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    • Hey!   Theres a bug while using transformation scroll as a priest and trying to cure twice it just uses the skill and mana but doesnt cure before i use any other skill. Heres a simple video of the bug where you can see and hear that after the first cure the next ones doesnt work till im using other skill : https://www.youtube.com/watch?v=FIXXMhZKVY0
    • Falando do fuso horário brasileiro, na maior parte do dia o jogo está equilibrado, às vezes com mais humanos, às vezes com mais orcs. Nas últimas semanas, tenho visto mais orcs do que humanos jogando durante o dia (GMT-3). Agora são 15h36 aqui e o servidor está perfeitamente equilibrado  (https://prnt.sc/YQ_rhpEDlgYP)  , mas a partir de agora pode haver uma tendência de mais humanos aparecerem e por volta das 19h-20h no meu horário o servidor fica praticamente vazio ou com humanos dominando. Dito isso, se houver um grupo forte de orcs, eles podem matar todos os humanos, rsrs, porque jogadores com equipamentos inferiores só entram à noite (no meu horário) para matar Isiloon, Jack, Fela ou participar do evento CTEF.  Desde o início dos anos 2000, em todos os servidores privados em que joguei, há problemas de "balanceamento entre as nações", e tudo se resume ao fuso horário.   Bônus: Enquanto eu escrevia isso, entrei no jogo e vi um placar de 2 Orcs contra 0 Humanos no evento CTC.  PS: Super awful turkish language being used here, some people needs therapy.
    • Loot in Knight Online feels too static right now. Farming mobs over and over just to get the same +1 drops doesn’t feel rewarding or exciting anymore—it’s predictable, and most of the time the items are instantly useless. I’d love to suggest a more dynamic loot system that adds real excitement and those “jackpot” moments while farming—without breaking the game’s balance. Proposed Drop System (single roll per drop): +1 → 35% +2 → 25% +3 → 16% +4 → 11% +5 → 7% +6 → 5.90% +7 → 0.09% +8 → 0.01% This keeps higher tiers extremely rare, especially +7 and +8, which should feel like true jackpot drops—not something you see every day. Why this would improve the game: Farming becomes exciting again (every mob matters) Higher tier drops feel rewarding and memorable Reduces the feeling of “all drops are trash” Keeps progression meaningful while adding variance Extra idea (visual feedback): Add glow or animation effects based on item tier when it drops: +7 → strong glow / aura +8 → unique effect or special animation This would make high-tier drops instantly recognizable and create hype moments, especially in parties. Right now, the issue isn’t just drop rates—it’s the lack of excitement. A system like this would make farming feel alive again while keeping rare items truly rare. Curious what others think—would this make grinding more enjoyable?
    • i also sent a message on discord about that matter nikos - so please take action, i saw players got punishment less then that  
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