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Biostorm

Server Rework

3 posts in this topic

Straight to the point :  Make the server something like the old GvE server that was actually fun to play.

1. Territory capture :  Make all towns/castles/forts/villages    ( leave 2 for faction bases)  territories that can be captured for your faction. When a faction captures all territories they get access to a hidden S grade vendor for a day or something ( you choose duration and location).  When a person dies they are sent to their faction town/village.  To get to enemy territories you must teleport to the closest town that your faction owns and run from there.  Here's the main objective of the server.

2. Less events.  Make them more rare and more rewarding.

3. Enchanting system :   For weapon enchants make it so you get enchant on your weapon through set amount of kills. Like 50 for  +1 , 200 for +2 etc...  Armor enchants drop normally through pvp.  And scrap your idea behind the enchant rates of armors +16  0.95 %...   One thing is hard, but this is just impossible.

4. PvE zone - gone. Just start from 80 and disable  SP/Exp requirements for skill enchants.

5. Start from B grade.   Also  don't put materials as gear cost. Just adena.  

Server atm is next to dead. Max 5 people in events ( not even fighting). It needs a change.

 

 

 

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I'd suggest you (and others who made suggestions here recently) to start searching forum before posting, because these kind of suggestions were answered a dozen times.

The "old" gve was fun because it was something "new", people were excited everything they've seen, that doesn't mean it will be the same today, not at all, and we already were there to know.

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1. Territory capture :  Make all towns/castles/forts/villages    ( leave 2 for faction bases)  territories that can be captured for your faction. When a faction captures all territories they get access to a hidden S grade vendor for a day or something ( you choose duration and location).  When a person dies they are sent to their faction town/village.  To get to enemy territories you must teleport to the closest town that your faction owns and run from there.  Here's the main objective of the server.

Biggest complaint was "why people need to run so much in a PvP server just to find a PvP or at worse case, just to die", do you really think people will have the patience nowadays to run all the way from a certain village to the nearest, lets say castle, just to die after maximum 2 PvPs and then run all the way back, repeating that again and again?

And if i'll have to make spawn points closer to solve this, then it makes no difference at all from events based gameplay, your suggestion solves strictly nothing, it will only make situation worse.

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3. Enchanting system :   For weapon enchants make it so you get enchant on your weapon through set amount of kills. Like 50 for  +1 , 200 for +2 etc...  Armor enchants drop normally through pvp.  And scrap your idea behind the enchant rates of armors +16  0.95 %...   One thing is hard, but this is just impossible.

Was suggested a dozen times, I advice you to search.

2 problems with such a system:

1) It simply doesn't fit Interlude where there's already not much to do after you're all geared up.

2) It means any newcomer at a later stage of the server will have to face a dozen enemies with +16 stuff, since its pretty easy to make plenty of PvPs when the server is full of people in its first days.

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5. Start from B grade.   Also  don't put materials as gear cost. Just adena.  

There are plans for this.

2 and 4 are simply no.

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1 hour ago, Emerald said:
Quote

 

I'd suggest you (and others who made suggestions here recently) to start searching forum before posting, because these kind of suggestions were answered a dozen times.

The "old" gve was fun because it was something "new", people were excited everything they've seen, that doesn't mean it will be the same today, not at all, and we already were there to know.

 

Actually alot of people are searching for a server like that.

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Biggest complaint was "why people need to run so much in a PvP server just to find a PvP or at worse case, just to die", do you really think people will have the patience nowadays to run all the way from a certain village to the nearest, lets say castle, just to die after maximum 2 PvPs and then run all the way back, repeating that again and again?

And getting 10 enemies spawn behind you is fun ?

Quote

 

And if i'll have to make spawn points closer to solve this, then it makes no difference at all from events based gameplay, your suggestion solves strictly nothing, it will only make situation worse.

Was suggested a dozen times, I advice you to search.

2 problems with such a system:

1) It simply doesn't fit Interlude where there's already not much to do after you're all geared up.

2) It means any newcomer at a later stage of the server will have to face a dozen enemies with +16 stuff, since its pretty easy to make plenty of PvPs when the server is full of people in its first days.

 

Well now at the "later stage" you face a total of 10 people in events.  

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2 and 4 are simply no.

 

Atleast make the mobs in the pve zone undead so healers can level up solo...

 

Edited by Biostorm

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