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Horror

Member Since 21 Nov 2016
Offline Last Active Oct 11 2021 05:21 PM
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#122422 This would make pking active, bring players in, and would be fun as shit!

Posted by Mtam on 04 October 2017 - 07:14 AM

Problem is Deadman dies quickly on servers, so i'd rather see dev time into something useful then this atm.

Basically this.. unless there is a prize to keep players motivated & working towards a goal its dead content.

I'd feel like that kind of time should be used to revamp the whole pkp system on this server. As much as id like it to resemble osrs pkp just isnt worth going into the wilderness for.

(life on a regular player on Alora) Legit the only reason why they would go into the wilderness is for PvMing/Achievements & the accasional pk attempt.




#112497 Classic Only Events.

Posted by Ill max soon on 27 August 2017 - 05:38 PM

I've seen a few quit already, my suggestion is that you hold Classic only events every weekend as well as the other events, this may bring new people wanting to play Classic or even better keep people playing Classic after the tournaments end.

 

Could be Pvm or pk based, Although the pk events could have some rules changed gear wise ect.

 

Let me know your thoughts.




#108268 Save Edgeville

Posted by Diva on 12 August 2017 - 12:50 AM

Like it's been said, rushing is a common type of pvp. Only the PJ timer has to be increased and it should be fine if you're standing in wildy. Agreed with the things @Horror has said, man like Horror knows how it should be done in the best way :P #1 Pure right there.




#107967 Save Edgeville

Posted by 21Savage on 11 August 2017 - 03:25 AM

Edge is pretty lit at certain hours (This servers definition of lit is 6-8 people) but recently this guy called nathanisgay has constantly been rushing every1. even been yelling for pkers to come just so he can rush them. so if there is 1 pker at edge he gets rushed and stops pking, the result of this is now a dead edge 24/7 which is pretty sad.

 

My Suggestion is to make rushing bannable for sometime just so we can get edgeville active atleast. If edgeville ever should get a lot of activity this could be reverted tho




#106123 Locked XP drops?

Posted by Sheep on 05 August 2017 - 02:31 AM

You mean like still get the xp drop to see what you hit but actually not gain xp?

This would be a good suggestion.


#106124 Locked XP drops?

Posted by Diva on 05 August 2017 - 02:31 AM

This has been suggested frequently in the past, however I still support this for sure. #Horror4innovator




#104187 Raids Update + QoL Fixes

Posted by Syntax on 29 July 2017 - 11:36 AM

I have formatted these suggestions to look like an update list, this makes it more understandable

 

These are my own suggestions, not official updates

 

Points will no longer be gained in rooms that are not currently aligned with the raid groups current progression, this should help with the issue of leeching

 

The hitpoints bar of enemies within a raid was displaying over a players point counter within raids, and has been moved onto the center of the screen to avoid overlapping 

 

When Tekton is killed, 1 overload is dropped per raid member - players were accidentally picking up multiple overloads. To avoid this issue, a player may only pick up 1 overload per raid

 

When playing in resizeable mode, killing a monster like tekton in a large raid group would cause an issue where right clicking the loot pile would prioritize the examine options. This has since been fixed to where it will prioritize the pickup options first

 

The final boss Olm was previously still damaging players even after he was dead with his use of falling stalagmite damage and debuffs to players, this has been fixed

 

Overloads had the ability to kill players if they were above 50 hitpoints, and less than 60 hitpoints. Sipping an overload would deal 60 damage, rather than 50. Overloads will now deal the correct amount of 50 damage

 

The top 2 players in 7 man raids, 3 in 14, and 4 in 25 man raids will now be given a slight boost (5%) at their chances in raids rewards to help provide an incentive in gaining points within the raids

 

Players who died on the tightrope before the olm area would previously respawn towards the start of the raid, this has since been fixed and the player will now spawn above the olm room

 

The vasa boss would often bug out, forcing raids teams to restart. This was caused by players clicking on the crystal too fast - it has since been fixed

 

The current amount of players within a raid will now display in the top right corner as players were previously having to dd or count every raid to see how many they had

 

Clanchats will now display how many players are inside so that hosting raids is much simpler