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Marosh

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Everything posted by Marosh

  1. Hello fellow adventurers, I've been observing a noticeable imbalance in player distribution between the Human and Karus factions during nighttime in the Bowl area. Often, the number of Human players significantly outweighs Karus players, sometimes as drastically as 20-40 Humans to virtually no Karus presence. This disparity not only makes the gameplay challenging and less enjoyable for those switching to the Karus side but also negatively impacts the dynamics of night events and party formations. Proposed Solutions: Incentives for Playing Karus at Night: Could we consider introducing some form of incentives for players to either switch to the Karus side or encourage more Karus players to participate during nighttime? This could be in the form of experience boosts, unique drops, or other rewards that make playing the underrepresented faction more appealing. Dynamic Damage Bonus System: Another approach could be to implement a dynamic damage bonus system that adjusts based on the player ratio present in the Bowl. For example, if there's a significant imbalance, such as 40 Humans vs. 1 Karus, the Karus player(s) could receive a temporary damage boost of +50% or even +100%. This would be calculated through a fair and effective formula to ensure the bonus is proportional and only active during times of clear imbalance.This system aims to discourage one-sided gameplay by empowering the underrepresented side, making it more appealing for players to engage during off-peak hours. Such a mechanism would also deter players from switching accounts just to exploit incentives, as the benefits would be dynamically linked to real-time gameplay conditions. Potential Concerns: nikos32 raised a valid point about the possible implications of allowing players to login with secondary accounts to exploit these incentives. To address this, we might consider linking rewards or bonuses to account-specific metrics that reflect genuine gameplay efforts rather than momentary switches. Furthermore, while some players are skeptical about the impact on traditional gameplay dynamics (e.g., boss farming), the goal here is to enhance the overall experience by providing fair competitive conditions and maintaining engaging gameplay during all hours. This proposal is open for discussion, and I welcome all your thoughts and suggestions on how we can further refine these ideas to better balance the game environment. Your input is crucial, and with your help, we can ensure a more enjoyable and equitable experience for everyone. Thank you for considering this suggestion and looking forward to your feedback!
  2. Hello everyone, I’ve recently had an in-depth discussion on the Discord server with @nikos32 regarding some potential enhancements to our damage testing dummies, and I wanted to bring these ideas here to gather more feedback and perhaps see them implemented. Current Challenges:As it stands, accurately calculating DPS (Damage Per Second) on our dummies is somewhat cumbersome. The issues stem from dummies healing, the potential for failed attacks in combos, and the high variance in damage outcomes. This makes it difficult to assess true DPS reliably. Proposed Enhancements: 1. DPS Display Post-Attack: It would be beneficial to have a feature where the dummy displays the average DPS for a period (say, 5 seconds) after a player finishes their attacks. Here, “finishing the attacks” refers to the conclusion of a set sequence of attacks or a combat session—determined by a specific number of attacks, a duration of continuous combat, or when the player chooses to end the sequence manually. 2. Stat Displays on Dummies: Knowing the defense and resist stats of each dummy would also be immensely helpful. Currently, it appears that some dummies have unexpected resistances, notably to glacier attacks, which significantly affects damage calculations. For instance, Helenid attacks are registering about 50% less damage, which might indicate a bug or an oversight in dummy settings. 3. Real-Time DPS Indicator: A simpler, yet effective implementation could be a visual DPS counter that appears above the dummy during attack sequences. This feature would allow players to dynamically adjust their strategies to maximize DPS, fostering a competitive and collaborative environment among players. 4. Character Stat Mirroring: An added functionality could be the ability to set the dummy to mirror a player’s own stats, meaning the dummy would have identical resistances and armor. This would allow for more relevant and personalized testing. 5. Toggle for Max Damage Output: Another useful feature would be the option to disable the random damage factor during tests, enabling the dummy to always take maximum possible damage. This setting would help players evaluate the effectiveness of different weapon and item sets under ideal conditions. These enhancements could not only improve individual player experience but also aid developers in optimizing and balancing gameplay more effectively. I believe these suggestions could make our testing tools much more robust and user-friendly. What does everyone think? Your feedback is crucial to making these ideas better and perhaps getting them implemented. Thank you for considering these suggestions!
  3. Hello fellow gamers, I'm currently exploring a project idea and could use some guidance. We're interested in developing an online farming calculator for ProfessionalKO, aimed at helping players manage and distribute loot acquired during farming sessions. The game already offers an inventory listing feature on its official website, which got me thinking about the potential existence of an API. Has anyone here come across or used an API related to ProfessionalKO for similar purposes? Specifically, I'm looking for an API that would allow access to inventory data or any related game statistics that could be used to automate the process of tracking loot acquisition and distribution among players. Any insights, documentation, or pointers to where I might find more information would be greatly appreciated. If there are alternative methods or tools you've used in lieu of an official API to access game data for such purposes, I'd be eager to hear about those as well. Thank you in advance for your help and looking forward to any advice you can provide! Best regards, Marosh
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