kimkaa reacted to Reivenorik in [2018.08.23] In development: V sector of Ayvondil "The Ship Graveyard"
I meant that you need to have a strong hero
There will be no requirements for hero level
kimkaa reacted to subhojeet in some useful tips
I saw a review at play store. There aigrind replied on someone's comment. That reply means share with us what is your expectation to make game more good.
As currency in this game we found gold. Mcoin is just a shortcut way.
But in This game they made the production of gold very low. Where creates gold? npc and quest giver. Ways of production gold, (1) quest gives a little gold. (2) killing mobs gives you 2-8 gold maximum which is worst side of gold production.(4) dg drops gold value in npc if a item cost 30k at market, that item cost in npc 500 gold. so there is rare chance of produce gold. def 3= 1 gold, dmg 3= 10 gold, cata and ess = 1 gold, bars =250, 500, 750, 1000 gold. (5) boss drops value similar to dg so read 4th point again. (5) from mcoin item u can't produce gold because it cost in npc 1-10 gold.
so we found quest, some drops(dg and boss), bars. only these way gold produce in game.
i think this is why mcoin value in gold going down.
devs should increase production of gold in game.
They should active mobs farm area. a huge number of players were disappeared after release gold drop system in game. when there will be more chance to grind gold from farm maybe people will be more active. They should give a proper npc cost to a dg drop. example A gear drop, if that gear's npc value 30000 gold. The owner will force to sell at more than 30000+ gold. and buyer will try to manage his gold for buy. Otherwise buyer will say i buy 3000 gold u want sell? and seller will see there is no choice. These is how market goes down and they give up. So if gold production increase and dg drops get a proper npc value. People will more active to grind those. Based on value every item should have a proper npc cost. Game should create a item's cost in npc. example relics, unity sign, craft resources etc. Mcoin items should have a proper npc value which will create those items market value. example if 1 piece sign cost in npc 2000 gold. owner will sell it at 2000+ gold a piece to others. and buyer will manage gold for it. Otherwise buyer will say 5000 gold for a set, seller will see npc value 10 gold then better sell at 5000 gold. Why mobs have gold? do they steal gold after kill players? They should add some items(stones or cristals) on mobs which have npc worth. example normal adds drop dark stones cost in npc 1000 gold 3% drop rate, strong mobs drop blue stones cost 2000 gold 3% drop rate, mini boss drop yellow stone 5000 gold 3% drop rate, normal boss drop red stone 10000 gold cost 3% drop rate, big boss drop pink stone 30000 gold cost 5% drop rate, raid boss drop white stone 50000 gold cost and 5% drop rate. people can use this stones for trade of gold and can sell in npc.
The time i had entered first time in game i saw many players in every town and at whole map many players spread They farming. There was farmers, dg spamers and arina players.
Now days it is hard to see people at towns Except some towns like map4 t3, t4 and map2 t1, t4.
Where players disappeared? many will say they got busy in their real life,
Then where are the new comers? who will full-fill old players place?
My suggestion for new comers. devs should add map1 mobs drop some colorful lvl 6-8-10-12 gears and weapons which have 2-3 status and npc cost 100-400 gold. and for map2 do the same with lvl deference. Every year costume contest happen we see many costume looks well but not win any place. Use those costumes for drop at map2 boss. and make boss hard so people need party for kill boss. Must give one tutorial or auto quest for first entry in game. tutorial auto quest will give knowledge how to start a unknown game.
Don't make a char solo every thing and unbeatable. This thought killed others chars. example: after rise of wardens in game paladin, priest and druid are almost died.
My last request is take a look at crimson corundum. I think last update made craft items value down.
kimkaa reacted to Reivenorik in [2018.06.21] New Heroes of Arinar Offer!
Then you will not be able to find out the results of the greeting card contest!
In some games, there is no function to change nickname, but in those where it is - it is organized for a premium currency.
If we enter something according to your request, this can create confusion due to the frequent change of names.
kimkaa got a reaction from Pecleb in [2018.06.09] Game servers restart
tbh only thing that annoys me is the time they say the maintenance will take is like one third it actually takes most of the time. idk guess that it's pretty hard to predict then.. but it can mess up other plans if u stay around because u dont wanna waste pots but now its taking too long and too late to finish those pots tonight anyway if u gett what im saying.
kimkaa reacted to koszpl in Dying while crossing map from enemies dot..
I think its made so u can bully low lvls on first irselnort cities with a druid/warlock, using bees/lock DoTs to finish them off until they cant even quest cus their weapon and equips are broken. Their only solution would be buying mcoins becoming p2p to repair stuff, its a nice way so we will get better updates
kimkaa reacted to Emerald in for years the low levels are abandoned
Ah, there should be a dg for lv14-16, true, as we got map1 dgs for below lv13, bg tower for lv18-22, etc.
But about the boss raids for low lvls? Mm the bosses appear on events tbh, like horror.
(Someone has ever mentioned this following suggestion)
And well, i'd suggest bout raid boss quests which require certain lvls like for example 12-15 to be gathered in 2 parties raid the bosses.
Different lvl groups raid different bosses, with adjusted difficulty for sure. How's it?
kimkaa reacted to Higgings in for years the low levels are abandoned
We have a lot of lv14 items, and people also amp it. All they are asking is just a good way to use them without waiting for a year. Of course, Trolls and such suits will be available for high levels, all are fine here. I think the request here is just "May you add something more?" And not "Give us the same right as high levels!"
kimkaa reacted to Higgings in for years the low levels are abandoned
Not only being stronger is an objective. A character can be strong even being low level, that's a subjective point of view. But since developpers have also made Rewards for low levels, it is clear that these characters are also taken in consideration. Also craft stuff, Relics and so on passively helps on a character's evolution, regardless of the level they are.
Since all of these points are taken in consideration by devs, it's logical that some players advise on adding "more" for them. It would just improve the game, high levels life won't be touched. I personally see nothing wrong with this
kimkaa reacted to Gladiator in crossbow too hard go to +10
They should do it so that the more signs a character uses on a piece of gear, the more the chance of success you get. Even with Drops in dungeons and opening chests. So that doesn't happen and you get f***ed in the a** by RNG. For example if the drop rate of a special costume in dungeons is 0.5%, after a run it becomes 0.6%, after 100 runs, it becomes 10.6% or so, it doesn't have to be a consistent addition, and it could stop at a certain percentage, to 5% for example. And then doing more runs won't increase the chance.
It's a big deal when someone gets +10 with 1 signs and others have to pay hundreds of real $. Same thing with dungeons' and chests' unique drops.
Also I don't believe in any amp superstition, like amp in a certain time, or in a certain place, or amping personal or enchanted gear will be harder, it is just pure RNG.
kimkaa reacted to Gladiator in Common mistakes on arena (wip)
Nice topic. Lemme contribute and add some stuff if I may.
#4 Don't follow the running characters.
Focus on killing the enemies between you instead of running after a runner and getting killed by the other(s). Sometimes even when the enemy runs with 100 HP left, if you can't catch him with a jump or a ranged stun, don't bother to run after him, kill his teammates fast.
#5 Spread in 5v5 and 2v2, otherwise you will leave an easy bait for Warlocks/Paladins/Druids/Charmers. In 3v3 seal, also spread even if you will leave seal for some time, better than getting aoe stunned.
#6 In seals scenarios, if the fight is in the middle seal lasts a long time and you need more points, sneak to the enemies' first seal and take it. Sometimes the enemy could sneak to your first seal, one should go to block him, not 2, or you will leave the middle seal 2v1 and they will control it.
#7 If you're in a situation in seals where you have to fight 1v1, always make sure you are standing on the seal, you will not allow the other to steal the seal or take it. If you can't lock the other outside the seal long enough to capture it, making it blink is also important because it stops their counter if they already captured that seal, until the opponent enters the seal. Every point counts.
P.S. small seals give 2 points/sec, big one gives 3 points/sec, killing enemies gives 15 points. And it takes a single character 15 seconds to capture a seal, and I suppose 2 characters take 7.5 seconds, 3 characters take like 3.75 seconds.
kimkaa reacted to nabnecro in Common mistakes on arena (wip)
This is another guide to help new players getting better at arena fights.
Mistake #1: Rogues not using gouge to help their teammates
Gouge is a skill that every rogue should use, even if it's level 1 and even if it misses sometimes. Here are some example situations on how it should be used:
1-A) Protect your teammate
When a Blade Dancer hits hamstring on someone on your team that isn't a Barb or a DK. You should be prepared to use gouge on the Blade Dancer and save your teammate's life.
1-B) Gain initiative
To give initiative to your team: By using gouge at the start of the fight (while invisible), you will greatly help the warlock on your team to hit the first circle or allow the necromancer on your team to safely cast nightmare on the enemy. For example, imagine your are on 2v2 arena and it's rogue + necromancer against 2 druids on the other team. Druid longest stun is 5 yards (root) while necromancer longest stun is 4 yards (nightmare). If you gouge one of the druids before attacking the other, necromancer is allowed to cast nightmare on the gouged druid before the druid can cast root. The simple fact of getting the first stun can determine whose team will win.
Mistake #2: Never moving back
"Running is for noobs"
"Pros don't run from the fight"
Those are some of the catchphrases you will hear when you play smarter than the average warspear player.
There is nothing wrong (or noob) in running per se. You should always be doing something which increases the odds of your team to win.
Of course deliberately running away without purpose will make your team lose but there are many situations where running or backing off can pay off and you should be aware of them:
Warlock circle, Paladin jump and banner, Shaman level 4 totem, are some of the strongest area of effect skills that can make you lose the match if you don't try to evade then. They can be countered using a strategy called "Footsie". "Footsie" is a term used in fighting games and refers to the act of positioning yourself on an advantageous place. Warlock circle and paladin jump are area of effect skills, which means they can completely miss if used on the wrong place. This is why trying to position yourself just outside of the maximum range of those skills can make the opponent miss. To achieve this, you should move forward but immediately move back again when you think the opponent is going to use the skill. This can be specially effective because Warspear's netcode isn't very good and it can often show the wrong placement of the players on the screen.
2-B) Jump into the fight just to use your strongest skills and then immediately move back and stay at a safe range
Some classes like warlock, necromancer, priest, druid have strong long range skills like heal, circle, hex, mental pit, secret link. Those classes are also cloth armor users without shield, which means they can die very easily when stunned. When playing those classes, you should evaluate if the risk of being stunned and dying outweighs the extra damage you will deal on the other team using normal attacks.
2-C) Dealing with anti-stun skills (Barbarian nature and Mage anti-stun)
When you see a Barbarian or a Mage on the other team, you should expect one f their first moves will be to use their anti-stun skill. In both cases, you should be prepared to RUN AWAY while using healing skills and dot skills to slow down the enemy with the anti-stun. Yes, running away and using dot skills like necromancer rain, charmer dog, paladin banner, druid vines along with healing skills until the anti-stun is over, is your best bet against those skills. Both anti-stun skills have very long cooldown, which means if you are able to survive those skills, you will be on advantage until they can use it again.
3-C) Always run if there are more than 1 enemy attacking you and you can't tank both
It's very simple, keeping 2 enemies busy chasing over you while the rest of the team is free to capture seals or kill the remaining enemies is better than not running away and dying with "honor".
Mistake #3: Not focusing on seals (3v3)
3-A) Don't waste time trying to kill wardens
A very common mistake on Seals Arena: people are only worried about killing the opposing team and do not focus on capturing the seals. When playing seals, you should focus on fighting the enemy but also on staying on top of the seal tiles whenever it's possible. If you see a warden on top of any seal, instead of wasting a lot of time trying to kill him, just use your longest duration stun (along with dot skills to slow him down in case he tries to chase you) and go capture the other seals.
3-B) Against life seal spammers, capture seals that are far from respawn point
Most of the time, it's impossible to win vs a team using life seals to instantly revive after they die. Against this kind of team, you should focus on capturing the 2 seals that are far from their respawn point. By doing that, you will have more time to breathe (heal and recover skill cooldowns) after you kill the enemy because even if they instantly revive, they will need to waste some time walking all the way back to the seals that are far from their respawn point.
Mistake #4: Choosing the wrong target to attack
Choosing the first target to kill is not as obvious as you think. It depends on a lot of things like target's defense and resilience, number of stuns and the range of the stuns they have and, of course, the individual skill of the player controlling the enemy character (it's always a good idea to nuke that predictable player who never walks back, see mistake #3).
On random arena demands, since you will not have much time for discussing strategy, it can be useful to establish at least the order in which you plan to kill the enemies. If you are playing seals 3v3 you can type something like "BD->druid->warden" at the start of the match. Another way to handle random arenas is to ask for your team to always attack the same target as one specific member of your team. You can say something like: "attack same as rogue".
HOWEVER, sometimes it's best to just attack the enemy who is closer to your team. Specially if you are playing a class that has the ability to damage the enemy while staying outside the range of their attacks (shaman, warlock, druid, ranger) and there are no healers on the other team.
kimkaa reacted to Gladiator in Battles for castles. General discussion.
Wow really disappointed about those events, there shouldn't be requirements. Or at least an easy one like single run maybe or anything that doesn't make it feel like too much high cost for a little reward.
We've seen many even FREE events die out because of the low reward compared to the effort.