Okay but what about enemies joining a players quest and invite 10 more players into that quest and they make it impossible for him to quest, isn't that a form of abuse because they have no intention to quest. Even if the quest resets itself back to normal depending on active players after a few minutes, The enemy could detect it far away from other maps because of the quest on his tab and re-invites all the players back to the active players quest and he harasses the player again just by inviting his friends.Its simple => Use Protection if you dont want to play with the risk of getting attacked in PVP.
1) This is subjective. Nobody forces that player to keep playing on that server or wear prot. You dont want prot, you dont use it, but then other can kill you. So either taking a prot or not, is players choice. If i want hunt in peace or do other stuff, i take prot. If i want fight, raid or do other stuff, then i take it off and do thatAnyways we need solution for 2 for more things @Devs
1) Freekilling players - Devs please discuss a solution for this issue, many innocent players get targeted by huge allies and they call them freekill and force a particular player to wear protection for rest of his game experience without him wanting to, these type of clans are controlling and drama makers and make players freekill for fun, I feel bad for innocent players who are forced against their wishes to wear protection while protection must be their choice, not allies choice.
2) Many players joining a single players quest - Yes, they abuse the quest and torture low levels from leveling up. It's very stressful when 10+ players unwantedly join quests and make it impossible to quest and they keep inviting their friends to abuse a particular players quest.
PLEASE solve these issues too, thanks for reading!
Man got a chaotic idea... I love itand it would drive ppl to level up so that they can go on a even bigger rampage
for those who are always jumping to the dominant side, it's really easy to add dd.Nowadays who is smart do dds at lvl 40, lvl 45 and lvl 50 before improving things. But there are many in a hurry to up things and when they are lvl 55 is when they cry because they don't even have 1M dds. Today the vast majority have over 5M dds. I have been in this game since 2013 and it has never been easier to have dds than it is today
Quests are made for public. You cannot dictate who can join your quests or not.Okay but what about enemies joining a players quest and invite 10 more players into that quest and they make it impossible for him to quest, isn't that a form of abuse because they have no intention to quest. Even if the quest resets itself back to normal depending on active players after a few minutes, The enemy could detect it far away from other maps because of the quest on his tab and re-invites all the players back to the active players quest and he harasses the player again just by inviting his friends.
They do this by without even being in the present location with the active player who wants to complete his quests.
I thought its already like this where if you join and dont do anything for 1 min or so the game removes you from missionQuests are made for public. You cannot dictate who can join your quests or not.
However the problem you are describing requires an overall changes in the quests.
If the players are not on the quest radius for X minute, that player is automatically kicked from the quests.
Or
An idea just popped up while writing this.
For part 3 of the update, it has already been confirmed that the "NPC ranger who hunts players" will make a return.
Why not have those NPC rangers chase down the player who joined a quests/ mission but is not actively doing it?
Could work as a punishment from the NPC for now completing their tasks.
simple solution:Freekilling players
adding a 4th to this: don't steal peoples lovers uWu'simple solution:
1- do not steal other players' accounts
2- do not kill low level unprotected players for fun
3- do not drain other clans' buildings if you are going to ask them stop killing you
5- Do not break the rules of game.simple solution:
1- do not steal other players' accounts
2- do not kill low level unprotected players for fun
3- do not drain other clans' buildings if you are going to ask them stop killing you
I think the amount of groups was increased and not the units within a group.Could somebody explain this improvement in mob spawning? I thought that mob groups would have more mobs in them, but it seems to be the same as before.
- Increased the amount of enemy units that spawn in the level 50 to 55 areas of Maujak Mountains.
yep i swapped some items around to even things out more.Is it intended that some mobs drop different items than before? Like 50 lvl sick smilos drop 45 uncommon items, although before they were dropping common 45 lvl items. same for 55 Brontos, they drop 50 lvl common items, although before they were dropping 50 lvl uncommon items
This is a positive change.yep i swapped some items around to even things out more.
yeah i saw rather late that the previous item distribution of the upgradeitems was not really ideal.This is a positive change.
I was farming earlier and not only is it faster to collect those upgrades items as a level 55 player, but we also obtain DDs while farming upgrade materials.
Is it also intended that from 55 lvl rexes drop both 50 lvl common dna and uncommon na-x powder?yep i swapped some items around to even things out more.