Hi,
I like to first thank you for replies
, it is amazing to have replies from developers to show that they are there and care about their project
.
I agree timer is annoying, but just like to note that, being fair can dismiss it, still, we do get a timers, for all online players during events, so yes it is irritating
. I still think a way around having one hour every few hours to get event done, in my opinion, having "boss" stay until killed and then have timer start would allow for more players to coordinate attacking it and some way to know next spawn would be small price to pay for that. I also saw in other games system that could also be alternative, some pre event where progress bar shared by all online prompts event to happen, like kill x "small" enemies at "boss" event area and then boss spawns or craft x items, anyway just another thought.
I did see in trello the building access plan feature, it would be very good
I agree and only reason made this suggestion is, don┬┤t know actual engine, but am guessing that is a major change and while amazing in theory, could use a "quick fix" and that is why thought would post a few suggestion
.
Thanks.
I like to first thank you for replies
, it is amazing to have replies from developers to show that they are there and care about their project
.I agree timer is annoying, but just like to note that, being fair can dismiss it, still, we do get a timers, for all online players during events, so yes it is irritating
. I still think a way around having one hour every few hours to get event done, in my opinion, having "boss" stay until killed and then have timer start would allow for more players to coordinate attacking it and some way to know next spawn would be small price to pay for that. I also saw in other games system that could also be alternative, some pre event where progress bar shared by all online prompts event to happen, like kill x "small" enemies at "boss" event area and then boss spawns or craft x items, anyway just another thought.I did see in trello the building access plan feature, it would be very good
I agree and only reason made this suggestion is, don┬┤t know actual engine, but am guessing that is a major change and while amazing in theory, could use a "quick fix" and that is why thought would post a few suggestion
.Thanks.
, though could be valid change to current queen and tyrant events, what if there was no de spawn timer
, if those two and future "boss" fight events, would spawn on a three hour timer but stay active until boss is killed, then start timer and so on, this could fix issues of spawns when number of players online is very low and not "force" players to rush to beat time limit, even if timer is long, if players come online late can happen. I can see it being harder to guess next spawn, but a system to hint, like kingdom game, where once destroyed enemy spawn gate slowly rebuild to have visual hint of progress until next spawn or maybe as simple as a timer visible to all online or could be some sort of astronomy hint, like moon phases or daylight light variation with possibility of a "hard" mode once in a long while or when boss stays alive for too long or during something like red moon, it would enraged
.
. I know this might be intentional, to avoid abuse, however, if so couldn't it reset every time players moved out of event area, so that players didn't build up damage by running in and out or maybe have some block mechanic to once started players either killed or were killed to open up area again. I did make note
, having trading station spam on map, even early on after server reset, starts to condition using map. If possible to add a layer option to map to turn showing trading stations on and off
.
, not that I don't understand some of it, just think it is rude and annoying since some players probably don't, some of the "spam" goes on for hours and in European servers can have a few different languages being used same time in one channel. I understand it would probably not "force" players to use other channels, however, could be a way to mitigate issue. If multiple channels is complicated, due to number of potential languages and the "ego" issue with picking some over others, even if order is kind of set in store in my opinion
, that way we would find out what action is raising each new skill and not have to guess or more likely look it up on wiki page
even if understandable