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Новые ответы
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By Voidknight · Posted
Имел в виду такие навыки как знамя пала, проклятье дк (тут не уверен на 100%) – которые за 1 кнопку делают несколько атак для прока ярости. -
Какие доты? Яра прокает только от авты и скиллов с моментальным уроном.
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By Voidknight · Posted
Я бы не сказал. У автоатакеров 1 атака раз в 0.7-1 секунду. "Классы в кд" либо играют через авту+скилл – 2 атаки раз в 1.5-2 секунды, либо имеют какие-то аое-доты, которые тоже прокают ярость, либо и то и другое. -
I would like to present a suggestion regarding progression between maps in Warspear Online, specifically concerning the number of quests required for a player to advance to the next map. Currently, progression feels excessively exhausting and repetitive, especially for players who are going through the early maps. The player completes a large number of quests in the first map, only to discover that upon reaching the next map, they are once again required to complete a similar amount of quests, but with a significantly higher level of difficulty. This situation becomes even more problematic on the second map, which is composed almost entirely of a PvP-focused area, approximately 98 percent, with the exception of the central village and the Tower of Berengar. At this stage of progression, the player is usually still weak, having just left a map that provides limited starter equipment, which is often insufficient to deal with both PvE challenges and the hostile PvP environment. In addition, it is common for players from the opposing faction to repeatedly attack the character and their pet, not only due to strategic conflict, but often purely for entertainment. This results in constant deaths, loss of time, and frustration, making the task of completing a large number of quests even more exhausting. It is precisely at this point that many players begin to abandon the game. The combination of excessive repetition, increased difficulty, inadequate equipment, and constant PvP pressure creates a tiring and discouraging experience, leading players to move on to other games with smoother and less tedious progression systems. By reducing the number of mandatory quests required to advance between maps, the developers would have a significantly greater chance of retaining players. Progression would become more dynamic, less tiring, and more motivating, encouraging players to continue developing their characters instead of abandoning the game due to exhaustion. In conclusion, these changes would lead to greater player retention, encouraging continued progression rather than causing players to perceive the game as overly difficult and ultimately give up.
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Я бы вообще убрал из катакомб петов. Как по мне, петы это про пве контент.
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