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Venk

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  1. Like
    Venk got a reaction from Shadowmon in My Final attempt to make Warspear a better place for everyone.   
    Oh, where do I even begin with this one? I started playing Warspear way back in 2015, you know, in the golden age before the game became this bloated mess. I met a shaman named "xwolvesx" in another game. Supposedly, we were sworn enemies in that game, but hey, nothing says "friendship" like awkwardly teaming up with your arch-nemesis. He ditched the game in 2018, leaving me to rot in this endless grindfest, but don't worry—I’m totally loving the endless hours of gameplay that just never seem to stop.
    Back in the day, there were no relics, no talents, no books—it was pure, unadulterated skill. The more time you spend with your class the more skilled player you become. You actually had to, you know, earn your way through the game. But now? Nah, why bother with that when you can just throw a stack of cash at your character and turn it into a 1v5 hyper-carry, like some sort of game-breaking superhero. Sometimes I wonder, are these "rich" players even real? Or is this just some elaborate scheme by "Warspear employees", blowing cash left and right to trick us peasants into thinking real people are actually spending this much? Call me paranoid, but honestly, you’ve got to consider all the possibilities, right?
    Anyway, after nine years of this madness, one thing is crystal clear: amplification sucked back then, and guess what? It still sucks now. Oh, and don’t even get me started on the drop rates. Low and mysterious, just how they like it. Remember when the old maps like swamps and labs used to give you that warm, nostalgic glow? Well, now they’re just… there, gathering dust, because who needs nostalgia when you can have a more "complex" game, right?
    Let’s talk about the abilites. First, it was skills, then books, then relics, then more books, and now? Talents. So. Many. Talents. And guess what? Even more talents! The real kicker, though, is that they’ve locked certain talents behind reputation grinds, as if they want new players to give up before they even start. I mean, who has time to spend months grinding rep to unlock non-guild talents? Oh, and don’t forget, you need to be in some top-tier, hyper-active guild, grinding out guild events every day for like, what, 3 to 5 months? Super fun, right? Class balance is often biased some classes always gets the unfair advantage over other classes every year.
    Sure, it’s an MMORPG, and if it were easy, everyone would do it, but here’s a wild idea: maybe don’t make it so mind-numbingly overwhelming? The game is so "fun" now that all the cool stuff from back in the day is just irrelevant. Too many items, prices that make no sense, and everything is spiraling into this vortex of confusion and frustration. It’s almost like they’re sabotaging their own creation, but hey, what do I know? Just a humble player trapped in the endless loop. I can go on and on and on as there are so many things wrong with WS right now. But let's not go there because  I can do this all day.
     
    I've given feedback and suggestions before, and I’m doing it again, not because you have to take them, but because if the game becomes less complicated and more enjoyable, it’ll benefit everyone.
     
    Here’s what I think could improve the game:
    Swamps Rework: How about expanding the Swamps area with a new zone, "Swamps 2"? It could add some fresh content and keep things interesting.
    Old Lab Update: Rework the Old Lab by introducing a Level 3 Lab that unlocks after completing the new lab. This could provide a nice progression path for players.
    Amplification Rate Transparency: Make the amplification rate visible to players, similar to how cumulative rewards are shown in tombs. For instance, after each failed amplification attempt, the chance of success could increase by a certain percentage—0.5% after the first failure, 1% after the second, and so on. After 199 failed attempts, the 200th attempt would be guaranteed. This would help players predict how much gold and sings they need for +10 gear. (this is just an idea)
    Also, apply this cumulative rewards concept to all dungeons, not just tombs.
    Introduce Fishing: Add a fishing feature for a relaxing break from the usual gameplay. Check out this suggestion.
    Solo Dungeons: Consider adding solo dungeon content. It would be great for players who prefer to play alone. Here’s a proposal for inspiration.
    More Solo Content: Provide more solo content that rewards players for their hard work. The days of grinding signs of filth for decent gold are long gone. Introduce new farming activities, similar to Halloween/Snow/Spring caches, but with a system that offers decent gold when traded with NPCs.
    Gold-Making Opportunities: Expand ways for average players to earn gold. Not everyone has hours to spend spamming dungeons for a rare drop. More accessible ways to earn gold would be really appreciated.
     
    I have given you all enough time. No problem take some more time. But, if the game doesn’t improve in the near future, I might just hammer that final nail into the coffin. And once it's sealed, there's no going back. More people will leave, and then... well, it’ll be a shame. I may be sinking, but I'll drag everyone down with me. 
    If this post gets locked or moved/removed, it’ll be a clear reflection of how much you truly value your players' feedback.
     
    Good luck. And remember, "If you're not part of the solution, you're part of the problem." – Eldridge Cleaver.
     
  2. Like
    Venk got a reaction from Drakoslayd in My Final attempt to make Warspear a better place for everyone.   
    Oh, where do I even begin with this one? I started playing Warspear way back in 2015, you know, in the golden age before the game became this bloated mess. I met a shaman named "xwolvesx" in another game. Supposedly, we were sworn enemies in that game, but hey, nothing says "friendship" like awkwardly teaming up with your arch-nemesis. He ditched the game in 2018, leaving me to rot in this endless grindfest, but don't worry—I’m totally loving the endless hours of gameplay that just never seem to stop.
    Back in the day, there were no relics, no talents, no books—it was pure, unadulterated skill. The more time you spend with your class the more skilled player you become. You actually had to, you know, earn your way through the game. But now? Nah, why bother with that when you can just throw a stack of cash at your character and turn it into a 1v5 hyper-carry, like some sort of game-breaking superhero. Sometimes I wonder, are these "rich" players even real? Or is this just some elaborate scheme by "Warspear employees", blowing cash left and right to trick us peasants into thinking real people are actually spending this much? Call me paranoid, but honestly, you’ve got to consider all the possibilities, right?
    Anyway, after nine years of this madness, one thing is crystal clear: amplification sucked back then, and guess what? It still sucks now. Oh, and don’t even get me started on the drop rates. Low and mysterious, just how they like it. Remember when the old maps like swamps and labs used to give you that warm, nostalgic glow? Well, now they’re just… there, gathering dust, because who needs nostalgia when you can have a more "complex" game, right?
    Let’s talk about the abilites. First, it was skills, then books, then relics, then more books, and now? Talents. So. Many. Talents. And guess what? Even more talents! The real kicker, though, is that they’ve locked certain talents behind reputation grinds, as if they want new players to give up before they even start. I mean, who has time to spend months grinding rep to unlock non-guild talents? Oh, and don’t forget, you need to be in some top-tier, hyper-active guild, grinding out guild events every day for like, what, 3 to 5 months? Super fun, right? Class balance is often biased some classes always gets the unfair advantage over other classes every year.
    Sure, it’s an MMORPG, and if it were easy, everyone would do it, but here’s a wild idea: maybe don’t make it so mind-numbingly overwhelming? The game is so "fun" now that all the cool stuff from back in the day is just irrelevant. Too many items, prices that make no sense, and everything is spiraling into this vortex of confusion and frustration. It’s almost like they’re sabotaging their own creation, but hey, what do I know? Just a humble player trapped in the endless loop. I can go on and on and on as there are so many things wrong with WS right now. But let's not go there because  I can do this all day.
     
    I've given feedback and suggestions before, and I’m doing it again, not because you have to take them, but because if the game becomes less complicated and more enjoyable, it’ll benefit everyone.
     
    Here’s what I think could improve the game:
    Swamps Rework: How about expanding the Swamps area with a new zone, "Swamps 2"? It could add some fresh content and keep things interesting.
    Old Lab Update: Rework the Old Lab by introducing a Level 3 Lab that unlocks after completing the new lab. This could provide a nice progression path for players.
    Amplification Rate Transparency: Make the amplification rate visible to players, similar to how cumulative rewards are shown in tombs. For instance, after each failed amplification attempt, the chance of success could increase by a certain percentage—0.5% after the first failure, 1% after the second, and so on. After 199 failed attempts, the 200th attempt would be guaranteed. This would help players predict how much gold and sings they need for +10 gear. (this is just an idea)
    Also, apply this cumulative rewards concept to all dungeons, not just tombs.
    Introduce Fishing: Add a fishing feature for a relaxing break from the usual gameplay. Check out this suggestion.
    Solo Dungeons: Consider adding solo dungeon content. It would be great for players who prefer to play alone. Here’s a proposal for inspiration.
    More Solo Content: Provide more solo content that rewards players for their hard work. The days of grinding signs of filth for decent gold are long gone. Introduce new farming activities, similar to Halloween/Snow/Spring caches, but with a system that offers decent gold when traded with NPCs.
    Gold-Making Opportunities: Expand ways for average players to earn gold. Not everyone has hours to spend spamming dungeons for a rare drop. More accessible ways to earn gold would be really appreciated.
     
    I have given you all enough time. No problem take some more time. But, if the game doesn’t improve in the near future, I might just hammer that final nail into the coffin. And once it's sealed, there's no going back. More people will leave, and then... well, it’ll be a shame. I may be sinking, but I'll drag everyone down with me. 
    If this post gets locked or moved/removed, it’ll be a clear reflection of how much you truly value your players' feedback.
     
    Good luck. And remember, "If you're not part of the solution, you're part of the problem." – Eldridge Cleaver.
     
  3. Like
    Venk got a reaction from Enemy in My Final attempt to make Warspear a better place for everyone.   
    Oh, where do I even begin with this one? I started playing Warspear way back in 2015, you know, in the golden age before the game became this bloated mess. I met a shaman named "xwolvesx" in another game. Supposedly, we were sworn enemies in that game, but hey, nothing says "friendship" like awkwardly teaming up with your arch-nemesis. He ditched the game in 2018, leaving me to rot in this endless grindfest, but don't worry—I’m totally loving the endless hours of gameplay that just never seem to stop.
    Back in the day, there were no relics, no talents, no books—it was pure, unadulterated skill. The more time you spend with your class the more skilled player you become. You actually had to, you know, earn your way through the game. But now? Nah, why bother with that when you can just throw a stack of cash at your character and turn it into a 1v5 hyper-carry, like some sort of game-breaking superhero. Sometimes I wonder, are these "rich" players even real? Or is this just some elaborate scheme by "Warspear employees", blowing cash left and right to trick us peasants into thinking real people are actually spending this much? Call me paranoid, but honestly, you’ve got to consider all the possibilities, right?
    Anyway, after nine years of this madness, one thing is crystal clear: amplification sucked back then, and guess what? It still sucks now. Oh, and don’t even get me started on the drop rates. Low and mysterious, just how they like it. Remember when the old maps like swamps and labs used to give you that warm, nostalgic glow? Well, now they’re just… there, gathering dust, because who needs nostalgia when you can have a more "complex" game, right?
    Let’s talk about the abilites. First, it was skills, then books, then relics, then more books, and now? Talents. So. Many. Talents. And guess what? Even more talents! The real kicker, though, is that they’ve locked certain talents behind reputation grinds, as if they want new players to give up before they even start. I mean, who has time to spend months grinding rep to unlock non-guild talents? Oh, and don’t forget, you need to be in some top-tier, hyper-active guild, grinding out guild events every day for like, what, 3 to 5 months? Super fun, right? Class balance is often biased some classes always gets the unfair advantage over other classes every year.
    Sure, it’s an MMORPG, and if it were easy, everyone would do it, but here’s a wild idea: maybe don’t make it so mind-numbingly overwhelming? The game is so "fun" now that all the cool stuff from back in the day is just irrelevant. Too many items, prices that make no sense, and everything is spiraling into this vortex of confusion and frustration. It’s almost like they’re sabotaging their own creation, but hey, what do I know? Just a humble player trapped in the endless loop. I can go on and on and on as there are so many things wrong with WS right now. But let's not go there because  I can do this all day.
     
    I've given feedback and suggestions before, and I’m doing it again, not because you have to take them, but because if the game becomes less complicated and more enjoyable, it’ll benefit everyone.
     
    Here’s what I think could improve the game:
    Swamps Rework: How about expanding the Swamps area with a new zone, "Swamps 2"? It could add some fresh content and keep things interesting.
    Old Lab Update: Rework the Old Lab by introducing a Level 3 Lab that unlocks after completing the new lab. This could provide a nice progression path for players.
    Amplification Rate Transparency: Make the amplification rate visible to players, similar to how cumulative rewards are shown in tombs. For instance, after each failed amplification attempt, the chance of success could increase by a certain percentage—0.5% after the first failure, 1% after the second, and so on. After 199 failed attempts, the 200th attempt would be guaranteed. This would help players predict how much gold and sings they need for +10 gear. (this is just an idea)
    Also, apply this cumulative rewards concept to all dungeons, not just tombs.
    Introduce Fishing: Add a fishing feature for a relaxing break from the usual gameplay. Check out this suggestion.
    Solo Dungeons: Consider adding solo dungeon content. It would be great for players who prefer to play alone. Here’s a proposal for inspiration.
    More Solo Content: Provide more solo content that rewards players for their hard work. The days of grinding signs of filth for decent gold are long gone. Introduce new farming activities, similar to Halloween/Snow/Spring caches, but with a system that offers decent gold when traded with NPCs.
    Gold-Making Opportunities: Expand ways for average players to earn gold. Not everyone has hours to spend spamming dungeons for a rare drop. More accessible ways to earn gold would be really appreciated.
     
    I have given you all enough time. No problem take some more time. But, if the game doesn’t improve in the near future, I might just hammer that final nail into the coffin. And once it's sealed, there's no going back. More people will leave, and then... well, it’ll be a shame. I may be sinking, but I'll drag everyone down with me. 
    If this post gets locked or moved/removed, it’ll be a clear reflection of how much you truly value your players' feedback.
     
    Good luck. And remember, "If you're not part of the solution, you're part of the problem." – Eldridge Cleaver.
     
  4. Like
    Venk got a reaction from nbilbo in My Final attempt to make Warspear a better place for everyone.   
    Oh, where do I even begin with this one? I started playing Warspear way back in 2015, you know, in the golden age before the game became this bloated mess. I met a shaman named "xwolvesx" in another game. Supposedly, we were sworn enemies in that game, but hey, nothing says "friendship" like awkwardly teaming up with your arch-nemesis. He ditched the game in 2018, leaving me to rot in this endless grindfest, but don't worry—I’m totally loving the endless hours of gameplay that just never seem to stop.
    Back in the day, there were no relics, no talents, no books—it was pure, unadulterated skill. The more time you spend with your class the more skilled player you become. You actually had to, you know, earn your way through the game. But now? Nah, why bother with that when you can just throw a stack of cash at your character and turn it into a 1v5 hyper-carry, like some sort of game-breaking superhero. Sometimes I wonder, are these "rich" players even real? Or is this just some elaborate scheme by "Warspear employees", blowing cash left and right to trick us peasants into thinking real people are actually spending this much? Call me paranoid, but honestly, you’ve got to consider all the possibilities, right?
    Anyway, after nine years of this madness, one thing is crystal clear: amplification sucked back then, and guess what? It still sucks now. Oh, and don’t even get me started on the drop rates. Low and mysterious, just how they like it. Remember when the old maps like swamps and labs used to give you that warm, nostalgic glow? Well, now they’re just… there, gathering dust, because who needs nostalgia when you can have a more "complex" game, right?
    Let’s talk about the abilites. First, it was skills, then books, then relics, then more books, and now? Talents. So. Many. Talents. And guess what? Even more talents! The real kicker, though, is that they’ve locked certain talents behind reputation grinds, as if they want new players to give up before they even start. I mean, who has time to spend months grinding rep to unlock non-guild talents? Oh, and don’t forget, you need to be in some top-tier, hyper-active guild, grinding out guild events every day for like, what, 3 to 5 months? Super fun, right? Class balance is often biased some classes always gets the unfair advantage over other classes every year.
    Sure, it’s an MMORPG, and if it were easy, everyone would do it, but here’s a wild idea: maybe don’t make it so mind-numbingly overwhelming? The game is so "fun" now that all the cool stuff from back in the day is just irrelevant. Too many items, prices that make no sense, and everything is spiraling into this vortex of confusion and frustration. It’s almost like they’re sabotaging their own creation, but hey, what do I know? Just a humble player trapped in the endless loop. I can go on and on and on as there are so many things wrong with WS right now. But let's not go there because  I can do this all day.
     
    I've given feedback and suggestions before, and I’m doing it again, not because you have to take them, but because if the game becomes less complicated and more enjoyable, it’ll benefit everyone.
     
    Here’s what I think could improve the game:
    Swamps Rework: How about expanding the Swamps area with a new zone, "Swamps 2"? It could add some fresh content and keep things interesting.
    Old Lab Update: Rework the Old Lab by introducing a Level 3 Lab that unlocks after completing the new lab. This could provide a nice progression path for players.
    Amplification Rate Transparency: Make the amplification rate visible to players, similar to how cumulative rewards are shown in tombs. For instance, after each failed amplification attempt, the chance of success could increase by a certain percentage—0.5% after the first failure, 1% after the second, and so on. After 199 failed attempts, the 200th attempt would be guaranteed. This would help players predict how much gold and sings they need for +10 gear. (this is just an idea)
    Also, apply this cumulative rewards concept to all dungeons, not just tombs.
    Introduce Fishing: Add a fishing feature for a relaxing break from the usual gameplay. Check out this suggestion.
    Solo Dungeons: Consider adding solo dungeon content. It would be great for players who prefer to play alone. Here’s a proposal for inspiration.
    More Solo Content: Provide more solo content that rewards players for their hard work. The days of grinding signs of filth for decent gold are long gone. Introduce new farming activities, similar to Halloween/Snow/Spring caches, but with a system that offers decent gold when traded with NPCs.
    Gold-Making Opportunities: Expand ways for average players to earn gold. Not everyone has hours to spend spamming dungeons for a rare drop. More accessible ways to earn gold would be really appreciated.
     
    I have given you all enough time. No problem take some more time. But, if the game doesn’t improve in the near future, I might just hammer that final nail into the coffin. And once it's sealed, there's no going back. More people will leave, and then... well, it’ll be a shame. I may be sinking, but I'll drag everyone down with me. 
    If this post gets locked or moved/removed, it’ll be a clear reflection of how much you truly value your players' feedback.
     
    Good luck. And remember, "If you're not part of the solution, you're part of the problem." – Eldridge Cleaver.
     
  5. Like
    Venk got a reaction from TheCaster in My Final attempt to make Warspear a better place for everyone.   
    Oh, where do I even begin with this one? I started playing Warspear way back in 2015, you know, in the golden age before the game became this bloated mess. I met a shaman named "xwolvesx" in another game. Supposedly, we were sworn enemies in that game, but hey, nothing says "friendship" like awkwardly teaming up with your arch-nemesis. He ditched the game in 2018, leaving me to rot in this endless grindfest, but don't worry—I’m totally loving the endless hours of gameplay that just never seem to stop.
    Back in the day, there were no relics, no talents, no books—it was pure, unadulterated skill. The more time you spend with your class the more skilled player you become. You actually had to, you know, earn your way through the game. But now? Nah, why bother with that when you can just throw a stack of cash at your character and turn it into a 1v5 hyper-carry, like some sort of game-breaking superhero. Sometimes I wonder, are these "rich" players even real? Or is this just some elaborate scheme by "Warspear employees", blowing cash left and right to trick us peasants into thinking real people are actually spending this much? Call me paranoid, but honestly, you’ve got to consider all the possibilities, right?
    Anyway, after nine years of this madness, one thing is crystal clear: amplification sucked back then, and guess what? It still sucks now. Oh, and don’t even get me started on the drop rates. Low and mysterious, just how they like it. Remember when the old maps like swamps and labs used to give you that warm, nostalgic glow? Well, now they’re just… there, gathering dust, because who needs nostalgia when you can have a more "complex" game, right?
    Let’s talk about the abilites. First, it was skills, then books, then relics, then more books, and now? Talents. So. Many. Talents. And guess what? Even more talents! The real kicker, though, is that they’ve locked certain talents behind reputation grinds, as if they want new players to give up before they even start. I mean, who has time to spend months grinding rep to unlock non-guild talents? Oh, and don’t forget, you need to be in some top-tier, hyper-active guild, grinding out guild events every day for like, what, 3 to 5 months? Super fun, right? Class balance is often biased some classes always gets the unfair advantage over other classes every year.
    Sure, it’s an MMORPG, and if it were easy, everyone would do it, but here’s a wild idea: maybe don’t make it so mind-numbingly overwhelming? The game is so "fun" now that all the cool stuff from back in the day is just irrelevant. Too many items, prices that make no sense, and everything is spiraling into this vortex of confusion and frustration. It’s almost like they’re sabotaging their own creation, but hey, what do I know? Just a humble player trapped in the endless loop. I can go on and on and on as there are so many things wrong with WS right now. But let's not go there because  I can do this all day.
     
    I've given feedback and suggestions before, and I’m doing it again, not because you have to take them, but because if the game becomes less complicated and more enjoyable, it’ll benefit everyone.
     
    Here’s what I think could improve the game:
    Swamps Rework: How about expanding the Swamps area with a new zone, "Swamps 2"? It could add some fresh content and keep things interesting.
    Old Lab Update: Rework the Old Lab by introducing a Level 3 Lab that unlocks after completing the new lab. This could provide a nice progression path for players.
    Amplification Rate Transparency: Make the amplification rate visible to players, similar to how cumulative rewards are shown in tombs. For instance, after each failed amplification attempt, the chance of success could increase by a certain percentage—0.5% after the first failure, 1% after the second, and so on. After 199 failed attempts, the 200th attempt would be guaranteed. This would help players predict how much gold and sings they need for +10 gear. (this is just an idea)
    Also, apply this cumulative rewards concept to all dungeons, not just tombs.
    Introduce Fishing: Add a fishing feature for a relaxing break from the usual gameplay. Check out this suggestion.
    Solo Dungeons: Consider adding solo dungeon content. It would be great for players who prefer to play alone. Here’s a proposal for inspiration.
    More Solo Content: Provide more solo content that rewards players for their hard work. The days of grinding signs of filth for decent gold are long gone. Introduce new farming activities, similar to Halloween/Snow/Spring caches, but with a system that offers decent gold when traded with NPCs.
    Gold-Making Opportunities: Expand ways for average players to earn gold. Not everyone has hours to spend spamming dungeons for a rare drop. More accessible ways to earn gold would be really appreciated.
     
    I have given you all enough time. No problem take some more time. But, if the game doesn’t improve in the near future, I might just hammer that final nail into the coffin. And once it's sealed, there's no going back. More people will leave, and then... well, it’ll be a shame. I may be sinking, but I'll drag everyone down with me. 
    If this post gets locked or moved/removed, it’ll be a clear reflection of how much you truly value your players' feedback.
     
    Good luck. And remember, "If you're not part of the solution, you're part of the problem." – Eldridge Cleaver.
     
  6. Like
    Venk got a reaction from Shax in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. Announcement   
    Oh, fantastic. Another update that's a complete disaster
     
    New dynamic quests?
    Sure, let's add some "dynamic" quests that clearly aren't meant for solo players. Because who actually wants to play alone and earn reps, kill counts, and gold, right?
    And then there's the rep grind in Almahad. I mean, who doesn't love a good, old-fashioned grind where it takes years—yes, years—to unlock even the most basic of non-playable guild talents and class talents? Clearly, they want to make sure no one ever actually achieves anything. 
    Now, I know some of you will jump in with, "Just join a guild, do events, make your 750 guild rep/day." Oh, yes, because we all just love being tied to someone else's schedule. Whatever happened to playing at your own pace? You know, like when you leisurely do T3 or T4 quests whenever you feel like it? No, no, everything must revolve around guild activities because apparently, no one is allowed to play solo. 
    Unique talents for adventurers and assassins?
    Oh, brilliant. Let's make these game-changing talents unlockable with guild reps. That makes perfect sense. Because who needs more ways to earn reps, right? They’ve brilliantly locked these behind Almahad and guild reps, which you can barely earn unless you're constantly attending guild events. Because, of course, everyone has all the time in the world to be in a super active guild and do events every day. Perfect. 
    Cumulative rewards in Tombs and Outposts?
    Oh, wonderful. One-time rewards and permanent rewards with progress bars. How innovative. But why only in Tombs and Outposts? Why not in all the dungeons in WS?
    Artifacts?
    Two types, one gives special effects, the other summons minions. Sounds... okay, I guess. 
    Storyline PvP quests?
    Oh, new yellow quests with arena gear rewards, how exciting. But where are those PvP quests with decent gold rewards you teased in the last update? Oh, you just conveniently forgot about those, didn't you? Instead, you’re pushing out new content without fixing what’s broken. Because that’s exactly what we need: more things to do in a game that still has a terrible gold-making system.
    But hey, what do I know? I'm just here hoping for a game where you can actually progress solo, earn a decent amount of gold, and not feel like you're being forced into group content all the time. Maybe add a special category for solo content, or a solo dungeon, or even a solo way to earn guild reps. But no, clearly that’s asking too much. I mean, it's not like every other MMORPG offers solo progression or anything. If you can't even manage that, maybe stop calling yourself an MMORPG.
  7. Like
    Venk got a reaction from Heat - EU in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. Announcement   
    Oh, fantastic. Another update that's a complete disaster
     
    New dynamic quests?
    Sure, let's add some "dynamic" quests that clearly aren't meant for solo players. Because who actually wants to play alone and earn reps, kill counts, and gold, right?
    And then there's the rep grind in Almahad. I mean, who doesn't love a good, old-fashioned grind where it takes years—yes, years—to unlock even the most basic of non-playable guild talents and class talents? Clearly, they want to make sure no one ever actually achieves anything. 
    Now, I know some of you will jump in with, "Just join a guild, do events, make your 750 guild rep/day." Oh, yes, because we all just love being tied to someone else's schedule. Whatever happened to playing at your own pace? You know, like when you leisurely do T3 or T4 quests whenever you feel like it? No, no, everything must revolve around guild activities because apparently, no one is allowed to play solo. 
    Unique talents for adventurers and assassins?
    Oh, brilliant. Let's make these game-changing talents unlockable with guild reps. That makes perfect sense. Because who needs more ways to earn reps, right? They’ve brilliantly locked these behind Almahad and guild reps, which you can barely earn unless you're constantly attending guild events. Because, of course, everyone has all the time in the world to be in a super active guild and do events every day. Perfect. 
    Cumulative rewards in Tombs and Outposts?
    Oh, wonderful. One-time rewards and permanent rewards with progress bars. How innovative. But why only in Tombs and Outposts? Why not in all the dungeons in WS?
    Artifacts?
    Two types, one gives special effects, the other summons minions. Sounds... okay, I guess. 
    Storyline PvP quests?
    Oh, new yellow quests with arena gear rewards, how exciting. But where are those PvP quests with decent gold rewards you teased in the last update? Oh, you just conveniently forgot about those, didn't you? Instead, you’re pushing out new content without fixing what’s broken. Because that’s exactly what we need: more things to do in a game that still has a terrible gold-making system.
    But hey, what do I know? I'm just here hoping for a game where you can actually progress solo, earn a decent amount of gold, and not feel like you're being forced into group content all the time. Maybe add a special category for solo content, or a solo dungeon, or even a solo way to earn guild reps. But no, clearly that’s asking too much. I mean, it's not like every other MMORPG offers solo progression or anything. If you can't even manage that, maybe stop calling yourself an MMORPG.
  8. Cool Story
    Venk got a reaction from Lucius in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. Announcement   
    Oh, fantastic. Another update that's a complete disaster
     
    New dynamic quests?
    Sure, let's add some "dynamic" quests that clearly aren't meant for solo players. Because who actually wants to play alone and earn reps, kill counts, and gold, right?
    And then there's the rep grind in Almahad. I mean, who doesn't love a good, old-fashioned grind where it takes years—yes, years—to unlock even the most basic of non-playable guild talents and class talents? Clearly, they want to make sure no one ever actually achieves anything. 
    Now, I know some of you will jump in with, "Just join a guild, do events, make your 750 guild rep/day." Oh, yes, because we all just love being tied to someone else's schedule. Whatever happened to playing at your own pace? You know, like when you leisurely do T3 or T4 quests whenever you feel like it? No, no, everything must revolve around guild activities because apparently, no one is allowed to play solo. 
    Unique talents for adventurers and assassins?
    Oh, brilliant. Let's make these game-changing talents unlockable with guild reps. That makes perfect sense. Because who needs more ways to earn reps, right? They’ve brilliantly locked these behind Almahad and guild reps, which you can barely earn unless you're constantly attending guild events. Because, of course, everyone has all the time in the world to be in a super active guild and do events every day. Perfect. 
    Cumulative rewards in Tombs and Outposts?
    Oh, wonderful. One-time rewards and permanent rewards with progress bars. How innovative. But why only in Tombs and Outposts? Why not in all the dungeons in WS?
    Artifacts?
    Two types, one gives special effects, the other summons minions. Sounds... okay, I guess. 
    Storyline PvP quests?
    Oh, new yellow quests with arena gear rewards, how exciting. But where are those PvP quests with decent gold rewards you teased in the last update? Oh, you just conveniently forgot about those, didn't you? Instead, you’re pushing out new content without fixing what’s broken. Because that’s exactly what we need: more things to do in a game that still has a terrible gold-making system.
    But hey, what do I know? I'm just here hoping for a game where you can actually progress solo, earn a decent amount of gold, and not feel like you're being forced into group content all the time. Maybe add a special category for solo content, or a solo dungeon, or even a solo way to earn guild reps. But no, clearly that’s asking too much. I mean, it's not like every other MMORPG offers solo progression or anything. If you can't even manage that, maybe stop calling yourself an MMORPG.
  9. Like
    Venk got a reaction from DariusDeGer in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. Announcement   
    Oh, fantastic. Another update that's a complete disaster
     
    New dynamic quests?
    Sure, let's add some "dynamic" quests that clearly aren't meant for solo players. Because who actually wants to play alone and earn reps, kill counts, and gold, right?
    And then there's the rep grind in Almahad. I mean, who doesn't love a good, old-fashioned grind where it takes years—yes, years—to unlock even the most basic of non-playable guild talents and class talents? Clearly, they want to make sure no one ever actually achieves anything. 
    Now, I know some of you will jump in with, "Just join a guild, do events, make your 750 guild rep/day." Oh, yes, because we all just love being tied to someone else's schedule. Whatever happened to playing at your own pace? You know, like when you leisurely do T3 or T4 quests whenever you feel like it? No, no, everything must revolve around guild activities because apparently, no one is allowed to play solo. 
    Unique talents for adventurers and assassins?
    Oh, brilliant. Let's make these game-changing talents unlockable with guild reps. That makes perfect sense. Because who needs more ways to earn reps, right? They’ve brilliantly locked these behind Almahad and guild reps, which you can barely earn unless you're constantly attending guild events. Because, of course, everyone has all the time in the world to be in a super active guild and do events every day. Perfect. 
    Cumulative rewards in Tombs and Outposts?
    Oh, wonderful. One-time rewards and permanent rewards with progress bars. How innovative. But why only in Tombs and Outposts? Why not in all the dungeons in WS?
    Artifacts?
    Two types, one gives special effects, the other summons minions. Sounds... okay, I guess. 
    Storyline PvP quests?
    Oh, new yellow quests with arena gear rewards, how exciting. But where are those PvP quests with decent gold rewards you teased in the last update? Oh, you just conveniently forgot about those, didn't you? Instead, you’re pushing out new content without fixing what’s broken. Because that’s exactly what we need: more things to do in a game that still has a terrible gold-making system.
    But hey, what do I know? I'm just here hoping for a game where you can actually progress solo, earn a decent amount of gold, and not feel like you're being forced into group content all the time. Maybe add a special category for solo content, or a solo dungeon, or even a solo way to earn guild reps. But no, clearly that’s asking too much. I mean, it's not like every other MMORPG offers solo progression or anything. If you can't even manage that, maybe stop calling yourself an MMORPG.
  10. Thanks
    Venk got a reaction from Shadowmon in [2024.05.31] Warspear Online Update 12.4. Age of Triumph. Announcement   
    Removing pot/scrolls, non class books is also a nice idea.
  11. Thanks
    Venk got a reaction from Shadowmon in How to make Knowledge Solo Part-5 [Venk, Eu-Emerald]   
    PART 5
    Solo Player Strategies for Game Progression
    Other Knowledge Information
  12. Thanks
    Venk got a reaction from Shadowmon in How to make Knowledge Solo Part-3 [Venk, Eu-Emerald]   
    PART 3
    Dungeon
    Elite Mobs
    Calender
  13. Like
    Venk got a reaction from Dr Strange in [2024.01.18] Game servers restart   
    As of now I didn't noticed that much, i thought it was working fine. I can't wait for this now to test it.
  14. Like
    Venk got a reaction from Laevateinn in How much gold you can make from daily questing in Warspear online   
    https://docs.google.com/spreadsheets/d/146B1CIGUQh8gcqsnTSS4VONIe4wVpRHj_JFZj2TDs4w/edit#gid=0

     
     
  15. Like
    Venk got a reaction from MysticWolf in DEAD GAME, HEAR ME OUT !!!!!!   
    I know exactly what you mean. Its just hard to explain and I agree with most of the things you said.
  16. Thanks
    Venk reacted to MysticWolf in DEAD GAME, HEAR ME OUT !!!!!!   
    -Why the devs don't care about the old maps anymore ? 
    -Only endgame and endgame.... only for people who are putting money in this game....
    -There is no interest in making this game big as it was in the 2012 or early, playerbase is declining.... no promotion or anything for this game to grow.... if there are no new players there is nothing we can do in the first 2 maps...and the game will die eventually, but only ppl who spent huge money will still remain !!!!! 
    -They need to make new ways to farm for gold in this game... selling gear is not an option unless you are a very high skilled player allready.... if you are a new player i can't do sh#t...... only after putting some money in this dead game you can do something....
    -Let's not talk about the drops in dungeons.... where is worse.... the amount of times you need to do them to get something is insane..... you spend more money in buying stamina... and gain more to nothing in dgs.... but this is a very hard way to make gold..... no mobs or boss drops gold la 5 to 10k or maybe i don't know that because..... I NEED HIGH LVL GEAR AND NEEDS TO BE AMPLYFIED TO -DO SOMETHING BUT OH WELL I HAVE NO GOLD, because there is nothing to do to get gold or ways to get my gear, craft takes too much time and resources......
     
    SO FOR SHORT YOU CAN'T DO ANYTHING TO IMPROVE URSELF IN THIS GAME UNLESS YOU PAY !!!!!!!!!!!!!!!
     
  17. Thanks
    Venk reacted to hentbank in 10 ideas that might be useful   
    5 meant to group the same sold items in mailbox, rather than one by one
  18. Thanks
    Venk reacted to hentbank in 10 ideas that might be useful   
    1. Auto unequip all equipments button.
    2. Auto demand arena.
    3. Guaranteed drop every 10th run.
    4. Auto re-sell item in market.
    5. Grouped redemption in mailbox.
    6. Personal Map marker/pin.
    7. Add one more skill set.
    8. Higher chance to amplification every signs used.
    9. Close new craft updates in Info chat.
    10. Kronus dungeon new equipments.
     
  19. Like
    Venk got a reaction from Filipe Ramon in "shattered stone" abuse skill at war, suggesting rework   
    Players are abusing shattered stone skill of mage in war the point is because of shattered stone players dont even need to target the flag they just need do 1 click. No other class is comparable to mages in hitting flags in war like this and this is serious concern. Because they abuse it with enough of lifescrolls all they have to do is use ls and 1 click on skill and boom thats it the damage has been done.
    for example, in this video you can see how mages are constantly spamming lifescrolls and abusing shattered stone skill by using it on flag.


    In mc side we do have dks with pulling skill but because of resistance stat most of the them are all getting resisted.. Also look how 3 sentinel guilds unity at last flag use globe we almost defended it by killing them all but its the shattered stone skill abuse which eventually helps them killing the flag and winning the war. 
    I also have a suggestion on how to fix it, make shattered stone skill deal no damage to flags at war and let other AoE skills like timewrap and blazing ground deal damage that would work.
  20. Speechless
    Venk got a reaction from Drakoslayd in Solo Dungeon   
    We have dungeons in warspear but the problem with dungeons is they require  a party to be completed. I know this is an mmorpg it requires people, should be played in group. Most of the top dgs like mermen, castle, myth level dg needs 5 members pt not everyone likes a group, not everyone has time to find or make a party and then fail sometimes doing dg with the group of players. These dgs gives drops like mermen eq, group relics a good gold for players who does dg who has time, compared to who doesnt. There are players who dont have time there should be something they can do without need to depend upon a party or players just like dg and it should be like they can start instantaneous at any given period of time during the day not like dg for which you never know if you are gonna find players, instead waiting making pt and then failing or not knowing when it can be done or if someone leaves the pt ending up by not being able to complete the dg.
    Solo dg is not something of new concept am talking about, it exists in spring dg. I feel like it should exist in normal times in the game aswell. So that whoever is running short of time they can do some runs not saying it should be easy or should be done quickly, it should be the same like an average dg but maybe not with top tier drops. So that it gives equal chance to players who are struggling to find a pt and can get a drop to make gold for themselves without depending upon others. 
  21. Wow
    Venk got a reaction from Drakoslayd in Fishing in Warspear   
    Fishing:
    just like a weapon there should a fishing rod with different levels.
    The higher the level the better the fish, the better the fish the better the gold from it when you sell it to npc.
    Using fishing rod to fish in areas with water located in warspear maps. You click on the hand icon to put your tip of the rod on to the water then a minimum of some minutes depending on the level of fishing rod you use you catch a fish. As simple as that. There will be all the different types of aquatic fish species or can be some food. The one you catch with level 10 rod would be fish under the level 10 cap, the one you catch with level 32/34 rod should include 30 to 34 levels of fishes. Once you catch the fish you sell it at npc for the gold just like how we sell scrolls or pots for gold.
    example of fishing rod:

     
    level 1-10 fish = 100g to 1k gold
    level 11-20 fish = 1k gold - 2k gold
    level 21-30  = 2k gold - 4k gold
    lvl 31-34= 4k gold - 8k gold

    fishes under level 10: takes 10 minutes to catch, A fish will be caught in your fishing rod within 10 minutes at any minute (just like how amplification and dg drops works with "luck" this should also work with "luck") and when you do there will appear some icon in red and you should click on it for once as soon as it appears it will stay for 5-10 seconds when you do congrats the fish is yours. if you dont you lose the fish. 
    After 10 minutes if you fail to catch any fish, one fish should be caught on the 10th minute as a guarranteed reward.
    Similarly, for level 11-20 fishes you can catch the fish at any minute but this time the icon mark in red will stay for 20 seconds if you fail to click it then its gone. And again if you dont get any fish for the 19 minutes of your fishing on your 20th minutes you should get 1.


    -for fishs of lvl 20-30= the icon mark in red will stay for 30 seconds. And again if you dont get any fish for the 29minutes of your fishing on your 30th minute you should get 1 guarranteed.
    -for fishs of lvl 30-40= the icon mark in red will stay for 34 seconds.  And again if you dont get any fish for the 39 minutes of your fishing on your 40th minute you should get 1 guarranteed.

    just like how crafting is expensive at the initial stages but later you make profit. Similarly, you will gain fishing experience everytime you catch a fish and thats how you will be able to use the different levels fishing rods. 
    for those wondering, a player with level 32 fishing experience will make 4-8k gold every 40 minutes if he succesfully catches the fish. so in an hour atleast 8k gold.
    but if he is lucky(like in dgs you can get costume of book in any run) one can catch fish in any minute. 
    level 1-10= chance of catching a fish 10%
     level 10-20= chance of catching a fish 20%
    level 20-30= chance of catching a fish 30%
    level 30-40= chance of catching a fish 40%
     
  22. Wow
    Venk got a reaction from Laevateinn in Fishing in Warspear   
    Fishing:
    just like a weapon there should a fishing rod with different levels.
    The higher the level the better the fish, the better the fish the better the gold from it when you sell it to npc.
    Using fishing rod to fish in areas with water located in warspear maps. You click on the hand icon to put your tip of the rod on to the water then a minimum of some minutes depending on the level of fishing rod you use you catch a fish. As simple as that. There will be all the different types of aquatic fish species or can be some food. The one you catch with level 10 rod would be fish under the level 10 cap, the one you catch with level 32/34 rod should include 30 to 34 levels of fishes. Once you catch the fish you sell it at npc for the gold just like how we sell scrolls or pots for gold.
    example of fishing rod:

     
    level 1-10 fish = 100g to 1k gold
    level 11-20 fish = 1k gold - 2k gold
    level 21-30  = 2k gold - 4k gold
    lvl 31-34= 4k gold - 8k gold

    fishes under level 10: takes 10 minutes to catch, A fish will be caught in your fishing rod within 10 minutes at any minute (just like how amplification and dg drops works with "luck" this should also work with "luck") and when you do there will appear some icon in red and you should click on it for once as soon as it appears it will stay for 5-10 seconds when you do congrats the fish is yours. if you dont you lose the fish. 
    After 10 minutes if you fail to catch any fish, one fish should be caught on the 10th minute as a guarranteed reward.
    Similarly, for level 11-20 fishes you can catch the fish at any minute but this time the icon mark in red will stay for 20 seconds if you fail to click it then its gone. And again if you dont get any fish for the 19 minutes of your fishing on your 20th minutes you should get 1.


    -for fishs of lvl 20-30= the icon mark in red will stay for 30 seconds. And again if you dont get any fish for the 29minutes of your fishing on your 30th minute you should get 1 guarranteed.
    -for fishs of lvl 30-40= the icon mark in red will stay for 34 seconds.  And again if you dont get any fish for the 39 minutes of your fishing on your 40th minute you should get 1 guarranteed.

    just like how crafting is expensive at the initial stages but later you make profit. Similarly, you will gain fishing experience everytime you catch a fish and thats how you will be able to use the different levels fishing rods. 
    for those wondering, a player with level 32 fishing experience will make 4-8k gold every 40 minutes if he succesfully catches the fish. so in an hour atleast 8k gold.
    but if he is lucky(like in dgs you can get costume of book in any run) one can catch fish in any minute. 
    level 1-10= chance of catching a fish 10%
     level 10-20= chance of catching a fish 20%
    level 20-30= chance of catching a fish 30%
    level 30-40= chance of catching a fish 40%
     
  23. Like
    Venk reacted to Lyzoic in 14 Tips I wish I knew before starting Warspear Online   
    7. Is most important
  24. Thanks
    Venk reacted to WantFairGame in [2023.10.27] Update Warspear Online 12.1: Vampire Order. Announcement   
    Imagine you make talent for book users. Other can continue to cry with %0.000000001 book drop rates 
  25. Like
    Venk reacted to Fishcat Link in [Legend of Almahad]-US-Shappire-Bigbug   
    战矛2.mp4 我很高兴制作这个叙事视频,很幸运,因为老师恰好布置了相关视频作业,而我选择了Almahad作为主题。经过长时间的准备和制作。终于成功了。稍后我会上传抖音
    https://www.tiktok.com/@fishcat_lol/video/7294070141527018795?is_from_webapp=1&sender_device=pc&web_id=7294059712051643950
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