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wyrm

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  1. Like
    wyrm got a reaction from Drakoslayd in Marry   
    I see no harm in that.

    We could have different wedding bands tiers with different prices, and a small buff for the couple when they are in a party together, maybe a stronger bonus with more expensive wedding bands.

    The bonus could be something simple like extra damage when together, but could also be something cooler like extra damage when attacking the same enemy, or extra cure/shielding/buffing when buffing each other.

    It's a good nice idea, as long as players don't get punished for not marrying someone else.
     
  2. Like
    wyrm reacted to Nichiyoubi in Marry   
    I think the game deserved a marriage system since many people play duo and couple, with divorce too, the buff could be an item in a new items tab or cards and pearls 
  3. Thanks
    wyrm got a reaction from Xjhazx in New Category in Society Button: Party seeking members for Bosses/Quest/DG   
    This is a great idea, just great.
  4. Like
    wyrm reacted to Xjhazx in New Category in Society Button: Party seeking members for Bosses/Quest/DG   
    I this new category will help almost all of the players in Warspear Online.
     
    For example, player X lvl 20 seeking a party in Rg easy to help him, he can easily find a party not just spaming chat on worldchat.
     
    You can see the title of the party and also what hero they need in party like tank, support or damager. The party seeker titles should be in list form for a better and easier view.
     
    You can just click the request button JOIN in party then wait for the leader to accept it or can change settings to freely join.
     
    I think this is so helpful so please try to make it possible.
    Thank you!
  5. Like
    wyrm got a reaction from Filipe Ramon in Daily knowledge limit   
    It's an artificial barrier to increase the game's length. It's not bad design, it's evil design, it will hardly ever change. We don't want you getting bored too fast, right? Keep playing :)

    I gotta give Aigrind some credit, the game feels easier and gentler compared to a couple years ago, but there are still plenty of barriers like that one.
  6. Like
    wyrm got a reaction from Pr0f in New guild storage system - withdraw for gold   
    That's just a great idea. We sell items from the storage to players in our guild, but we need to trust players or have a heir to oversee the transaction, so it's not ideal.

    A custom guild shop would be perfect to fix that. Maybe not only prices, but limiting the item amount, for instance, a player could take a repair scroll per day for free from the guild storage, or something similar.
  7. Like
    wyrm got a reaction from Drakoslayd in New guild storage system - withdraw for gold   
    That's just a great idea. We sell items from the storage to players in our guild, but we need to trust players or have a heir to oversee the transaction, so it's not ideal.

    A custom guild shop would be perfect to fix that. Maybe not only prices, but limiting the item amount, for instance, a player could take a repair scroll per day for free from the guild storage, or something similar.
  8. Like
    wyrm got a reaction from Laevateinn in Daily knowledge limit   
    It's an artificial barrier to increase the game's length. It's not bad design, it's evil design, it will hardly ever change. We don't want you getting bored too fast, right? Keep playing :)

    I gotta give Aigrind some credit, the game feels easier and gentler compared to a couple years ago, but there are still plenty of barriers like that one.
  9. Like
    wyrm reacted to Dwisen in Stacks of Items   
    Hello Dwizen here,
     
    I have a suggestion to make to the dev team, and please let me know if this was already suggested, but could you make that all items stack to 50? Like crafting items.
     
    From my prespective this is easy to fix. You only need to add a bit of code saying that all items stack to 50 instead of 10. Everything else you can leave as it is 
     
    Best regards,
     
    Dwizen
  10. Wow
    wyrm got a reaction from Drakoslayd in PVE COMPETITIVE CONTENT - Harad's Tower   
    This is just an extremely good and needed idea. I think your idea is great and borderline perfect, so my following suggestion is a mere addition to your content, not a replacement.

    What if we had an "infinite" mode within this tower? A survival mode with infinite floors. After each floors we would just get another floor with artificially stronger mobs. Monster slowly, but steadily, getting faster, stronger and harder to kill with each floor.

    Parties would compete to see whoever was able to reach the highest floor, which would slowly go up as the game and items progresses. Every time a new update with better items was released, players would be able to push further into the tower. Once we establish the "limit" in a given update, every time someone manages to push further would be a massive event worth remembering.  You could actually have the lower levels to be pretty easy, giving a chance to every player, even weaker players, to try. 

    The final reward of this survival mode would be calculated based on how many floors the party managed to clear before they died. Players would compete for highest floor reached, with the top party maybe having some bonuses, you could also have categories like "Highest floor under lvl6-12-18-26-32", each player would have a personal highest floor counter but maybe every guild could have one too, some "Highest floor achieved by the guild" that could also grant status.
  11. Like
    wyrm reacted to Gladiator in Quit button in normal Arena fights.   
    There is this BM-trend that's been going on for a while now in Arena, and it really ruins the whole Arena, and the one who came up with this idea is a messed up guy.
    Some people in this game go in Arena and while fighting the opponent, if the managed to, they kill all the members, but leave one without killing him, and they keep stunning him till the whole 7 minutes run out. They do this to waste other people's time. I think it's a very toxic and sh*tty behavior and I see no honor in winning like that. It also kills the fun for the others, while even losing can be fun in nice fights.
    Of course I'm not objecting about people actually fighting people who are on a 1hr spam or something to compete for a rank in the season, of course that's completely justified, it's just this thing of kill all and "stall" the other, that brings nothing to the game but more toxicity between players.
     
    I suggest adding a quit button like in Seal Arena but for the normal arena as well, it should also have a minimum time before you can use it, something between 2 and 3 minutes, and of course, it would be considered a loss. (Still a win considering not having to deal with such ppl)
     
    Clearly arena is pretty inactive and it is for obvious reasons that were pointed out in many other posts on the forum, I hope devs do some serious changes in the next season.
  12. Like
    wyrm got a reaction from Malik Campbell in Increase Boss Drop Rate For All Bosses   
    I think it is healthy for the game to have such things, most of games today have it, and the announcement in chat when someone gets one make it even better, the game needs to have those "impossible objectives".
     
    The problem is that we don't have much in between, and even its hard to get. And after arena set getting f*cked for pve, casual players are in a even worst situation.
    But I cant see a good way to solve it, I remember playing guild war's, I got a very good set and cool weapons at lvl80, it was pretty easy to get after some days of farming, but the game has so much more to do, what warspear have? If we take away all the grind and the search for itens, warspear dont have much to offer, a monotonous hardcore arena, kinda cool dungeons but stamina limits casual players a lot, events are cool but rare and have the same problems, quest lines are not that attractive, wars seems to be so damn polarized that half of the players don't even fight, look at emerald situation.
     
    Maybe if we add more daily quests like satraps. Or more raid bosses in the entire world, but they need to actually matter, to really motivate players.
    I remember playing a chinese mobile mmo (I forgot the name) where you had those daily quests that would really give good rewards and players would log to do it every single day cause it was worth.

    Well, anyway, my point is, the item thing is not only a economic problem, it also helps to give objectives to the game, the lack of cool things to do was compensated with tjhe increased difficulty of getting things.
  13. Thanks
    wyrm got a reaction from Ogull in Ideas For Skills 3   
    Oh you are getting better doing this dude.

    But with so many skills and some with such high cd, it should be cool if we had a skill bar similar to wow
     
  14. Like
    wyrm reacted to Ogull in Ideas For Skills 3   
    Hello! Welcome to part 3 of ideas for skills
    Part 2 is here down here
    all the skills are intended as expert skills
     
     
     
     Watching Eye - Active
    this skill will reveal all invisible enemy's around the character and slow them for some time
     
    Skill Development State
    level 1 - reveal enemy 2 yard away from character and slow for 10% for 3 seconds, 30 second cooldown
    level 2 - reveal enemy 3 yard away from character and slow for 15% for 4 seconds, 30 second cooldown
    level 3 - reveal enemy 4 yard away from character and slow for 20% for 5 seconds, 30 second cooldown
    level 4 - reveal enemy 5 yard away from character and slow for 25% for 6 seconds, 30 second cooldown
     
    Information about the skill
    -there is nothing here to say except 
    damn ink users!
     
     Sword Mastery - Passive
    each time the player do a successful attack a buff add to the player
    after 4 buffs the player will get bonus to physical damage and life steal for the next
    4 attacks, if the skill is developed past 3 then attack wont miss!
     
    Skill Development State
    level 1 -  30 bonus damage and 5% life steal, last 7 seconds
    level 2 -  50 bonus damage and 10% life steal, last 8 seconds
    level 3 -  70 bonus damage and 15% life steal, last 9 seconds
    level 4 -  90 bonus damage and 20% life steal, last 10 seconds, attack wont miss
     
    Information about the skill
    -If the player fail to do a successful attack then the buffs will reset
    -past level 3 the skill will have 100% hit accuracy meaning dodge, parry,block
    wont work on it, but skills like stone skin, and dark shield will!
    -if the player have 3 buff and on the fourth he missed then he need to do 4 attacks again
    so building accuracy for this skill is good
    - the skill add physical damage because its not intended for magic users
    - using skills will add a charge to its buffs
     
     Mana Shield - Active
    When activated will grant the character a shield that transform some of the incoming damage to 
    the mana pool!
     
    Skill Development State
    level 1 - 1% of incoming damage will be transform to the mana pool, last 2 seconds, 60 second cooldown
    level 2 - 1.5% of incoming damage will be transform to the mana pool, last 3 seconds, 60 second cooldown
    level 3 - 2% of incoming damage will be transform to the mana pool, last 4 seconds, 60 second cooldown
    level 4 - 2.5% of incoming damage will be transform to the mana pool, last 5 seconds, 60 second cooldown
     
    Information about the skill
    -what i mean buy transforming to the mana pool is that some of the damage will become mana for you
    - the transform is so low because characters in warspear have high damage
    so 500 damage character will give you 20 mana a hit!
     
     Borrowed time - Passive
    when health get to a critical level push the character and the enemy away from each other
    and slow the enemy for sometime, meanwhile grant the character a shield that absorb some
    of the incoming damage
     
    Skill development State
    level 1 - 10% of health to activate, slow by 5%, shield absorb 5% of damage, last for 1 seconds, 120 second cooldown
    level 2 - 15% of health to activate, slow by 10%, shield absorb 10% of damage, last for 2 seconds, 100 second cooldown
    level 3 - 20% of health to activate, slow by 15%, shield absorb 15% of damage, last for 3 seconds, 80 second cooldown
    level 4 - 25% of health to activate, slow by 20%, shield absorb 20% of damage, last for 4 seconds, 60 second cooldown
     
    Information about the skill
    - the enemy that this skill need to work on, is the enemy that droped you to the critical level
    - this skill will not be activated by other skills
    - the effect on you and the enemy will start at the same time, and last for the same time
     
     Everlasting Fire - Active
    When activated the Character will get a fire shield that will burn enemy's around it
    for % of there health
     
    Skill development State
    level 1 - burn 2% of enemy's health every 5 seconds, last 25 seconds, 60 second cooldown
    level 2 - burn 3% of enemy's health every 5 seconds, last 30 seconds, 80 second cooldown
    level 3 - burn 4% of enemy's health every 5 seconds, last 35 seconds, 100 second cooldown
    level 4 - burn 5% of enemy's health every 5 seconds, last 40 seconds, 120 second cooldown
     
    Information about the skill
    - this skill will not burn depend of the max health, but on the currant health
    so if enemy health droped low, then the effect is not much
    - states like dodge..etc wont work, but dark shield and stone skin will reduce the damage
     
     Soul Swap - Active
    Swap the % health of your character and the enemy character
     
    Skill Development state
    level 1 - can be casted from 2 yards, cooldown 120 second
    level 2 - can be casted from 3 yards, cooldown 160 second
    level 3 - can be casted from 4 yards, cooldown 190 second
    level 4 - can be casted from 5 yards, cooldown 200 second
     
    Information about the skill
    - this skill will swap the current health value not the max by the %
    so if you are a rouge with health 1000/2000 then your health % is 50%
    and the character with this skill health is 1000/5000 then its 20%
    what happen is the 50% and the 20% will be swapped giving the casting character
    2500/5000 and the rouge get the 20% of this health of 800/2000
    - this skill can be also casted on allies for help
     
     Corruption - Active
    When casted on enemy, the enemy will lose control attacking the closest 
    allies for sometime, while reducing its power
     
    Skill Development State
    level 1 - reduce power by 20%, last 3 seconds, 60 second cooldown
    level 2 - reduce power by 25%, last 4 seconds, 70 second cooldown
    level 3 - reduce power by 30%, last 5 seconds, 80 second cooldown
    level 4 - reduce power by 35%, last 6 seconds, 90 second cooldown
     
    Information about the skill
    - the character this skill casted on will lose all control over his character
    - if 2 characters have this effect on them by 2 casters then they will be considered allies and will not attack each other
    - the idea of reducing the enemy power is for balance, as he hit the enemy he will hit them will the reduced damage
    - if an enemy died by the corrupted character then the kill will be scored for you
     
    hope you like this crap i am posting, after all its for fun
    please tell me what you think about these over powered skills
  15. Thanks
    wyrm got a reaction from Ogull in Ideas For Skills 2   
    We really need revive skills, it would be awesome, but I dont really think they would give us one.
  16. Thanks
    wyrm got a reaction from Ogull in Ideas For Skills 2   
    Dude, I just got a cool idea, imagine if charmer could revive a death ally corpse for like 20 secs or so? As a zombie, or something like that, but the ally would still be able to control the his zombie char
     
  17. Like
    wyrm got a reaction from benjaminbt in Addition to crafting system   
    Agreed, a collecting system would be cool.
    I have suggested a collecting system within my Alchemy System suggestion, check it out.
     
    We already have tons of collectable trash items from quests that are 90% useless that could be used as collectables for crafting.
  18. Like
    wyrm got a reaction from graybeardx in Addition to crafting system   
    Agreed, a collecting system would be cool.
    I have suggested a collecting system within my Alchemy System suggestion, check it out.
     
    We already have tons of collectable trash items from quests that are 90% useless that could be used as collectables for crafting.
  19. Like
    wyrm got a reaction from benjaminbt in Increase Boss Drop Rate For All Bosses   
    I think it is healthy for the game to have such things, most of games today have it, and the announcement in chat when someone gets one make it even better, the game needs to have those "impossible objectives".
     
    The problem is that we don't have much in between, and even its hard to get. And after arena set getting f*cked for pve, casual players are in a even worst situation.
    But I cant see a good way to solve it, I remember playing guild war's, I got a very good set and cool weapons at lvl80, it was pretty easy to get after some days of farming, but the game has so much more to do, what warspear have? If we take away all the grind and the search for itens, warspear dont have much to offer, a monotonous hardcore arena, kinda cool dungeons but stamina limits casual players a lot, events are cool but rare and have the same problems, quest lines are not that attractive, wars seems to be so damn polarized that half of the players don't even fight, look at emerald situation.
     
    Maybe if we add more daily quests like satraps. Or more raid bosses in the entire world, but they need to actually matter, to really motivate players.
    I remember playing a chinese mobile mmo (I forgot the name) where you had those daily quests that would really give good rewards and players would log to do it every single day cause it was worth.

    Well, anyway, my point is, the item thing is not only a economic problem, it also helps to give objectives to the game, the lack of cool things to do was compensated with tjhe increased difficulty of getting things.
  20. Like
    wyrm reacted to Jcbref in Idea about fusing items   
    Why dont we have equipment fusion.
     
    Like so: x amount of same level 1 weapon/equipment can be fused to 1 lvl 3 weapon.
    x amount of same lvl 3 items can be fused to lvl 5 item.
    Lvl 5 to lvl 7 and so on.
     
    Fusing amplified weapons.
     
    fusing x amount of same level 1 item that are all like +4 or 5 could have chance to be fused into lvl 3 or 4 (cuz i dont remember which level lowest event weapons are) event weapon +0.
     
    Same thing could be with enchants too. Like so: x amount of [incomolete rune of defense] could be fused into [complete rune of defense] and x amount of great charm crystals could be fused into having better chance to apply great charms (and that bonus would be greater than normal great charm crystal bonus)
     
     
    What do you guys and ladies think about this idea 
  21. Like
    wyrm got a reaction from Kaleidoscope in Item descriptions   
    I would love to see it, and would love to even help to written such stories. Back in time, in aoho, I would hunt for useless items just for sake of collecting items with good stories, I miss my collection...
    This is a very simple addition that can give ws lots of depth.
     
    (dont really see it coming anyway) 
  22. Like
    wyrm got a reaction from nabnecro in Stun chain problem   
    With the news skills we got lots of ways to combo our abilities and got plenty of new gameplay patterns, but as I play the game (specially in arena, even I dont being a arena active player) the more I see this problem. You get locked down by a barb or a warlock, you will probably going to die without having much to do. Locks and barbs are the most common ones but we with new stun runes and items, majority of the classes can do it aswell. And thats bad, its very frustrating to simply die without doing nothing.
     
    Although I hate those things, its not fair to deny a well timed combo, so my solution is the following: a new implicit stat that would reduce stun time by a %. BUT it's not intended t be obtained by itens, but only by being stuned. 
     
    You would start with always 0, when you get stuned, you got 6% stun reduction,  then if you get stuned again, 12%, then 24%, then, at last, 64%. Capped at 64%. Once applied,  the stun reduction would decay, like ranger's bitterness when not attacking, but way faster. 
     
    This would not mess up with the combos so much, a well timed combo would still be effective,  but would stop players from abusing it at "bad levels". I dont think silences should count for the reduction here, only real stuns and roots, maybe slows.
     
    This is the main idea, others things like some negative debuff for the stun reduction like take extra damage or loss of accuracy, so the stuns users would not get so punished. Another thing to think about is even make it a real stat with own runes or inbuilt with resilience/ferocity. Well, that's it, please let your opinions
  23. Like
    wyrm got a reaction from Speedom in improvments of not so useful skills   
    I dont really think those effects would be useful, they are too powerful but yet have such a small chance to happen, this is not really healthy for the game, basic skills are actually fine I guess. Some are pretty useless (Ranger's evasion, with bd's parry is the martyr of "uselessness") and maybe need some adjust, but adding a small chance of a great effect to happen, or such minor effects like 20 defense and 0.5 slow will not solve anything.

    But I would go for changes in the experts one (I hate explosive trap hate hate hate hate)
  24. Like
    wyrm got a reaction from Ogull in Alchemy system   
    Hello everyone. The title is self explanatory i guess. A alchemy system, completely separated from the crafting one but yet similar, would be a extremely cool addition. 
     
    But to not be so similar,  it would be focused arround getting and refining resources. You would get resources arround the world and would craft and refine them. The resource getting is supposed to to easy, there's SO MUCH already existing items to be used.
     
    The great thing would be alchemy licenses, which you would use to refine those resources. Lets say you get some fury horns from those demons near nadir, you would use a license + 10 horns to make something like one "refined horn powder". Those refined ingredients you would use to make potions and elixirs, or even sell them. Yeah you would need 10 horns and 1 license to make one refined, this ratio should change from item to item.
     
    This "get and refine" system would allow players to trade rare craft itens like this breath of ravva without messing with the quest(refined ravva breath = you can sell and craft with it, but not complete the quest). Breath of ravva is supposed to be a powerfull  ingredient in alchemy, aswell with many others norlant itens. 
     
    We alse would have a similar leveling and unique random potions like the normal crafting.  We would have rare essences and ingredients from bosses aswell.
     
    With this system, we could make lots of new potions with a wide of effects from health potions to improves arena and xp pots. Those unique rare potions NEED to be useful to attract players, like 180% or 200% arena points. Improved arena and guild pots would attract pro players and arena spammers from miles. And "not-so-good" pots, health, mana, buffs and others effects would serve to normal players aswell. 
     
    So what do you guys think? There's some potion or elixir you think should come in with the system?  I wish we had a Mida's Elixir that would give players extra gold from quest and monsters, like 50% more or something. Please comment you opnions and ideas for elixirs and potions.
     
     
     
     
     
     
  25. Like
    wyrm got a reaction from Omercix in Giving CL and norlant more meaning   
    Hello everyone. You guys must have read a norlant quest at least once, and realize the fact the we try to help them so they help us againts the opposite faction (this is pretty explicit in norlant aqueducts quest lines). But where is this help?  
     
    My ideia is to make the chainless league helps at the territory war, in exchange to the help given to them completing cl quest and, most important, cl-related norlant quests. The more the faction, as a whole, helps cl, the more they will help at war, giving bonus stats when the war happens. By now, im thinking in small bonus, like flag armor or health increased. But we can think in really cool things if we dream a lil further. Better bonuses like faster respawn rate when defending or extra move speed when atacking. We could give reinforced walls, extra mobs defending the town under atk, or even some kind of weapon for defense (though I cant really imagine it happen), all of this based on how much work for the chainless league the faction did. 
     
    This would give players more motivation to do norlant even without giving it a big update (we barely need to change anything there, maybe link more quests to cl lore-wise) and giving them a extra way to help the efforts for the war, and making it more fun, imagine having to crush thrown walls to atack the enemy town?. Well, thats is it, please comment your opinions
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