This is a discussion on Apex Forever | LIGHT-FARM | UNIQUE CONCEPT within the Private Servers forums, part of the Knight Online (ko4life.com) category; Originally Posted by DoomBringer
why should they?
I dont see a point in that =D
Many players won't join a ...
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Well the lads and lasses
Who is going to make a clan ?
It’s time for update #2!
But first, our like-and-share event. As some of you may have noticed we’re running a like-and-share event on Facebook and wanted to make sure everyone here has the chance to participate! We’re currently at 701 likes and growing, please do help us get the word spread just that little bit further if you haven’t liked and shared yet (and enter the drawing to win some Apex Points)!
We've said we’ll be covering a fair few things, so let’s dive right in with the first on the list; Quest changes. We’ve heard time and time again that (most of the) quests in KO feel too unrewarding to even bother accepting and a bunch of people would like to see this fixed. That’s exactly what we’ve been trying to do. Most of the quests have had their rewards scaled up to be more proportionate to the time investment needed to complete them or have had their time investment needed reduced, increasing the feeling of the quests being worth doing. On top of this, we’ve added a few quests to the PvP-zones. Some of which have rewards worthwhile for both new and old players -weekly (and daily) quests which require you to defeat enemy nation users, aid in the killing of the Chaos Stone, and capturing the middle monument for your nation! We’re open to more suggestions on how to innovate when it comes to the PvP zones in KO, leave your comment below!
Next up - monster changes. This one is more of a bug fix report than anything else, and sheds some light into what some of you have experienced throughout the first server. Boss respawn times, NPCs in invasions, Chaos Stone, monsters becoming unresponsive, etc. something was off with the AI code which takes care of timing - this resulted in all AI actions (more often than not) being delayed by up to twice as much as it should’ve been. NPCs respawning in invasions after ~an hour instead of 30 minutes? Yea, this was the culprit. Evil Wizards (or any other slot of monsters for that matter) becoming unresponsive after long server uptime? Yup, another one to be contributed to this (in fact, this one got worse the longer the server was up). Luckily however, this is now fixed!
After that we’ve got event schedule changes.
We’ve had numerous complaints about events being held at unfair times for certain timezones. Therefore we’ve been improving the event schedule to increase the turn-up for most events in order to increase the fun for everyone. The event schedule can be seen during our beta (and we’ll need your feedback to know if it needs further improving!). On top of this, we’ve finished implementing the support needed to stop scheduled events from running, allow us MUCH more freedom when scheduling GM-ran events
Last up we’ve got communication changes. This was something which we’ve heard from multiple corners - you’d like to see us communicate more. What have we got in store for you? First and foremost, these (and other) blog-like posts. We’re not sure if you guys enjoy these blog-like posts yet, but we’d love to hear your input on these. The way we’ll be moving these once the official launch has happened will be a weekly wrap-up of things that have happened (in case something needs clarification - say some massive bug caused disruption to the service) in-game, the server as a whole, progress on updates, sneak peaks, some of the reasons behind changes, etc. Furthermore we’ll be holding a weekly “1-on-1 with the team” meeting with all top 10 clan leaders for up to 2 hours in which concerns about the server can be raised, and can be responded to in real time by us. Knowing your concern has been heard and will be worked on can be very comforting to all parties involved - this is however not a guarantee things will go the way suggested by the leaders, anything major will be community polled.
That’s it for this update and we hope we’ve got you excited for our upcoming beta (and official!)
So any update on the PvP Beta potential? I am glad you guys are being more open and will communicate more with the clan leaders, hopefully this time things will go a lot smoother!
Wrecking Crew will be back and stronger then ever. Oh wait, We never quit.
Last beta, peaple were just spamming anvil to get +9 shell and stuff, or just go afk at a golem party waiting to get level 80 to have the level reward. And then the PK beta came out, and nobody were playing anymore exept like 30 players ish. There should be a beta with faster exp rate then the official, without any items help such as that NPC giving high class like it was on the previous beta..
Yea your right, all the classes in Apex were balanced,how many passion warriors did you see? Should we even talk about mage damage?
You realize you can test other things in the PvP beta right? I don't see why you wouldn't be able to, but that's how you get people online for testing; no one wants to farm / exp in a beta for it to be wiped, whereas people would be more inclined and wouldn't mind if they don't have to exp and you told them what you want tested (let's not even begin the fact that the people that played the beta would also probably play official (like Villains, WreckeD, etc) would run around finding the best things to do (aka min/maxing) so they would test things anyway).
Also lol @ at the Wrecked Crew, I would love to see you guys actually play against a clan that has decent players, then you can change your clan name to rekt.
Last edited by SkyHunter; 12-08-2015 at 10:22 PM.
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