion regarding it and it clearly went off track, so I'm making this. I played Eden Eternal since 50 cap and was into PvP from 60 onward. The percentage system gave all guilds an incentive to attend territory wars and try to win. It gave space for there to be a variety of large, medium and small sized guilds across the game and in PvP rather than the recurring amalgamation that is two to three large guilds dominating, breaking apart from fights, and reforming in a new way. While that happening is inevitable, I think we can all agree that this endless cycle we are used to across all forms of this game has not been successful in keeping a large player-base afloat. Ever. Anything that can provide opportunities of community and participation for every type of player is what we need to keep a server healthy. What has been done with the main Vendetta server is great, and its amazing that there is a source for players to get the end game content we were all promised on the official server. However, a classic server really will require a different approach to ensure it stays active. The percentages accumulate when a guild caps all of the crystals, so its always highly likely that if you're a big guild you will still win. But it makes territory wars an actual gamble and gives both sides a reason to try because no matter what there is a way for victory. It negates the immediate defeat of being versus the server and that's great, even if this system is only kept for the first couple of caps. Lets keep people motivated to engage in PvP content. Another thing I personally liked was the original kill board. I thought the full accumulation of kills was interesting to see and I'm sure other active PvPers would feel the same way. I think it accurately measures people's capabilities better than what it was replaced with, since it shows total kills rather than per player. You can see it at the end of this video. The preference for this is definitely subjective, though. Regardless of your opinion thank you for reading this far and I hope to hear what others have to say.
  11. I think that there shouldn't be a limit, although of course there should be preventative measures for botting. Along with this I think that we should get rid of single player dungeons for the time being. Doing the original dungeons as a group promoted a sense of community among players in the original game because we had to grind together for trophies. It was something to do beyond trial dungeons and provided more content, rather than us just getting lucky and gaining everything that the mainline dungeons have to offer in solos. (which started at late 70 cap (? or was it awakening patch) and from then on the interest dwindled in doing the original dungeons as parties) Century was hard as hell at its cap. Crimson too. Even Century Abyss was crazy to finish when it first came out at 75 cap. These experiences are important! And enjoyable. I've been lurking this section for awhile now and often I see people argue that changes were made in place of the classic settings "for a reason," and I don't find that to be a valid argument. Eden Eternal didn't even live to see its final content updates on the original server, with PvP and many aspects of the game ultimately becoming unbearably dysfunctional. The playerbase constantly dropped whenever a major change was implemented and lack of motivation to go on was commonplace. To argue that these updated models did anything to benefit the game when all that we've ever seen is a decline isn't fair. And this isn't saying that every change and update implemented was bad, but we really can't accurately tell what changes were good and bad until we can re-experience them, and that should start (on a classic server) by going back to the basics and building up from there depending on what the community feels. Things like unlimited dungeons without an easier version are important, at least for the beginning of a classic server, because it provides a social aspect and allows players to work together rather than isolate.
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