The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Wire
Re: Punitive Gear
Note #39567
posted on Ideas
Sunday, April 15, 2018 @ 07:19
Reply to: Note 39565 posted by Wire

The point is what does curse flags serve on a key?
What does a Tier level 250 key serve?

What does it serve to have most of the mobs drop punitive gears?

How does any of these add any thematic element to the area?

How does it make the area more fun? or more challenging to play?
Punitive Gear
Note #39565
posted on Ideas
Sunday, April 15, 2018 @ 07:10
Punitive gears are gears with overall undesirable effects/stats
that a player will never want to wear or keep in inventory.
These gears are worse than junks, they're meant to punish a
player for doing (or not doing) something.

Punitive gears are often designed with curse flag, negative stats,
forced into player's inventory and forced upon player to wear it.
It is sometimes deployed in popular levelling areas to create
"challenges" for the players. Punitive gears are also often
very high levelled (ie lvl 250) so that their curse flags will
be very hard to remove.

However there are some clear situations that punitive gears have
no part to play. 

1. Keys
If it is a very very important and hard to obtain key in a mass
epic run, it may be ok to leave nodrop on it. 
But making an easily obtainable key lvl250 and curse flagged as 
a punitive gear serves no purpose, adds no value to the game.

2. Routine gear drops on mobs
Once again, if by making these punitive in nature serves no value
added purpose to the gameplay, it should not be there.

As a builder, tier levelled EQ should only be used on items of
important values, such as final rewards. Making keys level250
curse flags serve no purpose except to troll players.
Example:
     (K)(I) a Prismatic Key (250)
     (K)(I) a Gleaming Key (250)
     (K)(I) a Shimmering Key (250)

So why do builders add punitive gears in places that seem to 
serve no purpose anyway? Who knows, sometimes it is to because
some of these punitive measures do not affect the builders as
the builders have a certain wish?
Re: There's something wrong with epics.
Note #27505
posted on General
Saturday, April 14, 2018 @ 01:36
Reply to: Note 27480 posted by Crowley

Going to reply to Crowley's initial note first:
1. Under-utilized Epics 
Agree with your point, much coding and testing time has been placed into
every epic area. So efforts should be made such that these areas continue
to remain relevant and meaningful for players to run in for several years.
In thisaspect, perhaps Terra/OC/IF2 can be looked at. We'll also have to
understand that players in games generally get bored of an old feature
after several years, and
sometimes it is inevitable that a particular area/activity fade out after
awhile.

2. AFK epics - Mini vs Mass Epics
Agree with you again, that from a design stand point for an epic, is to
maximize individual engagement of every player, and not letting the leader
to be the one doing everything and everyone else just AFK pheal. Not
easily done, but
definitely one of the priorities in designing an epic area. It is a lot
easier to achieve this in 

Mini-epics like Titan/Terra/Winds than in Mass-epics. Let me explain.
If you have a limited group of 5 players, you can set the difficulty such
that if any one of them AFK for 30 seconds, whole run fails. 
Mini-epics also have a short run duration of 15-30min, which is easier for
players to remain 100% attentive. If a run fails due to anyone AFKing, the
group can kick that player, find another player to join, and restart
another run.

However in Mass-epic of 40 players, that similar requirement for every
single player to be 100% attentive becomes very hard to achieve. If you
set the level of individual participation similar to that of Titan/Terra,
half the group
will have to be kicked as they either suck, or inexperienced, or lagged,
or slow on phone.
(then why have Mass-epics?)
So why not convert all Mass-epics into Mini-epics and have all
individualized timers instead of global timers? 
Answer is simple: Inclusiveness.
Winds is very simple to run, so even completely inexperienced and weak
players can take part in it. 
There's no player cap, so there's no reason not to bring along someone
weaker.
However Winds is also TOO SIMPLE. If all our epics are like winds, it'll
be of zero challenge to the experienced players, and will be boring for
hardcore players.
That is why we do have harder Mini-Epics like Titan and Terra that require
players to read guides, not just wait for instructions, and remain 100%
attentive, as every
individual's errors or lack of actions can lead to group wiping. In this
aspect, these are the most similar to the Raids in WoW. If the only way to
obtain the best gears in 
the game is via joining more challenging Mini-Epics like Terra/Titan, weak
SHs and phone users and incompetent players will never be invited to run
them. The point of
Mass-Epics is thus to provide an avenue for ALL players to have access to
the strongest gear in the game. This is why even a player that is kicked
of the epic group can still
be allowed to tag along and gain reward at the end without the leader
having control over it.

3. Rewards: Hardcore players vs Casual players
This is a game design challenge in every single online game.
How do you provide enough things for the hardcore players to do, while not
making casual players feel hopelessly left behind. 
If you make all rewards obtainable for very casual players, hardcore
players will lose things to do and leave. 
If you add challenging activities for hardcore players and corresponding
stronger rewards for those activities, casual players can feel left out of
the race. 
There are many models out there to try solve this problem, and even to
this date after decades of gaming, no game has found an excellent solution
to solving Human Greed. 
Mass-epics was the first step to try to maximum inclusiveness for players
of all calibres. 
If you are hardcore player, you solve  the run, write guides, lead the
runs. 
If you are super casual, you can choose to not even read guides and just
follow.
Easy mini-epics like Winds is the next step, you can form a pretty weak
casual group of players and still do it at your own time. 
(content longevity)
If an endgame activity can be completed within 6 months, players will stop
doing it and we're back to our problem 1.(Under-utilized Epics)
If an endgame activity takes 1 year of hardcore playing to complete,
casual players may just altogether stop doing it.  
It is also very very time consuming to create a new endgame activity and
test it thoroughly.

This note is getting long enough. It is meant to raise awareness of the
difficulty in designing and balancing endgame activities.
Re: Wanted Flags And OPK +
Note #39487
posted on Ideas
Monday, March 26, 2018 @ 19:33
Reply to: Note 39485 posted by Crowley

Another way to think about it.
How about changing the way wanted flag works, make it function 99% like
forcing a HardCore flag on another player, EXCEPT that player only gets
xp/QP bonus equivelant to OPK instead of hardcore. 
In terms of technicality, Wanted+OPK flag seems to function the exact 
same way as hardcore flag with reduced rewards. The PK death from wanted
flag can be added as well if most people find it necessary.

Advantage of doing this is that the past issues of wanted flagged players
not being to join raids and receive revenge can be solved as it is
treated just like Hardcore flag with some tweaks.
Corrupted Epic Gear
Note #39483
posted on Ideas
Monday, March 26, 2018 @ 04:24
Corrupted Epic Gear with negative effects

This idea is based on the follow assumptions:
1. Gear set diversity is a good thing, we don't want everyone wearing the
exact same things
2. Preparing for and switching gears appropriately before/during battle
contributes to combat strategy and fun

Idea example:
+-----------------------------------------------------------------+
| Keywords   : Fire Burns Scars Heat Rank5Neck Corrupted          |
| Name       : Scars from the Heat (Corrupted)                    |
| Id         : xxxxxxxxxx                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 5,000                     Weight :    28           |
| Wearable   : neck                                               |
| Score      : 680                                                |
| Material   : fire                                               |
| Flags      : unique, glow, hum, magic, nosell, held,            |
|            : burn-proof, nolocate, solidified, resonated,       |
|            : illuminated, noreown, heroonly, V3                 |
| Owned By   : Wire                                               |
| Found at   : XXXXXXXXXXXXXXXXXXXXXX                             |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +46      Hit roll     : -10         |
|              Strength     : +5       Intelligence : +5          |
|              Dexterity    : +5       Constitution : +5          |
|              Hit points   : -10000   Luck         : +5          |
|              Wisdom       : +5                                  |
|              Increases Web effectiveness by 10%                 |
|              Decreases Dissolve effectiveness by 10%            |
+-----------------------------------------------------------------+
| Resist Mods: All physical : -60      All magic    : +90         |
+-----------------------------------------------------------------+

These new epic gears can be introduced in new area zone, or incorporated
as very low droprate items in existing epic runs.
Re: Hitroll-based Critical Damage +
Note #39481
posted on Ideas
Monday, March 26, 2018 @ 02:24
Reply to: Note 39441 posted by Lasher

Another approach is HR plays a bigger role in PvP, while DR plays a bigger
role in PvM.
Re: Hitroll-based Critical Damage
Note #39318
posted on Ideas
Saturday, March 3, 2018 @ 04:46
Reply to: Note 39315 posted by Watlok

+1
HR ought to have greater importance in pvp to encourage some variation of
eq/stat builds between players/situations.
Aard Stopwatch
Note #39204
posted on Ideas
Sunday, February 18, 2018 @ 23:49
Mudside stopwatch/timer.
I know it can be done clientside, but for the less script savy ppl
this can be very useful. One application is to track Winds timeout :)

Syntax:
stopwatch  start
stopwatch  restart
stopwatch  stop
Re: Please make 2se from recall a safe room. ++
Note #39171
posted on Ideas
Thursday, February 15, 2018 @ 11:10
Reply to: Note 39170 posted by Bitties

Most of Aylor's rooms are not PK rooms.

As we add a little safe rooms here, and some safe rooms there, we might as well
rename OPK to ALMPK (a little more PK) and remove all perks on it and add a
separate category of ROPK (real open player kill) mode.
Revenge effect for Wanted
Note #39093
posted on Ideas
Friday, February 9, 2018 @ 00:31
Is there a reason that wanted flagged players cannot get revenge on others?
Baiting attack from players is no longer an issue with PKOFF.
Re: New mechanic: Channeling
Note #39092
posted on Ideas
Friday, February 9, 2018 @ 00:28
Reply to: Note 39090 posted by Redryn

+1
Lots of interesting applications to replace existing "command lag" effect.
Re: Setwanted PKs +
Note #38900
posted on Ideas
Sunday, January 28, 2018 @ 18:33
Reply to: Note 38899 posted by Arist

If nopk playerA setwwnt on 10 players, he then only has to log off one day
to hide from all setwants, or just hide for 24hrs and only be set once.
Re: Setwanted PKs
Note #38891
posted on Ideas
Sunday, January 28, 2018 @ 01:33
Reply to: Note 38861 posted by Escobar

This is an extension idea to Escobar's idea.

When using setwanted command, user can set cost at 4 tps or
6 tps or 8/10 etc. When Wanted target is killed, the flag
is transferred to the player that killed the Wanted target.
Number of transfers is determined by the the number of tps
spent, every 2 tps gives one additional transfer.

However there's currently a problem that a player that is
protected from setwant from others, can use the setwant
feature on others. Setwant feature should be limited to
players that can be setwanted by others.
Re: Possible PK restrictions. ++
Note #38799
posted on Ideas
Tuesday, January 23, 2018 @ 10:46
Reply to: Note 38791 posted by Daak

(repost)
Hardcore flag: removed after 1 death, cooldown 1 remort

Not meant to take away anyone's right to any xp/qp.
Those XP/QP are just there as an incentive to participate in a
pvp aspect of the game, ie playing hide and seek with higher 
level players, not meant to be fair. Look for duels if you
want fair fights.

OPK flag: remove after X deaths, cooldown 1 day

X can be 3, or 5, or 10, up to discussion. It is really very
rare for a regular player to die that many times unless it
involves griefing of some form. Can keep track of info -h PK
and you'll see that regular normal players just don't die
that many times a day.

There is this mentality:
"I have no interest in any PvP aspect of the game, 
but I have OPK on just for the xp/QP. If I do not
have OPK on I am being disadvantaged in this game even
though I have zero interest in PvP activities"

I do not think the OPK system's intention is to force
players with zero interest in PvP into this system. It was
meant to de-link PK/NoPK from Raid/noraid clans, so
individuals can opt in or opt out of a PvP feature of the
game. Fixing/balancing PK is a separate issue completely
that is in my opinion unrelated to introduction of OPK.
Re: Possible PK restrictions. +
Note #38790
posted on Ideas
Tuesday, January 23, 2018 @ 09:31
Reply to: Note 38786 posted by Pumpkin

+1 to Pumpkin/Fiendish suggestion of removing OPK flag if pked > XX times
with a cooldown.
Re: Possible PK restrictions. +
Note #38773
posted on Ideas
Tuesday, January 23, 2018 @ 00:52
Reply to: Note 38771 posted by Redwood

It's really very very rare that a player gets pked more than 5 times in a day
unless that player is intentionally trying to get pked, or perhaps deserves
a breather from that particular PKer.
Remember protection from one PKer doesnt protect him/her from another PKer.
Re: Possible PK restrictions.
Note #38770
posted on Ideas
Tuesday, January 23, 2018 @ 00:33
Reply to: Note 38752 posted by Lasher
3 times in 24 hours
or 5 times in 24 hours

And dying to PKer A 3 times in a day, doesn't protect you from another PKer B.

Another alternative is after 3-5 deaths to same player in 24 hours, further
kills do not count towards pk loss/win of either party.
NoPK and setwanted
Note #38738
posted on Ideas
Monday, January 22, 2018 @ 02:16
It was changed so that nopk players cannot be setwanted unless they initiate
the setwant, or give revenge to another player for whatsoever reason.

I can understand why it's desirable for new players to be protected from
setwanted. But I don't understand why it is needed for new players to be able
to use set wanted.

Proposal:
Option 1: require a player to be clanned to use set wanted
Option 2: require a player to be in PK clan or outcast flag to used setwanted.
(ie if you cannot be setwanted by others, you also cannot set want on others)
Option 3: 1000 online hours of protection/lock from setwanted, after that
can use setwanted and can be setwanted.

In the current state, a noPK OPK flagged player can use set wanted feature,
with an alt, and have main protected from setwanted. A noPK OPK flagged player
can also set a whole clan wanted, and only be set wanted once.
Re: setwanted cost ++++
Note #38734
posted on Ideas
Monday, January 22, 2018 @ 01:35
Reply to: Note 38714 posted by Fiendish

As opposed to letting setwanted cost 1 gold or completely free.
As opposed to letting all new aardwolf nopk players be set wanted by default.

To some players pvp is irrelevant to this game. To others it means something.
Raising cost of setting wanted doesn't change your decision of whether you'll
be using this feature. It raises barrier for some players creating alts to
troll with this feature.
Re: setwanted cost ++
Note #38713
posted on Ideas
Sunday, January 21, 2018 @ 07:34
Reply to: Note 38712 posted by Zhalut

The basic idea is to raise setwant cost in line with how cheap tps/gold is.
As of now it's very easy to create an alt and gain enough tps to setwant
people for the fun of it.
setwanted cost
Note #38709
posted on Ideas
Saturday, January 20, 2018 @ 21:55
Raise setwant cost to 6 tps, and reward of kill to 1 million gold.
WTB or trade cards
Note #48329
posted on Forsale
Sunday, January 7, 2018 @ 23:01
Need the following cards: 

Rafaele
Galinthas
Hank
Chuft
Cordelia
Stormlord
Dave
Marauder
Moolb
Yowza
Dexter
Oladon

Will pay 10mil per card, or trade any of the following duplicate cards:
     (K)(M)(G)(H) Cartman Fantasy Series Collector's Card (201)
     (K)(M)(G)(H) Ani Fantasy Series Collector's Card (201)
     (K)(M)(G)(H) Gren Fantasy Series Collector's Card (201)
     (K)(M)(G)(H) DjVoltron Fantasy Series Collector's Card (201)
     (K)(M)(G)(H) Alessandrew Fantasy Series Collector's Card (201)
     (K)(M)(G)(H) Linoge Fantasy Series Collector's Card (201)
     (K)(M)(G)(H) Dereliction Fantasy Series Collector's Card (201)
     (K)(M)(G)(H) Speedster Fantasy Series Collector's Card (201)
Re: OPK strikeout +
Note #38390
posted on Ideas
Thursday, January 4, 2018 @ 19:01
Reply to: Note 38388 posted by Pwar

Why'd you still keep opk flag on if you're getting spam killed so many times
a day? Because you don't care about PK at all and just have OPK flag on for
the bonus QPs?
OPK QP vault
Note #38387
posted on Ideas
Thursday, January 4, 2018 @ 18:55
OPK QP vault

Bonus QP from OPK are not given to player immediately each quest.
These OPK QP are stored in OPK QP vault and are given to player
when getting daily blessing.

After a pk death, 10% of stored OPK QP disappear.
OPK strikeout
Note #38386
posted on Ideas
Thursday, January 4, 2018 @ 18:49
OPK strikeout
Turning on OPK activates 3 strikeout counts.
After every PK death, 1 strike is recorded.
Upon 3 PK deaths (3 strikes) OPK flag is removed with a one
day time out before it can be turned on again.

It gives an avenue for players to escape the OPK system
if they accidentally opted in without being aware of its
implications.

The number of OPK players that die to PK more than 3 times 
per day is pretty rare, and you get to turn the flag back
on one day after anyway.

Can track info -h pk and see how many players actually die
to OPK 3 times in a day.
OPK Strikeout
Note #27405
posted on General
Thursday, January 4, 2018 @ 18:46
OPK strikeout
Turning on OPK activates 3 strikeout counts.
After every PK death, 1 strike is recorded.
Upon 3 PK deaths (3 strikes) OPK flag is removed with a one
day time out before it can be turned on again.

It gives an avenue for players to escape the OPK system
if they accidentally opted in without being aware of its
implications.

The number of OPK players that die to PK more than 3 times 
per day is pretty rare, and you get to turn the flag back
on one day after anyway.
Game of Monopoly
Note #27403
posted on General
Thursday, January 4, 2018 @ 10:34
You see a group of kids attentively playing a game of monopoly.
You find the game stupid and have no interest in joining them.
You found a big stash of monopoly money and distributed thousands
of monopoly dollars to each of the kids.
The kids suddenly found that there's no point playing their game
any further and thus stopped playing.
Yay you won.
Inferno Rank5body forsale!
Note #48276
posted on Forsale
Wednesday, December 20, 2017 @ 22:21
+-----------------------------------------------------------------+
| Keywords   : Burakumin Cloak Rank5Body                          |
| Name       : A Burakumin Cloak                                  |
| Id         : 1902127630                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 5,000                     Weight :    20           |
| Wearable   : body                                               |
| Score      : 750                                                |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
| Found at   : Journey to the Inferno                             |
+-----------------------------------------------------------------+
| Stat Mods  : Hit points   : +400     Hit roll     : +50         |
|              Damage roll  : +50      Strength     : +5          |
|              Intelligence : +5       Dexterity    : +5          |
|              Constitution : +5                                  |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +50      All magic    : +50         |
+-----------------------------------------------------------------+
selling in donation, pls send note/tell with offer if interested
Buying donation with gold
Note #48274
posted on Forsale
Tuesday, December 19, 2017 @ 18:07
Best offer on the market guarenteed, the more you donate the better the rate.
pst if interested :)
Weekly Milestone/blessings
Note #38287
posted on Ideas
Sunday, December 17, 2017 @ 09:26
Weekly Milestones/blessing
Background:
Every end game activity (epic/raid etc) took a lot of effort from
the builders and imms to be added to the game. However as newer and
higher level epic areas are introduced, these old epic activities
are quickly forgotten and wasted. There is not a lot of reasons
to do Terra/Titan/Oradrin once you've obtained all the epic gears
from them. Some players also stop running epic runs as they are too
far lagging behind in run counts and will rather buy these epic gear 
from open market. Same thing will happen to all epic areas eventually 
as new contents are introduced and power creep progresses.

Suggested Solution:
Weekly Milestone: a weekly reset reward for one random activity.
Encourage players to engage in all the end game contents.
Does not widen power gap as even casual players will find it easy
to take part in only one end game activity. No grinding is required.

Details:
A weekly reward for completing one of the random end game activities.
You may be required to complete ONE of the following (random):
1) Oradrin Run
2) Terra Run
3) Titan Run (already has a first run per day perk)
4) Winds
5) Test Raid

Example:
Weekly Milestone: complete one test raid this week.
Weekly Milestone reward: 100-300 QP (random).
Rank4Ear forsale
Note #48254
posted on Forsale
Friday, December 15, 2017 @ 07:40

+-----------------------------------------------------------------+
| Keywords   : rank4 genie ear                                    |
| Name       : ~~Genie's Magical Earring~~                        |
| Id         : 1893793379                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : ear                                                |
| Score      : 300                                                |
| Material   : gold                                               |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Hit roll     : +30      Damage roll  : +30         |
|              Moves        : +400                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +30      All magic    : +30         |
+-----------------------------------------------------------------+

selling in donation, send tell if interested.
Buying donation with gold
Note #48238
posted on Forsale
Monday, December 11, 2017 @ 02:09
Best offer on the market guarenteed, the more you donate the better the rate.
pst if interested :)
chocolate forsale
Note #48237
posted on Forsale
Monday, December 11, 2017 @ 01:43
+-----------------------------------------------------------------+
| Keywords   : chocolate08 wolfen 2017calendar                    |
| Name       : *(  a chocolate wolfen  )* [8/25]                  |
| Id         : 1895862175                                         |
| Type       : Food                      Level  :     1           |
| Worth      : 0                         Weight :     1           |
| Score      : 0                                                  |
| Material   : chocolate                                          |
| Flags      : unique, glow, hum, magic, held, burn-proof,        |
|            : nolocate, nosac, nosteal, V3                       |
| Notes      : This item is from a clan hall.                     |
+-----------------------------------------------------------------+
| Food       : Will replenish hunger by 100%                      |
+-----------------------------------------------------------------+
| Collect 10 of the 25 different types of chocolate, then         |
| 'runto bakery' and 'say happy holidays' to exchange your        |
| chocolates for a prize! (see 'help chocolate' for details.)     |
+-----------------------------------------------------------------+
 A full appraisal will reveal further information on this item.
+-----------------------------------------------------------------+
| Keywords   : chocolate07 centaur 2017calendar                   |
| Name       : *(  a chocolate centaur )* [7/25]                  |
| Id         : 1895669516                                         |
| Type       : Food                      Level  :     1           |
| Worth      : 0                         Weight :     1           |
| Score      : 0                                                  |
| Material   : chocolate                                          |
| Flags      : unique, glow, hum, magic, held, burn-proof,        |
|            : nolocate, nosac, nosteal, V3                       |
| Notes      : This item is from a clan hall.                     |
+-----------------------------------------------------------------+
| Food       : Will replenish hunger by 100%                      |
+-----------------------------------------------------------------+
| Collect 10 of the 25 different types of chocolate, then         |
| 'runto bakery' and 'say happy holidays' to exchange your        |
| chocolates for a prize! (see 'help chocolate' for details.)     |
+-----------------------------------------------------------------+
 A full appraisal will reveal further information on this item.
pst if interested in buying
Re: New skill -- Barricade ++
Note #38240
posted on Ideas
Monday, December 4, 2017 @ 10:41
Reply to: Note 38239 posted by Flak

Will this skill allow someone to pup on icefall slopes without worrying
about being attacked in pk rooms?
Geniewish Rank4ear forsale
Note #48217
posted on Forsale
Sunday, December 3, 2017 @ 11:39
+-----------------------------------------------------------------+
| Keywords   : rank4 genie ear                                    |
| Name       : ~~Genie's Magical Earring~~                        |
| Id         : 1893793379                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : ear                                                |
| Score      : 300                                                |
| Material   : gold                                               |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Hit roll     : +30      Damage roll  : +30         |
|              Moves        : +400                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +30      All magic    : +30         |
+-----------------------------------------------------------------+
Selling in donations, please send tell if interested.
Re: Buying donation with gold
Note #48199
posted on Forsale
Tuesday, November 28, 2017 @ 10:36
Reply to: Note 48139 posted by Wire

Paying very very well, best rate in the market guaranteed :)
Purchase-only Social/emotes/smotes
Note #38201
posted on Ideas
Monday, November 27, 2017 @ 09:21
Currently all socials/emote/smotes are available to all.
As we're exploring for cosmetic/vanity rewards that don't contribute to
power creep, I believe some new multi-line socials/emotes can be made available
as rewards for future activities (be it raiding/epics)
Re: Buying Donations ++++++
Note #38133
posted on Ideas
Wednesday, November 15, 2017 @ 00:48
Reply to: Note 38132 posted by Negader

Is there a reason why auctioning of Aard EQ is only allowed during remort?
Is there an issue with allowing anyone to sell any Aard EQ on the market
just like any other items?
Re: Buying Donations +
Note #38116
posted on Ideas
Monday, November 13, 2017 @ 21:56
Reply to: Note 38113 posted by DjVoltron

You do realize that most of the people who are selling those eqs are people
who earned these eq via playing the game and not via earning more usd than
others.
Re: Buying Donations
Note #38111
posted on Ideas
Monday, November 13, 2017 @ 18:55
Reply to: Note 38108 posted by Kylia

No worries, at end game for every 100 USD donation, you can only obtain
equivelant of ONE potential point. That's gonna take 20K-30K USD to make
anyone so strong that they're considered pay to win.
If there are really many players that's willing to contribute this much to
the game, it's really not a bad thing. But unfortunately we do not have
that many players willing to donate this much.
Buying donation with gold
Note #48139
posted on Forsale
Monday, November 13, 2017 @ 05:21
Paying very very well :) Best rate in the market promised.
Re: WTB donation with gold
Note #48115
posted on Forsale
Monday, November 6, 2017 @ 04:49
Reply to: Note 48092 posted by Wire

Once agan, giving VERY GOOD offer to buy donation with gold.
Best rate in the market promised :)
WTB donation with gold
Note #48092
posted on Forsale
Friday, November 3, 2017 @ 09:00
Will pay very very well for donations :)
WTB donation with gold
Note #48072
posted on Forsale
Wednesday, November 1, 2017 @ 19:13
Please send tell if you're donating. Can negotiate very good gold offer.
Re: OPK system balance regarding tiered players +
Note #37990
posted on Ideas
Tuesday, October 3, 2017 @ 21:38
Reply to: Note 37987 posted by Rokshel

There is perhaps a misunderstanding of the intention of OPK flag.

*Wanted: hide and seek with the whole mud. 
No incentive at all.

*Hardcore: hide and seek with the whole mud. 
High risk, good incentives, no penalties!

*OPK: hide and seek with stronger players within range. 
High risk for low tiers, lower risk for high tiers.
You run away from stronger players/ganks and you/your gank chase players
whom you think you have a winning/killing chance.
You will very rarely meet players of similar strength and similar pvp
skills as you. Even more rare if that player feels like staying to fight
at that particular moment when you want to.

*Duel/CMAZE/War: PvP where you can choose an opponent whom you believe
is similar strength as you.

So the point of hardcore/opk is in fact, playing hide and seek and
watching your back all the time. It is a wild game of predators scouting
for preys and of prey outsmarting the predator. In the end game you may be
fortunate enough to be involved in some exciting gank vs gank
coordinated pvp.

If we want to make OPK incentives proportional to the risk involved, we
can increase OPK perks for low tiers, and decrease such perks for higher
tiers. 

Bracketing tier range of OPK system will result in something similar to
bracketing global quest system. We do not have enough players at any
particular range to match make players of similar
tiers/mastery/potential/instincts.

Wars are where grouped pvp strategies may be accessible to most players,
and where player stats can be artificially adjusted to similar levels.
Ie in a notier war, all players entering war will have tier perks removed.
Or in a statcap war, all players will only have capped 1500 stats etc.

Hardcore/OPK are not meant to be honorable fair fight grounds.
Re: Weapon damtype mastery ++++
Note #37973
posted on Ideas
Friday, September 29, 2017 @ 00:33
Reply to: Note 37972 posted by Bhengis

Trying new pclass is FREE. There's ZERO cost right now.
You can either wait out the classchange cooldown, or just tier/retier.

But, if you wanna try out new pclass, WHILE levelling/pupping at the absolute
maximum speed. You'll end up having to spend some on mastery rebuild and some
weapon changes.

If you are such a min-max player that you must change 40 max tpenchanted 
weapons damtype every time you try a new class .. then ... you surely can 
afford the cost associated.
Re: Weapon damtype mastery ++
Note #37970
posted on Ideas
Friday, September 29, 2017 @ 00:16
Reply to: Note 37969 posted by Castiel

The point is that for those people who are QP rich enough to purchase so many
tp maxed weapons and have such high mastery, the cost is indeed affordable.
Re: Weapon damtype mastery
Note #37968
posted on Ideas
Friday, September 29, 2017 @ 00:04
Reply to: Note 37966 posted by Bhengis

The cost to changing pclass is already very low compared to what it
was before.

New and qp poor players pay the least.
Strong and qp rich players with v high mastery pay the most.
Even at it's highest tax for mastery rebuild, the amount is affordable
for a strong player.

Unless we want to see players regularly switching to levelling pclass,
then switch to pupping pclass, then switch to pvp pclass, and then when
then latest trending pclass emerge half the mud switch to it immediately,
and everyone rocking the exact same race....then i'd think this is
not a good idea.
Geniewish Rank4 head
Note #47973
posted on Forsale
Tuesday, September 26, 2017 @ 07:09

+-----------------------------------------------------------------+
| Keywords   : rank4 genie turban head                            |
| Name       : ~~Genie's Turban~~                                 |
| Id         : 1866571618                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : head                                               |
| Score      : 500                                                |
| Material   : cloth                                              |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Hit roll     : +50      Damage roll  : +50         |
|              Moves        : +450                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +45      All magic    : +45         |
+-----------------------------------------------------------------+
350mil + reown (or 380mil without reown fee)
forsale
send tell/note if interested
Geniewish Rank4 head Forsale
Note #47967
posted on Forsale
Saturday, September 23, 2017 @ 21:09
+-----------------------------------------------------------------+
| Keywords   : rank4 genie turban head                            |
| Name       : ~~Genie's Turban~~                                 |
| Id         : 1866571618                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : head                                               |
| Score      : 500                                                |
| Material   : cloth                                              |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Wire                                               |
+-----------------------------------------------------------------+
| Stat Mods  : Hit roll     : +50      Damage roll  : +50         |
|              Moves        : +450                                |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +45      All magic    : +45         |
+-----------------------------------------------------------------+
400mil + reown
send tell/note if interested