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  1. Many newbies that play this game quit after reaching lvl 18 because the leveling gets harder and questing become really boring. Not to mention collecting 40k gold to buy expert skills. Collecting 40k gold is not an easy task if you are a newbie and not familiar with game. Because of this, many newbie players become discouraged after reaching lvl 18 and quit the game. So my suggestion is to give a free expert skill when reaching lvl 18. The free expert skill can be collected in the inbox where you can choose 1 out of 8 expert skills. The rewards parameters could be "receiving" in order to not abuse the reward by selling it to npc for free gold. By doing this, the newbie players will be more encouraged and will continue to play the games because the burden of collecting 40k gold to buy their first expert skill is removed and they become stronger to do more quest. I hope the devs wil see my suggestion and considers to implement it in the game. TQ
  2. Hi there, I am Solo, from EU Emerald server. As a long time player to this game, I always felt something was missing from the HUD of this game. The HUD or status bar is the method by which information is visually relayed to the player as part of a game's user interface, or to make it short, the screen you see when you play the game. The HUD I am reffering to is shown on the picture in the following spoiler. Because the game has evolved a lot in this time, buffs have been more important than ever, 100 hp or 5% resist can make a difference from winning and losing. This is why I want to suggest a QoL (Quality of Life) change to help players reuse their buffs and keep these fights as interesting as possible. The QoL change is adding a buff timer to the HUD, for example, after using a Scroll that lasts 5 minutes, a timer on a part of the screen will show the used scroll icon and its duration. The placement on the screen should not be somewhere where it blocks the view for the player and to make it toggleable in the settings for players who don't want it. The best placement IN MY OPINION is above the minimap. While using a phone in any orientation and while using a computer, that area of the screen is unusued. In the following spoiler I will be showing that suggestion. I think this addition to the game is a bit long overdue, but it would be still helpful to keep an eye out on the buffs without going through 4 menus like shown in the next spoiler. Thank you for your time reading this. If you found this helpful and want to support this addition, share it around. That's all from me, thank you.
  3. Amplifying equipment is one of the main aspect in warspear online. To progress, you must amplify your equipment. But there's a problem with the current amplifying system which is RNG. You will never know when or if you will successfully amplify your equipment. For example, +10 weapon. Many players have sacrificed a lot of their time and money to amp but some still have yet to max their weapon. Many players have told that it need at least 100 set - 500 set sign to amplify a single 1-handed weapon. It can even get to 1000 set for 2-handed weapon. This is simply to high of a price just for single weapon. Furthermore, you also need to amplify 3 different weapon for normal,sea and arena and probably new weapon for the next map which will come out this year. There need to have a limit on how much sign you need to amplify because you can spend thousands or millions of sign and yet still fails to amplify your weapon because the luck factor. My suggestion to reduce RNG: After every amount of times amplifying fails, increase the amplifying chance amount by 2 times. For example; +2 to +3 for every 5 failed amplify increase amplifying chance by 2×. +3 to +4 for every 10 failed amplify increase amplifying chance by 2×. +4 to +5 for every 25 failed amplify increase amplifying chance by 2×. +5 to +6 for every 50 failed amplify tries increase amplifying chance by 2×. +6 to +7 for every 100 failed amplify tries increase amplifying chance by 2×. +7 to +8 for every 200 failed amplify tries increase amplifying chance by 2×. +8 to +9 for every 300 failed amplify tries increase amplifying chance by 2×. +9 to +10 for every 400 failed amplify tries increase amplifying chance by 2×. After successfully amplifying a weapon, amplifying chance will reset to original. With this new system, more players will now attracted to amplify their equipment because they know they will amplify their equipment and not depend on luck. Demand for sign will increase and more new or casual players will buy sign from shop not just from old and rich players.
  4. I suggest the dev to reduce mini-boss respawn time to 5 or 2.5 minutes and boss by 10 or 5 minutes. This is because too much player competing to kill boss just for the same quest. This can prolong quest from 20 minutes to more than 1 hours. To solve farmer problem, reduce item drop rate for killing same boss/mini boss every day like 2nd time kill reduce 25% drop rate 3rd time kill reduce 50% drop rate and so on.
  5. Many quests in the game involve gathering objects (like plants and looting bags), and for each one it takes the same amount of time to harvest, regardless of how many times you have harvested it before. Since this system is featured in many quests I feel like it should be revamped. My suggestion would build off the talents system by adding a talent that can be used on every island (contrast to the current talent system.) Training the gathering talent would be simple: gather objects to gain experience to level up the talent (Gathering stuff in higher level areas give more exp). The perks to leveling up the gathering talent include: -The ability to gather stuff faster -The ability to get some unique items from gathering (Possibly trinkets that can be sold for gold or basic craft resources.) -When the gathering talent is maxed, you can gather stuff while in a fight (Makes gathering a lot less annoying.) I think this will benefit the game in a positive way because it will give people a slightly larger variety of activities they can do aside from questing, PvM, and PvP.
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