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WICHTIG: Das Forum ist umgezogen! 05/04/2017Damen und Herren, wir bitten um Eure Aufmerksamkeit, es ist an der Zeit umzuziehen!
Wie wir bereits angekündigt hatten, ist es ab sofort nicht mehr möglich, neue Diskussionen in diesem Forum zu starten. Um Euch Zeit zu geben, laufende Diskussionen abzuschließen, könnt Ihr noch für zwei Wochen in offenen Diskussionen antworten. Danach geht dieses Forum hier in den Ruhestand und das NEUE FORUM übernimmt vollständig.
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IMPORTANT: Le nouveau forum 05/04/2017Aventurières, aventuriers, votre attention s'il vous plaît, il est grand temps de déménager!
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Kreava added a topic in GeneralLeap motion for combos?Has anyone attempted to use a leap motion for combos? i know the main complaint about this product is its sensitivity, but i can imagine using such a device may leave more room for improvement on the players part to fine tune their playstyle once they get used to that sensitivity. i ask this because the device goes for an average of 30 dollars. and if its accuracy is not at fault, could provide a great means for control.
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Kreava added a topic in SuggestionsHas anyone tried leap motion for combos?Has anyone attempted to use a leap motion for combos? i know the main complaint about this product is its sensitivity, but i can imagine using such a device may leave more room for improvement on the players part to fine tune their playstyle once they get used to that sensitivity. i ask this because the device goes for an average of 30 dollars. and if its accuracy is not at fault, could provide a great means for control.
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Kreava added a topic in SuggestionsReasonable Trade SystemI have an idea for a balanced trading system that allows for better player interaction, without ruining or inflating the economy, while still adding reasonable uses.
If a trading system were to be implimented, i think we can all agree that it should not inflate the economy, or allow monopoly over any existing system in the game, but add incentive to use the market over it, while also adding incentive for players to work together.
For starters this system should only be usable in safe zones containing a market. The player trading the item may trade it for free, or for any price at or below max market value, but if its traded below max market value, the item becomes untradable until the remainder is paid to a specified npc. This creates an incentive for the player to use the market over the trading system, and makes it so this system does not create useless items, it also allows players to trade items and "pass the buck" so to speak (This does make the items essentially useless for the market, as youd be giving away an item, and getting no return. But, if an item you were previously traded is useless to you, and was specified and not available on the market, you could pay full value to give the item to another player you are currently playing with. Keep in mind this also creates a cash sink, where one player will have to pay for the item either way). If an item is not available on the market, it forces people who really want an item to pay whatever (within market value or below) what the player wants, assumably higher due to its availablility. The last balance this system should have is a daily limit on item trading, depending on what the developers think best for the economy, assumably based on the items use and price. and you should be limited on daily traded items total, and daily traded items per type. Also, for those wondering, i dont think tradable and untradable items should stack, also, the untradable items should be used first in crafting recepies when available.
In order to maintain immersion this system should use terms for the items like (Unappraised), and the npc should be an Appraisal npc, or something of the sort, as items in real life auctions are regularly appraised. This of course ignores the fact that the price is that of the max market value (since the system would be a mere convenience, it should not affect the inlflation of the market by allowing one to flip items) after all, this is a game, and this game cannot afford to inflate its economy, its been the downfall of virtually every mmo, and im sure many of us wish to enjoy it for many years to come.
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Kreava added a topic in SuggestionsBalanced Proximity VoiceI have a suggestion for a balanced voip system. My idea consists of a few key points to make it work in a game like this, and then ill list the reasons why this may be a good idea.
Like many games ive played, this game only supports text chat, ive never played a decent mmo before, that had a properly implimented voice communication system, much less an mmo that supported voice at all. The first point that removes most problems from this would be to have voice chat be optional, and off by default, so noone can complain about voice chat, since they would have to know if it in order to set it up. and secondarily, it should only be proximity voice chat with volume range, and over peoples heads there should be a new option present for those with this option toggled, mute voice. The reason behind that being, adding a clan voice and party voice may help, but it only complicates things and many seem to argue against it. There should be many settings available with a system such as this, but im not covering that, if there is any interest in this the general concept, than key factors should be enough detail.
The reason this would be a good implimentation of voice would be due to immersion, many may argue against that, as people shouting random things can be immersion breaking to some or many, as this would be off by default, i cant imagine any complaints myself though. The reason i feel as if it would be a more immersive experience for players is due to the idea that immersion is more about how "alive" an mmo world feels, and this game does that marvelously. But i find npcs repeating lines constantly, and players standing around silently VERY immersion breaking. There is also hardly any communication in local channels on mmos inworld, this feels dead and sort of,(atleast in my eyes) defeats the purpose of an mmo experience. if players have the option of voice, perhaps youll hear people talking in open world, as traversing with friends, on horse, or war elephant can be quiet, voice only being public and optional forces players who wish to use this feature to speak in open world, and opens the game up to (perhaps lazier people) but thats never bad for pvp, or buisiness, as squishies tend to make good fodder. To cover why its good to force people to speak in open world, it forces people to interact, as you cant exactly ignore someone you walk up to having a conversation as well as you can with chat, unless you dont wish to hear others of course. those who do, may find more life, and become more attatched to this game. who can argue that voice communication can bring people together better than any amount of text possibly could. i can see this bringing a new type of life to a game such as this, adding better social communication in with all the amazing features this game already offers.
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