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Member Since 02 Jan 2018
Offline Last Active Jun 21 2018 07:18 PM

#194423 black market

Posted by max_power99 on 17 May 2018 - 02:25 PM

To be honest, I cannot tell wether I like the idea of a black market or not. On the one hand being able to buy stuff with gold would be useful, but on the other hand the value of gold has already increased by a LOT since the guild EXP update. I barely go offline now without throwing all of my money into the guild.

I think there are plenty of possibilities to spend your gold in a useful way. In addition, the arsenal allows you to buy all kinds of stuff so I think adding a 'black market' would be a little too much. Of course, in the end it depends on how this would be implemented.


Btw, this idea has also been suggested years ago. :P


#194138 new ideas

Posted by max_power99 on 18 April 2018 - 02:34 PM

I totally support your points, except #5. In a way I like the idea of having a tier 4 lock, but so far I run out of keys after less than 3 dungeons, often just 1.

Different story though if the tier 4 locks would "only" need 10 keys instead of 12. Plus you would need to increase the maximum amount of keys regenerating, or also a new spell weakening the enemy locks (e.g. locks missing etc.). I do not want the situation that a player`s keys are not even sufficient for one raid (wich actually is the case right now).


In addition, I would have a suggestion added to your list:

For earning guild XP, I would like to spend Guard`s Eyes aswell, because until now the rarest items I could sell were Amanita Mushrooms.Thus I think it is not possible so far.

If I am wrong with that just ignore my last statement. :D

#193889 Gaps In Dungeons

Posted by max_power99 on 13 March 2018 - 01:10 PM

I like the idea, though I think dungeons with those gaps would be way stronger than the current ones. True, at the moment I consider some dungeon layouts better than other ones, but this would be on a new level.


(Although more platform dungeons would be my first choice).

Yeah, I think the same. What I like the most about some dungeons, is that with a little creativity you can make them have sort of a "gap", means that if you go past a certain point in the dungeon you would be stuck. In my opinion more of those kind of dungeons would make more sense, since it would be up to the player how he wants to make use of the potential of his dungeon.

#193873 Roaster rework

Posted by max_power99 on 11 March 2018 - 08:04 PM

What really would have been a better thing to add would be more platform/gravity switch bases. Don't add more traps- experiment more with what you got!


That is what I was thinking, and therefore I thought the 4x4 solid block could be one possible solution.


Let's be honest- in 90% of situations, the roaster just sucks. I don't think there's a way to rework it without completely changing it. It has so little variety and is overall useless.

I wouldn't express it that drastic but in a way you are right. It is almost too easy to avoid dying from the roaster, only if you need to dodge another trap it can become an issue. Given that one trap gets disabled you are in addition losing the dangerous potential of the roaster which weakens a dungeon by way more than usual. At least that is what I have noticed so far.


So here's another thought:

The Roaster's death timer could directly depend on the distance between the player and the Roaster. Means eg. that if you are touching it you have jump almost immediately and you can kind of rest when you are far away from it.

#193865 Roaster rework

Posted by max_power99 on 11 March 2018 - 04:39 PM

I​ ​like this idea, but i think the trap size should stay the same and instead of being a solid block it should kill you instantly. Instant death makes more sense to me because, if you think about it, touching something hot is going to burn you instantly... 

Well correct me if I'm wrong, but I think there already is a not moving trap that kills instantly by touching it and that is the saw. :P

#193859 Roaster rework

Posted by max_power99 on 11 March 2018 - 03:02 PM

Hello, I really appreciate the new Roaster trap. But I see it in a kind of weird spot at the moment, which I think could need some improvement.

First of all, I like the way it works, the idea of limiting the time spent not jumping, no matter where you are makes it unique in the game. But exactly this is the point it lacks customization options in my opinion. I can place it anywhere in my dungeon and it would still have the same impact. So here is my idea:


Why not make this trap a solid 4x4 block, you can place anywhere in your dungeon? This would add another way to shape the dungeon itself, just like eg. the gravity switch or the jumppad do. Of course, the way it currently works should be kept, since it is still a "trap". But in addition it would allow players to create countless "edited" dungeon layouts by blocking certain paths or creating gaps etc.


Looking forward to your opinions :)

#193843 suggestion edits to help guildmates create a better base

Posted by max_power99 on 08 March 2018 - 03:06 PM

I like the idea in general. But I also have a suggestion that probably would be a little simpler:

When trying to save a base it sometimes takes hours to accomplish it 2 times in a row. So I was thinking to make it a bit of a team effort:


If one player has created a hard base and passed it once, he can click a "request help" button, which would allow the guildmates to help him saving the dungeon, just like you can test a player's new dungeon at the moment. And as soon any player did the dungeon twice in a row the dungeon would be saved.


In fact this would in a way be kind of a compromise, since I've seen a lot of people asking for saving a dungeon with just one try. (And I am definitely against that idea.)

Furthermore this would add another way of cooperative interacting with your guildmates, which in my opinion is never a bad idea. ;)