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Everything posted by GoddessSand

  1. GoddessSand


    @Beau " were talking about an event to help things even out while waiting for the upcoming patch this is not a suggestion about permanent changes or something like that, " Did I read that right? I think so, GSs are busy with patch to improve things. Right now asking for them to make an event when the next patch will most likely include an event. I said it before and I keep saying it, how thick are you? Vivi said this - I'd rather not buff the early games quest exp, since one of the problems is early levels leveling too quickly and outleveling needed dungeon runs for gear and such (thus being stuck at 40+ with no gear aside from the base items). So exp for them was tuned down slightly to make a better curve without effecting end game. End game has gotten a decent boost as well in terms of exp and such though. Meaning that your exp event will do the opposite of what Vivi said and my suggestion of improving dungeons will help players better than an experience event. You said "I'm thinking that this is a perfect timing to conduct an EXP event, not a one time EXP event but a scheduled EXP event maybe weekly for a set amount of time frame. when you think about it, returning players that are exceptional wont have to waste time finding a party and doing exp grind for weeks." Which you can refer to my earlier quote of what Vivi said and then look at my suggestions for improving dungeons for helping returning players gain exp. If returning players have a hard time finding a party for exp, improving the dungeons for solo runs with increased exp would serve them well. If you think about this MMORPGs and others, this MMORPG is probably the easiest RPG to level up a player that is also fun to play. As I agree that grinding mobs in DV is mindless and boring work a weekly event isn't really necessary as a player could in a week reach level 65 if they put in the work to do it. What you are suggesting in away is that all players who worked their butts off and spend AP to get to level 65 are now going to watch people spend less AP and do less work to reach the same level. Yeah, if they didn't leave the game in the first place, they wouldn't be having this problem now just because many threw a fit over the new level cap, changes in skills at that time, and work they would have to do. So, these people want to come back and be handed a character that is level 65 and fully geared. Ask Gunner how he feels about watching these people have it easier than he did including the costs he made over the past few weeks leveling up why don't you?
  2. GoddessSand


    HAHA, you think I missed what you said? hahaha, I caught every word and I think you missed every thing Vivi has said on the matter and everything I have repeated form comments Vivi has made on the matter. She doesn't want players to gain exp too fast at lower levels, so who does the event really benefit? Oh right those who are going through lvl 60+, which I said that they just need DGs with better drops, exp, and lower difficulty instead of farming mindlessly in DV for hours on end with just exp to show for it. Now, let me point out that the GSs and Vivi are way too busy at the moment working on the patch to host an event if you couldn't tell already since I rarely see them in game more than a few minutes. If they want to spare a few minutes that's up to them, but I don't see it happening. I do believe they want to finish the patch before Halloween and I think players have been gaining exp in a timely manner at 60+, those bellow don't need an event to get through those level caps. So, back to my suggestion of just improving DGs for team mode and then they wouldn't need to host exp events at all as the DGs would be useful for gaining exp and looting, which is far better than just gaining exp.
  3. GoddessSand


    Are these people wanting a 2 hour farm exp to reach max level? How have some of the current active level 65 players obtained level 65 when a few weeks ago they were only 60 or 63? The idea of reworking team DGs for endgame is because they are too hard and take too long with lack of reward and experience is greater just repeatedly farming mobs anywhere in the game. If team mode dungeons were reworked and loot increased and added special items specifically for team mode you could possibly get more team runs. Right now players don't do team runs because they aren't worth doing, so you can't really say that my suggestion won't help if my suggestion isn't put in place. Not having the number of people will change if the reward for the dungeon is right.
  4. If the Def and HP doesn't add stats on one bangle, I believe neither will enhance on other bangles. If they do enhance on other bangles then the maybe other stats take over what gets enhanced. Normally though I'm under the impression that some gears will have stats that enhance while others gears won't allow those stats to be enhanced.
  5. GoddessSand


    Lower level caps also don't have people farming the DGs because there isn't anything dropping unique accessories for level 30~39 on a regular basis. Like Vivi said people are rushing to endgame without proper gear and getting smacked. The idea of creating better Team dungeons (that people can't solo easily) with more loot is so that more people would create PTs to farm them. Team dungeons also give better exp than just farming away in the same spot doing the same thing for hours on end without having anything but exp to show for it. Doing Team dungeons where the bosses give better exp and more loot, people would probably enjoy doing that instead of farming DS for hours. At 60+ nobody does team DGs because those DGs aren't worth the time to farm. At lower level dungeons it's not the armor that is needed, it's the accessories that players need to compete in PvP. Just because they create a toon for endgame doesn't mean that they are ready for it. Let people enjoy a good healthy time leveling and farming without rushing to endgame to quit. I stopped helping new players because they quit regardless of my help or they are probably just using an alt begging for others to just give it to them. If a player wants to reach endgame, somebody could help them reach it in 3 hours most likely, so why not let them level and experience the game.
  6. GoddessSand


    I think somebody missed the comment from Vivi about players not gaining exp too fast and not having gears when they reach higher levels. The only levels that actually require the hardest work for leveling is 60+ and well that's the level that needs PTs for exp gaining, but should have something to mix up the mindless grinding of exp. The best thing for lower levels is events for gear and have DGs that can be completed easily enough, not too easy, that give good exp and gear. If they increased drops of good items for Team DGs(make them so you need a team to do them not team solo runs), which also give more exp, higher gold, and more items people might have a bit more fun doing team runs. IV was probably one of the best DGs for team runs ever of all time. Though probably once they released the lvl 44 cap and up team runs became less rewarding and too hard. I don't ever remember doing team runs of AT and even solo runs to this day I don't like. Even now people don't do Team runs of DTO, takes too long and loot isn't any better, and the one time I was in a PT that was going to do DS the medic kept leaving and making players waste passcards. So, if they reworked the dungeons in Team mode would be a better option than having an exp event.
  7. Ah yes, the easy method of avoiding the work is to cut the work in half. I'd think the best thing for the lower levels is to increase gear drops for them. Make it so that level 30 players can get unique accessories and delta gear through farming, solo DGs passable with gamma gears at 0 to +6 for level 29 and lower. Make SF passable with +8 gamma and IV passable with rare delta +8 or unique at +6 from level 30 to 34 and +8 gamma gear level 25 to 29. Then they could do AT with all +8 unique deltas and SS with level 40 to 44 unique zetas at +6 or +10 unique delta. So, by the time they reach lvl 50, they should have at least +8 zeta unique gear and can farm TA for lvl 50~54 gears and once at 55 can do DMHM for the stuff to get the rest of the gears up to level 59. Dungeon added drops or BGs SF - unique earrings lvl 34 unique trinket level 32 IV - unique rings 38 unique necklaces 36 AT - unique earrings 44 unique trinket 42 SS - unique rings lvl 48 unique necklace 46 There doesn't need to be added drops to 50~59 cap for unique accessories because DMHM covers all accessories if you care to farm it. I would recommend adding creating level specific unique costumes(ones that are only allowed for certain players and up) and add them to PvP bosses in PvP maps only. But make 0 to 3 drop at one time, no more. Add SG to the pvp bosses in PvP maps for levels 20~49. Not sure how it would go with adding the SG replicubes to BGs at those levels if it's something those players should have or kinda leave them out to get them to level up into higher levels where players have to pvp for them or well just show up to a BG since many times the other side won't accept the invite. Players who wish to stick it out and stay in lower levels will need something to do to gear those characters and pvp over coveted items. I think instead of trying to nerf players gears, make it a bit better for players at lower levels to get gears to compete with those who have the gears?
  8. There's lag and then there's cheating. When you watch a player skip across a map while stunned or use an attack lung repeatedly I wouldn't call it lag and would call it cheating. Though there is the lag between it happening once, but not going across a map faster than a bike could travel or lunging repeatedly with the same attack over and over again. I recommend not trying to cheat, but limit internet use when gaming.
  9. I would think that the BG takes so long to start because of the load times. But I could test this concept out later, though if you can only get 2 back to back rejects at a time what if you are the 3rd on que and didn't get the invite? I would think it's more efficient to just send invites to everybody who registers and then kick those at the start that cause an imbalance that were later on the registration.
  10. Are you paying attention to the game clock close enough? I've had my game clock be ahead of normal time(server time) so that it looks like I am accepting an invite past the time I should have received it but the countdown shows that it hasn't sent invites yet.
  11. Um? I think you need to check that again. If Player 2 decllines or not responds no other invites are given. I've never ever seen an invite after the time initial invites are given.
  12. So, this is why. Say you have 6 people on RG side registered and 3 on the FK side. only 3 on the RG side will get an invite into the match. If only 1 accepts, then only 1 FK can stay. But if all 6 get an invite on RG side and all 3 on the FK side get an invite, then 3 to 6 RG can accept the invite and 3 FK can also accept. The side with the least amount of people when it starts will then kick the players who are farther down on the registration que. Currently this is how it works. 1.player 1 (accepts) 1. opponent 1 (accepts) 2.player 2 (declines) 2. oppenent 2 (accepts) 3.player 3 (accepts) vs 3. oppenent 3 (accepts and kicked) 4.Player 4 (no entery) 5.player 5 (no entery) Battle starts 2 vs 2 (Potential for 3 vs 3, but results of lack of accepts reduced to 2 vs 2) or 1.player 1 (accepts) 1. opponent 1 (declines) 2.player 2 (declines) 2. oppenent 2 (accepts) 3.player 3 (declines) vs 3. oppenent 3 (accepts and kicked) 4.Player 4 (no entry) 5.player 5 (no entry) battle starts 1 vs 1 (potential for 2 vs 2, ends with 1 vs 1 because lack of allowed players to accept) How my way would work 1.player 1 (accepts) 1. opponent 1 (accepts) 2.player 2 (declines) 2. oppenent 2 (accepts) 3.player 3 (accepts) vs 3. oppenent 3 (accepts) 4.Player 4 (accepts) 5.player 5 (accepts and kicked) Battle starts 3 vs 3 (potential for 3 vs 3 and has 3 vs 3 at start) or 1.player 1 (accepts) 1. opponent 1 (declines) 2.player 2 (declines) 2. oppenent 2 (accepts) 3.player 3 (declines) vs 3. oppenent 3 (accepts) 4.Player 4 (accepts) 5.player 5 (accepts and kicked) battle starts 2 vs 2 (potential for 2 vs 2, ends with 2 vs 2) While currently if somebody who registers late can't even accept an invite is not allowed in, but the match will start with even less numbers because those who are before them didn't even accept the invite. My way it still allows that late registration into the BG map and is only kicked if his side has more people, but still could be part of the BG if somebody who registered before them declines the invite. The current way he doesn't even get that chance.
  13. GoddessSand

    BGs 60+

    @Vivi Is it possible to make is so that every player who registers is given an invite into a BG even if numbers for one side has more than the other? After everybody enters the BG then kick the players who cause an imbalance at the start like it does?
  14. Not going to focus on drops of these items since I really hope that's being considered. I'm more about alternative to current issues and lower caps. So, at lower caps somebody was complaining about current weapon skins and unique costume stats being to much for lower level players. Vivi mentioned the disadvantage it would be to put current ones with higher level requirements while lower level players have them equipped. I purpose not to raise the level requirements for current item, but instead lower the stats of the current unique costumes and weapon skins to a fair amount for those at level 29 and below. Then take and copy paste the same programming code, yes I know you'll probably have to make another instance elsewhere, but the idea is to with this new copy is to increase stats for the next level cap and put a level cap requirement on these items as well as add in the title level 30. Repeat this process of increasing the stats and level requirements for level 40+, 50+, and 60+. That should solve the problem with lower tiers having too high stats on items for their tier while not making the higher level players suffer with stats too lower for their tier for too long if the drop rates for this improved unique costumes and weapon skins aren't in the once in a bluemoon achievable. As a courteousy to higher level players that would end up with our current unique costumes nerfed, you can give us a website event special for 1 unique costumes for the characters of our choice, the level at which we play and the type of stats we would like(because there are two types one with eva and one with ch-resist. But for the weapon skin adding for a short time in barb an NPC that allows us to trade our newly nerfed weapon skin in for one that is more suitable to our current playing level that has the raised level stat requirements. That will force players to remove the weapon skin raise their stats to the level they wish and then equip it only if they are within the level requirements of their newly traded item. All items we obtain from this trade will be unsealed so we can't trade them and any future items looted from specified areas can be traded. The concern I have with the npc trade-off in barb for weapon skin is the same concern I have for doing it to unique costumes. Is that we've grafted items onto our current items and would lose the look with the trade. So, discussions on solutions to this or alternative methods for giving level caps items more suited for their cap is what this post is about keep to topic.
  15. I'm uncertain what the process will be for obtaining the pet skins of other bosses, but the Amara world bosses only give you a pet skin as a 1 time thing. If they do that with the other world bosses it will be a disappointment.
  16. To keep people from farming themselves you would need to increase the loss of RP from death by pvp. However, increasing death RP loss from death by pvp, means you can count me out from pvp and I would just create another character to use instead for pvp, but I don't want to go through another leveling experience again through the level 60 to 65 cap. Removing RP mobs would just mean I stop going for RP all together and well since there's nothing else to do in the game worth doing I'll go find something else to play. That's why people are 100% log in farm RP and log off. I did it last night only to come back for 30min of play and got off since the game is really dead with meaningful stuff to get. I came back to enter a BG only to let the other guy win and yet they still said I was cheating when they couldn't kill me and then spent 30min farming DTO level 2 with absolutely nothing of great worth dropping. Right now the only things the game has going for it are the scantily clad outfits and some people to chat with because loot and pvp is crap. So, changing anything surrounding the RP system that would cause people to spend more than 20min RP capping, which is good if there was other things to do in the game, would just turn me off from doing anything more in the game. I am for level specific specialty items that drop, but the certain items shouldn't be limited to 1 time loot per player. Take for instance the Asmo, behemoth, Cairn, and Helios pet skins. You get it once and that's it, if they do that with the other pet skins for the other world bosses it means that a) people are less likely to sell it. b) they use it and want to switch it out later means that they can't just loot another one c) possibly cause players to create and destroy characters to obtain more (all they would need to do is create gear and move everything possible from the one character to another then destroy that character and create another one of the same class and repeat till they obtain more of those items). If you create level specific items that drop like the pet skins it would be best to make them as a normal drop and not just as an achievement to obtain only once. I might rotate out my pet skins on my pet, but the idea of not being able to come back to my current pet skin puts me off from switching out the pet skin since my current pet skin was from the Halloween AP only specialty pet skin. I would still love though to obtain a Seona boss pet skin shrunk down to the size of a derpy and not the size of a normal mob. I want a small little spider following me around not a big one.
  17. There's also creating a virtual machine that runs a 2nd or 3rd OS. Flame wars with me that I start usual are the result of a player actually cheating. Akan has raged against me when he loses big time and I tend to mock players that rage against me when they lose fairly. However, I have had to use shout to correct players cheating behaviors against me. Some of those cheating behaviors include hiding in boxes in janus(bannable but I prefer they just stop before I do report it), teleporting all over the map(they claim lag, but they are going from one side of me to the other or actually jumping across the map faster than anybody walking or on a bike could), going outside pvp zone, and afking in a BG inside spawn area. Those who have flamed at me do so when they lose calling me names, calling me a cheater, or wanting to start something with me. Flame wars I am involved with is more often started by the other person that usually faction switches to do that. Though I have made fun of players who say they are better than me and end up losing to me after a BG by telling them "GG and here I thought you said you were better then me." But I rarely rub the salt in like that after a BG to people unless they were really going at me talking a lot of smack talk before hand. If you are in NB and AK nobody should have more than 1 character in the map so you should be okay with area chats as all people in your faction should work together not against your faction. It's just lame to have an alt for the purpose of spying on area chat instead of using your character to pvp with. Which again is against the rules to have more than 1 toon in those BGs like any other BG. WIth VIvi's comments it seems that solutions to prevent something can have a work around, so rules are required and punishments should be given to players who can't follow the rules. The problem is that it is up to the community to report players who break the rules otherwise they shouldn't be complaining about players breaking the rules if they don't want to report them.
  18. I should remind everybody that the reason +6(maybe+7) SG was removed from use, was due to rumor of +6 SG being used as SG for +11 and +12 gears instead of the proper SG for that enhancement. Unless I am mistaken, using +6 SG again as SG, could cause problems as players would use them to make +11 and +12 gears. I do agree that players who wish to stay in the lower levels, SG would be needed. Though not adding SG to lower levels I believe is to get players to move up the levels instead of staying in the lower tiers as those who rule the lower tiers are those who use their higher level toons make OP toons for those levels. So, the idea is to try to encourage players to level up to fill the higher level tier with more people who are actually a bit easier to play against and with since those who dominate the lower tiers tend to create problems for those new to the game instead of helping them. The enhancing issue for new players can create more problems than it solves. Take for instance players who use +8 gears for enhancing. Making it easier to make +8 gears is almost like handing people cheaper and better narak than regular and blessed narak. With making +8 narak cheaper, it will lower the cost of narak and blessed narak which I guess would help off set prices being more within the new players reach, though too cheap for end game players who will make more and more gear types. But this decision isn't up to me and I'll leave it up to those with powers to make things so to make the choice. Just there are consequences that could be good or bad and we won't know till it happens if it happens.
  19. but your other reasons already have rules in place to keep people from cheating the server and those who abuse the right of dual logging and then entering a BG with more than 1 person is a bannable and perm bannable offense. The idea of it offsetting some area map % is just silly since you have have 5 people pvp'ing on one side 10 on the other, but have 5 people AFK on either side or out farming RP or whatever. And I have to laugh every time somebody mentions spy. So, the rest are just about BGs, that players should already know the rules to not break the rules that you are stating players are doing that should be reported and banned. It's a pain in the ________ to farm RP, that's for sure and having 1 toon at archangel rank, 1 at angel, 1 at pheonix, and 1 barely making spirit walker it takes a long time that's for sure. Especially with a Medic that can't farm worth a damn when built for support. Dual logging just allows me to use 1 computer to rank up a Medic this instead of 2 computers. Those with medics, need a second player to help rank them up and if you don't get somebody from the faction, which is difficult to find to farm RP for you because it doubles the time to do it, then you need a character that will be your farmer for you. This is also for helping your ME gain exp too. If ME players relied on the help of others, they would never gain exp or RP, so having a second client and a dedicated farmer for it allows you to boost your ME so there's an ME at the higher levels. Closing the dual logging client means less players with MEs reaching end game and probably quitting because they can't get others to help.
  20. RP isn't about being top players in the game, it does signify the players who have been playing the game longest and most dedicated to farming RP. It will take going from 0 rank to archangel rank over 2 years to complete. They don't have to be the best player in the game, they just have to be the most dedicated to gaining RP, that's all. Aside from Ranking giving HP and title stat, there's nothing that special about me vs a new player with the same gears, same skill tree, and same ability to play. So, it doesn't matter if I get 50k RP from pvp or 50k RP from mobs, 50k is 50k and time doing it depends on gears, skill tree, and what I am killing. Dual logging or not won't change my ability to gain 50k at the end of the day and it's just really IMO a lame excuse to cut the client that allows dual logging.
  21. Well, that's your opinion. Though no it doesn't effect your game play how a player gains RP, but it sure can if I decide to farm RP when you try farming RP there's nothing stopping me from farming the same mobs as you. How would you feel then if I am farming RP next to you? Players get pissed, but still I gain RP and you gain RP from the same mobs. GMs can't stop me from farming next to you and you can't call that harassment because I happen to want to farm the same RP mobs as you. Is it that big of a crisis for them to prevent their own dual logging just so they can prevent others from doing the same? But you have players that gain 6k RP from my FK toon while I only get 500RP from them, I lose 2k every time I die from them and they at most lose 100RP. So in PvP those who face me have an advantage of gaining RP faster in pvp than I do in pvp or even farming mobs. Dual logging aside, like I said is a good point, but very weak reason for them to change it because you think it shouldn't be allowed as it again doesn't effect you gaining 50k RP at the end of the day. It does effect how fast you gain it if you pvp me over mobs, but it doesn't effect you if I gain RP from mobs or farming another high ranked toon. If it's that big of a concern they have, they could always make a rule against it like they have against so many other things, like not going into forbidden areas in BGs, which is an untended programming issue. They also made it against the rules to dual log in BGs with the new client service, so why not add that into the rules and suggest it be a rule rather than closing the client to dual logging all together. Like I said very, very weak point regardless of it being your strongest point.
  22. Because GSs and GMs right now have the time to check every second of the day if somebody is dual logged. What really is the problem with a player dual logged? They will have have been banned for entering with 2 accounts in any BG, players have only used 1 character at a time for pvp. So, what is the problem? Because they can switch players quickly, is that your issue with it? Doesn't make a difference if it takes them 2 seconds or 2 minutes to switch. They can't make the dual logging feature changed without it causing GSs and GMs from dual logging as well. As long as players are reporting the dual loggers in BGs, there's not an issue with players dual logging at all. So, the GMs taking their time that they have doing other game stuff, there other job, and real life, it's changing that feature that Vendetta created and allowed just to create an inconvenience to them so other players are inconvenienced from switching accounts on the fly. I don't see the problem with players having 2 clients open at once as nobody is pvping with more than 1 toon at a time and nobody is entering a BG with 2 characters. Unless people are entering a BG with 2 characters and others aren't willing to report them as they should it's on the community for accepting and allowing it to continue instead of reporting it.
  23. @Beau I noticed you mentioned locking accounts to just one faction. Not possible and will piss off a lot of players who already have it. Also, you mentioned dual logging players, players aren't supposed to be in the same BG with more than 1 toon if they are report them. That includes logging into an RG toon and FK toon or even 2 toons of the same faction. When it comes to engaging in PvP for bosses players that I know of don't use more than their FK toon or RG toon at a time, not both. Just so you know before we were allowed to dual log on the same computer, I was using two computers to log into the game with 2 different clients. I don't think they want to remove that feature as it helps with GSs and GMs to dual log to monitor the game from both factions at the same time. Besides if a player wants to switch sides you can't lock them out from doing so and I am sure it would just be more trouble and pointlessness to monitor that behavior to punish players who do it just so to keep somebody from obtaining loot. Good luck trying to prevent this especially when there's not enough people online for the other faction to loot from the other faction. As for the De-exp thing or locking a toon from exp, I can't count the number of times they've already said not possible over the past 3 years because it's not possible for them to do this. They can prevent a toon from losing experience, but they can't stop a toon from gaining it.
  24. Is your idea of making a good fight by limited players gears? Napalms are a waste for DTs(Dog Tags) you can get them just by salvaging a unique gear and easily obtained from other sources like hounds and other Amara bosses. Hypos are a dime a dozen and again so easy to get. Clusters(red) gear salvaging, Clusters(blue) join a BG and get red too. HP crisis? players use them? Last I heard you use them and there goes your HP regen pot use. SG republicubes(Lol) okay Replicubes, salvage gears and join a BG because people need to join BGs. The chance for an ancient jewel or spanner isn't supposed to be 100%, more like 5% chance for either one. But maybe trade DTs for Golden Chrono buff or Al Zhen's gift with 10% chance each. Also, 3 day premium medallion at 10% Now what to do with the other 60% chance? Narak at 20% Blessed narak at 20% SG (not replicube because that's a chance to get a chance for a golden globe instead of SG that we are already getting a chance to get) at 10% Let me clear that up Ancient jewel - 5% Ancient Spanner - 5% 3day premium medallion - 10% SG - 10% blessed narak -20% Narak - 20% Golden Chrono buff - 10% Al Zhen's gift - 10% DTs needed 4 to 10 unique costume of choice - 200 or 250?