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Racc2

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Everything posted by Racc2

  1. Racc2

    Blood rev/Superior blood revenant pet

    +1, very nice suggestion and indeed kinda makes you choose between it and other beneficial pets (like yosh r fairy or variants of those). Not sure bout the 1/5k from superior rate though, I mean best case scenario that translates to 1/25k for revs, so like 10ish k kills with high risk orb as a rough approx? This would make the pet hella rare and super expensive, meaning that it'll essentially be a gambler pet as regular players will be unlikely to obtain it and if they do it means they have like a cold 10t to spare. I mean its a matter of personal preference obvs, either have this pet super rare and over time have it as a rich get richer kinda pet or make it more common but add like an autoskull feature or so to add a fun little risk/reward tradeoff to it?
  2. Racc2

    CoX gear guide

    Damn, solid guide, a ton of ppl ask about raid gear and updates daily so it's nice to be able to just give them ::topic 20872 from now on Maybe two points of improvement in my personal opinion: For welfare maybe add some sub titles to show the two are different tiers (aka costs) Make 2 tiers in your "wealthy" setup the current one, especially considering blood scythe and elder blood ring is at the upper end of wealthy And I think a lot of people just use reg scythe (for ring I used a ton throughout my raids but I recon a good 10b ish ring can be found) That being said, lemme nitpick on pet selection In tier 1 welfare I think you hava karam 3 gloves? was wondering if like karam 2 + tek would not be similar in price but overall better dps? (I honestly don't know just a thought) Welfare tier 2: maybe add a spear? (not that expensive and idk is t bow better for tek than a cheap melee wep?) Wealthy setup: personally I'dd rather use like 1t on raid pets for 25% dmg and a reg scythe than wait till I can spend idk 5t r so on blood scythe +ebr Just some minor things that came to mind, but a lot will probs be invalid cause they are just my opinions But solid guide, thanks for putting in the effort man!
  3. Racc2

    dipesh staff application

    This type of useless, offensive and racist comment should have no place in spk and current and/or future staff should put in effort to reduce this kind of toxicity. @dipesh the original as for your staff app, content looks good and informative (Somehow the bold white text makes it harder to read for me, but could just by my screen settings πŸ˜› ) For now I'll hold off on my recommendation until I have some time to see how you are in game, helping the new and old alike and hopefully havin some fun chats with you as you seem like a cool person Racc2 out
  4. Sup everyone, Part 2 of the series has finally arrived Another interesting one for new ppl, ppl on the rebuild and well it's also just fun in general so a little for everyone I guess So let's get into it with: 1h of Chocowyrms! (disclaimer: only available for 2019 Easter event) What/why? Well I personally always loved the Easter events on spk, idk, there is just some satisfaction about running around in wildy chasing these elusive creatures and on top of that you make some decent money doing it! Where? Well, Chocowyrms spawn all over wildy from the very low levels (lowest i've found one is 3) to the highest wildy levels and anywhere in between. This also has the added bonus of choosing how much risk you take, stay in low lvl wild where you can tele? or risk going out to high lvl wild (often with fewer ppl competing for wyrms) where you have to use alien or obelisks to get away and risk tb's a long way from home. Important: you can only hurt these with Easter weapons, you can obtain these by speaking to the bunny at ::home! (also pray melee) (You can also increase your loot/h by using elixers or egg charges but these thing are not currently covered in this episode.) Necessary warnings: The kills: Spawn gear-starter cannon: Spawn gear-upgraded cannon: Relatively decent gear: Any luck with the chest? Final thoughts: Easter event and hunting these creatures remains one of my favorite activities, it's fun and you make good loot of off them Additionally there is not a large advantage for high end gear so this also makes it perfect for new ppl just starting spk to hunt these along with the more seasoned players among us. Minor remarks/FAQs: Closing remarks: Well that's it for part 2 of this series, hope you guys like it! (At least I was glad to see choc monsters return to spk for easter, hope to see them again next year, Hint @ ryan ) Let me know in the comments (or in game) if you liked this post, have any feedback or things you would like to see and if you would like to see more of this kinda of content in the future. If you like this episode or the series in general don't forget to like, comment and share Racc2 out P.S. if you have some general game related questions, feel free to pm me on the forums or in-game
  5. +1 I've known Anthem since, euhm, lets just say a long time He's always been very helpful to anyone that had questions or needed advice, never flames or flame baited, doesn't gamble (which I find a plus as it tempts to signal stability) and extensive knowledge of most if not all aspects of the game. (I can concur that Anthem was a frequent pk'er in the past, lately he's been enjoying other parts of the game more but this does not take away the fact that he does also posses pk'ing related insights and knowledge to help ppl.) Anthem has always shown a great maturity and tact in dealing with situations, arguments, etc... Always handles things very respectfully, tries to listen to all parties involved and is not above admitting he's judgement might have been wrong or incomplete and learning from these type of mistakes. As for you app, love how you added your achievements, really shows your goal oriented nature and the personal touches that make people have a feel for what kind of person you are without necessarily having met or spoken to you before, kudos. While I'm not a big fan of the usual and excessive spamming "my pm's are open for questions related to the game etc", occasionally letting people know you are available can indeed further increase the number of people you can help. I think this is especially the case for time(zones) where usually little to no mods are on and people feel a bit left to their own. General conclusion: I highly recommend @Anthem for this staff position, he's knowledgeable, humble, helpful and respectful. He's already shown many of these qualities in helping and managing a large cc like survive and on top of this he is in a timezone where often there is a shortage of active mods (based on recent yell discussions). Racc2 out
  6. Racc2

    Player opinions on current staff members

    Some idiots get a kick of trying to provoke a reaction, just ignore them. For those reading this type of useless comments and got worried, the link is legit, but you can always check yourself by right clicking, selecting 'copy link address' from the drop down menu and then pasting that into your browser. You will see a link like the one below: https://drive.google.com/open?id=1MjMUjxrhevivtxelN0U9QeF1TwWL12tp1zuEqMrEucA If you want to be safe, just double check the has the following before the first slash (not including the https://): .google.com/ This will should calm you a bit as it will direct you to google's servers and not any malicious ones. I too am getting real tired of all these unsubstantiated ip-logger claims and useless/destructive comments on posts...
  7. Racc2

    LMS reward shop changes (& point reward system)

    Also big +1 for taking the time to format the suggestions, it helps ton's with reading it and finding relevant parts when looking through it again
  8. Racc2

    LMS reward shop changes (& point reward system)

    Good post, solid idea's, also good suggestions as for the practical details. Not having to wait 15min will help a lot as will a '1min till it starts' announcement. I feel another reason many people don't enjoy LMS as much as for example tourneys is they just end up planking against the same 'good nh/bridders' and just end up doing something else as opposed to learning it through LMS games and enjoying them not as a competition to prove your 'the best nher' but just cause it's fun content. To this regards adding more gamemode's like DH and several others have been suggested over and over again on ::discord suggestions so don't want to get into that discussion again but still wanted to mention in Improvements in the point system would also be nice to have some more distribution of the points motivating ppl to join even if they know they won't make the top 3. As for the improvement of the items, there are several solid idea's in there but for all intends and purposes, please don't add even more OP sets that make it harder for new ppl on the server to enjoy wild. So indeed first revise the current autokeep weps as they have the potential to hit a shitton with 0 risk, revise the smite weps so people don't get k0 smited lol and I'dd love to see a more diverse effort for new items added to the game as opposed to just introducing ever stronger weapons and armor. Idk, play around with the skill level required to pull off a certain combo, make these items have weak spots for their strenght (idk, improved range attack str but severely bad defence r some shit) and Im gonna get flamed for this but maybe also add auto-redskull to the most OP pk weps? Anyways, some of my frustrations might have seeped into the feedback but hope there is still some useful stuff in there and fr your suggestion on it's own is already very strong imo. +1
  9. Racc2

    Taxes

    Lots of interesting idea's and arguments, I love it Also very nice to see that in general people seem to agree on the idea of a gamble tax somewhere in the 1-5% range but most of the discussion is on the tp tax and even alternative sinks. So just wanted to point out it's already quite nice to see a common opinion on the gamble tax solution As for the tp tax and alternative cash sinks, I already mentioned my opinion on the tp tax and how it's likely that big items will be traded hence bypassing that system so I won't go into this to much anymore. Though to be clear, I respect other people's opinions and we won't know what the response would be unless we see an actual implementation of it of course As for alternative cash sinks, some excellent idea's (imo) have already been suggested like: [I paraphrase/generalize some ideas, please correct me if you do not agree this is in the spirit you said, as I don't want to misquote obvs] Well of Good Will - Kellatha: I 100% agree, this is the only real pure (cash) sink in game, it takes cash/items out of the game, it rewards everyone and the contributor gets a cosmetic item and as such no autokeep-easy rb type of item for gamblers. Any similar systems or improvement to the existing WoGW will have my full support +1. I'm not against adding cash bags to enchant chest, but I do think that chest is not the right way to sink in general as imo this just appeals to gambler to get all autokeeps before they get cleaned and even when cleaned still have essentially 5+t of gear to pk with and stuff (ye ye repaircost but that's only if u die ). If anything I'dd personally love to see a lot of autokeeps become tradable (similar to ferro-gloves), this would allow non-gamblers to also see value in trying a second or third attempt just to see if they can turn a profit on them buying some things in pure cash - Loviathan: could have a positive impact if done right, have to be careful though cause it will hard-link the value of those items to cash Changing things based on changes in economy - BSouth: while you only mention changing the tax-rates, which is a solid and important suggestion imo, I would love to see this extended to inflation adjustments to most pure-cash rewards. f.e. the value of mythic kits has devaluated by approx a factor 3 since they are linked to pure cash, same could be said from monsters that drop cash, pk loots in cash etc. (This ofcourse nuanced by the large influx of cash through some of these channels causing inflation but that's a separate issue imo) Alternative currencies - vygandas: this is a sensitive system that if done correctly could help stabilize things though if done wrong could ruin certain activities so a well balanced and thought out eco plan would be adviced imo, if so then +1 Though perhaps a nuance: "Items started rising when raids got buff alot cash comes from", while yes, raids buff was a contributing factor, adding bag drops, chests that gave a fair bit of cash, orbs, etc were also among the (major) contributors Maybe one idea, I'm not going to claim it's mine but that I collected from talking to several people: Replace some of the cash drops, rewards, sell-able items with ways to obtain non-trade-able items. I am not talking a chest where you can just buy items, dump them into it and get your autokeep OP item as I think Kellatha already illustrated the nuance of calling this a sink anyway. I'm talking swapping some trade-able/sellable rewards that by nature of being sellable anyone can obtain with rewards that actually reflect accomplishments, that actually require you to grind, to go on KS, to put time into it. I think this way you can justify these items to have some nice effects/bonusses as: they would be harder to obtain they cannot be traded/sold so no much danger for eco with ppl quiting and new ppl starting these types of items will not really be flooded you can even just make them destroy on death for pk beneficial items to reduce the autokeep OP pk'ing complaints a little There are tons of way of implementing this for all different activities, for example but not limited to: things like pk'ing ring with vig(i) effect which you have a small chance of getting after a kill but is destroyed upon death from raids you could get raid-shards which you can use for a variety of things from armor/wep upgrades to raid pet upgrades, to idk new raid pets, unlocking certain features? monsters could drop some neat items and get their drop table reduced a little, idk think of vetion sword with some nice spec, kbd wings that give dmg against dragons (and copy dr from inf cape), brutal gloves, Just some examples but I hope you see what I mean, essentially items that can only be obtained by putting some time into it, that are still valuable/give the owner a clear advantage and will allow you to balance eco a little while maintaining the rewardingness of the game. (Since a lot of cash stays in game as ppl quit after being cleaned, this could also give a way of more items/rewards leaving the game and keeping their amounts balanced.) Racc2 out
  10. Racc2

    Taxes

    Hmm, this is the hardest topic I had to respond to in a while. πŸ€” To start off, I think the underlying idea/intention is something most of us can agree to if we put our personal gains aside for a moment. Inflation and eco instability has become a serious problem in spk and has players of all activities and financial classes annoyed and should be addressed. I'm going to provide my idea's on both causes separately, and this will link in with your suggestions at several points. (In my opinion it's best for this discussion to really resolve around the root issue's and not one specific proposal to fix it). This in the hope this topic actually leads to some form of solution, though this is a very sensitive topic as it's linked to both players wealth as well as donations. eco instability: This has plagued spk since the day I joined and in my opinion is caused by the exponentially unequal spread of wealth and the use of items sheerly for their value not their intended use (especially super rares like fort, viri, etc). For a stable eco you need atleast a small but still decently sized number of players that posses a lot of wealth in amounts roughly similar to one another, this causes a system where, if they act independently their actions will self stabilize as if one is selling or buying items, flowing cash, etc, the others will respond and things will usually average out in the large scale. On spk this is a clear problem, mainly due to gamble combined with general greed and gamble in some cases completely dis-insensitivesing people from playing the game and the autokeep industry which is a valid cash sink for gamblers but makes it so they can ez rebuild and as such never really get cleaned. Okay that might have been more my personal issues with gamble, as for the impact on eco stability, usually you have 1 or 2 eco's that have 8x more than the next richest group, who control up to 80+% of rares and probably 70+% of all wealth is controlled by this dis-proportionally small group of ppl. To make matters worse, they often have no real idea of the value small items have and the value of large items is just whatever they please as they are the only supplier. If they start to get cleaned they often dump items in super cheap, once a new eco rises prices usually intially go through the roof as he/she becomes aware of their new gained powers. Essentially this is also why in most real life economies there are rules to prevent one company controlling a very large portion of the market, mergers between large companies, etc. as this gives them a monopoly like we see on spk, and while your yosh doubling in price over a week is annoying, your medicine doing that tempts to be a tad worse Input on solution: As mentioned above, in real life systems are in place to prevent this so it's clearly an issue and perhaps we can learn from their solutions. (Though granted that is most of the time in the form of government regulation or similar.) I think here a gamble/stake tax would majorly help as it will just stop items from flowing from one eco to the next freely without any resistance or energy lost. As for the implementation there are many ways of doing this, and none of them easy to waterproof as far as I can tell, I do think the implementation should consider following things: It should work for both gamble/stake It should not only work for cash stakes/gambles but in some way also for items, though if it really needs to sink items is an entirely different discussion (though one worth having imo) It should be proportionate to the amount gambled/staked, just a fixed amount per gamble or similar will dis-proportionally impact small players and will motivate ppl to gamble even bigger making the problem even worse.. It should be well balanced so it's an effective sink, but not completely unreasonable (I know this is open to interpretation but I think once implemented the system can be finetuned in steps based on how well the sink works) With these in mind I'm not a big fan of your suggestion of gamblers just paying to be able to stake, yes this will cause some small gamblers to bitch a bit more but being broke never stopped them from gambling before so, and for big players and big items this will do very little, for eco kinda gambles this will mean pay 10b to gamble over 10 000t back and forth in items so this will in my opinion miss it's goal as a sink and just hinder some small time gamblers. I think a better solution could be a % of the gambled pot being taxed as this scales with the pots, is a very effective sink for big time gambles but the specifics will have to be properly thought out. The easiest yet a tad simplistic perhaps implementation would be a gamble pouch where ppl put cash into, and if they win 5% of the total gambled value is taken out of their pouch. This way the loser doesn't pay (which seems fair), winner still wins 45% of his original stake, which also seems decent, I mean 95b from 50b is pretty nice. Downside is this only sinks cash not items and you'dd have to have a item price list somewhere for item value calculation. Though such a pricelist that is monthly or so updated is not a bad thing to have in general and could be automated by averaging or extrapolating from tp sales. You could think of easier to implement things like a random item from the gamble being deleted with a 2% chance or so (and a mechanism to avoid dumping rocktails xD). But I think if everyone puts some idea's here we can come to something that works for almost everyone and more importantly accomplishes the goal ___Inflation:___ So essentially the devaluation of cash causing all items to rise in price. This also partly originates from gamble/stake scene with ppl having large cash stacks and then dropping it in eco by buying out some super rares or things like that. In addition we've seen the addition of cash drops left and right on spk, especially with caskets added do dailies which also contributes to the inflation imo, more cash is flowing into the game than ever. Small note, gamblers buying out super rares like viri fairy, as well as still obtainable rares like inf stone, skot, inf pendant etc also causes high end items to over-inflate belong just cash inflation. (Making it harder and harder for non gamble/stakers to actually get end game items to use as opposed to just store in bank) Input on solution: Here a gamble tax in some for can do wonders imo. As for the idea of a tp tax, I'm afraid this will not hit the right group and will be ineffective, as small trades will still go through tp and new ppl will still buy from tp so it will hurt them the most but big game hunters and high end items will just get a convention: list it in tp for 100b more than u want for it, and ppl can pm u if they have cash and then you can just trade. I think it's important for a tax or sink to aim where the problem is, and not do to much collateral damage especially not to new players. I will personally always want to see a big difference between wealth gained by hard work and wealth gained by going to gamble for 30minutes and getting lucky from a 5b starting point. So if inflation is to be tackled I propose to do it proactively by revising drop tables and ways items flow into the game, as well as providing targeted item sinks that appeal to the right category while not giving them disproportionately big advantages. So that's my 2 pennies, I hope this topic causes some change, even if it's not the changes I suggested above, I merely hope to inspire a constructive discussion Racc2 out
  11. Racc2

    Raids Hard Mode Suggestion

    Just an idea but what if, in the suggestion topic, we just focused on constructive feedback on the idea. Additionally you are of course free to comment whether this addition/update is something you look forward too, or if you have reservations about it's impact. But I think this endless cycle of discussing priorities, comparing against other content, just dishing any content you don't actively enjoy get's us nowhere, just makes a suggestion topic a pain to read and just makes the discussion go completely off topic very fast. As such i think an update topic should be a place to refine an idea, polish it up using the feedback and experience of our community and not a place to vent frustrations about the game, which I think does need a place, and are valid concerns which need to be payed attention too, but is not something that should be in this or other suggestions. To make sure I'm not misunderstood, in my personal opinion following are examples of constructive feedback: I like the idea and would love to see it implemented There are some good idea's in there, have you considered X or I'dd love to see Y worked out in some more detail In it's current form I don't think it detailed enough for me to support it, could you elaborate on X? As someone who often partakes in similar content I can say that in my experience this will not work due to reason Z Examples of non constructive comments could be: Hell no please focus on other content, already to much attention goes to XX... [just because you don't enjoy a piece of content doesn't mean it has no place in spk] why should this be prioritized? [this and all others are just suggestions, priorities are determined by the staff and dev team, imo this section should just provide idea's polished by community input, dev team can then look over them and look for content that fit's in their priority list] any pvp vs pvm vs donor discussions unless the suggestion is explicitly about balancing those [We all enjoy different aspects of the game and some have more extreme opinions on what it should be than others, but that should not invalidate a good suggestion regardless of what content it belongs too.] [Any unsubstantiated negativity, if you prefer different content, no problem, try noting some of you idea's and make a suggestion about that, but commenting on potential content you don't use/enjoy just cause you want focus on your preferred content if not useful feedback for a specific suggestion and imo should go elsewhere] I could elaborate and if needed I will but I already know hm backlash i will get so ;D To be clear: this is just my opinion and a general suggestion on how I believe suggestion topics could be more productive (which I think is going to be needed if we ever want to come to good community suggestions/input) Love it, hate it, fuck it Racc2 out
  12. Amazing update, this will for sure enhance the QOL by a lot for many players Also that look-ahead is juicy asf, can't wait Gl with the implantation of all that good stuff
  13. Racc2

    Raids Hard Mode Suggestion

    I watch your vids on the side when raiding, this comment is not good for your views
  14. Racc2

    Raids Hard Mode Suggestion

    Oh and forgot one fairly important comment: Good idea, solid content, but from a practical point of view, especially in spk, this could be so tricky with any amount of lag, either it should hit like 40-50 at most so it never 1hit k0's or you'dd have to see it coming a fair time in advance. I cannot tell you how many times I have been k0's at vork cause of the combo lag+his fireball, Please o please do not let me feel that frustration in raids
  15. Racc2

    Raids Hard Mode Suggestion

    Big +1 Solid suggestion, would majorly improve gameplay, love the idea of the new pets Might think of some potential pet effects and post em here but I also invite the rest of the community to bring their inspired idea's to the table Also love how nice and in detail this suggestion is, really well thought out and many aspects such as impact to eco already considered I do have 2 remarks and a quick question: (a) "When a pet becomes dusted it will receive a 10% damage increase in their respective roomsο»Ώ." This will add to the already existing dmg boost correct? (I know it seems obvious cause otherwise it would be a nerf to a tek pet but just wanted make sure πŸ˜› ) (b) I personally love the idea of this flex-item, though it might be nice if it actually gave like a small bonus just in raids or something, idk a +1 increase in max hit cap during raid or something, just the first thing that pops in my head so probs better suggestions around but you get the idea (c) While I do think due to the hard-versions should be more rewarding than their regular counterparts, I strongly advice any alterations to current raid rewards be properly tested and calculated as the last 3 or 4 updates to raids have seen major reactions in community (though two of the 4 were good reactions but regardless). I personally would suggest adjusting them only a little if at all (given they been in eco for months now so have stabilized in this eco) but can't say I would be a fan of a 50% drop in dropchance as I feel this is too drastic of a change. Also +1 re-balancing solo vs multi raids, solo's are completely not worth these days. Racc2 out, Mic drop
  16. Racc2

    Suggestions bloodslayer/bountyhuntershop

    Normally I prefer to give my detailed feedback on suggestions but like, this is already perfect, well thought out, balanced, +1 for immediate implementation
  17. Ye obv orb working in safezone would be kinda broken, and having a wildy alternative aint a bad thing but isn't that where brutal greens come in r? You're welcome, it's indeed not an easy buff to come up with but I think you already put down a good foundation so
  18. Some nice idea's, will for sure result in an overall improvement to the game I think Add a passive ability unlocked from slayer shop/blood shop when doing dailies in wildy you have a 5-10% drop rate bonus and extra blood money per npc kills. Big +1, a nice boost for dailies and a good update to blood/slayer shop Also make sure to only give reward when on daily and not like all kills πŸ˜› Risking a blood orb will have a rare chance to double your daily reward (scales depending on which orb is risked and needs to be held throughout the daily) if you are successful in doubling your reward the orb will be consumed in the process - This will give the idea of risk vs reward. Big +1, increases risk, increases item sink, though the 'rare' chance should actually be something that occurs at a rate that people are still motivated to do this and not the rate mythic tekton effect activates lmao Remove Undead Pkers from safe zone and add them into the wildy - Buff drop table (Like brutal drags) maybe rare chance to drop PVP armours/weps - This will be a great addition for new players to get started with pking gear and give them a teaser of what the wilderness is like. Big -1, undead pk'ers are and imo should be a nice starting point for new players to get some basic cash and gear. They don't have to have a rare chance to drop op items (though I'm not opposed to it as seeing yelled drops as a new player gets u all excited ) and like even the overbuff of their daily makes it more of a gamble rb than a new player money maker imo but none the less I think this type of monster actually enriches gameplay especially for new players and makes spk appeal to a larger player base from the start of the game. Add Skotizo daily - Kill 5 within a 24 hour period - Reward could be 1x full totem, 2x 100 blood money pouch and 1x Donator Mbox - This will give more incentives to hunt totem pieces making rev cave and demon spawns more active which will promote more pkers deep wild. Hmm, the concept is intriguing, the donator box might be a bit much imo (although in retrospect, 5 totems takes me like almost 2h of grinding xD) but I'm afraid this will just be the new rev's, some cc will just claim spawns kill everyone in sight and this will result in enrichment of a select group of people from an update not the entire community. If you can find a way that avoids this problem I might +1 it but I think it's easier to boost in another way, buff rev daily r some, which will increase new player activity in that zone but not really cause a huge inflow of items as to cause high lvl players/ccs to claim it Racc2 out πŸ˜›
  19. Racc2

    pking , teleblock

    +1 the number of times I've just waited out useless tb's. I mean tb has a use when someone is attacking you but like, if you kill them or they tele out of wild, it's just annoying without any use.
  20. Racc2

    Blood Slayer

    Overall I support any idea that gets content more active and gives both new and old players a goal and motivation to enjoy the content. Specifically for this suggestion I agree a reform is warranted and will try to give my input/opinions below: Negatives: No rewards over 30 I guess is something that would indeed not be motivating for endgame players I agree the blood slayer store offers nothing for real players aside from relic, all the rest is yet more autokeeps for gamblers to try and obtain to make their rebuild easier (and my guess is 80% of blood slay are also just insurance for gamblers tbh, I know it's an item/cash sink but it's not one I really support) Raggers are a slap in the face of spk tbh, it just promotes the toxicity of the server and chases away a lot of people. To avoid misunderstandings, the definition I take for ragging is: a person or group continuously targeting one individual without direct provocation with the main intend of making sure he/she can not longer enjoy certain parts of the game's content. ('banning from wild' and 'extortion ragging' are extreme examples of this) In my opinion this should at least become jailable as I think any action that intentionally and continuously prevents another player from enjoying the content the server offers is negative for the server as a whole. The reset limit, personally idm but I do think you should earn more bm on the tasks than u spend on the reset, if this is not the case this should be dealt with The main problem I see however is the fact that while blood slay is surely enjoyable and in some sense even profitable content, it is self limiting. With this I mean the more players doing blood slay at a given time, the less the enjoyment will be because of a drop in boss availability. This fact that enjoyment inversely scales with the amount of people partaking in the activity causes it to have an overall limiting effect on it's effectiveness. This is especially true for new players who suffer the most since they are (a) way more prone to being pk'ed and (b) waaay more prone to being crashed by op players. I personally try to not crash new players but even I have to admit its hard when you have a hydra task and some new player is there doing 10 with a bp... In my opinion unless that problem is addressed any improvements will just be QOL updates for end-game players but won't have a major impact overall. Maybe I'll also just drop my opinions on the suggestions: Rework the blood slayer shop, nothing in there apart from relic is worth value. +1 and please don't just add more auto-keep Armour for gamblers on the rb... it's furtrating enough rn that neither pvm nor pk have any real motivation to hold on to their money cause once you gambled up to 5t, buy all autokeeps, and loose it all rebuilds are crazy easy.. Make blood slayer more appealing, the more effort you put in should increase the reward you get. big +1, maybe like a significant dmg or drop rate boost when on task for that specific boss that scales with rank or something Add more money the higher blood slayer level (obviously needs to have a cap) +1 within bounds ofcourse but boosting drops when on blood slay or adding like unique rares to certain monsters that will only be dropped when u have them as blood slay task would be very nice Add passive abilities/perks to unlock from blood shop or the higher your blood slayer level. +1 always loved the passive abilities on spk and I think some nice things could also be done with blood slayer here Racc2 out
  21. Excelent content, good QOL improvements, fair number of things in their I never realized I needed but in a week won't be able to go without Big +1 Also big thanks for the cc limit upgrade ^^ Lets bring even more ppl to the server
  22. Racc2

    Make Spawnpk Pk again

    Good intentions, have mixed opinions about the effectiveness of the idea's, will shortly elaborate below: I'm quite pro making corp more lively, but adding yet another autokeep will not do this. This will, in my opinion, result in even less pking as I see the fact that there are so many (usually gamblers) with full autokeep gear pking. At this point autokeeps are not so much for pking as they are insurance for gamblers who know they're gonna loose it all next 12h anyways and want an easy rb, I mean in spk rich gamblers are like 90% of the flowing capital so I guess as a money sink it works but we getting off point πŸ˜› -1 on limiting raid content, and big -1 if there is no option to pay to reset it, raids actually made server more alive and united. While I do agree more eco considerations could have been taken before buffing them, they do give players a fun thing to do, bond over and is one of the only activities that actually boosted an enormous range of items (armour, weps, hearts, etc) making a fair number of the previously more or less unused and just hoarded by gambler items more active. A general not I'm going to make here because I see it over and over again... Yes spk has 'pk' in the name, if this means the server should be 100% pk to certain people, those can stop reading here, but in my opinion it is smart for any rsps to offer diversity in the activities it offers, this helps attract all types of players which inherently benefits the server as even players who might not have join for the pk part specifically still (a) pvm in wild at times and (b) might grow to be more pker if the server offers a platform and community that supports growing as a pker even from scratch. But dishing, nerfing, hating on other activities and the players who perform them will not get more pk'ers in wild, chaise those away and the server will just loose more and more ppl, they don't actively obstruct pking, its not like their presence makes it so that people who want to pk cant. If you want to boost pking, look for ways, content, fixes, etc that can attract new people to the server and help the server grow further. And this is where I think all the overly OP wildy items, untradables, etc actually hurt pking. I think in a healthy case much of the pkers on spk should be relatively new, given the fairly large turnover rate the server seems to have (and if we include cleaned ppl as 'new'), this means that pking should be fun and profitable for them, which at the moment it is not, yes they can go lurk for pvm'ers but lets be honest, if they're really interested in enjoying pking and becoming better pkers over time they probably not enjoy this as much as a proper 1 vs 1 with a real pker, where they can learn from their tricks, switches, etc. For the moment the majority of pk'ers I see are full max or full autokeep, the latter provides new players with a large challenge for little reward and the former, well, okay they risk a few trill, but lets face it, they only really 'risk' that against similar gear, if they attack you or you attack them, you'll loose, and if you happen to gain the upper hand, 50% of the time 2 more full max cc members of his/hers will come to help. To avoid the 'your a critic who doesn't give any solutions' scenario I will shortly mention 2 idea's I've seen floating around (not gonna claim they were mine): Make a second wild location (or portion of wild) where a lot of the OP/autokeep items are not allowed (yes this is similar to edgepvp, bear with me). But make this zone have some sort of boost, like a reward for actually presenting some skill, things I imagine is perhaps more bm/money drops from both pvp n pvm, maybe more xp for skilling (thinking mostly of agil and hunter), perhaps a drop rate boost or like double (blood) slay points if full task is done there? The idea here is that pk vs pk actually becomes a game of skill and not 99% a game of comparing wealth. (not talking only spawn, I mean money should play a role, how else are you going to get loot but all the overkill weapons, autokeeps and perhaps certain pets would level the playing field for new people and should appeal to skilled pk'ers imo.) Aside from this, pvm'ers would loose their ability to use a bunch of autokeeps to boost their dr, def so have to actually risk loot more often (I can also imagine yosh working like mage area in this entire zone). Could also over time introduce some unique content in this zone but i'll leave that for another post Instead of focusing all efforts with new items and item sinks on pking, I would suggest accepting pvm'ers as a vital part of the community, this opens up a much less crippling space new item (sinks) can grow in. In pvp u got 99hp on a target that's it, every new weapon has to hit higher/more often than the last to make it interesting for pvp and as such you're kinda always creeping in on that 1/2hit k0 potential. While in pvm, you got a whole range of monsters, with different weaknesses, shiploads of hp to spare and an opponent that won't complain (to much :p), imo this is a space where new items could more easily grow. I mean dhl was introduced that hit a fair bit higher than usual weps, demn ppl complained bout that, dh activated more often than it should, dayum them complaints, skot bow was introduced for pvm, very little issues, (ok needed a boost but that aside), it hits a lot more than the second best wep (tbow) and no problem, cause it just speeds up your kills, which is what you pay for essentially but it doesn't hurt the activity. Making librarian bigger / fixed and refresh button: big +1, this would be a nice QOL improvement Making all barrow items/whip unspawnable: well personally I'm neutral on this, one could raise the point this undermines the 'spawn' part of spawnpk but I don't really have the time now to think out all the effects and implications this will have so a +0 for now πŸ˜›
  23. Racc2

    #GiveSurviveMoreCCSlots

    +1 well like 100+ but u get the point πŸ˜›
  24. Racc2

    Skotizo service

    Hmm this could be interesting for a fair number of people so +1 for offering this service! You are for sure a trusted and well respected member and the agreement seems to be rather safe and beneficial for both parties. Some ppl gonna make some big bonk here lol
  25. Racc2

    Next big update suggestion?

    Big +1 would love this! Even if it's just for 'rare' loots of certain monsters I'dd already be happy lol
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