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Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Mon Feb 19, 2018 2:33 pm
by Minotavr
One could create a clan building that could notify all players of the clan that they were attacked

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Mon Feb 19, 2018 2:36 pm
by Minotavr
You could also make a clan building that would be responsible for all the rest, if you destroy it, then other buildings are destroyed))

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Mon Feb 19, 2018 3:28 pm
by death911
This suggestion is good. It's like a gift box.

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Mon Feb 19, 2018 3:28 pm
by death911
Minotavr wrote: Mon Feb 19, 2018 2:36 pm You could also make a clan building that would be responsible for all the rest, if you destroy it, then other buildings are destroyed))
Why lol. Then all will attack that building only.

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Mon Feb 19, 2018 4:21 pm
by Minotavr
Therefore, this building should have a lot of health, so 20 people will destroy it within 5 hours). Also, this building should have four small towers that will do enough damage, so that the balist will lose 50% of HP in 1 minute, and this building must produce mobs to protect 10 medium mobs in 30 seconds

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Mon Feb 19, 2018 7:13 pm
by Minotavr
Well, if the ax is bad in pvp, then you can do it stupidly on the resources.) Click on the spoof and immediately drop 10 units of stone, wood or fish, but after that it is immediately cut down, this ability gives 1 unit to the skill

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Thu Feb 22, 2018 4:08 am
by lysergic42
My apologies if it has already been posted. But i really cannot read through 60+ pages of suggestions right now. I would like to point out that, in my honest opinion, it's long overdue for ranged characters, when they target someone, to NOT walk up to them. I thought the point of using that in PvE was so you can still have the ranged advantage against mobs, not, negate it. Not a demand, of course. I didn't make this game. But good work so far on it, there are just small flaws(i think theyre flaws) that need to be worked out, and this is the one on the top of my head at the moment. Glad i found this thread btw, i may post more suggestions as they arise.

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Thu Feb 22, 2018 9:38 am
by Leone
This has been posted before but it is a sensible suggestion. Well said.

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Thu Feb 22, 2018 1:54 pm
by death911
Yep nice suggestion. Targeting the monsters shouldn't make auto walk. If the monster comes to u then ok but the character shouldn't walk towards monsters. Well said

Re: ALL CURRENT IDEAS AND SUGGESTIONS!

Posted: Thu Feb 22, 2018 2:12 pm
by LostKnight
ranged characters, when they target someone, to NOT walk up to them.
Solid Gold +1

I'm a knight, I have to fight face to face. But if a person chooses a 'ranged character' expecting to be a ranged fighter, this action of walking up to the enemy to engage is a huge disappointment.

The only option is not to "target" just attack, but there are times when targeting is wanted for various reasons.

Curious what happens if you target, walk up, and use JS to walk away and then "Attack"