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 Post subject: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 12:54 am 
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a thread dedicated to your suggestions on features and or tweaks to Silkroad Online that you think would better gameplay and/or make the game more enjoyable for all. to start the thread off here are some suggestions of mine that i think would further the Silkroad Online experience to a whole different level of fun:


Some Ideas I Would Possibly Like To See Implemented:



- reversal skills; if timed right would interrupt and counter-attack another's skill.


- deflect skills; skills that block then deflect ranged attacks such as nukes and/or projectile skills back to their opponent.


-special "linkable skills" you could mix & match to create a variety of unique "skill melée combos".


- zerk mode super combo special move skills (à la super street fighter II turbo)!!


- clone pvp/pve capes: any two players could partner up to obtain special clone pvp capes that would allow each player the ability to transform into the other; offering players unique pvp experiences such as {{clone pvp}} (one player transforms and the other does not letting a player essentially battle "themself"). or {{duo-clone pvp}} (essentially a trading places character swap pvp battle). not limited to fighting one another, players could actually "test-drive" another player's charcter during pve.


-environmentally influenced map areas where players go up against not only mobs, but also nature and the elements. (i.e. an ocean setting requiring swimming/underwater battle; a rain/wind-storm or bog/marshland setting where movement alone could be 2x-5x harder; or a treacherous volcanic molten-spewing, tremor-ridden, sub-terranian cavern where hp decreases incrementally due to the scorching environment alone.


¤all original ideas thought up by me. please reply with your own ideas and/or feedback on mine appreciated also!! thank you and reagrds!!! '◄ \m/ *~:-<(²_²)>-:~* \m/ ►'

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Last edited by _AudioHavok80_ on Sat Nov 22, 2008 1:13 am, edited 11 times in total.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 12:57 am 
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http://shaiya.aeriagames.com/ ??

I'll post something constructive later.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 1:02 am 
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_AudioHavok80_ wrote:

- reversal skills; if timed right would interrupt and counter-attack another's skill.
[color=#FF0000]there a skill pretty much like this called reflect


- deflect skills; skills that block then deflect ranged attacks such as nukes and/or projectile skills back to their opponent.
reflect.


-special "linkable skills" you could mix & match to create a variety of unique "skill melée combos".
sounds cool on some builds but what about like... cleric? nuker? bard?

- zerk mode super combo special move skills (à la super street fighter II turbo)!!
i hate Pure Offering....


- clone pvp/pve capes: any two players could partner up to obtain special clone pvp capes that would allow each player the ability to transform into the other; offering players unique pvp experiences such as {{clone pvp}} (one player transforms and the other does not letting a player essentially battle "themself"). or {{duo-clone pvp}} (essentially a trading places character swap pvp battle). not limited to fighting one another, players could actually "test-drive" another player's charcter during pve.
no offence but CRAP idea. lets say the two big sosun buyer botters are 2gether and think.... hey if i give you all my sosuns i can transform into and and be even more powerful! and yea.... 2 full sosun 2h clerics fully farmed would be sh1t. 1 could even cleric the other


-environmentally influenced map areas where players go up against not only mobs, but also nature and the elements. (i.e. an ocean setting requiring swimming/underwater battle; a rain/wind-storm or bog/marshland setting where movement alone could be 2x-5x harder; or a treacherous volcanic molten-spewing, tremor-ridden, sub-terranian cavern where hp decreases incrementally due to the scorching environment alone.[/color]

pvp against lvl 90's who dont let you buff and just stand there 1 hitting you is fking annoying.... and now you prepose this?

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 1:09 am 
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yeah and we should be able to eat whoppers as a health food

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 1:17 am 
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Good ideas except for the reversal thing. Lag won't allow a system like that.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 1:22 am 
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I'd love to see more strategic abilities - Skills that could influence other skills and add more variety / skill to playing style. Specially chinese, where much of it's power lies in gear and weapons. No offence but playing a chinese is a lot simpler than playing a euro, I've had a taste of both sides.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 1:31 am 
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:!:

*

- reversal skills; if timed right would interrupt and counter-attack another's skill.
"there a skill pretty much like this called reflect."

- deflect skills; skills that block then deflect ranged attacks such as nukes and/or projectile skills back to their opponent.
reflect.


reflect just reflects some damage. u don't actually see anything special tho when it happens. as for deflecting nukes back at the aggressor & seeing it happen, there is nothing like that in game and i think it would be spectacular addtion to the gameplay. =p

*

-special "linkable skills" you could mix & match to create a variety of unique "skill melée combos".
"sounds cool on some builds but what about like... cleric? nuker? bard?"


linkable magic attack skills could be easliy implemented.

*

- zerk mode super combo special move skills (à la super street fighter II turbo)!!
"i hate Pure Offering"


errh look up on youtube "street fighter linkable super combos". that'll give u an idea of what a my suggestion actually was. d=]

*

-clone pvp/pve capes: any two players could partner up to obtain special clone pvp capes that would allow each player the ability to transform into the other; offering players unique pvp experiences such as {{clone pvp}} (one player transforms and the other does not letting a player essentially battle "themself"). or {{duo-clone pvp}} (essentially a trading places character swap pvp battle). not limited to fighting one another, players could actually "test-drive" another player's charcter during pve.

"no offence but CRAP idea. lets say the two big sosun buyer botters are 2gether and think.... hey if i give you all my sosuns i can transform into and and be even more powerful! and yea.... 2 full sosun 2h clerics fully farmed would be sh1t. 1 could even cleric the other"

i think it would be a great idea if implemented correctly. say like u could only do this once every few hours and for a very limited amount of time. i agree it would be crap if this were allowed 24-7 non-stop. everyone would be a friggin' sun char.

*

-environmentally influenced map areas where players go up against not only mobs, but also nature and the elements. (i.e. an ocean setting requiring swimming/underwater battle; a rain/wind-storm or bog/marshland setting where movement alone could be 2x-5x harder; or a treacherous volcanic molten-spewing, tremor-ridden, sub-terrainian cavern where hp decreases incrementally due to the scorching environment alone.

"pvp against lvl 90's who dont let you buff and just stand there 1 hitting you is fking annoying.... and now you prepose this?"

errhm.. yea, so what does this argument have to do with the environmental influences suggestion i suggested?... u talked about people not letting u buff? not really feeling or even understanding ur argument on that one. =P

*

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 1:42 am 
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ok so im pure int. with something taking away my hp and someone else killing me as soon as i stand up im pretty much useless.

also with it being slower... again im a nuker. i dont like to stand still for more then 7-8 seconds cuz im gna get raped. builds like bladers 2h and daggers find it tough killing me because they need to be close. 2h are just fking ghey with there mana skin, some of those guys cant kill fk all without their skins.

but anyway yea, i find it hard enough and these would just give an advantage to people

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 1:45 am 
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An update onto guild wars would be nice, something like once war is accepted all members of both guilds would have the option to participate or not, if they click yes they're taken to a "CTF" type situation. It would stop outside buffing for a start. Also a change in the point system It's ridiculous...


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 2:23 am 
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Phaidra wrote:
An update onto guild wars would be nice, something like once war is accepted all members of both guilds would have the option to participate or not, if they click yes they're taken to a "CTF" type situation. It would stop outside buffing for a start. Also a change in the point system It's ridiculous...



I WOULD LOVE THIS TO BE IMPLEMENTED!! GREAT IDEA BRO!!! I HATE OUTSIDE BUFFERS... >___<

+100%

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 2:33 am 
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thank you for your opinion about the game

the Gm's will review these suggestions in.............
.....................................................
.......................................................
........................................................
.........................................................
........................................................
........................................................
..........................................................
...........................................................
...........................................................
..........................................................Never

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 5:20 am 
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_Shinigami_ wrote:
thank you for your opinion about the game

the Gm's will review these suggestions in.............
.....................................................
.......................................................
........................................................
.........................................................
........................................................
........................................................
..........................................................
...........................................................
...........................................................
..........................................................Never


:D SIGNED :!: VERIFIED :!: AND SENDED TO JOYMAX :!: :D :D :D :D

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 5:46 am 
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http://shaiya.aeriagames.com/ ??

^^^^what the hell is this shit??? isnt this silk road general discussion???? btw that game looks very very homo.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 7:27 am 
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I've always wanted a much more dynamic merchant system. When people trade too much goods into one town, the profit decreases so the traders have to look for the town that demands the most goods to get more profit. How would a player know? Maybe we can implement a live feed of the needed goods for each town and what the profits are - accessible through a window.

It's probably too complicated and on top of that, it can be exploited if you get enough people to skew the prices.


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 11:00 am 
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1. Give CTF multiple spawn points and more of a "maze" like set up, as opposed to a straight line connecting the two camps.
2. No more gold drops, rather gold is made by jobbing.. as the game should be.
3. Imbue for force
4. Remove vigors from NPC's
5. More specific quests, like the low level goria quests but for high levels. Explore a zone, kill a hard to beat quest boss and reap the benefits. It fun, promotes team play and it a lot better than simply kill "xxxx" mobs.


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 10:20 pm 
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ofy1993 wrote:
tedtwilliger wrote:
6--- I also agree about the guild wars thing. It should be in a place where no outside buffers can buff but watch :P idk how that could work but they should :p


Simple, make a Colosseum! It would fit perfect for europe, the guilds would fight in the middle and other people could just watch from the stands.


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 10:32 pm 
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Only change I want to see anytime soon is to make either a sub-server pvp area. Or a mixed server pvp 'lounge' were you can pvp people and get pots / arrows / repair .. but can't trade / party people.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sat Nov 22, 2008 11:31 pm 
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_AudioHavok80_ wrote:
a thread dedicated to your suggestions on features and or tweaks to Silkroad Online that you think would better gameplay and/or make the game more enjoyable for all. to start the thread off here are some suggestions of mine that i think would further the Silkroad Online experience to a whole different level of fun:


Some Ideas I Would Possibly Like To See Implemented:



- reversal skills; if timed right would interrupt and counter-attack another's skill.
Shield trash interrupts...

- deflect skills; skills that block then deflect ranged attacks such as nukes and/or projectile skills back to their opponent.
Reflect, and advanced reflect for the entire party.

-special "linkable skills" you could mix & match to create a variety of unique "skill melée combos".
....They have a ton of those.
We've seen warriors weapon switch, rogues knockdown wounds, glaviers soul spear->ghost spear etc...

- zerk mode super combo special move skills (à la super street fighter II turbo)!!
Zerk is already insanely good anyhow. butterfly blow at 325% damage with 650% if it crits is deadly enough. Also, the builds that would benefit from this (Low attack builds) would become over powering-er. Bladers have high defense and low attack, wizards have high attack and low defense, this would change to bladers have high defense and high attack, wizards have insane attack and low defense.

- clone pvp/pve capes: any two players could partner up to obtain special clone pvp capes that would allow each player the ability to transform into the other; offering players unique pvp experiences such as {{clone pvp}} (one player transforms and the other does not letting a player essentially battle "themself"). or {{duo-clone pvp}} (essentially a trading places character swap pvp battle). not limited to fighting one another, players could actually "test-drive" another player's charcter during pve.


This would work very well if they implemented a duel system. Make them like 1 hour cool down, and using it teleports you to an area that's big and empty with just the two of you.

-environmentally influenced map areas where players go up against not only mobs, but also nature and the elements. (i.e. an ocean setting requiring swimming/underwater battle; a rain/wind-storm or bog/marshland setting where movement alone could be 2x-5x harder; or a treacherous volcanic molten-spewing, tremor-ridden, sub-terranian cavern where hp decreases incrementally due to the scorching environment alone.

Christ no. Euros without sub bard are dreadfully slow, reducing their speed to 50% or even 20% would be terrible. HP decrease would mess up wizards...


¤all original ideas thought up by me. please reply with your own ideas and/or feedback on mine appreciated also!! thank you and reagrds!!! '◄ \m/ *~:-<(²_²)>-:~* \m/ ►'


My Ideas:

You go purple for buffing/ressing suited players assuming you are not suited.

Limit the amount of skills that can be used in safe zone, such as healing orbit/dances...Leave phy/mag/str/int/fences/RD/Holy Spell etc

Job Skills/passives
Hunters would have something like speed increase, that starts at 3% and increases by 3% every job level up. So a lv6 hunter would have normal speed buffs+ an 18% speed buff. Make it a passive.

Traders could get transport defense increase passives

Thieves could have something like scud, which would increase your speed by like 25%*job level ontop of your current speed. Limit it to 15 seconds, but would help for scouting etc...Long cool down as well.

Also, the "SP" you would use would just be job experience.

And I really like the idea of getting rid of gold as a drop..

If you did, make a super elaborate pet filter, and increase pot drop rates =D


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Sun Nov 23, 2008 6:26 pm 
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I like idea about GW. When GW starts all players that wanna particapate get teleported to some area that is some big battlefield in between woods, like medieval wars :).
Make one server for pvp only. You can play your server like now, but when you want you can join that pvp server with any account and character you have. Server would have only have 1 town and some kind of arena.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Mon Nov 24, 2008 2:43 am 
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Every Idea I have ever thought about allows legits to gain more advantage from the game. I think the game is way to easy and that is why there is such a huge problem with bots hence I would make the following changes;

1) Monsters would not be confined to X,Y co-ordinates, instead they can spawn at one X,Y spot but also chase characters to any area.

2) Change the current colour system for monsters making Red monsters give much more exp since they are much higher level and harder to fight while monsters below your level give significantly less exp. I would also cap drops for monsters so a monster more than 5 levels below the char level does not drop anything.

3) I would Change the Guild war system. We all know the current Guild war System sux donkey nuts. I would allow for a system where guilds can declare war or peace on rival guilds without needing consent from the challenged guild. This proposed system would also put taxing restraints on the aggressive guild declaring war; Ideas like Time restraints, War declared for 1 hour only within a 24 hour period.

4) I would bring back monster scrolls with unlimited last time and aggressive mobs that do normal damage... not the pussy ones we have now.

5) I would introduce a new Job faction of Assasins. Where you can apply an assasin cape/suit only in town and you can then attack anyone you choose but also have anyone attack you. If you died you would suffer the same consequence of a murderer, the chance to drop an item and also lose exp/sp. There would of course be restraints to this as well;
- once the cape/suit is worn have a time period of 2 hours or so that it has to remain on the character
- cape/suit cost 1mil gold ++
- 1 use per day
- cape/suit only applied in towns.

P.S. Every one of my ideas would making botting more difficult if not whipe it out all together as well as bring a new exciting element to the game.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Mon Nov 24, 2008 2:53 am 
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LivithiuM wrote:
Every Idea I have ever thought about allows legits to gain more advantage from the game. I think the game is way to easy and that is why there is such a huge problem with bots hence I would make the following changes;

1) Monsters would not be confined to X,Y co-ordinates, instead they can spawn at one X,Y spot but also chase characters to any area.

2) Change the current colour system for monsters making Red monsters give much more exp since they are much higher level and harder to fight while monsters below your level give significantly less exp. I would also cap drops for monsters so a monster more than 5 levels below the char level does not drop anything.

3) I would Change the Guild war system. We all know the current Guild war System sux donkey nuts. I would allow for a system where guilds can declare war or peace on rival guilds without needing consent from the challenged guild. This proposed system would also put taxing restraints on the aggressive guild declaring war; Ideas like Time restraints, War declared for 1 hour only within a 24 hour period.

4) I would bring back monster scrolls with unlimited last time and aggressive mobs that do normal damage... not the pussy ones we have now.

5) I would introduce a new Job faction of Assasins. Where you can apply an assasin cape/suit only in town and you can then attack anyone you choose but also have anyone attack you. If you died you would suffer the same consequence of a murderer, the chance to drop an item and also lose exp/sp. There would of course be restraints to this as well;
- once the cape/suit is worn have a time period of 2 hours or so that it has to remain on the character
- cape/suit cost 1mil gold ++
- 1 use per day
- cape/suit only applied in towns.

P.S. Every one of my ideas would making botting more difficult if not whipe it out all together as well as bring a new exciting element to the game.


They should indeed make Red mobs give more XP. This would pwn nuker bots =D.

Assasin would be interesting...Though, I think the same penalty should apply to death as it would normally while jobbing.

Can attack/be attacked by hunters/traders/thieves. Can party with any of them. Gets XP based on how many kills they get. Convince traders your on their side...Get thieves to lead you to a trade, then massacre... I like it.

And for the PvP server... Make it an area where you get teleported to when you use a special kind of cape. The load time would be longer as they would transfer you to a server with all the others but I think it would be worth it. Also, when you go over the cape with your mouse have it tell you how long you would have to wait in line. I think it would be epic.


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Mon Nov 24, 2008 4:42 am 
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A few more things that would be nice.

A new horse that doesn't get one hit on Roc mountain.
Stackable Elixirs.
Being able to teleport the town you want to go and not going through 3 to get there.
A total revamp of the leveling system that would stop powerleveling.
Middle and Last Tier available at NPC.
Titan uniques introduced.
An Astral for +7.
One character can only buff another in same state (Job, cape etc) and even in same state you couldn't buff in safe zone.

I'm sure I could think of more ><


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Mon Nov 24, 2008 12:24 pm 
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6) I would make a Ticket called Premium Fighter that added all the stats of premium ticket except no exp/sp increase and no 10k quest or seed quest etc.
This would be so useful for the players that have finished farming sp/exp and who still want prem buffs.

I would make the cost around $7 or so... it makes sense... Premium -gt...

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Mon Nov 24, 2008 2:23 pm 
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how about a in game (non silk) return to last recall point for lvl over 20, why should you spend so much time running all over to get somewhere, could be a scroll or a guide choice from every town

a pvp place instead of the outside the gates would be nice

definately a different guild war system
one where the lower lvls could not be wantonly attacked by the higher lvls, i like the idea suggested of those that want to particpate go to a special area for guild war battle, it could be another kind of pvp but for guilds, with players signing up for thier opponent, players would only sign for opponents they think they can win against

fix the ctf, this idea is mine, at least i have never seen anyone else suggest it
have the ctf every hour, but players can only play every 2 hours
this would cut down on bugs caused by server overload (i think)

open back up the spawn room location, this would cause much better team play, and equalize the event

also some kind of team sharing of trophies would be nice (but kind of hard to implement)
8) 8)

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Mon Nov 24, 2008 7:34 pm 
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my biggest complain is joymax need to make elixirs stackable. people just create a bunch of mule accounts for storage it's stupid. whoever employee of joymaxthought making elixir unstackable need to be shot.

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Tue Nov 25, 2008 1:33 am 
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Quote:
how about a in game (non silk) return to last recall point for lvl over 20, why should you spend so much time running all over to get somewhere, could be a scroll or a guide choice from every town

that's the reason Silk return scroll exist; more money for jm

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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Tue Nov 25, 2008 1:35 am 
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NuclearSilo wrote:
Quote:
how about a in game (non silk) return to last recall point for lvl over 20, why should you spend so much time running all over to get somewhere, could be a scroll or a guide choice from every town

that's the reason Silk return scroll exist; more money for jm


Pobably also why some training places are so far, so you get reverses. JM are very clever at what they do.


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 Post subject: Re: [ In-Game Gameplay Suggestions ]
PostPosted: Tue Nov 25, 2008 3:58 am 
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Joined: Jun 2007
Posts: 40
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Aege
I think we should have a turn avatar option on/off because I think my armor looks a lot better than my avatar, but I don't want to lose the bonuses I get from my avatar and I don't want to wear a cape because that way I can't see my GDF and people can attack me.

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