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Ashura

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Everything posted by Ashura

  1. That is what we all are trying to tell everyone. Myself included hated the buff slave term but it was the play style some preferred so i didnt see it as a problem and I also solo'ed for most of my playing career, i hated the fact that i had to stand around and just heal and buff now and then. I didn't like the summons(phantom sword) at all so weak and not really doing alot of damage, so i never used SP on them i would rather enhance my support skills and what little atk skills i had maxed it out.
  2. I do not think that every town should have all the town scrolls, a lot of players already know where to traverse and should prepare appropriately . We are venturing into the realm of comfortability and that is a dangerous realm to be stuck in. This goes for other consumables as well.
  3. Weird thing about the artisan outfit on the website its called a bourgeois vest.
  4. Congratz guys keep up the awesome work
  5. Excellent suggestion Trebor however just concerned that the boosted exp will have a traverse effect on overall gameplay in players reaching end game far sooner than expected.
  6. Are they the same IMCO Games group? Thanx for sharing and caring btw
  7. I understand where you are coming from with this i had the same thought process as you. I also wanted to p/servers to band together and help Rednim relaunch this wonderful project. I have seen the many unique things all of them implemented into their servers and wanted a uRose where all of those elements are brought together in an Official way and yes some might say wishful thinking, cash cow this cash cow that. Avatar mainly wanted the other team to collaborate and make one beautiful game on the UE engine because the tools would really (cleric buff) the project.
  8. There are other videos uploaded 11 months ago from the same team
  9. Definitely going to be contentious regarding Rednim is re-releasing this and someone is working on a UE overhaul
  10. Seems like just a bare knuckle katar raider
  11. Agreed just differentiate each base class just not set skills fits all.
  12. To top it all off, the game was not even half way completed when Gravity stopped releasing new content. Lets say Rednim has the "full version" of the game they will still have to hire/employ artists and writers to complete the story which for a small development team is something they are working towards and not that easy to do with their budget and only a handful might be working full time on the game game. Gravity is not involved in this project the devs are all on their own so everything has to come out of their own pocket and i hope it remains that way because i do not want Gravity anywhere near this project going on their track record to date.
  13. Perhaps the accuracy can be dialed a bit down to favor scouts more and to balance the competition. Guns on a bourg will definitely help them more as their explosion skills packs a punch and if i remember correctly the skill is not locked on weapon type but class type.
  14. Excellent post love the breakdown of pros and cons this would balance the game considerably. The considerably high dodge and high accuracy rate on raiders is the main concern as champs are the only class that looks on paper a decent test for them but the average accuracy is what tips the scales in the raiders favor.
  15. You just said that they are on UE so upgradibg to UE5 shouldn't be a problem for them. The devs already said that the current code of the game is really crap and that they have to sort it out before making any real changes to game engine and that they will stay on the Znzin engine. This is a quote from Garnet on discord: "The problem is not that we don't have an Unreal Engine version, the problem is if you want us to make it 100% complete the game will be released in 3 years For now we'r going for improving znzin and the current code so we can release the game this year, but we explore others solutions (and we have other solutions) at the same time As munch as i would like an engine upgrade for a lot of reasons, it's not what will make the game incredibly better right now unfortunally."
  16. This was just a suggestion for profitability if the community didn't like the idea of items only being clan exclusive and to make the items have a much longer lifespan. The insignia is to reference where the item/s can be resold if the player/client no longer want the item because item should/could be account bound on purchase by another player outside of the created clan. Just quick random ideas to make clan projects more feasible rather than just farming for clan points and upgrading it the usual way.
  17. Specify which time zone you are on and which you prefer, this should narrow down availability and who qualifies for your ad.
  18. Hi all this is probably my very first Topic i am creating so just bare with me for a minute. I got this idea of clan skills from another thread i was reading and giving my viewpoint. I was thinking of a way to make clans more interesting and valid in this day and age is to make it more viable to use the system itself by adding clans skills like i.e crafting and stockpiling which will work best in clan fields and only materials for clan items gets dropped. 1. Items created from these material have a different color from regular game items to indicate that they are clan items and can only be used by clan members. 2. a set amount of artisans/bourgs is needed to unlock different levels of the skills and the higher the level of artisans the better stats on items crafted. Crafted items will have clans insignia engraved on it or next to the items name as to identify its origin. 3. Market place to sell items to clan members which will make it easier for them to sell unwanted goods. 4. Also thought of being able to sell these items to other players which will help the clans generate money as well or use clan points as a form of currency. Auto 5-10% levy attached to item sales and goes to the clan who made the if sold to another player. 5. Players who resells items back to the clan who made the item get a 30% cashback. Just some thoughts i had feel free to add to the list of skills or give input on what you think of this suggestion. If a similar thread exists please send link and i will remove this thread.
  19. Skills in the clan should could also be used to help upgrade the clan. i.e clan crafting, clan stockpiling not just buffs Items should also be clan bound like you get account bound items. JUST TO MAKE CLAN ACTIVITIES MORE ENJOYABLE
  20. The amount of people in a clan shouldnt really affect the effectiveness or feasibility of a clan. In NA there were multiple clans who had 3-5 branches of the original clan and it didnt affect anyone who was not part of the main clan. I myself started off from a main clan and then ended up being a clan leader for one of the branches and i never felt like i missed out because we always interacted with everyone no matter which branch they're from.
  21. I saw on another p/server they are trying to create 3rd job systems but i am not too sure it will work because just naming a new class and creating new skill sets for said class is a whole different aspect. I appreciate that you are looking out for the longevity and playability of the game, something like this will have to be done further down the line and probably on a newer game engine.
  22. Then perhaps limit the time you can spend in the dungeon and the amount of times you can revisit it on a daily basis, while scaling difficulty and rewards dependent on number of active players in dungeon.
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