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Old 05-02-2010, 03:31 AM
kia345 kia345 is offline
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Quote:
Originally Posted by Demisis_P2P View Post
Who says they wouldn't measure up?
Are you forgetting that RoWs are buyable rings?
They're rare, sure, but that just means that you actually need to work at obtaining them.
You might not be able to just buy a shield and sword and go out swinging at kingdom leaders, but at least if you can actually buy items that aren't just glok lord belt and lucky rabbit boots it'll be worth your while to get diamonds and improve your items so that eventually you can compete.

You can't just log onto WoW and start swinging at level 80s either.
But GK at the moment is like WoW if you took out all the items between level 10 and level 79.
I have been wasting time on GK for years, and buying RoWs from shops is even less conventional than buying them from players.

You're also putting too much faith in items, which mean nothing. A flaming sword is just as functional as an inferno sword, and a glok belt is one of the more high tier belts. The only items that "make a difference" are too common among older/USDing players, and they pushed the necessary stats of pking too high. Being able to get "better" items easier wouldn't make a single difference. If anything, it would make it worse, because now you've got even more items worth nothing in the player market.
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Old 05-02-2010, 04:36 AM
BigBear3 BigBear3 is offline
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Originally Posted by kia345 View Post
A flaming sword
Exibit A. Me.
  #3  
Old 05-02-2010, 11:40 AM
StormYs StormYs is offline
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Quote:
Originally Posted by kia345 View Post
I have been wasting time on GK for years, and buying RoWs from shops is even less conventional than buying them from players.

You're also putting too much faith in items, which mean nothing. A flaming sword is just as functional as an inferno sword, and a glok belt is one of the more high tier belts. The only items that "make a difference" are too common among older/USDing players, and they pushed the necessary stats of pking too high. Being able to get "better" items easier wouldn't make a single difference. If anything, it would make it worse, because now you've got even more items worth nothing in the player market.
A reset wouldn't be favorable for GK, ppl already mentioned the reasons why it wouldn't be.

Putting faith in items isn't a wrong thought.
The more items craftable the funner GK can get, for crafting work is needed and for work online hours are needed to collect the materials. These materials can be obtained through trading or working.
This will keep the playercount up, giving people something to do and by doing this it might even make people from other servers curious and draw them into gk.

Then again there must be a difference between rares and craftable items to keep the market ongoing. So not everything should be craftable.
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Old 05-02-2010, 12:37 PM
MajinDragon MajinDragon is offline
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Quote:
Originally Posted by kia345 View Post
You're also putting too much faith in items, which mean nothing. A flaming sword is just as functional as an inferno sword, and a glok belt is one of the more high tier belts. The only items that "make a difference" are too common among older/USDing players, and they pushed the necessary stats of pking too high. Being able to get "better" items easier wouldn't make a single difference. If anything, it would make it worse, because now you've got even more items worth nothing in the player market.
The ideal solution is to make all items obtainable, from a flaming sword to a Tainted Grace, a Glok belt to a Belt of Raging Dragon, everything. Very few items would be hailed as actual collectible rares and they would mainly be non-combat items like seasonal costumes, trinkets etc. This is ofcourse the long process of adding content, but is a more viable solution to the problem than a reset of any nature.

Someone mentioned an experience reset? Yes, that would be good, many of us have hit maximum level in one day (not of overall playing time) through mental or even agility. Maximum level shouldn't be that easy to obtain, especially in 1 specific skill. Mental, Agility should both be as hard as phys is to level. But there needs to be changes made before an experience reset should occur. Changes like more leveling options apposed to the limited lords to maps to zombies we have now. More alchemy recipes, make alchemy very important for crafting actually useful stuff and it be both time consuming and financially strenuous to level it since the profits at high levels would be great.

I think dennis suggested tweaking the base level experience curve so that level 110 would be practically impossible to achieve as you'd need to reach near 107 on every skill. This could be done easily and give a truer representation of someones experience than the current system.
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