Thisias

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  1. Server disconnects appeared multipletimes this weekend: so far last DC: sun 3.12.2017, 16:30 of GMT +1 sun 3.12.2017, 19:26 of GMT +1 sun 3.12.2017, 22:22 of GMT +1 (every 3 hours?)
  2. Well.... at first place, I don't want to DIRECTIVELY FORCE anyone to sell or buy any particular goods here or there. My idea is line up this grid and let people to work with that on their own (seeing your drawing into mine, I would really, REALLY love to see what would happen in real :-D ). Of course there are people with similar point of view like you, as well as there are also people with similar point of view like Final Fen has (it's opposite extreme). I'm on the half way between you both - on one hand i would like to encourage better organisation of trading, on the other hand, it cannot be forced, it must go naturally from players (and i see this tendencies even now within that one heap) and this measure should just help these players. On the other - other hand, i think you're right with your "business spirit theory" therefore i don't call for strict enforcing where to buy / sell which goods (honestly i don't believe it's even possible) - just line the grid and see what players will make with it. Moreover what I see as another advantage of this proposal is enlarging amount of exclusive border zones where banner can be seen easily seen.
  3. This topic isn't about moving trade center from Giran Harbor to Giran or someplace else. Personally I'm fine with having trade center in Giran Harbor. My point is just to divide trade center into smaller zones, to help people organize their shop into departments. Besides I don't think it's useful to tell players where should be which goods traded. That's up to them how they fulfill particular "departments". I see such tendencies even now, but without lined lanes is now Giran Harbor just one big mess...
  4. Whatever, basically i don't care if trading zone or fishing is in Giran or in Giran Harobr. My point is different - you come into shop in real life, what is better: everything on one heap or goods sorted into departments? It doesn't matter where the trading area is, it's important to help players to organize themselves into departments by lining smaller bounded trading zones, either in Giran or Giran Harbor or wherever else ;-)
  5. Please consider dividing Giran Harbor into selling / nonselling zones in pattern like I've drafted on attached file (or similar way) which would help people naturally create something like departments in the store. I believe it would be easier either for buyers or sellers to have bounded zones in which people can concentrate with particular types of goods.
  6. NPC Maryse Redbonnet in Dwarven village asks for 100 Animal Skins (in fact 10 pieces is enough) and then thanks for 100 AS (although she got 10).
  7. ​My point was, that, in general, catch-up mechanics effectively shut down entire parts of game, which is why I see them bad. This is just beginning. Now admins got convinced by "cryers", that game starts upon level 40. So they started to shut down pre-40 part of game for newcomers and twinks of existing players (exp fast through low locations, don't struggle for equip at low locations for too long....) What will this attitudes lead to? Pre-40 part of game dies altogether. Useless mobs, with useless drops and spoils, useless parts of map. Because players will do 15mins Q and they're equipped until c-grade... But this is not the end, another "cryers" will come and convince admins that game starts upon lvl 52..., ....upon lvl 61 ....upon lvl 76 ...upon lvl 85 ...upon lvl 90 ...upon lvl 100+ ...got it? Classic was about re-opening died parts of game and now admins tend to let them die again because of hordes of kids who want everything now&easy to start to play here. That's why I proposed - if Administration considers new server - what about create one "now&easy-fashioned" for those lines of newcomer catch-uppers and second one "blood-sweat-and-tears-hardcore-oldfashioned" without catch-ups, super-low-rate with all (mid-high-top since no-grade) equip only dropped or crafted for hardliners? Edit: I don't want to be only negative... I see admins doing lot of work, implementing lots of good ideas (game drops auction, intelligent way managed offline trades, COLs for ppl to be able to purchace premium window for in-game money, etc.), Kse is awsome bot hunter with completely different attitude towards reported bots than I've met on NC-west, CS streaming, attitude towards solving lag issues. That's why it's so painful to me seeing this project going bad way.
  8. Sadly, another nice server just started its selfdestruction... appeasment policy towards give-us-everything-for-free-&-make-it-more-easy-to-catch-up crying ones proved to be cancer everywhere it appeared. That's exactly the reason why "Classic" version of Lineage had to be introduced, and now you are about to cancer it down again :-( With introducing free-for-all, non-droppable D-grade Armor with no time limit (doesn't matter that it isn't top) - but until C-grade it's nice, then: -> who will be motivated to struggle for completing Brigandine set? -> it will ruin part of D-grade economy -> with nobody pursuing Brigandine Helmet keys, grats, you've established new ghost-location with only trash drop (yep, Brigandine will change to trash) ... this is exactly how does this cancer start... ... and having only Aden instance and Baylor instance as only two places in the game where to go during all evening, to effectively catch-up with 100+ (in that point I've left Innova), is exactly how does this cancer end. If you plan to start HF "Classic" server in June 2017, please, can't you just pick all this newcomers catch-up crap, move it to that server, make it kids' dream (they will surely love you :-) ), and let Talking Island server to be oldfashioned Classic for hardliners? (or vice versa - newcomers crap on TI, HF for hardliners) Thanks, Thisias.