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Anything

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Posts posted by Anything

  1. The real questions is how many people stopped spending money for ncoins because exploiters are unpunished, game breaking and serious bugs are left unfixed and uncompensated and ncwest team is showing favoritism by doing major stuff and fixing exact same issue for one person while giving the middle finger to another player.

    Purposefully ignoring a serious issue with warehouse contents being deleted including non deletable items on top which caused a loss of over 500$ worth of stockpiled xp consumables from discount deals and compensation bundles has guaranteed i will never ever buy 1 more ncoin from ncwest.

  2. Revamp for - Mutual wars for clans.

    Only open when both sides accept.
    Requires clan fame and adena to open, accumulative to the amount of wars starting at 10.000 clan reputation and 10 million adena.
    Duration does not end but it can be surrendered at any time.
    Terminating a war at any time takes an additional 24 hours grace period from the moment the war is abandoned.

    If you want to stop a war within 7 days this action costs 10.000 clan reputation and counts as the clan abandoning the war declaring defeat.
    War scores are not calculated, 10.000 clan reputation is added to the victorious clan.

    After 7 days the war can be ended by either clan without the 10.000 clan reputation cost.
    When the war is ended the clan with a positive score is declared victorious over the other and receives 20.000 clan reputation, 20.000 clan reputation is subtracted from the defeated clan.

  3. 3 minutes ago, Divekio said:

    If any go to siege must face war consequences as you say , and that should be for all clans not only for 15 members + .

    Under normal rules clan wars should have a exception from triggering on a siege field from both castles and fortresses.
    This was confirmed a few times by GM's to be broken but requiring a fix.
    It was fixed for a short time when level cap was still level 99 but then on a later update broke again (think with the Tauti update).

  4. Actually it is not fair either that as defender of a castle you suddenly get "certain clans" showing up that are NOT signed because they have their own castle and they throw a war before they arrive.

    Either you have to suck it up and take the war or abandon the castle entirely.
    This is a major turn off for any kind of meaningful pvp imho.

    Ideas for fixing the war system and making it more fun for all:
    https://forums.lineage2.com/topic/18861-war-system-bugs-ideas-for-fixesreplacements/

  5. Lindvior and god jewel reflect chance was responsible for triggering wars (possibly still is if it's not fixed yet).
    Wrong target setting on (afk) chars can be used for triggering wars.
    AOE's that hit flagged targets while not targetting the flagged character can be used to trigger wars.
    Going in with hide un-equip all gear and wait for a aoe that would insta kill you can be used to trigger wars.
    Declaring on a clan in the middle of a big pvp fight with more then 5 people involved can be used to trigger wars.
    Clans not signed to a castle or fortress that show up on the  siege field trigger wars.
    And i am sure there are many many other broken ways in which a war will trigger too.

    Some of these could be classified as bugs or unintended behavior and therefor should also be considered a exploit in the game.

    And yes this is a direct counter claim against the utterly broken war system that has ruined fair and fun pvp and turned it into a horrible grief-fest.
    The war declarer always has the upper hand because they can fight you but you can't shaft other 50 people in the clan so you can't fight back or have to drop to fight.

    Problems that need fixing:
    - Not seeing which member killed a person bringing count down.
    - Not being able to end a war when anyone is in combat and not being told who is in combat.
    Flag ALL members from the clan for 1 minute to prevent PK exploiting.

    New ideas for replacing war system entirely for a much more fun sounding system below:
    - Mutual wars for clans.
    Only open when both sides accept.
    Requires clan fame to open and close, closing counts as surrender and gives clan reputation to the other clan.
    Maximum duration is 7 days, clan is non-declarable for 7 days unless the clan which lost declares again to the other clan.

    - Direct war declarations against individuals on a per person basis.
    Partied people are automatically open for attack from personal war declares but only while party lasts.
    After leaving party you are kept 5 minutes flagged to the personal war declares from the party members.
    If a person has active personal wars you are warned before accepting this person into party or entering a party with personal wars up.
    Only open when both sides accept or when directly killing (PK) the declaring person 5 times when this person was not flagged for the past 5 minutes.
    Requires personal fame to open and close, closing counts as surrender and gives the reputation to the other person.
    Maximum duration is 7 days, total pvp win score is counted if draw the reputation is refunded to declarer otherwise to winner.

    - FFA server wide wars.
    You sign up for this and enter the field of mass pvp, everyone is potentially your enemy.
    Daily refresh, the top scores in various level brackets and pvp ranks are calculated for a small price.
    You are open to participants within your level bracket and pvp rank.
    Can enter and withdraw on a daily basis but participation or withdrawal will not happen till the next daily refresh.

    • Like 1
  6. Disclaimer: I have nothing to do with nova or for that matter any of the "big" clans but i'm a solo player who also would be affected by any changes to this.
    My vote is a big red negative, not all small clans are abusing this so i don't want to take punishment for something some single entity on a siege far far away has done.


    First they need to fix the stupid situation with 'use wars to grief and prevent being killed back'.
    Way too many clans have made themselves guilty of this practice and i can't call this PVP at all, it's grieving at best.
    It's sad i had to even resort to drop from clan i been member of for since GoD since i couldn't even defend myself from this griefpvp without affecting 50 other people with the consequence of my actions.

  7. 9 minutes ago, Teribeth said:

    When this happens with a Mob, it has been pulled from it's spawn area... lost Agro, or killed the player who had Agro, after awhile any hit will cause Mob to reset to it's spawn area, HP/MP resets 100% too(and it's invulnerable until it get's to it's spawn area so it can pull you all the way there)

    This also happens inside instances like ashen revolution.
    The healer mob (unit 8) is very obnoxious for traversing long distances to go for the farthest away person and just keeps walking sometimes even back and forth with melee characters stupidly following it without landing even one hit.

    It also happens with mobs heading towards you albeit in a slightly lesser degree like unit 2 and 3 which are the tyrr and dagger.
    Using any skills get you on top of the mob's old starting position and then for a second or 2 makes you try follow / catch up to the mob it's new position without landing one hit.

    This instance is not the only one that has this problem but it is the one which shows it most commonly, any and all mob and player movement like that has the exact same problem.
    No matter if their speed is 220, which i tested with a alt character and mine is 320 including server ranking benefit 2.
    Either every few seconds the melee character might land 1 hit or is stuck trying to hit the character while slide-following it indefinitely.
    Some mobs are invulnerable to most or all debuffs which makes it even more visible and annoying because you can't even put a slow, root or stun on the mob in question.

  8. Due to how long it takes before the server acknowledges that you are actually protected it is possible to die with barrier, celestial and any other protective buff applied.

    The same problem applies to negative status effects too like stun, fear, knockback/knockdown etc being applied while having barrier, celestial, purge etc on.

  9. Problem is the game engine and how order of events are handled.

    We see it everyday in many different situations both in pve and pvp:
    Damage taken vs when a protective skill comes up possibly resulting in death even with protective skill up.
    Stun, fear, knockback/knockdown, root and any other abnormal status effect while you have purge or other protective skills up at the same time.
    Malfunctioning skills which do not apply their effect or get canceled due to another action of the character.
    Lost consumables/effects/buffs from lootboxes and consumables with "instant" use when affected by any type of effect that makes you move like fear and party return.

    I am pretty sure all this is only happening due to latency issues on this server creating a huge window where things can go wrong but still partially this is also because of very bad way of handling it coding wise.

  10. 21 hours ago, Kellian said:

    Are we really complaining about the thing that you have to drag stones into a window now ? 

    Complaining about the fact they make it more difficult then it has to be, other methods provide a quicker faster way and do not have 500 times a crappy augment as a result.

    I can throw this right back at ya, are we really shooting down requests for quality of life improvements when it seems to not even affect you?

    Also enchanting you used to be able to resume in the very same window instead of having to close the enchant window, click the scroll again, drag everything back you want to use.

    They actually took out quality of life stuff to make the enchant and augment process a lot more cumbersome and tedious to work with, something which is ok for 5 tries but not for 500.

  11. Lag of this server certainly does have a factor in it, on other territory without lag i observe a more correct behavior even within a crowd as it quickly selects another as soon damage that is not yours is seen on the mob.
    Problem still remains if there is nothing within targeting range.
    If a attack action was already engaged no matter if it was a skill or regular /attack action your character still will kill that mob even if the target has been cleared instead of halting any action or stopping to hit as soon as possible.

    • Like 1
  12. 10 hours ago, MalumInSe said:

    Actually, "manner on" is broken. I've seen it a number of times with some of my characters. You can still hit and kill someone else's mob with "manners" engaged on your macro. It doesn't work 100%,

    That is because there is no other valid target within target range so it engages on the mob currently selected.
    No one said the macro system is actually coded in a clever way to disengage a mob and avoid hitting it because if NCSoft would actually account for these things i would applaud their attention to details and thinking outside of the very limited box they got.

    • Like 1
  13. 17 hours ago, Rodah said:

    I'm not exactly sure what you mean by this.  If you are saying you have to talk to the NPC again after each application/removal then there is a slightly easier way.  You open both the Augmentation application system and the removal system at the same time.  Leave them both up.  I stack them on top of each other with my inventory open to the side.  When you augment/remove augment hit continue after each use and just pull your weapon back into the appropriate system box.  

    I know but i mean for cloak you can overwrite the old augment so you can just keep trying over and over.
    If i recal correctly you do not even have to put the stuff back in.
    This augment system is just plain annoying because you have to drag/click stuff each time even if you can keep both windows open.
    Now imagine doing this for 500x it's just making the whole ordeal more frustrating each time it fails.

    And they did the same for enchanting where on a fail the window just seizes up and you have to close it and restart the enchant all over again, it's stupid its not needed its annoying and it's so 1964 game design.

  14. the RMT spam is very frustrating to deal with everyday anywhere between 2 to 7 new spam bots.
    Always the same names always the same companies and always the same multi line spam they said they fixed countless times to "not be possible".

    @Juji need new chat system with more restrictions we can set including block non clan/ally/friend, block anything below level X (which you can fill in)

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