New Ideas to develop

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sullemunk
Addon Developer
Posts: 1233

Re: New Ideas to develop

Post#11 » Sun Nov 15, 2015 8:49 pm

Mez wrote:wow, no /assist fix?
I think the /target must be implemented first for the /assist to work
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gabor128
Posts: 6

Re: New Ideas to develop

Post#12 » Wed Nov 25, 2015 9:54 pm

-fix visible open wb-s to the T1,T2, T3 areas. Eg. In T3 we should see only T3 Wb-s.
-fix PQ-s.
-not to allow changing sides within eg. 8 hours on the server.

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Nastylicious
Posts: 275

Re: New Ideas to develop

Post#13 » Wed Nov 25, 2015 10:10 pm

gabor128 wrote:Hello,

I suggest to make more smaller things before launching T3. It would be much greater player satisfaction, I think.

Here are some things:
-use of cannons, artilerry machines, rams in RVR.
-use of griffs, griff mounts and lvl3 mounts.
-Action marks, locking marks on Map - as response for several questions in game "Where is the action in T2 or T1?".
-Instant travel once in every 8 hours to the action zone.
-Extending and fixing cultivating. Like now we have 20 items/cell in inventory. In the old game there was 50/cell. -> space spare. Fixing flame spew seed, molotov and intelligence 200 seed.
-Making T1; T2; T3; T4 RVR chat channels.
-Fixing Warband people place modification.
-Making guild common bank, and guild place in Altdorf.
-Making use of guild flags.
-Making teleport scrolls.

So here are a few suggestions.
If you have any other suggestion please leave a comment here.
+10 and ofc we need the assist /target main assist etc

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