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  • Juri

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    Posts posted by Juri

    1. 2 minutes ago, ADMIN said:

      Sure, there are SUPERVISORS handling 40 minutes length of games in few minutes to decide a report, instantly after you report as they are sitting there and instantly handling hundreds of reports per hour.

      The only thing you're right about is that there is no point arguing.

      You don't understand one thing, for non-obvious reports actually human checks it. Not a automatic system, first there is automatic system which decides if there is any necessity of human interaction or not. But for punishments like an actual ban from a game(other than AFK) there is always a human action being taken.

    2. Yea, but what, 4 days and he will do it again? I think punishments should be much bigger, like 14 days to 30 days, and procedure to remove those false punishments if some guild decide to warn you - then people will think twice before doing anti-game.

      The only easy way i see is:

      - add reason for warning - so when checking it by administration team they can actually check what was the reason for warn and if it was justified anyhow
      - add procedure to remove false warnings, there are logs on server where you can check things how players in IT played, or only by adding a video of a game
      - add much longer bans
      - add bans for people falsely reporting

      Like instead of reporting prints/video that proof that someone did anti-play, you must proof that you didn't to remove warn.

      This keeps the old system as it is + improves it more. Of course it requires some action being taken by administration team, but it will be less pain and actually easier to someone watch playing properly than to find in those videos anti-play.

    3. Yea actions like this should be automatic ban for max days possible imho, like if you take a ball, you have it all the time from mid, not died and moved to enemy base. This is obvious anti-play which should have max punishment, despite warn mechanism. I think this should be easy enough to detect.

    4. I would just also add reason for warning and if someone doesn't agree with warn then there should procedure to remove it - like admin using logs should check if warn was justified.

      Other way is as i wrote, implement algorithm to check if you actually play, getting ball, killing enemies, getting it to your base etc(and not enemy base, this actually should be automatic warn IMHO or even ban if you took a ball from middle and just moved all the way to enemy base).

      I think they have custom files anyway, where things like this can be implemented, so it's not such a huge problem, there are many things that are customized, not implemented on webzen servers, so it's not a big issue if can, but either of how much work/money it cost.

      @ADMIN

      Yea that's what i meant, LoL has automatic systems to prevent report abusers, here is none.

    5. Of course there is 0 human interaction, but those algorhitms first check your performance in game, chat etc Those alghoritms isnt so simple that they just check those flags if you were reported. They also check how you perform in a game itself. You will never get a ban if you play good and people report you for playing bad. Could be good to do the same here - if you actually play, kill enemies, get a ball, use skills etc, false warns should be removed.

    6. I think when you have proof with video that people are abusing warn mechanism then they should get max penalty from warns. It's pretty annoying, mechanism is great, but it shouldn't be abused.

      On MOBA it's diffrent though - if you will get reports for nothing then it doesn't really mean anthing - system just ignores it most of the time, falsely reporting people in mobas can get you actually banned, so i think it could be good to move into this direction.

    7. We are lvling for 3 resets now on kanturu2 and still no spirit for our DL in party which is kind of annoying. We would like to move higher maps but horse is pretty important for DL and it's tough without it. I think adding it to kanturu3 drop which  mobs lvl are between kanturu2 and karutan2 could be a good idea, like people could grab some more exp and still drop spirit, instead of wasting a lot of exp and being behind while other people already exp on higher exp only because they had more luck.

    8. 8 hours ago, ADMIN said:

      Jewels drop from Devias has been normal (higher) just because of start, where all spots were occupied with 5-10 players and mostly mains.

      We know exactly what we are doing, thanks for your input.

      This is really a bad logic, just because of start you had higher jewel drop, but people will keep starting, so i am not sure if you know what are you doing, someone who started from beginning had easier start and new people will have tougher.

    9. 38 minutes ago, Hvman said:

      Well if you get lvl 250 alts farming the entire devias, people with lvl 50 will never be able to level up so, something needs to be done. 

      Yea, but that should be done before start of there server not after. Reducing a drop rate of jewels is not the solution honestly. New players will come and have problems with jewels because of this.

    10. 2 hours ago, ADMIN said:

      and will be even better after 1st patch when jewels drop will be reduced from devias so alts will move to higher maps as well,

      Honestly don't like it, this will mean that newcomers will have a disadvantage, because they will need to level they alts to move them to higher maps(which will be taken anyway by alts of people who already started) to actually drop jewels, this is the worst thing could be possibly done. Some people already farmed from devias some jewels.

      Next time consider this thing before start of the server - not after.

    11. 2 hours ago, Luluu pizza said:

      dungeon 1 and 2 are more for rabbits and WWs. they are eventy maps, and you can esay lvl in devias or elbeland before going to atlants/lt .

      You can say exactly the same for maps you mentioned - devias and elbeland, though there are much more spots on those, and dungeon is pretty big that could have a space with more spots for grind and alts.

    12. Yesterday with same statistics and same set mobs on swamp was hitting me for 100-120. Now they hit me for around almost for 180-200. Why are you making changes without announcing them?

      I have 960 deff, horse 50 lvl cape +12, what's wrong with this server? You are all the time changing something without giving any info, same as you did with the summoner which got huge damage buff and no info about it.

    13. Since you diversified maps between two servers when taking pvpquest on one server and going on other server(like for example relics to kanturu2) quest get itself canceled and that's it. Could you change it so it won't cancel itself?

      Or at least if having it and doing switch you won't have 360 minutes delay and lose points? Of course on challenge you should still lose it.

    14. Simple suggestion, switch DS5 mobs to DS6/7 and move those from DS6/7 to DS5. Or just change DS5 mobs. Currently DS5 is hardest ds because of mobs from kalima hitting harder than regular one.

    15. #1 Dude, it's still bugged, mostly on raklion map, every time there is pvp invasion on raklion im almost always respawned on safe zone instead near gold. Maybe just check logs when there is pvp invasion, go as hidden gm and check if people respawn near gold or not? It's 22 days from this being reported and you still didn't fix this.

      Do you  need video with proof? I can record it next time.

      I think it tries to teleport to place of map which is unavailable and that's why it warps to safe because you shouldn't be here - it's my first guess.

    16. 1 minute ago, montana94 said:

      no one talks about the DL? lvl 100 whit 2k dmg of firescream and 1k , 1.5k dmg whit fireburst , i lvled solo whit DL faster than i started as 5main PT at begin XD

      Later he don't have so much dmg. If you will make pure str then no tankiness.

      He is good on Hunt, BC, DS, worse on everything else.

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