Anxiety

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Everything posted by Anxiety

  1. However this is mainly an elyos/playerbase problem. Getting full ap armour, ap weapon(s) and ap accessories takes around 2-3 months if you play as asmo whilst on elyos it takes 6-9 months depending on the class and player. If this is to add more content then sure go ahead and make up something new but if it's mainly for gearing it should be treated as ontop of extreme scenario as is the situation now. If you are already netting 20 medals/day from playing asmo it will be close to game breaking to push that up with 3-5x/day and as side effect you'll exacerbate the issue of faction balance cause if you can gear up in 1 month on asmo while it takes 4 on elyos, not a single newcommer will pickup elyos. The recommendation i made in a different post was to add quests with a limited repeatability, it is wihtout doubt the best option because it puts a limit to the boosted farm and keeps it in the early game phase without affecting faction balance etc. the last thing to say is that this is afterall an mmo and it's a player faction vs player faction mmo. Expecting to be up to speed with gear level in a few months is just not a good idea and it borderlines of spoilt arrogance. Gearing afterall is what keeps people playing which is why you can see all the instant max gear servers die out in 1-3 months. The issue is finding the right balance. i.e not making the gearing fast enough so it becomes a pointless process while also not making it long enough so that more people quit than start playing. Yet again however, this is mainly an elyos problem and mechanical interventions to fight player based problems should be treated with caution.
  2. An annual gp reset to the ranks default gp ( 1* 1244, 2* 1368 etc) is better than no reset at all but it's not frequent enough. As the server has been past years there's at best a period of 7-8 months of players in different gradations trying to rank up but after that players simply give up and resort to either not participating in the content at all or maxing the benefit for the minimum amount of work. i.e both cases leads to a heavy decline of server activity. Doing a 30/60 day period before gp resets might not fit the server and it's playerbase however a semiannual (every 6 months) or quarter (every 3 months) will reap benefits. Down below i'll try to list the pros and cons followed by a conclusive statement. Pros: Makes the server friendlier for new or returning players as the gp amount needed to reach 2* should never exceed 10.000 (in the case of a semiannual reset) or about 6-7000 (in the case of quarter based reset) as it is now on both factions around 15.000 needed. Reason why it makes it friendlier is simply because it shortens the period for new players to gain access to the 2* gear as it's more desireable than the rank 1 for stat reasons. As for returning players they do not face a 3 week to 2 month period of gp farm depending on life circumstances before they can use their gear again. Content. Simply translated from last part of previous mentioned point. If the server becomes more friendly and accessable for new players and returning players the activity of everything will go up. Foremost perhaps the pvp instances/gp sources but also in general as a higher number of active players correlates 1:1 with an increase of activity overall. Mitigation of rule breaking. With ranks being reseted to their default gp value every 3/6 months it gets less rewarding overall to wintrade, alt kill, team/queue together in arena of glory, team/queue together in arena of chaos, kill trading in sieges. On top of giving 1 more point to making the server more friendly to play for new and returning players, this should also cut down on administrative costs/time to manage these things. Forts. Before the last going weeks the upper abyss fortresses were green/elyos for over a year and the same goes for pradeth (but asmo). A reset of both gp and forts every 3/6 re-activates sieges as well as it gives oppertunity for ownership/rotation to mix up every 3/6 months. Cons: Added increase of administrative cost/time to perform a reset every 3/6 months. Conclusion Overall there will be nothing but a positive outcome with this kind of setup. Activity goes up, the server becomes more userfriendly and certain patterns of issues should be less prelevant. Only cost is that it will require a bit of time/resources to perform this every 3/6 months ontop of making the playerbase accept that 1 day every 3/6 months there will be a longer maintenance but that in itself should not be an issue as the benefits far outweights the cons. Small details in this that also should be done is the wiping of glory tickets and glory ticket boxes. Deleting tickets should be avoided as some players are keeping them for strategic rank climbing on the "top players" ladder.
  3. So to make this more readable i'll just divide it up in: What could improve gameplay? What kind of updates, features or changes would be fun and thrilling? Events and reworks. Bigger changes Gameplay Nerf certain classes to unlock others. Like in this post: If you want the gameplay to improve and expand beyond what it is now. In other words glads, AT and gunner being played in everything then these kinds of changes needs to be made. If you main ranger, bard or even sorcerer and you come to this server you quickly come to the realization that the amount of gear and effort you have to put in is that of x100 of these classes due to lack of balance. What is not featured in my old forum post is what to do with AT and AT is quite simple to handle which is to nerf the passive resist to everything it has so classes like assassin or chanter doesnt have resist risk on their stun/kd buff skills. Other things needed to be done with gameplay is to take a look at certain content which needs to be changed and or updated. The gp system to start with have way to many abuseable loopholes which the Arena of Chaos discussion shows. Letting a whole faction get ruined because certain players win trade everything just leads to exactly what i wrote about in this post which is also what you can see on elyos with no one bothering to make any parties for 6v6 or 12v12. So gameplay wise arenas needs to be updated and the update is quite simple. Get rid of Arena of Chaos. There are some other changes that are linked to this but they will come further down under Bigger changes. It should also be mentioned that 4.6 gameplay as a standalone patch is probably the best out there. 4.8 servers never lasts cause of the meta lock in group pvp (namely cleric, bard, sin comps or cleric, cleric, chanter, bard, templar, sm etc) and the recent survey and discussion on the most populated 3.9 server regarding updating to 4.6 proves this point further. So the gameplay should not stray far away from 4.6. Updates, features or changes There is no need to go into the patch progression track. Main point to play this server is cause it is static compared to classic or retail. Patch progression has it's benefits such as new content and change of game mechanics etc but it alienates every player that does not want to start from 0 again or do heavy refarming. So stay with the 4.6 core, means do not update/add gear/items and do not change class mechanics even though do perform class balancing by reducing the damage of gunner+gladiator and the rng factor of aethertech to enable literally every other class. However some of the game's content needs updates. The match making needs an update, there is no reason beyond coding that should lock this server to only having elyos vs asmodian in 6v6, 12v12 and 24v24. All of these instances needs to get updated so you can matchmake interfaction (elyos vs elyos, asmo vs asmo). There is another 4.6 server that has done this and even if the sourcecode is different this should be possible by translating and exporting how Arena of Harmony is setup to work. Which brings us to the next update. For the love of god update Arena of Harmony so degenerate grifters can't snipe you and leave to deny rewards. Fighting no one should not give the full reward but you also should not lose because the enemy leaves. So update Arena of Harmony to give ticket+bundle with the same gp as arena of discipline when someone leaves. Sieges.... Sieges on this server are in need of a big update. Siege is 1h of content per day if done correctly but on this server it has turned into 10 minutes of gp rush and then nothing. So the change is simple, first of all fix the issue in pradeth so we do not spot dredgion commander at SwB camp and issue a weekly or monthly based fort reset into balaur. More about this further down. Events and reworks For the events the playerbase enjoys, just keep them but update the loot. Simple as that. This is also very easily meassured by just tracking amount of players online during each event. Secondly, since we now have parts of 4.8 in the world.pak and item.pak files the events should be in there as well so why not use them? You just need to get rid of the 4.8 drops such as imperial accessories and archangel wings to prevent patch breakage. Bigger changes Add HWID locked entries. That would mean that the player can not match against their second client. I know that there are people with multiple pc's like myself but this is a good first step. To take the best example, it would make it a lot harder for the worst players on the server to win trade arenas since they would need to find 5 additional players/pc's to queue for Arena of Chaos to open. Siege reset. Add a 7, 14 or 28 day fort reset into balaur to keep sieges alive. The reality now is that whenever one faction holds all 3 upper abyss forts then it takes a long period for the opposite faction to even try taking them or in the case of katalam/danaria siege, then it is over in 10-15 mins since majority of elyos do not bother with pradeth and a lot of people are logging asmo alt for it. A 3 or 6 month based gp period. That would mean that the gp gets reseted every 3 or 6 months. I wont write the whole thing again because it is available at: Add future patches content with 4.6 rewards. Pretty simple, you add 4.8 pve with the best 4.6 rewards or unique skins. Open world. You should either add gerha or make katalam and danaria according to: Blood mark npc for both new and old player. again i will not bother to rewrite everything when i can just post: Pve ranks. Same goes here but to TL:DR, not only tryharding pvp should be rewarding but players that enjoy pve should also be rewarded for tryharding pve. Skins. I know that a lot of skins are hard to make compatible with euroaion's sourcecode and that is ok but you really need to start adding more cosmetic things to stay competitive with other populated server. One is importing straight from latest classic patch and the other is using custom cross item type skinning. This server has neither and improving the cosmetic aspect will both attract people and yield funds. The last point i would like to emphasize is standards, principles and fairplay. No one likes to play fair and either lose, fall behind or get their game experience destroyed by people who are not and this is completely up to the administrating side. You have rules which we all agree on when we start this server and while it would be possible to have discussions about how hard to uphold some of them. When it comes to the strict gameplay related ones such as sniping your own alts for GP, the people administrating really need to do a way better job as previously mentioned by some players before me. If you are short staffed then recruit players to help. No you are actually wrong. Admins or rather said forum moderator made a statement that no changes will be made about Arena of Chaos. There has been nothing said about these players breaking rules or not because it would take a blind monkey to make that statement. These players have and are breaking rules daily, any denial is just being delusional in favour of friends without the ability to read.
  4. Login on the euroaion.com website and click on your account's name and a menu will show in the left corner. Click on teleport and select your character and press "teleport", you will then be teleported to bound obelisk.
  5. Suggestion: Delete Arena of Chaos

    So the worst person on the server decided to join in. Why don't you reply to patox instead and defend yourself?
  6. This has been a topic on multiple occations but now it has just reached a ridiculous level of impact. For those that do not know what the differance between Arena of Chaos and Arena of Discipline is, the Chaos one rewards x1 Arena of Glory ticket for the first and second place resulting in x2 more Arena of Glory entries when compared to someone that does not go 7x per week; it does also scale in terms of GP reward with the amount of players rewarind up to 112 GP for a win compared to the 72 for Arena of Discipline. So what is the issue? People that queue and eventually get entry and then manages to get first or second place deserves it no? The answer to this is yes, however geting entry is not that easy. The picture below is from when i used to do Arena of Chaos with the average waiting time of 1-13h for entry and that was while doing things like clicking the arena gate at 13:59 and keep the client alive til 18:00 so people did not see me applying, entering instances while in queue with the sole purpose of masking being in queue, waiting for people from legions such as OH LA LA / lowlowlowlowlowlow / DayZ to apply with friends and/or alts and more ways or just wait 10h some days. Today however the arena has turned into certain people having 50+ chars/alts ready to open the arena for their friends or themselves. The situation depending on faction is a bit different but on elyos, around 25-30% of top 30 ranks are doing this resulting in an impossibility for the average player to play for rank leading to among other things players not caring about doing any kind of gp content (1v1, 3v3, 6v6, 12v12, 24v24) because why care about getting GP if you can't compete with 25-30% of top 30 ranks? In short this is ruining a whole faction with nondirect consequences such as asmodian players having about 0% chance to get active enemies in most of the pvp content. So the suggestion is simple, delete Arena of Chaos or at the very least delete the Arena of Glory ticket reward and reset the gp of the people having done this. Below are some of many examples:
  7. Suggestion: Delete Arena of Chaos

    I am not going to spend another month removing a player that's doing this again like in the case of Madskillz. If the 15+ screens and videos are not enough then this server is a lost cause and it's time to migrate.
  8. Suggestion: Delete Arena of Chaos

    So that means nothing considering it already went on for a whole month with almost whole trading instinct / victory instinct doing it for a month. You might as well tell people to just abuse it as long as they know how to get away with it which is quite simple since you can just teleport when it finishes through website or use a tp scroll the last 5s before it finishes.
  9. Suggestion: Delete Arena of Chaos

    If the issue is to be expanded. This also creates a scenario where players that are trying to rank up/keep rank/get ap/medals/gp are forced to "win" everything and how do you win everything? You make sure you only fight people you are confident you will win against. Not because it's fun, interesting or remotely challenging; you do it because if you do not win everything you either have no chance at all or need to employ the same methods. So this issue not only demotivates people to actually play but if they do play it motivates previous described scenario. There is a threshold of how much of this can be tolerated and if crossed the rank and pvp content on this server turns into wintrade/alt kill or win all (dodge all you cant win and snipe the ones you are sure to win).
  10. Suggestion: Delete Arena of Chaos

    Since this post has not been locked I am assuming that notifications are still coming. So I'll just point out that by doing nothing/allowing this breach, it is in fact encouraging players to replicate it and by doing nothing it will also give incentives for people to even the playing field sort of speak. Translates to that the issue will grow and breach will increase since players will feel compelled to do the same to stay competitive. It also borderlines on creating an "everything" goes attitude and if that happens then I might as well get governor on both factions by abusing the resources of being able to run 18 clients at the same time.
  11. Suggestion: Delete Arena of Chaos

    It breaks terms and agreements/rules to do this kind of thing so if it is just upheld and players that are wintrading gets punished accordingly it shouldn't be such an issue. This should not have occured to begin with if the people administrating this server had done their jobs and upheld a certain standard of fairplay.
  12. Suggestion: Delete Arena of Chaos

    No, it has to be changed so it does not give an Arena of Glory ticket or be set to give nothing at all because as mentioned above. Something like 25-30% / 6-8 players of elyos top 30 are or have abused it. Adding +1 Arena of Glory ticket will just give more incentive to do this. A few years ago i recommended to x-person to change the rewards to give medals instead of GP and Arena of Glory tickets. The Chaos Arena would then be a source of gearing for primarly new players which is more fitting since the pve component reduces the gear impact in it. But regardless this can't go on, previous years there has been an extremely tiny minority abusing this and while it is wrong that the top rank/governor rank is beyond reach if the player holding it are doing it like in the case of Pifpafpuf it's not on the same scale. Cause the calculation is quite simple, I would probably go for top 30 for the supplements and idians but I won't because the top 30 is really top 25 at best like this.
  13. Suggestion: Delete Arena of Chaos

    The whole group pvp thing i won't adress because it's not relevant within the scope of this. For the other part, you can rationalize everything if you try hard enough but if the outcome is on the expense of everyone else then it is wrong. If these players opened Arena of Chaos in the normal way instead of doing it with the sole purpose of wintrading it would be different which is what the first part of the post is about. The issue is not people doing Arena of Chaos which is why you can find that just going normally excempts the player from causing problem. The issue is people having 50+ chars they use to gain GP and for that matter also website ranking for rewards. Which leads to things such as destroying a whole factions rank. People leaving against someone in 1v1 is not an excuse to ruin a whole faction, gain an unfair advantage in terms of GP income and on top of that gain an undeserved rank on a different rank ladder. This logic is just trying to excuse the behaviour while overlooking all the consequences it brings because of a different problem. But one problem does not excuse another.
  14. Suggestion: Delete Arena of Chaos

    It's literally impossible to adress all the factors leading to current situations which is why you wont find a statement that chaos is the sole reason but you will neither keep people motivated to do pvp/gp rewarding content or for that matter attract new players ass soon as it is discovered that you have more or less a 0% chance to actually rank up on elyos atm. The rank 11 and 13 are only rank 11 and 13 due to people having wintraded arenas. There are more pressing issues and you will find some of them adressed in my other forum posts such as the one about class balance and godstone nerf. But this post is about Arena of Chaos and the issues it brings so it would only be confusing to bring in other things. Also the whole octopus thing is tricky, I have already gotten banned from a different servers discord for trying to adress it because it is more complicated than the average cheat program as it's not visible in the packets sent/recieved so it is better to be left as a standalone issue to not miss any details rather than be slightly mentioned as a contributing factor since majority of people do not know how it works. So this will stick to the issues that Arena of Chaos brings even if the end result may or may not have multiple dimensions and contributing factors of complexity.
  15. Various locations of BM shugo?

    they spawn at random locations in underground, at one of the pradeth camps but atm you also have the bm to ap npc's in gerha base.
  16. Before going into why keeping Gerha with certain features would be of value. A closer look at some main issues has to be made. Namely the decline in numbers and popularity of the server. While it is true that more and more competitors are looking at euroaion and are tailoring their experiences after what this server has gotten wrong; things can still be done to improve the state and entertainment of chosing to play here. So what are the driving factors behind the decline in numbers and popularity? There are without doubt a lot but one can not adress all, so we will focus on the question of what makes a server appealing to play, keep playing and try. The answer is two fold and falls into being unique and being userfriendly. With userfriendly in this case we will only focus on the userfriendlyness early game, meaning that things like broken classes and other things will not be part of this thread even if those kinds of things are a significant driver in making people not choose euroaion. Staying unique While it is true that one of the main selling point of euroaion is continuity achieved by staying relatively the same for years leading to that people can come back with months to years of being away from the server without having to start over sort of speak. It is also the cast that if nothing ever changes, the server eventually will die. So the problem faced here is how to offer unique things that do not exist on other servers without ruining things like the gear cieling? The answer is quite simple and it's that you add or broaden content which does not heighten the gear cieling while at the same time is rewarding enough for players to take part in it. Gerha's part in this will come further down. Userfriendlyness On surface level of analysis euroaion may look userfriendly. It is after all a non patch changing retail like server which should mean that given enough time everything is possible right? The answer is yes and no. There is ofcourse a possibility for anyone that starts to play the server to stick around for 6-12 months to reach desired gear level and then further time to achieve other things such as cosmetics etc. But it is not reasonable to assume that someone would sacrifice minimum 6 months to reach a level of playability in comparrison to the majority of the server. This simply translates to that the early phase of a players journey is not userfriendly enough. Gear progression to a passable level is to slow and the game offers to few ways to catchup in terms of kinah/manastones/temperings/enchantment stones etc. Gerha's part on this will come further down. Why would adding a new map tackle both these issues? By adding a new map a whole new set of possibilities are made available. A whole new terrain means that a big part of a different patch is now compatible to the server's source code and other kinds of events and custom events should be implmentable (offering uniqueness and additional means to farm certain items). Addind a new map also do set the server apart from all the other competing servers (so far) and being a blank slate it is possible to tailor the map into what this server lacks. Why keep Ghera and what to fill it with on doing so? The first thing is simple. When Gerha was introduced it was done so together with the event [EVENT] Britra's Grand Invasion in Gerha. Keep parts of this as weekly event. Rewards does not have to be the same and should not be same but doing something like making the union boss spawn every saturday and have it drop temperings, level 130's, level 110's and composite bundles while also giving glory points promotes uniqueness and userfriendlyness while also forcing activity. Additionally adding the agent fight should be done to force open world activity with glory points as reward. The agents should not drop any items, they are solely for glory points to keep open world more active while also making the top ranks more competitive in terms of keeping rank. This should also be only once per week as to not overload the daily schedule of players. For the camps. Each camp should have a quest that gives 10 Blood marks, you can make the quest into killing 10 mobs kind of quests. This will add an additional 120 blood marks/week tackling a previous complaint about the skill skins being to hard to grind while also making it faster for new players to reach eternal gear level. It might not seem a lot to cut down on 1 week of farming bm but with each day playing as new on the server means constant beat down in kata/dana from more geared players. It also brings the player up to being able to do all the pve besides for DR within 7-10 days of reaching 65 while also being able to join non gear requiring groups for pvp in LFG. Doing this falls into meassures taken to make the server more userfriendly and more attractive for new players. The middle camp one however should also give x2 quest that rewards the player with x1 cera medal each with a possibility to repeat x30 times so x60 medals in total stretching across a month if done daily; providing both content and a way to catch up sooner gear level wise. Since these are not infinitely repeatable they should only have a value in a players early phase of reaching 65 while making their first 65 ap set. Additionally a kill quest for the region can be added which requires either x5 or x10 kills for the reward of 1x cera medal. Something to consider It should be considered to locate the instance "eternal bastion" in Ghera if added as a permanent feature. This because open world activity/open world pvp will still be the same as it is now at 81 camp in danaria but you can not use transforms. A chunk of players at the moment are saving the transform to annoy the other faction while they try to enter swb. As it has an inpact on siege and siege itself suffers on this server due to pradeth bug and other things. Trying to keep transforms around siege time for siege should be considered in terms of adding/changing things. Discussion and further explaination on questions about anything in the post can either be done here or on discord. Either means of communication do work for me.
  17. Almost 1 year ago the event "Beritra Grand Invasion!" was introduced: Sure the event had it's flaws and issues but the overall reception generally speaking was positive due to it being something new. The suggestion is simple, add this event as a weekly occurance just like the agent fights in Akeron in later patches. Just make it once per week instead of six times per week with perhaps nerfed/modified drops. Why? First and foremost to add more content in the daily routine to tackle one of the highest points of complaints about the server. But also to provide additional usage and planning for transforms which are currently used for siege which is fine but other than that they are primarly used to annoy people trying to enter eternal bastion instance. Doing this will also provide an additional source of glory points which for the lower ranks may not be mandatory to farm but by adding sources of GP you make the top ranking (i'd guess top 30) more competitive and with that also more faction engaging; as to stay in high rank players would need to mobilize enough players to reap the rewards and fight back the other faction. Rewards Rewards from the events table are fine overall but on implementation they might need to be nerfed/changed depending on how the playerbase reacts. If it turns into 1 faction dominating the farm of the invasion bosses then a nerfing of the mythical weapon and armour boxes would be needed for example. Time? The agent fights were quite late in future patches and knowing players that are playing from different time zones pushing a 3-6h differance from server time. Making them spawn to late is not a good idea. The time window on sundays 20-22 however works fine even if it is in conflict with dredgion and kamar entry.
  18. For years now there has been complaints about the prelevance and balance of both classes Gunner and Gladiator. Some in the same content (mainly group based pvp) and just overall in the case of Gunner. The complaints can be broken down in a few different categories and I will try to categorize and adress the issues in a as simple way as possible. The categories that will be adressed are: Group pvp. Solo pvp. Playability of other classes overall. Group Pvp 4.6 and specially on euroaion due to server delay and other factors favouring gunner is heavily dominanted by the meta of putting as many gladiators as possible in 1 group and add 1 gunner. The reason and problem behind this is that mainly in gladiators case the skill Slaughter adds a passive 25% pvp attack/damage buff/increase and in gunners case it's the gamebreaking values of the two skills Pressurized chamber and Stopping power. Pressurized chamber has an increased pvp attack/damage value of 500 which translates to 50% and stopping power of 150 which translates to 15%. So together they increase the damage output (very easily explained) by 65% together pushing a full geared gunner up to 106-107% pvp attack. The next issue with gunner is the magical accuracy scaling. Gunner has a +200 magical acccuracy value on pistols and an additional +300 from stopping power and +100 from pressurized chamber. In short this means that the class can ignore almost every bit of defence which reduces the damage of all other classes to the point that mechanics has to be played around with to achieve a burst whilst on gunner all that is needed is to be of the class and use x2 buffs to ignore every defence in the game. These two things contributes to that groups are in general consistent of 2-3 gladiators + 1 gunner. Although there is room for 1 more dps in the case of only 2 gladiators the go to solution is to stick a templar or aethertech in there as it amplifies either the burst or the sustain of the already burst based meta. Some people will say that it's just the patch and that everyone should just play gladiator and gunner. That's the problem however. It is excruciatingly boring to always fight or play like or against this and it has a severe consequence on the playability of other classes which will be touched upon further down. So to sum the problem up is that the two classes posses game breaking values which creates a situation of "play gunner/gladiator or don't play at all". The solution here is pretty simple which is to just go into the skills values from server side and reduce the values. Recommendations here would be for slaughter to be put at 10-15% since gladiator already have a high damage and high aoe damage on top of that with berzerking (and dp skills) and in the case of gunner to simply reduce the value of pressurized chamber to 10-20% and stopping power to 10%. The total stacking of gunner will still be between an extra 20-30% damage increase with these skills and with pressurized chamber having a 30second cd and 10second duration it is far more fitting. Solo pvp This is mostly going to be about gunner since gladiator mechanically speaking in solo pvp/1v1 is heavily dependant on cooldowns whilst gunner virtually has no cooldowns. The same things regarding the same skills applies in this section as well so I will not repeat them. But added on solo pvp the prelevance of godstone has to be taken far more into consideration. These skills amplifies the damage of godstone as the godstone damage follows the same damage formula as skills. To further push the problem of gunner is that pressurized chamber adds 1 hit per hit which means a 100% increase of godstone prelevance in that 10 second duration. Whatever or not something can or should be done about godstone is another issue but the gunner class due to game breaking features effectively makes godstone proccs part of it and should be mitigated. Solution here is as previous one to simply reduce the values of these 2 skills. There is something to be said about magical accuracy scaling and how the passive and hidden values of gunner amplifies the chance to land godstones but it fits better to be adressed in a post about godstones even if people should know that one reason why gunner proccs so many godstones is due to passive and hidden bonus magical accuracy values which boosts the % of godstone effect not being resisted on targets. Playability of other classes overall. Now that a better understanding of how gladiator brings an unbalance in group and how gunner breaks every part of the game is given the consequences should be easy to see and has already been forshadowed. But due to aformentioned things in this post there is no wonder that you barely have any assassins, rangers and bards on this server. Sorcerer and spiritmasters are few compared to gunner and gladiator but assassin, ranger and bard when compared to gunner and gladiator are nonexistant. The reason is not cause these classes are boring to play or that there are no people who don't like to play them/main them. It is simply due to the fact that unless you heavily outgear or outskill your enemy playing these classes brings heavy disadvantages. Mechanically speaking as i have illustrated in the previous 2 sections as all these classes misses these kinds of boosts but also socially speaking as playing them more or less turns you into a second grade citizen that will struggle finding groups for virtually any kind of pvp content. Further consequences for this results in that fewer players actually plays your server or keeps on playing your server if they are faced with struggling on almost 50% of the classes if they do not want to play gladiator or gunner. Solution here is also pretty simple and follows the solution of previously mentioned parts of this post. In short if the damage and game breakign features of gunner and gladiator are handled or at least gets weakened it becomes way more friendlier both game mecahic wise but also socially wise to play anything else than gunner and gladiator. Which in turn yields activity and numbers. Additional thoughts on solution Reducing the values/percentile of slaughter, stopping power and pressurized chamber will also only affect the games pvp content and not pve as it is only the pvp values of the skills which needs to be balanced/changed. Meaning that for players that are already playing or wants to play gladiator and gunner the leveling and pve progress will not be affected at all by such an adjustment. TL:DR Nerf the damage output of 2 classes to balance the game and make it/the server friendlier for anything else than gunner and gladiator players.
  19. I know, you'll have to go into the skills files to make the changes and set the file under same validation protocol as the systemCfgLocal.cfg in the L10N folder to control it from server side. But it is possible and should be done.
  20. Calling for class changes or adding items/gear to mitigate the prelevance of godstone on this server has been suggested before. However both of these options bring implications. If class changes were to be done then some players will argue that it makes their class unplayable which in some cases would be true depending on the class change. On the other hand the solution to add items which are beliefed to balance the classes or the prelevance of godstone also bring implications such as hightening the stat ceiling in most cases while also widening the gear gap from old/resourceful players and newly started ones. The solution is quite simple and only requires 1 passive skill which is not class bound to be reworked into the 4.6 patch and that's the future archdaeva passive Boost Godstone Resistance. The effect of the passive is an increased godstone suppresion by a value of 2 = 0.2%. Adding this would give an overall more pleasant experience within the game as rng would have less of an effect; in turn by default increasing the impact the player him/herself has on the outcome as actual class mechanics deterministic factor of given outcome will increase. Adding this also does not bring any of the implications of previous suggestions in the forms of adding items or changing classes. It will also not affect the games PVE content in any way as the passive is only active on players and therefore only in effect when a player uses a skill or auto attack on another player. Picture and source of stats comes from aioncodex.
  21. Dragons Lord Refuge Additional Reward

    Gunner is a special case because it has a 100,200,200,300 hidden mac value so 2,7k gunner on pistols = 2,9k and 2,7k gunner on pistols with the right buffs = 3,5. But gunner is an exception and a class that should get deleted. the issue is that you raise the mres cap by 20/2% which cripples sorcerer a lot, cleric a lot and bard. Sorcerer on a magical accuracy / magic boost build already reaches low end 2700 mac. Pushing mres cap to 2841 means raising sorcerer resist risk from 10-12% to 12-14%. If people played more classes than gunner then this would be better understood.
  22. Dragons Lord Refuge Additional Reward

    Yes, let all the people with 0 knowledge of the patch take over.
  23. Dragons Lord Refuge Additional Reward

    This will push mres cap of chains to 2881 or close to 2900 with title. Adding that more and more/majority of people are also using magic resist in 1v1. Adding this would completely break/ruin/destroy parts of the game and balance of some parts of the game. More or less if this is added myself and more players will uninstall your server from their pc's.
  24. Ranked PVE ladder

    As most people know, there is a ladder for various pvp content such as arenas, 6v6 and 12v12. So why not make a similar ladder for pve but instead of points the players are credited with a high score or time score. Meaning that you setup a goal for an instance (for example finish hyperion) with a timer that starts when the instance is opened and stops when the boss dies. The set amount of players with the shortest time/highest score wins a reward. Instances where this would be fitting are: Infinity shard Illuminary obelisk Sauro Danuar reliquary Eternal bastion Example of how to set it up followed down below: Infinity shard Timer starts as soon as the first player enters the instance and stops when hyperion dies. The reason behind making it this way rather than making the timer start when the last generator is killed is simple, to add more stress thus making it more demanding. Amount of rewarded players for this would be 50 with various reward steps. Illuminary obelisk Follows the same concept as Infinity shard but for the the timer would have to start when the first player enters the portal leading to the boss platform and end when the boss is dead. This due to the fact that people are multi charging by aggro bugging the last 2 top towers. For 6 man instances a lower number of rewarding ranks should be consdidered as to not flow the server with rewards. So 25 rewarded players with various reward steps for this. Sauro Timer starts as soon as the first player enters the instance and it stops when the boss is dead. For this however only the 2 key boss should be considered, although if coding proves to be difficult then giving rewards for the 1 key boss would work as well. This would however go against the whole idea of putting more pressure on pve content since the 1 key boss is by a large degree easier than the 2 key boss. Just like obelisk a 25 player reward number is recommended for this one. Danuar reliquary Timer starts as soon as the first player enters the intance and it stops when the last variant of queen modor is dead. Just like obelisk a 25 player reward number is recommended for this one. Eternal bastion Timer starts as soon as the timer in eternal bastion starts (after the prep time) and ends when supreme commander pashid dies. For this one, only s-rank should be rewarding to prevent abuse. Amount of rewarded players for this would be 50 with various reward steps. Rewards Since you already are giving out rewards for pvp content it would be fitting to just use those or consider eCoins as reward. Suggestion for reward ladder would be: 12-man instance/infinity shard: top 1-12 gets rank 1 reward, top 13-30 gets rank 2 reward, top 31-40 gets rank 3 reward. If the same rewards are used as for the pvp ladder then the division is already made but if eCoins would be considered then a 500/300/150 reward ladder would be fitting. 6-man instances: Top 1-6 gets rank 1 reward, top 7-12 gets rank 2 reward and top 13-18 gets rank 3 reward. If eCoins would be considered then a 500/300/150 reward ladder would be fitting. 24-man instances: top 1-24 gets rank 1 reward, top 25-48 gets rank 2 reward. no rank 3 reward for this one. If eCoins would be considered then a 500/300/150 reward ladder would be fitting. Reasoning The server is accumulating years and with time content becomes stale or dead so why not spice it up by adding rewards and competition as incitements for players to actively try to beat each other in the other side of the game's content namely player vs environment. It should also be added as a justification that since players/people are interested in different thing and only having one side of the game's content be rewarding on top of the already existing pvpe instances rewards it makes sense to offer pve oriented players a reward system as their pvp oriented counterparts already have. However due to the issue of pve content/events previous abuse if implemented such a rank system in the beginning should be monitored closely by asking 1 player from each group record the run as proof til various bug abuses are eliminated. Preparing the playerbase for abrupt removal and change of rewards should also be within the plans for such a thing in case things turns out to be abused.
  25. Blood mark npc 2.0

    Seeing as an npc/store was already added where you can buy skillskin and gear skins for bloodmarks to increase ow activity as well as provide further farm/content, why not add another one that targets early content/new players primarly? The goal of this npc would be to broaden the early content for new players by widening the amount of things you can use your blood marks for and make open world even more alive as the already existing shop's prices are numb hitting for a lot of people (i.e farming 11 weeks for 1 skill skin for example). In the list down below you can find the items or kind of items i'd recommend adding in this npc and it is things such as level 70-80 enchantment stone bundles, level 50 and 60 manastone bundles, level 60 composite bundles with an 0,4-1% chance to get each stone, 3.x patches wings and low statted titles. None of these should infringe on the server's shop or possible future shop ventures since the wings and titles are all worse than the ones you can buy today or drop from instances such as inifnity shard. However it does provide new players ways to gear up besides being told to just buy the title from shop and farm inifinity shard for hyperion wings. I am also aware of that some of these items can be farmed in 3.x instances such as argent manor or through quests but since the chances are low to drop them and the activity in these instances is very low the stance that people should just farm these goes against the point of making the early phase of each player more rich in content/farm. This due to the fact that everyone as soon as they hit 65 farms blood marks already so it makes sense to widen the possibilities for this farm. The only items in the list that are not directly targeted to new players are things such as idian pouches as these are a rarity and greater eternal supplements which are today locked to top 30 ranks only. These two things will however not infringe on the shop or already existing content as doing Illuminary obelisk is for the gear and not the x1 idian pouch per run and for the supplements, x30 for 100bm gives the possibility of x90 supplements/week which is less than what top 30 makes in 1 day from the npc. list below, item ID's are either gotten from aion codex or aion powerbook: Drakenspire Depths Idian Bundle [item:188053790] - 150 bm or Illuminary Obelisk Idian Pouch [item:188052825] - 150bm Danuar Reliquary Expedition's Idian Bundle [item:188052500] - 100bm Large Greater Supplements Bag (Eternal x 30) [item:188052493] - 100bm Fancy Medal Chest [item: 188053023] - 100bm Cool Enchantment Stone Bundle (L70-89) [item: 188052420] - 50 bm Tia siege reward box (x1 mithril/x1 cera/x1 L120) - 150bm Kahrun's Symbol Box [item: 188052082] - x40bm L100 Enchantment Stone [item: 166000100] - 75bm Superior Manastone Bundle [item:188051350] - 50 bm Useful Manastone Bundle [item:188052503] - 75bm Veteran's Composite Manastone Bundle [item:188052577] - 120bm [Event] Dragon Lord's Wing Box [item:188052319] - 600bm [Event] Dramata's Bone Wing Box [item:188052624] - 600bm [Event] Dramata Wing Chest [item:188052728] - 600bm [Title Card] Top Gun [item:169610093] - 500bm [Title Card] Dragon Slayer [item: 169610091] - 500bm [Title Card] The Pinnacle of Beauty [item: 169610092] - 500bm [Title] Taegeuk Hero [item: 169610033] - 250bm [Title Card] 'Adept of Aion'[item: 169610020] - 250bm [Title Card] 'Settler of Aion' [item: 169610000] - 250bm [Title Card] Munificent [item: 169610032] - 250bm