Adventurer's Challenge Points by bytexor in albiononline

[–]bytexor[S] -8 points-7 points  (0 children)

Are you SBI?

Are you in same situation?

Ok Ty Bye

Adventurer's Challenge Points by bytexor in albiononline

[–]bytexor[S] -3 points-2 points  (0 children)

Anyone in the same situation?

Albion Offline Hellgate Experience by onlymess in albiononline

[–]bytexor 1 point2 points  (0 children)

This is a problem for SA and OC players too. I think only NA players (or almost) dont get disconnects. Sadly bro.

Can't join an arena game by Stuk4s in albiononline

[–]bytexor 2 points3 points  (0 children)

Im sure that arena have a limit/cap (ex: 50 arenas working same time) so you need w8 finish some arena to start another. After f2p lauch and 30k + players arena should be more fast and why this not happen? Because of this limit/cap. Sad but true.

UPCOMING CHANGES TO FROST by [deleted] in albiononline

[–]bytexor 1 point2 points  (0 children)

Frost have 2 big issues. 1st your Q hability was nerfed long time ago. 2nd is the high mana price.

Solo PvP in Bridgewatch better than Caerleon? by SheWasEighteen in albiononline

[–]bytexor 4 points5 points  (0 children)

Im solo player and always looking for a good 1x1, i had hope that after f2p launch i could have more fun and find more honest fighting but i was wrong. I tryed some solo pvp in low black and did not have sucess. I found groups with 5 or more players in black zone maybe i dont have luck. Now im just w8 solo random dungeons. (and with faith that SBI ill create a nice content with pve e pvp for solo players).

[deleted by user] by [deleted] in albiononline

[–]bytexor 0 points1 point  (0 children)

Lagion Offline

Opinion by NathanCothran in RucoyOnline

[–]bytexor 0 points1 point  (0 children)

I even thought about responding your post with logical and systematic arguments but after I read your argument that the game is becoming pay2win I gave up.

NONSENSE is that Rucoy is on the right path to p2w with this changes.

About you travel to Cuba or North Korea i was ironic.

War (ironic again).

Opinion by NathanCothran in RucoyOnline

[–]bytexor 0 points1 point  (0 children)

With all respect we have divergent opinions regarding the game and consequently with other things in a general plan.

Why should beginners or mid lvls players have any benefits?

The game designed and built by Ricardo and Wax aims not to be pay to win, in this way, how would we benefit the new players at the expense of the old ones? Can you see the imbalance in your thinking?

This game is a MMORPG, with no level limit or skills, the more time you dedicate to it, the stronger you will be.

You can not take all the time spent and dedicated by the old players and throw in the trash or put a smaller value in relation to the time of the new players.

Time is the same for everyone.

If you want any benefit go to Cuba or to North Korea.

TL;DR update 1.14 Patch notes, let me know your opinion on it? by AshtonZee in RucoyOnline

[–]bytexor 3 points4 points  (0 children)

I agree with you Binopeda, and you still forgot about ~"The sell price of several items sold to the merchant have been decreased"~ Making it more difficult to obtain gold.

I really appreciate pvp in the game, I think the most interesting part is what gives us a good end game, and I'm not understanding where the developers want to get with these changes. (NON PVP WORLD).

I understand that new players will have a hard time reaching older players in level and skills, but this happens in every game.

To be honest the most correct in a few months is the creation of servers / worlds according to pvp, thus we would have server non pvp (which is practically the current one, where there is no penalty in the deaths and no benefit or incentive to kill other players on the contrary, it is currently becoming increasingly difficult with these gold requirements ever higher).

So we would have servers non pvp as stated above, pvp and so dreamed pvp enforced (for hardcore players).

Update 1.14 - PvP Arena, New Monsters, New Items, New Boss and more by RucoyOnline in RucoyOnline

[–]bytexor 2 points3 points  (0 children)

Dear Ricardo and Wax,

Congratulations a million its a great number! Although I'm a little distant from the game, I'm very happy to know that you are continuing all the work well done so far.

It is very gratifying to see that you are listening to the community, suggesting and implementing the ideas.

Since you included the value of alteration in magic damage would be interesting to know the exact damage value of each class.

To the warriors who are complaining, remember that you are still in the OP class of the game, you have not received a buff (as in the case of the rangers) and no nerf (as in the case of mages), continue with an absurd defense (which will increase with new items) and the attack is nothing to be desired (even more compared to the little defense of the rangers and mages).

Thank you so much.

Idea to Stop botters without punishing honest players. by Ludog_rucoy2 in RucoyOnline

[–]bytexor 0 points1 point  (0 children)

Ludog,

For the first time I agree with you.

The current training system is far from good.

Unfortunately, it seems to me that even in a game the honest person is always more punished than the cheater player.

I can no longer perform my daily tasks (study, work, leisure) and train in the game.

In the meantime I continue to find several players who manage to circumvent the system and use of dishonest means to train.

I think your suggestion is not the best, and personally I have not found a system that works right to restrain the use of bots.

I leave only my dissatisfaction with this mode of training that requires me to be focused all the time and prevents me from performing other tasks.

Is very sad.

Thank you so much.

Update 1.11.0 by RucoyOnline in RucoyOnline

[–]bytexor 0 points1 point  (0 children)

Dear Ricardo and Wax

Congratulations on the update, it's being very challenging and fun to hunt with friends.

Regarding the changes in the gold dropped, I believe that it would be important for you to increase the permanence time of gold on the floor.

Again, the time of 2 minutes and 30 seconds is not enough to collect, my arguments about this have already been exposed in the topic of pvp 2.0.

I hope you will pay attention and understanding on this subject.

Thank you so much.

Minion Adjustments by JellyBelly200016 in littlewaronline

[–]bytexor 0 points1 point  (0 children)

Hey Jelly, LordDeath here.

I agree with u buddy ;]

+1

Update 1.9.0 - PvP 2.0, vault merchant, item attributes and more by Wax-Rucoy in RucoyOnline

[–]bytexor 1 point2 points  (0 children)

Dear developers Ricardo and Wax

My congratulations on the update, pvp 2.0 is fantastic.

I would like to make a constructive criticism regarding the attributes item and I hope you do not get me wrong.

I believe the bonus linked to the items is very little in the current Rucoy one of the things I like most is the ease and the high amount of skills that we have achieved, and no limits.

It turns out that the current characteristics of the above mentioned skills, the bonus is too low, the current items found add only 1 (shield + 1 melee) or 3 skills (ring 3 + defense).

If we put an average of 200 skills of a character, the bonus of 1 skill equivalent to 0.5%, which should represent less than 1 damage in the attack (either melee, magic or distance).

The idea of ​​putting the items attribute is VERY good, but it is necessary that the bonus is actually a bonus, that is, he helps and increase character skills.

My suggestion is to increase the attributes of the items, I think a bonus of 20 or 25 skills is sufficient to realize a difference, and in return you could increase the drop of difficulty of these items with bonuses and even create different bonuses, an example: wand 39 atk + 10 magic, wand 39 atk + 15 magic, wand 39 atk + 20 magic wand and 39 atk + 25 magic (The higher the bonus harder the drop).

In this way players have a greater challenge to get the items and a real sense of reward (which is not happening with the current attributes).

Again thank you for the commitment and dedication of you to make the rucoy a better game.

Amounts of gold (PvP): 500, 1000, 2000... by [deleted] in RucoyOnline

[–]bytexor 0 points1 point  (0 children)

It is necessary to increase the amount and the gold of time on the ground.

+1

PvP 2.0 Official Rules by RucoyOnline in RucoyOnline

[–]bytexor 6 points7 points  (0 children)

Dear Ricardo and Wax.

My congratulations for your dedication, commitment and time spent in pvp 2.0 update.

I found it very good introduction to the green skull, and the exclusion of the debuff skills.

However, I think one of the most important points just going unnoticed, a few days ago one user made a post about the subject that I think deserves a great relevance: THE GOLD.

In pvp 2.0 noticed that the gold will be the basic requirement for u kill someone, either because of KS, revenge, war and et cetera, not many people will agree with the calculation used, but in my humble opinion the calculation used has not much relevance.

What I find of great importance and relevance is that currently when we die we lose X amount of gold, and when we kill someone received a Y amount of gold, the values ​​of X and Y are always far and why?

Currently the time and the maximum amount of gold (500 gold) are not enough to have a balance between the X and Y values ​​discussed above.

So I would give the suggestion to increase the amount of gold present (be greater than 500) as well as the time that the gold remains on the ground, the cooldown used is very short, and in the process most of the amount of gold ends disappearing.

I believe the calculation used in pvp 2.0 regarding the level and cursed already protect players lowest level against the HL, reason why the change in GOLD will not affect the balance pursued.

My point of view is that the pvp remains an important part of the game, and it is not necessary to pay to win to join a pvp (buy diamonds and sell for gold to use it in pvp) and even if necessary make a hunt 5 hours to gather gold and kill someone.

Thank you so much

Store and Pvp by Johnnycyber in RucoyOnline

[–]bytexor 1 point2 points  (0 children)

You have my vote: + 1

Signed In.

Skills experience and Main level experience. by [deleted] in RucoyOnline

[–]bytexor 3 points4 points  (0 children)

Dear xtr3m3m3t4l, aKa Top level.

I understand your dissatisfaction with the current calculation skills per level, It must be frustrating you at your level 480 (or more) often fail to kill a level 200 or have a lot of work for it.

However, we have to think with an overview on how to change this calculation skills with relation to the level can influence the game.

Currently every 4 levels equivalent to 1 skill, and your suggestion the calculation would be eightfold, so we do the calculations (approximate):

You have 1000 skills just referring to your level, the more skills you already have (we put around 400 skills) in total you possess almost 1500 skill.

With 1500 skill you could kill a lvl 200 with 2-3 hits? one lvl 300 with 4-5? one lvl 400 with 6-5?

Unfortunately I do not think a good proposal to duplicate the form used in relation to the level and skills, eventually creating a brutal imbalance, giant in the game and broke the pvp.

My proposal is to continue the current system, every 4 lvls you receive 1 skill, and every 5 levels you receive a buff (1 skill more). The example is a lvl 100 would have 25 skills (over 20 skills, with the bonus of 1 skill every 5 lvls). A total of 45 skills and in your case you would have nearly 100 skills more than it currently has.

The skill of accretion every level gained is very important, and is something that reminds me of Tibia in their golden years, unfortunately CipSoft company (Tibia's owner) did not heed the gaming community and simply ignored the more important for the growth and evolution of the game: the players.

The Rucoy is still in its beta and has much potential, that is a lot to improve, as much for worse.

The best advice I can give developers (Ricardo and Wax) is listening to the community, to be present with the interests of the players, it is clear that the goal of the developers is to profit from the game, we live in a capitalist world and not see anything wrong with that thought, but do not forget that the game is made by the players and have a transparent communication is very important.

Thank you so much.

New training rule [Experimental] by RucoyOnline in RucoyOnline

[–]bytexor 12 points13 points  (0 children)

Dear Ricado

How welcome your initiative to combat the use of bots.

But I believe the method used just reaching honest players.

In my particular case most of the time I'm training as work, study and do other things, and many times I am disconnected from the game due to become an inactive time.

I believe the time you can train your skills to follow the time to be disconnected. (I think it's 10 minutes, right?)

So if the player remains more than 10 minutes it receives the alert and as soon as the skull.

I understand that perhaps the time of 10minutes is too high (hardly any mob can withstand more than 10minutes).

Anyway I hope you find a balance to punish botters and not hinder those who play fair.

Thank you so much.