Zurp got a reaction from nabnecro in [2017.09.21] Testing Warspear Online client for WIndows Desktop
Alt+Tab takes the fullscreen away, could you fix this please. Otherwise working fine for me
Zurp got a reaction from nabnecro in PLEASE GIVE ROGUE A STUN SKILL!
Learn to play your class.. How come other +10 rogues can beat other classes and you cant? Maybe there is something more to the game than just pressing buttons in an order. And as said many times, this game is not designed for 1v1s. 2 rogues can still nuke most classes in arena.
Zurp got a reaction from Pixel in Please suggest me a class (Eu-Mc) for 20-24 event & regular dgs.
Play whatever you like the most. Look at world chat and see what classes are most wanted for dgs. Lvl22 is good since it lets you do lvl20 dgs and you will have 3 expert skill slots.
Zurp got a reaction from Higgings in Is it necessary to kill enemy players when they pass through towns?
There wasnt ayvondil back then so each boss had many parties hunting. Killing cl questers was the shit then
Zurp got a reaction from Приплыл in [2017.08.21] Обновление 7.1: Замки Гильдий. Анонс.
where's the english post?
Zurp reacted to Urscrewed in Goodbye, quitting, leaving, urscrewed, as always.
After around 5 years of playing, on and off ive decided to quit the game. For a few reasons.
1. Unbalance, yes the game has been balanced quite a few times with classes being nerfed and buffed accordingly, but the unbalance that im talking about is the difference between spenders and non spenders. I know you need money to develop the game and i know many more companies which have spending issues much more insane than AiGrind so i applaud you on that.
But despite this, it is still very diffult for new players to progress in the game, not only is getting new items very very diffcult, there are no proper guides or walkthroughs on hoe to play warspear. Sure, the game help you in the first few quests, by directing you in ehat to do, but aside from that its very difficult. The game is unable to keep players, most players probably quit before they even get to irselnort.
I personally enjoy late game much more when your gear is well amped and in general its much more fun than being low level. But to get to a decent position in the game takes way too damn long, players quit because it takes so much effort, time and frustration just to complete a town's quests.
2. Community, the warspear community is somewhat less toxic when it comes to communities especially when comparing them to games like League of legends and World of Warcraft. But despite this, the game community is still very unfriendly and promotes a dog eat dog world/society. MMORPG's are places where players collaborate to help each other, but the game doesnt offer many places where people are needed for their ability to connect and doesnt award people who help others.
The game doesnt encourage helping in many ways, no drops for high levels in low level dungeons (Even spheres and pots), Takes lots of time to walk to different maps, switching islands takes gold that accumulates easily into a lot of it. Thus, players who are new feel a sense of disconnection and unwant in general, not able to gain help to defeat a boss on the first isle and the game gets uninstalled.
One way that developers could correct this eould be to give terrible drops or achievements in helping others. Not only would this bring the community together with newbies but also promote more positive gameplay. Because the current game status is where the overpowered players spam with their own guild. While regular players are never invited or rarely ever participate. basically. if you arent in the top guild, you wont get anywhere very quickly.
World chat is also a big problem for the game, where racial slurs and constantly mumbled with no consequences, very surprising since the same word could get your channel banned on twitch. The profanity filter should be on NO MATTER WHAT, and constantly swearing or being racist should be penalised with chat bans or perma account bans. Action has to be taken against those who share accounts, and promote a negative gameplay style, more has to be done to keep players from leaving this very quittable game.
3. Boredom/ Repetition, warspear online rarely has event nowadays, one at spring, halloween and christmas, with a double drop event every 2 months or so. But in between these time periods there is nothing interesting to do, after you have maxed reputation, completed all crafts, done all quests, maxed gear, there is simply nothing to do. There is no goal to attain after a certain level as nothing grabs your attention. Few people actually continue to quest at t1~t2 avyondil after reaching 1.8k reputation as the grind simply isnt worth it, and doing marakosh/ pelion (elf) every single day becomes repetitive especially when you go with similar people each day.
Not only are quests, dungeons and maps uninteresting as the game goes on. Classes also become boring, nothing is ever experimented in warspear as they are never viable to begin with. There is a reason nobody maxes explosive trap on ranger, because it sucks. There is a reason there are never any full block paladins, because they get outscaled, outclassed and outdamaged by so many better options. Why are there no full dodge rangers, or full parry bladedancers? Because these stats are completely overruled by much more overbearing stats like damage, defence and lifesteal.
4. Effort, skill capping. The game becomes very boring for most people because this game does not reward players for skill, this game is almost 99% pay to win because as long as you have good gear stomping the enemy is much easier. You will never see a +5 mage defeat a +9 kage or same items, not only because is no skill required in casting spells but also because the damage a +9 mage does is significantly higher than a +5 one. It does not matter how well the weaker mage plays, he will still be called a noob for losing. Sure, you may have to be able to cast your stuns on deathknight in the correct order but do you think a +5 dk could kill a +9 dk of same items? No, Impossible.
One way devs could fix this issue would be to make skills non targetting, thus eliminating a continuos stun if the enemy could dodge them. Not only would this bring much more skill based gameplay, it would cause fights to become much more intense, reward players for skill, and better amped players would still have an advantage though less important because of it.
Ive ranted for quite a bit now and my fingers are beginning to hurt from this typing. Ill probably move to a game that rewards skill much more than power, a game that encourages good behaviour, a game that treats all players fairly, a game where players feel glad to be a part of.
Ill still roam these forums for unsuspecting fools to assassinate, but apart from that, i will rarely ever login again to my account, i wish you guys all the best of luck. Thanks for making these past 5 years a good experience, Daria, Julie, Peter_Munk, R0land, and all other admins, for the other dedicated players and forum stalkers, to in game friends and those who i have spent time with.
My name is urscrewed, the best free ranger on eu emerald, and for the final time, peace out.
p.s. Also love how im finishing on 420 posts. xD
Zurp got a reaction from nabnecro in [2017.06.01] Update Warspear Online 7.0: New Heroes. Release
Umm, it can.. Those are expert skills in this announcement.
Zurp reacted to Lazylion in [2017.05.29] Update Warspear Online 7.0: New Heroes. Preview
When did trap and cage work. Caster i understand they can reach us when we use those 2 skills, but barbs charge shouldn`t work, rogue`s elusive jump, mage`s time warp. Thought a trap would trap someone. Not let them reach us when affected by trap or cage...
Zurp got a reaction from Pecleb in Old player comming back, is it worth it?
I would pick pala or dk if I was you. Maybe dk since mc side is generally more friendly on eu imo. I havent spent a coin in this game and I can still manage with the fully amped players in pvp. Takes some time tho to get good if you decide to go for the f2p route.
Zurp reacted to Higgings in Why not fair that game?
You are basically asking to delete the Deathknight class in PvP.
Bd is not a dk. It is a rogue wearing heavy armours, ergo, it shouldn't have stuns at all, since rogues haven't got even 1 ( even priests have got a combo-stun skill, lol ). But since every class is "Unique", let it be.
Dark shield absorbs max 120~ and strictly depends on the ammount of def of the deathknight. If you see your damage "Nerfed" vs a Dk, it's mainly because he has got a lot of def.
A class being hard to kill is kinda more a personal opinion ( allow me to say it please ). Warlocks are untouchable ( In my opinion ) Druids almost as well( in my opinion ) . Deathknight still allows you to touch him. And Bladedancers have got even a buff for their auto attack damage; no other class has got it.
Sharp shadow 5 secs of stuns... It would be a dream but no, bro. Sharp Shadow at 4/4 stuns for 3 seconds only. It just has an HIGH PROBABILITY* of success. Exhalation of Darkness can be parried/dodged/blocked and ergo denied the stun effect ( which is 1.6 seconds )
(* which is not 100% )
Besides, I don't know what kind of fun would have a dk who sees his stuns strictly nerfed against an opponent, forgive me for this point .
Reading all of this again, I am basically getting that it's not really the stun annoying but the heal. Then I go on on the reading, and you say the reverse; it is not a Healing problem, but more a stun matter. In conclusion you're basically saying "Delete everything on that class and make it as strong as a Dummy in Cliff/Gasphel"
Zurp reacted to Daria in [2017.04.14] In development: Guild Castles
"In development" section is still alive (in case you doubted it), and today we would like to talk about castles on Ayvondil that have been bothering our minds for quite a time. They will be added to the game in the second part of the year, but we can already tell you some of the most fundamental information about this interesting mode.
ATTENTION! THE PROJECT IS STILL IN DEVELOPMENT, SO ALL ELEMENTS AND MECHANICS MAY ALTER BY THE TIME OF IMPLEMENTATION.
Before getting to the details, let us speak a bit about the purpose of Guild Castles, what role they play in the game and how they will change Ayvondil.
Castles on Ayvondil is the main game element of the island that will bring together the concept of the third key stage of the game.
The starting island introduces the basic elements of the game, lets the player try the main game mechanics and choose the most comforting playing style. Irselnort sets a whole lot of more complicated missions like pushing the player towards socialization and creating a Guild to be able to go through hard in-game content (or entering one). Moreover, for the first time it throws players against the members of another Alliance in open world. Ayvondil should move the focus point from the chaotic battles between Alliances to the opposition between thoroughly organized Guilds. The existing group mechanics are not enough for this goal, thus Guild Castles will take it upon themselves.
Those who have visited Ayvondil should know that there are Fort Wardens standing beside the entrances to closed locations. If you talk to them, you may learn that for now a castle is empty, but someday it will open the gates to welcome its new owner.
A fort is not a castle, but only the entrance to the vast territory of the castle that is constructed similarly to the Dungeon (it is much bigger from the inside than it seems from the outside) and consists of the three parts that you will have to capture one by one:
- Castle territories. About 25 locations with respawn points and the castle in the centre;
- Courtyard. The inner territory with the Guard and defenders;
- The very inner part consisting of several rooms with multiple passages and a throne.
The battles will be held according to the schedule, and there will be quite long periods of time between them because the whole point of this mode it not to capture the castle, but to hold and to develop it. Each castle will be unique, and the higher the Ayvondil zone is, the more profit a castle will bring.
To participate in the capturing of a castle, you will need to have a Guild of the fifth level and higher and to pay a certain amount of Guild Points.
The development of a castle will bring completely new mechanics to the game: constructing buildings, exploring new territories, obtaining new types of resources, protecting territories from enemy raids, organizing raids on enemy territories and much more. It will influence players from powerful guilds, as well as newbies (wait for more information about it in one of the following "In development" episodes). But all of it starts with the castle capturing, and this is what we are going to tell about now.
Breaking the gates
At some point, Guild members will be able to go through the fort gates to the castle they want to capture. After appearing on castle territories, they will have to reach one of the three gates and crash them, opening the path to the courtyard. Add to this fighting with other Guilds in the "Everyone vs everyone" mode and NPC-defenders of the castle. It is important to be among the first ones who enter the courtyard, because in this case your Guild will be able to start the second stage of the capturing faster, thus having more chance of success.
Fighting the Guard
— Let's assume this is the Guard
The strength of every castle lays not in the firmness of its walls, but in the courage of its defenders. You may also add a giant Citadel Guard, in case something goes the wrong way. Only five members of each party (with one of them being the Guild leader) who went through the gates will be admitted to fighting him. At this point, the Guild leader plays the most important role, because it is only him who is able to damage the Guard. The main goal of his mates is to protect their leader and to prevent other Guild leaders from killing the Guard.
Supposedly, the Guard won't be able to directly damage players, but he will be quite generous when it comes to casting negative effects.
While the big five is fighting other Guild groups and the Guard, the rest of the Guild members will continue battling beside the castle gates protecting their fallen mates from the big five when they move from respawn point back into the courtyard.
Capturing the throne
All members of the Guild, the leader of which defeats the Guard, get in the Citadel to fight its defenders. The goal of the attacking group is to destroy the throne and become a new owner of the castle. The goal of the defending Guild that owns the castle at the moment of the capturing is not to let it happen.
In case if the castle is captured for the first time, it is defended only by NPC.
There is a limited period of time given for completing each stage. If the stage goal is not reached within a certain time period then the capturing ends and the defending Guild wins.
— It's just a picture
After the castle is captured, it is time to start developing it. The owners of the castle will need to gather resources and construct buildings that will somehow profit them during the whole time when the castle belongs to them. And that is what we are going to talk about in another episode.
Zurp got a reaction from Pecleb in Zurp, Eu-Emerald
Maps goal is to have more strategy when taking capturing seals. And also give the losing team a bit help so they can make a comeback. With the current map the game usually just ends after first fight.
Theme of the area would be similar to snow event dungeons which were one year ago.(Old screenshot from Cave's of the Raven)