Feedback version 4.0.0

  • wha ti say here to admins not want read. if want change something about acid than must make somethng about good karma.. what is that wrong to both karma get nerf??and sry for my post anyway i say what i think for bothh karma not only for one like you and other. and i remove this from post hapy now?

  • I would be in favour of an upper limit for Karma. The maximum possible karma you can collect. This would counteract the difference between bot users, mission clickers and normal premium and non-premium players. For example, a maximum of 3,500 karma points. This way you can get through events and then have to collect again.

  • Content removed by Maeve: Your post falls under spam. In the future, if you agree with another user's message, please express your support by liking the post.

  • A limit on how much karma you can collect wouldn't solve the problem though.



    Somebody using a bot program would still be collecting karma points all the time so they would always be at maximum points.




    activate stronghold and you have 24 hours to get back the points you spend on it - speed servers you can almost get back what you spend in a day.


    The problem with acid is that people are now doing a lot more damage than anyone's health and there is no possible way to defend against it.



    If someone has used a bot program to get 200 levels above everyone else then they are unbeatable, no matter what you try to do with zones or your attributes.




    Whatever you do is ineffectual.




    In fact the only defence against it would be to use stronghold - but this won't help in wars.


    So raising stronghold or reducing it would be irrelevant in wars and grossly unfair in normal play.




    The acid strike happens at the beginning of the fight so you could block all their zones but you don't get a chance to do that. You don't even get a chance to try and work out their zones because the only attack shown is the acid.



    There's no skill in it.





    Allowing people to use bot programs and not punishing them is a massive failing of the game admins.





    Giving these people the opportunity to deal 400% acid damage at the start of every fight is a massive failing of Gameforge.

  • But it is a solution that has a major impact. Many small solutions make a big one ;)

    Could you please format your texts beforehand? You need a DinA4 page in length for 3 lines.

  • The only real solution is to get rid of ALL karma.



    There are only a couple of the good ones that are useful;



    Stronghold and Angel wings.



    Acid and Banshee's screech are best dark karma.



    Shadow of darkness and Thorn armour are ok'ish but everyone would rather use acid.




    Get rid of them all. We never had them in the beginning.




    Make fights more about the skill of how you build your knight not karma that can be used and abused by people.





    If duels were just straight fights then at least everyone has the chance to use zones or get lucky sometimes.





    Karma takes all the skill away. Everyone has become dependent on them and they are ruining the basic fighting aspect of the game.



    Which should be pretty important in a erm...................................fighting game.







    What's wrong with my format?

  • like i told today the perfect moves is to remove acid from bad,and trutzbur from good karma. both side lose per bestthings from karma but nvm lets fight like man.... war or pvp lets push admins to remove it both...... :))

  • like i told today the perfect moves is to remove acid from bad,and trutzbur from good karma. both side lose per bestthings from karma but nvm lets fight like man.... war or pvp lets push admins to remove it both...... :))

    In my opinion, completely removing the Trutzburg is a big cut for non-Rubi players who need the protection to spend their savings or to protect themselves.


    Acid surge can be discussed - I think the limit for karma points is best.

  • yes i understand that about price for skills. The prices of skills are ridiculous compared to the silver rewards from missions, no matter what level you are. And I especially know from experience for the level I play at.




  • This thread was created to gather your feedback, ideas, and suggestions for improvement following the latest update.


    After years, we finally have an update, better or worse, it's something, and we're lucky to have it. Instead of criticizing in ways that offer no value, please try to be constructive.


    Make sure your suggestions are coherent and could actually help the developers move the game forward.


    Now, imagine you're a project manager or developer trying to understand what the community thinks. You open this thread and find pointless arguments, double posting, flaming, spam, and countless violations of the forum rules. That's not helpful to anyone.


    If your contribution adds no value, it's best to refrain from posting altogether.


    Thank you.

    Maeve

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  • Thanks for the update, it’s great to see the game moving forward.


    I am grateful to all players who contribute ideas and insights. Even the small ones matter.


    Combat animations and accessibility

    The original combat animation had practical value. It reflected the full duel — each hit, block, and miss — in sync with the combat log. Distinct sound cues helped differentiate actions and made the feature especially useful for visually impaired players. Each move matched the log, giving a clear and engaging view of the fight.

    Some legacy mechanics still work well and only need refinement, not removal. Currently, it’s just a simple loop, but hopefully it’s only the beginning.

    Karma powers and damage logic

    Current PvP damage logic appears to overlook an important aspect: a player’s remaining HP. A knight with only 50 HP can still take over 300 damage from Acid Hit or basic strikes. This breaks immersion — no hit should exceed what a player can realistically survive.

    One idea to consider is scaling Karma effects based on the target’s condition, so no hit exceeds what a character can physically sustain. Just like elemental resistance, physical defense should offer full protection. The fixed 1 damage minimum currently mainly allows silver transfers between accounts of unequal strength - unintentionally undermining fair play. This single change could improve realism and reduce the abuse of silver farming via alternative accounts.

    Development and castle resources

    The more grounded and realistic the game becomes, the better.

    Castles hold a lot of silver and rubies, with very limited ways to spend them. Expanding upgrade paths to include order-wide bonuses, cosmetics, or strategic perks would give more purpose to accumulated resources and keep gameplay rewarding over time.

    Bringing back a test server like EN/S100 would provide a valuable space to try changes and collect community feedback.

    I hope the game continues to evolve with care, shaped by thoughtful improvements and input from the community.


    Thank you.

    Spartanin

  • I have a questions to the teamler.


    Did Gameforge Change Something with the merchant in Version 4.xxx?


    My Account lvl 161 ist searching for items. I bought in lvl 156/157 some items Thaiengisth and Polinath with luck between 100-130. Since the Update I never Seen any Item with more than 80 luck. And I have Thaiengisth, Ukinycth, elynth and Eerdoth.


    So my questions, did Gameforge change something with the power of items?


    Greetings


    Omen

  • They increased the chance of finding items to 1%+2%.

    Now my dog mainly finds potions, clues, and runes.... Never happened before the update.


    this way we get back into the 3% but I don't think it's appreciable


    Very good :D:D:D:D

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  • Does the dog still work at all? I don't have the feeling that I can find more with a dog. Without dogs, I find armour almost every day.

  • Same here, just potions. That 3% is a huge profit for pay 2 win players. Whole updated bonuses are ment on boosting even more pay2win, even archievements are now only obtainable by paying.


    Some ideas:

    -I think bonuses should happen for both free and pay2win players. If premium get a boost, base game should also have one in order to not make even more distance between p2win and rest of the players.


    -There should be 2 diferent versions of update depending on server speed. Its doesnt make sense to eliminate halfed time after duel in slow server, but it does in speed server. Archievements dont make sense at old servers with 50-100 years real life to complete, while it make sense at speed servers with 10-15 years of playing to complete (a lot of time for a mortal but archievable). 2 different updates would solve that.


    -Karma must be balanced there are 6-7 karma forces unused for example 5 point of strenght, is ridiculous even at level 20, etc. It should be calculated by %. double karma effect at premium is great, but not if it only serves for negative karma acid and thorn amor (I dont know thw name in english).


    -Also making more upgrades aviable even if an order doesnt have a castle. It should be avoided that an order with 10 active player maintains biggest castle just because all top player are in it and use multiaccount to not loose it. To alance damage at wars and eneble low level player to really do something, Castle wars should include at least 1 npc for each level range till 70% of top player in order to be able to participate if there is no one at your level (for example triggered only if order has enough active players). This is just to avoid an order with 20 level 50, 20 level 100 an 20 level 120 be smashed by an order with only 5 play 2 win players at level 170, it shold be at least fighted and promote participation. (also good to make more players play and use castles).


    -If Archievements take so many years to get, specially karma ones which take 200 years of free to play at older servers, they should give some special mounts or companions at different stages.


    - Make Shadow set over level 20, proportionally by level like griffin and Dragon set.


    -Make luck have more influence on earnings, and make it work like attack or defence prob to nerf it (I mean someone can hit you with 50 less attack, but why cant he make critical with 50 less luck, that make a dynamic at tournaments to be just 1 point over enemy's luck and get critical most of the time while getting none)


    - Higer levels over 150 should heve revised earnings from missions or aviable sets (just one of them in order to not make too much difference between p2win and free players that can be with same amount of years playing level 150 vs 220). I understand one of those variables shoud be similar in order to not make an abism between players. But also thats why winning a tournament per week can allow you to get premium at the cost of not rising your level being tourneist. Some better ballance can be archieved here.


    - I like elemental deffence to be calculated in %, but I think only 80-90% max should be archieved in order to make elemental damage usable.


    -Solve all visual bugs like "undefined" title on wars, some labels with grey which lost format at previous update before 4.0 for example at auctions, be able to choose preofile image if you are at Dragon or griphon set, not able to see group stat at group missions, etc.


    -Some balance at group missions, for example I have a level 50 player which should be at 200-300 stats. Easy mission has 800-850 at every stat so in order to win we need at least 3 players. Medium has 900 stats but in order to win we need 4-5 players, difficult 900 stats so we also need 4-5 players. It should be more preogressive, also the gains cause I usually get more gold from easy that from difficult. Maybe its a matter of reclassification of enemies. I cant understand why druid is difficult and unicorn medium or witch easy. Also dont really get how damage is calculated in group missions, what equipmet does mercenaries have, etc. I think mercenaries are a good thing for 1 ruby each in order to make garanticed easy mission if you only are in a group of 3 players.


    I get this update was meant for speed server and pay2win players, specially if company is trying to save the finance of the game. But lot of balance could be done without loosing that players, and also taking care of those who only by rubies at 50% or once per year just to mantain premium for 30 rubies each month, free to play are also included there cause of free rubies got at events and tournaments. How many accounts are free to play or buy just 1 or twice a year, 40%? making a lot of difference with people that has whole pay2win updates will make them quit the game, and a game whre pay2win new players can only compete with other pay2win with more time of play just eliminate the sense of paying which is overtake other players, so no new pay2win. Its for that thaat I think that this update 4.0 should be followed by other update that compensate the bigger abism between players. I think this 4.0 will at first get a alot of players to pay, but long, short term will kill the game. I even prefer to have advertisements on the borders of the screen that such imbalance from pay2win.


    I hope someone from GF read this and try to counterargue, cause I've being playing for 15 years and Ive think a lot about longevity of the game and cant get to other conclussions.


    Have a nice day everyone!

    Edited 2 times, last by Darius ().

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    1. In my opinion, this update is terrible. Comparing items is very unclear, the old version was super clear, this is a complete mess. Many players are complaining about it and I don't understand why something isn't being done about it. The game is supposed to be fun for us, it should be adapted to us and there's no need to forcefully stuff in some new features that are worthless. I've been playing for almost 20 years, so I have something to compare to and this is a disaster!!
  • Some of you think, you have now with premium 3% chance to find an Item with the dog. I think, thats Not right. I think, this are two different Features.


    The dog Take an Item from the merchant of your current town. This Chance ist 1%.


    If you have full premium, you have a Chance of 2% to Get an Item. These items are randomly created. They are Not from the merchant of your town.....

  • I don't know if you are still accepting more suggestions, but one thing I already thought while doing my missions is the possibility of increasing more monsters on the missions, more cities to do missions, and something like that. I think it's time to open the map. Think about adding a second country, a neighbour of Caldean, and increase more elements on the history of the game. I think it would be cool!

  • Some of you think, you have now with premium 3% chance to find an Item with the dog. I think, thats Not right. I think, this are two different Features.


    The dog Take an Item from the merchant of your current town. This Chance ist 1%.


    If you have full premium, you have a Chance of 2% to Get an Item. These items are randomly created. They are Not from the merchant of your town.....


    But the dog hasn't found anything for ages.

    Premium almost every day.

    Edited once, last by Ruriksson ().