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Новые ответы
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1. Баг с петами. Ошибка, фишка, высос денег, неизвестно что это. При смерти персонажа, перезарядка у призыва прислужников сбрасывается. Благодаря этой механике у игроков появляется возможность бесконечно умирать и возрождаться. Ты умер, тебя ресают - ты обновляешь пета, который ресает напарника. Напарник реснул, призвал пета - реснуло опять тебя, и ты опять без перезарядки вызываешь нового пета. Такими манипуляциями с петами, одну команду в катакомбах можно убивать по 20 раз, потому-что у них безлимитный запас петов в сумке. При этом если посмотреть на артефакты, которые дают абсолютно безобидную и незаметную привилегию, по сравнению с петами, то у них перезарядка не сбрасывается при смерти. В замесах, где свиток возрождения телепортирует тебя на респ, вся катка длится 10 минут, а на убийство главного босса и плюс выход - дается 6 минут, бесконечное возрождение напарников в бою на одной локации выглядит как бредятина недоработка. Предложение: пофиксить баг изменить механику перезарядки петов, убрать сбрасывание перезарядки из-за смерти игрока 2. Баг с артефактами. По неизвестной причине бывают вылеты во время применения артефактов. Ошибка популярная, но трудно реализуемая. Первого январа этого года, я и моя группа, + противники потеряли контакт с боем прямо в катакомбах целых 2 раза. 3. Нулевая конкуренция на катакомбах из-за общего лобби. Программисты гении разработали ботов, которые в прямом эфире транслирует всем желающим все группы, которые подают заявку в катакомбы. Тем самым любой игрок в любое время знает своего противника, и даже его географическое положение. Из-за чего и происходит полное игнорирование центральных локаций, моментальный выход через базу на седьмой минуте против сильного противника, и подача заявок с 20 персонажей сразу в одно и тоже время для абуза безопасного фарма топового шмота. Предложение: У каждого игрока или группы будет свое лично лобби. Таким образом мини-разработчики не смогут узнавать кто куда улетает и транслировать это на весь интернет.
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It is true that, technically, it is not mandatory to buy the pass or spend any money to obtain the so-called “mount.” However, it is quite convenient to present this as a choice when, in practice, the player is pushed into two equally problematic options: spending money to speed up the process or spending hours grinding the pass just to gain access to a temporary speed buff. It is important to call things by their proper name. This is not a mount in the traditional sense. A mount implies something permanent, functional, and integrated into the character. What the game currently offers is merely a time-limited speed buff, tied to a seasonal system. When the month ends, the player is required to buy another pass again, entering a repetitive and exhausting cycle, or spend even more money to obtain it faster. Claiming that this is not forced monetization ignores the fact that the system was designed to make the process naturally tiring. The player is not buying a mount; they are buying time. They are paying to avoid being stuck repeating the same tasks for hours just to maintain a benefit that should be structural rather than temporary. Furthermore, having a permanent mount would make the game far more dynamic and exciting, simply by allowing players to ride across the maps in a more immersive way. Each faction and each class could have its own unique mount, with distinct visual identity, which would add personality to the game, increase player engagement, and renew interest in exploring the world. This variety would bring more enthusiasm to the overall experience and help break the feeling that the game is limited to the same repetitive mechanics over and over again. Instead of applying a temporary buff, the player would feel that they are truly progressing and acquiring something concrete and lasting. Finally, the argument that a permanent mount would “remove something from the free tiers of the pass” exposes a design issue. Meaningful content should not rely on artificial scarcity to justify a battle pass. A healthy battle pass should offer cosmetic rewards, alternative utilities, or secondary bonuses, not something that directly impacts basic character mobility. In the end, the current system does not create positive anticipation; it creates dependency. Players are not waiting for a mount, they are waiting for the next pass. And this turns a mechanic that should enhance the game experience into yet another temporary, repetitive cycle that is convenient for monetization, but unsatisfying for the player.
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I am a Legion player and, for a short period of time, I agreed with this so-called “union” between guilds. I believed it could represent progress, a necessary reaction to the historical abandonment of the Legion regarding bosses and raids. However, after observing who is actually managing this alliance and how it operates in practice, it became impossible to continue supporting something that does not represent me. This is not about a single individual. It involves Bananeiros, Alldeath, Anomalia, and other guilds that together formed yet another clique disguised as unity. The Bananeiros guild, for example, did not join out of ideals or cooperation, but out of lack of choice. Had they won, the Legion would have remained exactly as it always has been: abandoned, without access to bosses, and excluded from major raids. This happens because the server itself is marked by disunity and greed, which historically prevented any real collective reaction. What is most concerning is that many MCs who are outside this clique are being used as cannon fodder. Some even willingly accept this, believing that the Legion is finally rising again. But this interpretation is mistaken. What is happening is not the strengthening of the Legion, but the emergence of a new hegemony that will control raids exactly as the old ones did. It is merely a change of seats within the same monopoly. Players with fewer resources believe they will have space in this system, that they will at least get a small share of this “cake.” However, this union is nothing more than another clique. It is not about MCs rebuilding themselves, but about the continuation of a model that has always driven away players who simply want to have fun and play fairly. Those who fail to see this, unfortunately, are alienated by the illusion of belonging. Another extremely serious issue is the transfer of responsibility. Problems involving abuse, imbalance, and the use of illegal programs should be handled by the game administrators, not by the players. We do not work for the company. It is unacceptable for the Legion to be used as hired mercenaries to resolve situations that require official investigation, enforcement, and punishment. In this context, I make a clear and direct suggestion regarding the E-Girls guild and any other guild that uses illegal programs. One possible measure would be to downgrade the E-Girls guild to level 1 as an institutional punishment. Furthermore, those responsible and all who were complicit in the use of illegal programs used up to this day, I repeat, used up to this day, should have their accounts permanently banned. This is not about banning one or two isolated accounts, but everyone involved, without exception. This suggestion does not apply only to E-Girls, but to any guild or player that uses illegal programs. I have seen many games start with simple bots and eventually collapse due to the lack of strict punishments. I am not saying this is the case with the Warspear administrators, but there is undeniably a need for harsher and more consistent measures regarding the use of such programs. Everything I described from the beginning to the end of this text originates precisely from passivity in enforcing more severe punishments. When there are no real consequences, an environment is created where monopolies grow stronger, honest players become discouraged, and conflicts between guilds are resolved in the wrong way, by players themselves rather than by the game administration. In the end, this model only discourages those who want to play fairly, compete honestly, and have fun. As long as there is tolerance for illegal practices and concentration of power disguised as unity, the result will always be the same: frustration, injustice, and abandonment of the server.
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Ну это правда, поднятие уровня никак не остановит нас от абуза мертвых душ. Я бы сказал, что само усложнение подземелья механиками усложнит жизнь, на том же балагане почти не водили в 34 подземелье, так как в одиночку это было напряжно, да и если ты не хил, то ещё и долго. Думаю игре стоит двигаться к этому.
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