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 Post subject: Re: Maxko pk
PostPosted: 19 Dec 2010, 20:37 
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I see everyone +1ing the idea but im gonna be the first one to problably -1 this

reason to my minus is because around 10:30 pm my time when i play mostly theres no orcs in cz. its no fun to be in cz unless thers some kind of np's to be made

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 Post subject: Re: Maxko pk
PostPosted: 19 Dec 2010, 21:34 
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xRoberTx wrote:
I see everyone +1ing the idea but im gonna be the first one to problably -1 this

reason to my minus is because around 10:30 pm my time when i play mostly theres no orcs in cz. its no fun to be in cz unless thers some kind of np's to be made



same here during that time here its empty and im guessing thats what these ppl are refering to about cz being empty during the day for me its paced on both sides but later its like orc get a memo to logg off or something

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 Post subject: Re: Maxko pk
PostPosted: 19 Dec 2010, 22:08 
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xRoberTx wrote:
I see everyone +1ing the idea but im gonna be the first one to problably -1 this

reason to my minus is because around 10:30 pm my time when i play mostly theres no orcs in cz. its no fun to be in cz unless thers some kind of np's to be made

You didn't understand the post. The reason there are no orcs in cz your time is, becasue all are human to farm monu/cent/crystal, and you know why? Because noone needs to pk, they get np from npc.. and whichever nation gets the npc,attracts most players.

Take out the monu/cent/crystal/untlima/isiloon np's then u watch, some humans will have to go orc...to pk...to get their beloved np's... you understand?

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 Post subject: Re: Maxko pk
PostPosted: 19 Dec 2010, 22:54 
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+1
Agree with ARROW idea


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 Post subject: Re: Maxko pk
PostPosted: 19 Dec 2010, 23:08 
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+1 for removing Cent, Monu, Chrystal, BL,BF NP Mobs

They must not even remove it, they could just reduce the NP by half - to make pk more valuable again.


about the "kill 100 from opposite Nation" idea.

if its a Party Quest - it might be a nice thing.

I've pleayd on a server, where they had the feature for single Player kills...and it lead to pure egoism.
People are already pretty focused on getting "their" kills and "their" NP.

The different classes and party system - where everyone tries to support his party members,
and participates from a good party, is the best thing about this game IMHO.


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 Post subject: Re: Maxko pk
PostPosted: 20 Dec 2010, 02:45 
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+1 Arrow

i think that right remove this shit thing cuz it's make Pk Boring
when no Body at Cz any NAtion just keep Farming NP from it

this make Cz Dead and Pk will Boring Remove Them !


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 Post subject: Re: Maxko pk
PostPosted: 20 Dec 2010, 02:55 
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+1 to arrow


about NT.... nobody can force a user to get stuck at one race humman / orc.

remouveing thos mobs, agreed.... i wasnt agreed with monument either......while i was gm in here...but....who cared :)

hope this time they listen and cares about it


good luck with your topic

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 Post subject: Re: Maxko pk
PostPosted: 20 Dec 2010, 03:17 
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big +1 to arrow
and about the quest sugestion, i want a 500 kill oposite nation quest!! :D


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 Post subject: Re: Maxko pk
PostPosted: 20 Dec 2010, 03:38 
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Thx for the +1's.

Let's hear some suggestions also. Good idea's are needed from all. Imagine the best pk you can then give suggestions how to get there.

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 Post subject: Re: Maxko pk
PostPosted: 20 Dec 2010, 06:31 
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+1 ARROW +1 Squall

Since you guys covered most of what should be changed in cz, here are my suggestions for war time (cause yes, there are ppl that only show up for wars):

1st Suggestion: Make NPCs in invasion harder to kill and with higher magic defense... There are ppl that hardly ever get kills in cz that top the rankings every month because of the damn npc's in invasion.... How? Here's how:

- If you're a sin, you can kill sundries, potion, weapons, armor, all with 1 skill bar (300nps each) and you can also solo most other npc's like keys, helpers, etc (500nps each).
- If you're in a mage gangbang party, you probably make 500nps+ everytime npcs spawn in each of the villages, you just round them up and they die like fukin kekoons to your novas....its like they have 0 magic defense

2nd Suggestion: Lower nps from Warders, Keepers, Nereids Monument or make them undrainable (dunno if its possible). Increase magic defense from Warders/Keepers. Why do this? Here's why:

- If sins are solo and give first drain, they get 1k+ nps from keeper/warders and 1.5k-2knps+ from nereids monument! Sins aren't the ones that win the wars for us and yet, they get 5x/6x more nps then everyone else from this crap. The best melee party might kill 100+ ppl during war and will still make less nps than a sin with fast loading times or a sin that camps the keeper so he can drain it as soon has his nation shows up.
- Again, Warders and Keepers have 0 magic defense (mages gangbang...kekoons blablabla)

[EDIT]: 3rd Suggestion: Lufferson/EMC Monument should be harder to overrun/capture, i.e. higher hp/ac and definitely higher magic defense. In my opinion it should be almost impossible to take each nation's hometown.

- I must say i have benefited from this before, but a few days ago was just ridiculous, we probably got 6 200np blesses within 20 minutes. The orcs would capture the monument, and in less than 5 seconds, 10 mages and some melees (our clan probably only had 8 ppl online at the time) would just overrun it (with time to bless the orc side). Again, it's just another easy way for an overpowered nation to make nps....

My 2 cents.


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