Again, I would like to repeat the topic. Mby we should re think once again the issue? Q golky appears, crowds of people comes and no1 wants to start, hoping just for last hit. Mby instead of 2 horns for last hit we should implement 1quest horn for last hit and 1 also quest horn for dmg? It is pathetic watching 50+people around golky standing and doing nothing. No1 wants to waste frenzy/mana to start the golky cuz most of the time, the party that starts, doesn't get the last hit.
Please discuss, once again. Regards.
I wanna ask sth., is there any level restriction to obtain this quest horn?? how does this work??
Quote from: Dzadro on April 11, 2014, 11:35:09 PM
Again, I would like to repeat the topic. Mby we should re think once again the issue? Q golky appears, crowds of people comes and no1 wants to start, hoping just for last hit. Mby instead of 2 horns for last hit we should implement 1quest horn for last hit and 1 also quest horn for dmg? It is pathetic watching 50+people around golky standing and doing nothing. No1 wants to waste frenzy/mana to start the golky cuz most of the time, the party that starts, doesn't get the last hit.
Please discuss, once again. Regards.
+1
I fully support this idea. 1 quest horn for dmg will motivate people to start golka as fast as possible and cut a little bit this "last hit" lottery.
QuoteMby instead of 2 horns for last hit we should implement 1quest horn for last hit and 1 also quest horn for dmg?
Sounds reasonable to me and should solve the problem of sitting on ass. There should be of course some restrictions, like having to hit Golky at least x minutes before it dies (and resetting the max dmg counter, so failed attempts don't block it), not being dead or 50km away. And maybe having same chance for this Horn as for second Horn in last hit party at the moment.
Quote from: remeron on April 11, 2014, 11:46:48 PM
I wanna ask sth., is there any level restriction to obtain this quest horn?? how does this work??
anyone to answer?
I think there isnt any minimum level you can obtain horn. But you can use it first at 76(?) lvl.
If Quest golky would drop 2 horns (smth like "barakiel" = last hit gets quest item (q horn) and most dealt dmg gets drops (horn)), respawn would have to be longer becouse there would be way 2x more horns like now and that's what drake dont want to. :)
.
2 horns for last hit, AND 2 horns for highest damage party would be nice.
However still not as good as the horn fragment suggestions...
Quote from: Vendettacz on April 12, 2014, 10:49:36 AMIf Quest golky would drop 2 horns (smth like "barakiel" = last hit gets quest item (q horn) and most dealt dmg gets drops (horn)), respawn would have to be longer becouse there would be way 2x more horns like now and that's what drake dont want to. :)
Atm quest golkies already give 2horns (quest ones), so it will not require any resp time changes. 1horn for last hit and 1for dmg (I wrote that it should be QUEST horn as well, but given to biggest dmg party, not the tradable one).
Quote from: unhandledexeption on April 12, 2014, 10:56:11 AM
2 horns for last hit, AND 2 horns for highest damage party would be nice.
And 5 horns for anyone who is watching it dies. :D
Better to increase range, atm subbed chars can stay ~800-900 range.
bump, same thing as always. 100ppl no1 there to start
See changelog.
Now for last hit is just 1 horn (to a random party member, highest priority on never subbed chars).
But 4 shard are dropped (priority is on highest damage party) and with just 3 you can get horn (plus shards are fully tradable) so the highest damage party gets basically 1 horn and a spare shard to trade (or if they manage to kill 3 golkies, is basically 4 horns)
so its basically the same(1 horn gone, 4 shards came,means 0.3 horn extra), except for the mammon option..which might boost lunargent prices....anyway, it's still something...snd it solves the "who will start hitting the golki" problem..
I dont see why not just shorten golky spawn times..
Quote from: remeron on April 18, 2014, 11:23:35 AM
so its basically the same(1 horn gone, 4 shards came,means 0.3 horn extra), except for the mammon option..which might boost lunargent prices....anyway, it's still something...snd it solves the "who will start hitting the golki" problem..
I dont see why not just shorten golky spawn times..
They do have rather short spawn time, its just the matter of big random ^^
Quote from: remeron on April 18, 2014, 11:23:35 AM
so its basically the same(1 horn gone, 4 shards came,means 0.3 horn extra), except for the mammon option..which might boost lunargent prices....anyway, it's still something...snd it solves the "who will start hitting the golki" problem..
is 33% extra horn, so not really crap.
And considering that we have 6 golkondas in total, that means 6 extra shards = 2 extra horns.GoE option seems no one takes it even in consideration...
Just small notice: Soul of Andarta you get with Fragment of Andarta and the whole party gets the fragment.
This means that with 4 bosses (the requirement of 1 soul of andarta, as 1 soul = 4 fragments) your whole party gains 1 soul each (up to 9 souls in total). Thats pretty remarkable.
The 4 bosses are up everyday during the opening time of GoE (so you dont even have to catch the correct spawntime)
Quote from: =drake= on April 18, 2014, 11:33:05 AM
is 33% extra horn, so not really crap. And considering that we have 6 golkondas in total, that means 6 extra shards = 2 extra horns.
GoE option seems no one takes it even in consideration...
1/3 horn is something yea, I agree...on avarege it is almost 1 horn per day..
as for GoE option, pls don't make us pvp with non-subbed chars...
My complain was that I barely see golkies and there r more ppl like me who can't dedicate much time to play...
anyway,
your server, your rules,
Quote from: remeron on April 18, 2014, 12:04:50 PM
1/3 horn is something yea, I agree...on avarege it is almost 1 horn per day..
as for GoE option, pls don't make us pvp with non-subbed chars...
My complain was that I barely see golkies and there r more ppl like me who can't dedicate much time to play...
anyway,
your server, your rules,
Then buy a horn with lunargents at mammon?
Quote from: =^TrackZero^= on April 18, 2014, 12:17:43 PM
Then buy a horn with lunargents at mammon?
I'll see to it..thanks
It would be also great that only chars 76+ would get a horn or at least 70+, and as Oo said, increase range for subbed chars
Quote from: =drake= on April 18, 2014, 11:00:24 AM
See changelog.
Now for last hit is just 1 horn (to a random party member, highest priority on never subbed chars).
But 4 shard are dropped (priority is on highest damage party) and with just 3 you can get horn (plus shards are fully tradable) so the highest damage party gets basically 1 horn and a spare shard to trade (or if they manage to kill 3 golkies, is basically 4 horns)
when you say "highest priority on never subbed chars" what you mean is never subbed chars have a higher chance of getting it, right?
Quote from: _okazaki_ on April 19, 2014, 12:10:04 AM
when you say "highest priority on never subbed chars" what you mean is never subbed chars have a higher chance of getting it, right?
Yes. In a party with mixed people like some chars with zero subs and chars with sub in retail (or main), the chars with zero sub have 3 times more chances to get the horn.
Quote from: =drake= on April 19, 2014, 12:13:28 AM
Yes. In a party with mixed people like some chars with zero subs and chars with sub in retail (or main), the chars with zero sub have 3 times more chances to get the horn.
figured cause after that update launched I last hitted a golky with a pt and my char(with no subs) didn't get it, but a friends char on retail(with subbed mainclass) got it.
Dunno why not simply make it a true priority list, where the players without any subs will always get it before the players with subbed mainclass/retail classes...
Quote from: _okazaki_ on April 19, 2014, 12:30:27 AM
Dunno why not simply make it a true priority list, where the players without any subs will always get it before the players with subbed mainclass/retail classes...
That would be just unfair for mixed random parties. Everyone should have a chance somehow.
I dont want a situation like:
"hello, can i join your party for golky? Thanks! but... does someone in this party have zero subclasses chars? if yes i leave as is pointless..."
or
"LF golky party! invite me! no party with zero subs in it, thanks!"
what's the point of this new sub system? Now golky drops a full horn for last hit, and 4 shards for the same party. That's the same as it was before, just now they can sell the second horn in shards.
This is just the "castrated" version of the original shard suggestion.
Quote from: unhandledexeption on April 19, 2014, 12:58:32 PM
what's the point of this new sub system? Now golky drops a full horn for last hit, and 4 shards for the same party. That's the same as it was before, just now they can sell the second horn in shards.
This is just the "castrated" version of the original shard suggestion.
Shards goes to max dmg,so finally ppls will start golkondas and not just waiting for last hit.
It's simple drop, so it goes to last hit party.
Drop for last hit not for biggest dmg? Something have changed?
1. The 4 shards will drop to the party that deals the most damage to the golky.
2. The party that last hits the golky well receive a quest horn.
What's so hard about understanding that?
Quote from: _okazaki_ on April 19, 2014, 04:09:32 PM
1. The 4 shards will drop to the party that deals the most damage to the golky.
2. The party that last hits the golky well receive a quest horn.
What's so hard about understanding that?
english, most likely.
Quote from: _okazaki_ on April 19, 2014, 04:09:32 PM1. The 4 shards will drop to the party that deals the most damage to the golky.
On this server drops are pickable for last hit party, not the biggest damage. As shards drop as simple drop, i don't think this is different.
Never have I heard bigger stupidity...Ok, ok, I did, but this is just pure L2 master's knowledge.
If somehow you are right and drops goes for the last hit on quest golkies, it is a bug and needs to be fixed as fast as possible.
Shards are going to that pty who made the most dmg cause its DROP like at toi golky if u do the most dmg u will get horn!And for lasthit some1 get 1 Q horn thats all
Quote from: Dzadro on April 20, 2014, 01:21:05 PM
Never have I heard bigger stupidity...Ok, ok, I did, but this is just pure L2 master's knowledge.
If somehow you are right and drops goes for the last hit on quest golkies, it is a bug and needs to be fixed as fast as possible.
LOL you don't know what are you talking about, or if it's true or not, but i tell stupid things? :))
Look at yourself...
Quote from: _okazaki_ on April 19, 2014, 04:09:32 PM
1. The 4 shards will drop to the party that deals the most damage to the golky.
2. The party that last hits the golky well receive a quest horn.
What's so hard about understanding that?
this
Quote from: unhandledexeption on April 20, 2014, 04:21:20 PM
LOL you don't know what are you talking about, or if it's true or not, but i tell stupid things? :))
Look at yourself...
Enlight me then
Quote from: Dzadro on April 20, 2014, 04:52:10 PM
Enlight me then
ok
Quote from: Dzadro on April 20, 2014, 01:21:05 PM
If somehow you are right and drops goes for the last hit on quest golkies, it is a bug and needs to be fixed as fast as possible.
You wrote that, you don't know :)
wtf are these topics every 2nd day.
in last 2 month same 8-10 noob complain about horns. xD
If you still dont have substack, its not cuz nobody start golkies, its cuz you are fvcking noobs.
tons of ppl made subs already in the old way, gms shouldnt change anything about horns, cuz some crap idiot still dont have sub.
Since quest golkies now drops items for collect and you can get horn from lunargents....
Maybe we could have it back on site where show spawn time?