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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 28 Jul 2011, 21:24 
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Hai wrote:
I sugess

In cz/war:

You kill: 64 nps
You die: 50 nps

So if you kill someone and you die after ( SOlo) you keep 14nps :)
And people will stop running because they are scared to lost 50nps
( I mean rogue -_-)
With mage party, we die easly

Its like that in sexyko and its work perfecly

let me know what u think


i think
kill = 50 np
die =-100np
and /town only 100%hp
ita a good idea :mrgreen:

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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 22 Aug 2011, 19:17 
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Arcturus wrote:
I think this is rly. important, it seems to me that whenever I play in CZ, there is 3 zones where players are fighting, Bowl, and at the two spawn points. But people forget that there is a huge vast area which is unexplored any more since there is no reason for players to do so.

so what I suggest is that we add more or (move the current) NP mobs around the map, so that the whole CZ can be played instead of a huge orgy of human/orc just in the bowl

hope this is considered.

-Arkturus :mrgreen:


i like this idea

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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 02 Sep 2011, 22:52 
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Arcturus wrote:
I think this is rly. important, it seems to me that whenever I play in CZ, there is 3 zones where players are fighting, Bowl, and at the two spawn points. But people forget that there is a huge vast area which is unexplored any more since there is no reason for players to do so.

so what I suggest is that we add more or (move the current) NP mobs around the map, so that the whole CZ can be played instead of a huge orgy of human/orc just in the bowl

hope this is considered.

-Arkturus :mrgreen:



+1 to Arkturus

and +1 to 64NP gain per kill and 50NP loss
to gain more NP per kill would make pk more valuable again (instead of killing NP mobs, monu etc )

But I guess this is to hard for Darwish to implement ;)


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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 09 Sep 2011, 21:56 
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MaggiE wrote:
Arcturus wrote:
I think this is rly. important, it seems to me that whenever I play in CZ, there is 3 zones where players are fighting, Bowl, and at the two spawn points. But people forget that there is a huge vast area which is unexplored any more since there is no reason for players to do so.

so what I suggest is that we add more or (move the current) NP mobs around the map, so that the whole CZ can be played instead of a huge orgy of human/orc just in the bowl

hope this is considered.

-Arkturus :mrgreen:



+1 to Arkturus

and +1 to 64NP gain per kill and 50NP loss
to gain more NP per kill would make pk more valuable again (instead of killing NP mobs, monu etc )

But I guess this is to hard for Darwish to implement ;)



Its actually very easy. but its hard to convince flegy with this plan. he wants all the action in bowl. but i'll try to convince him about this, its actually a good plan.


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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 09 Sep 2011, 23:58 
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sup guyz

i agree with the other we should use more space in CZ, because what is happening now is this in short ..

i am orc/human , orcs/humans camp my base , if not i run to bowl before i am at bowl they can be on the "ramp/hill" when u run down, than they will be there or at monu spwan, if not than they defending there own base ... at first this looks pretty good u will always walk in too each other but ......

for example 50 orcs online they rush mostly together, cause there is 1 way ppl walk from base to base, towards humans and kill every human they see and vice versa, so if we move the crystals or mobs or somethin far away ( left or right side map ) u will have a much more balanced cZ , some ppl at the left some ppl at the right some ppl at the bowl ... make it worth to go somewhere, than will ppl show up...

another example

if like 50 humans camp orc base orcs ( 10 of them orso ) cant go anywhere ...
but if u implement my idea or somthinn like it, u can also choose ok its too crowded there lets have a look at the other side of map where ........ spawns mayby there are 5 humans so u can attack


in short, my idea is , try to get ppl spreaded over cz , and not just 1 way from base to base ..

a very smal example what is already happening now is dracula exp party's .... take the same principal, but scale up the spots move them troughout cz not after base and bowl

ty for reading this one, and also have a look at my Priest BP tutorial ( |operatos| ) (:

~ regards, see ya in game, somewhere in CZ, far far away from base ^^^

Hybride a.k.a. idropfatkids

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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 20 Sep 2011, 23:03 
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luckor wrote:
Arcturus wrote:
I think this is rly. important, it seems to me that whenever I play in CZ, there is 3 zones where players are fighting, Bowl, and at the two spawn points. But people forget that there is a huge vast area which is unexplored any more since there is no reason for players to do so.

so what I suggest is that we add more or (move the current) NP mobs around the map, so that the whole CZ can be played instead of a huge orgy of human/orc just in the bowl

hope this is considered.

-Arkturus :mrgreen:


i like this idea


i rly love this...spawn the NPs mobs all around CZ map i mean make random spawns and this server would need real using of CZ like its usko etc others...in USKO there is nice exp spots,this is most farm server so do the farm mobs in CZ with better drop rate than its in moradon - it will increase ppl in cz and PK as its !!!!


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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 21 Sep 2011, 00:47 
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Thumbs up who ever miss raiding troll spawn.!

Maybe at one troll spawn make some Mobs give alot of exp but not so hard to kill i saw some others in cz with alot of exp but no1 there cuz they hard to solo.

Move knight castle and boss land(also ultima and isilion) in cz.

Maybe make some chaos weapon dropable with 1% drop rate and hard to kill like 1 party and opposite nation could raid them or something . On this way we can get use of all cz and its not hard to implement :D


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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 07 Oct 2011, 20:27 
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Disable Town then make it 64 np gained from kill and 100 np lost. Try it for 1 week.

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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 09 Oct 2011, 19:15 
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arc suggestion is number 1 :)

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 Post subject: Re: The Great MaxKO PK Suggestion topic
PostPosted: 26 Oct 2011, 09:21 
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Is it possible to add some quest like " Kill 100 opposite nation players and earn NP ". Kills will count only if you are in this area where killing is. And reward gonna be like 500-1000 nps. And u can do this quest non stop. This will make people go more CZ and fight :)
P.S add F11 button please when u can :D

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