What Would Make the Game Better?

  • I was just curious to hear what other players would like to see added to the game in the future, whether that’s new events, shop items, companions, mounts, new tournament system, or cross-servers tournaments and wars! or anything else you think could be fun or useful. Also, things that needs to be fixed, such as combating cheaters.

    This is simply an open space to share ideas and see what others are interested in. Feel free to drop your thoughts below. Who knows, maybe one of them will spark something down the line and lead to a positive change :saint:.

    A list of suggested change to make the game better based on community members suggestions! (will be edited regularly when more ideas are added in the thread)


    1. New shop items (sets) - New Equipment's - ingame sets from marketplace
    2. New Companions, Mounts, and Runes
    3. More Rubies and Silver to the tournament winners
    4. Cross-server tournament system
    5. Cross-server order wars (weekly)
    6. Mobile App for the game!.. This will attract hundreds if not thousands of new players
    7. Bigger Silver Potions
    8. Second itemsets (bag) to switch between different sets easily and quick
    9. better Visibility of the Compare function
    10. More room for inventory
    11. Expand the world map to add more cities
    12. Changes to the EP gains and losses from duels. When the gap between the knights is higher more/less EP should be earned/lost after the duel.
    13. Dragon event to be optional to choose from Dragon or Gryphon sets
    14. After an order only GM it would be good if you had a comparison with what you already have equipped when you hover over the item
    15. Mercenaries to be paid when they defend an attack
    16. Introduce a raid-style system where orders can fight powerful enemies of varying difficulty, offering meaningful rewards and daily engagement.
    17. Increase rewards from group missions and clues, as current payouts (silver and items) are disproportionately low compared to player level and effort. - for every hour a group stays open, an NPC (such as a Black Knight) joins the group. NPCs would scale to player level and could also be recruited through mercenaries.
    18. Add new recurring events with fresh themes to revive long-term engagement, similar to older community-suggested event concepts.
    19. Improve the mercenary system by allowing flexible payment options (per battle or end-of-war) and enabling mercenaries to join group missions for payment only, without competing for loot.
    20. Introduce an equipment optimization system that allows long-term improvement of gear beyond runes and essences.
    21. Add tavern-based quests (e.g., monster hunts, manhunts, duel objectives) with daily or weekly goals and meaningful rewards.
    22. Enhance order (guild) functionality, making them more active beyond wars, with progression systems not limited to castle upgrades.
    23. Rework the karma system, as progression is slow and most powers are ineffective or unused.
    24. Revise the achievement system by reducing excessive requirements and adding meaningful passive bonuses tied to each achievements level.
    25. Allow high-level players to access higher-tier group missions solo, especially when their stats exceed current mission difficulty.
    26. Introduce a cross-character cooldown for attacks to prevent abuse through multi-accounting - This would prevent players from repeatedly attacking the same opponent using multiple characters, ensuring fairer competition and balance.
    27. Revise the war system to allow greater competition and activity by removing the concept of “wars of cover,” which currently lets orders block others by declaring war first.
    28. Daily login system: either log in 30 days in a row or log in 20 days within a month and reset monthly. The second option gives more freedom and avoids forcing daily logins.
    29. Dark/Light Knight system: a powerful enemy with a massive health pool that does not regenerate. The server can hunt it every 12 hours, and it appears once per week. Rewards are based on remaining health or damage dealt. It could also require defeating 3–5 servants before the main boss appears.
    30. Rewards for Dark/Light Knight and daily login: karma, silver, clues, premium features, bonus experience, and equipment (new Dark/Light Knight sets).
    31. Cooking system: add a cooking feature where players can buy food buffs. Big cities like Endalain and Thulgar provide stronger food effects (e.g., increased strength or luck), while smaller towns provide weaker bonuses.
    32. Achievement system improvements:
      • Silver: +1% income per rank.
      • Victories: reduce duel cooldown by 20 seconds per rank.
      • Tournaments: +10% silver per rank and additional gems at higher ranks.
      • Monsters: +1% damage per rank.
      • Working hours: +10% income per rank.
      • Traveling: -5% travel time per rank.
      • Karma: +1 karma per rank.
      • Level reached: +1% experience per rank.
      • Group missions: reduced time for NPCs to join per rank.
      • Challenges: increased EXP gained or lost per duel.
    33. Karma system adjustments:
      • Light and Dark powers rebalanced to make them more impactful and worthwhile.
      • Karma generation and spending adjusted to avoid excess accumulation.
    34. Light powers:
      • Holy Strength: +10 strength + level scaling, costs 100 karma.
      • Protection of the Ancestors: +15% resistance and armor, costs 100 karma.
      • Regeneration: 75% faster healing; generates potions every 500 HP regenerated, costs 250 karma.
      • Angel Wings: grants 40 mission points plus 5 per hour, costs 225 karma.
      • Mystical Shield: absorbs damage based on constitution and blocks acid damage, costs 300 karma.
      • Stronghold: prevents attacks, reduces silver loss for guild members, and boosts recovery speed, costs 450 karma.
    35. Dark powers:
      • Dark Force: steals strength based on level, costs 100 karma.
      • Perdition: reduces enemy resistance and health, costs 100 karma.
      • Shadow of Darkness: reduces hit chance and allows partial block penetration, costs 200 karma.
      • Banshee’s Screech: drains health and causes confusion, costs 250 karma.
      • Acid Hit: deals 150% weapon damage and melts armor, costs 400 karma.
      • Thorn Armor: reflects damage and slows attackers, costs 350 karma.
    36. Training system:
      • Allows players to convert experience into silver.
      • Works similarly to a bank system, converting around 60% of EXP into silver.
      • Does not transfer EXP to other players.



    37. Stop rolling out new servers

    38. New tournament ranges above 150

    39. New challenges above 120

    40. Get rid of negative xp to avoid new players getting bullied by level sitters (12,19,etc)

    41. Each server should have tiers. Each tier should be silver based. 0-1 million in bottom tier. 1-10 million in 2nd tier and so on - You should only be able to attack people in your tier.,etc
    42. Exclude weak runes & potions from the drop system
    43. Christmas Event has got to be improved
    44. Strength and Aptitude should return to 0.5 damage/armor per point. This would make armor and raw damage builds more viable and return balance to the game, at least a little bit. Just pumping Strike and Luck and nothing else is boring—anyone can do it, and it takes no skill.
    45. Remove the Sorcerer from the Dragon's Lair. It's hard enough to upgrade stats outside of the 50% events. Why throw in a mission monster where it doesn't belong?
    46. Add the 50% duel reduction time into Premium accounts. 10 minutes between duels is just too long.
    47. Improve group mission payouts and rewards. I'm not saying every GM needs a Red Ramstill piece with 100+ Luck, but these can drop more often than just 1-2 times a year.
    48. Add 750, 1000, 1250, and 1500 HP potions. 500 max is inexcusable.
    49. Adjust war duels. As lame as people say it is to use Acid with the 2x estate, it's equally lame to pump no Constitution and win that way. Reward the knights that actually put in the work to build offensive beasts by letting them maximize damage. If a joust can be 3 rounds, then make a War Duel 5 rounds. No capping out. Everyone in the duel swings 5 times.
    50. Change the requirements for castles. 50 members for the large castle isn't really all that possible in the current state of the game. .
    51. Monthly Madness. This should occur once a month, for anywhere between 4-10 days. Make it 50% off stats, 50% increased silver, 50% reduced travel time, 25% chance for 2 ruby drops, and a 10% chance for 3 ruby drops.
    52. Jousting System. Add 2 black knights per day instead of 1. This would allow jousts to fill faster. Double the total rubies earned each round and overall. Every round won should reward 2 rubies. If you win an 8-man tournament, your reward should be 12 rubies instead of 8.
    53. Allow people to buy levels (level boosters)
    54. Add more set bonuses to the game
    55. Weekly/Monthly quest log
    56. Increase rubies with purchases/double the current amount of rubies
    57. Make all original slow servers permanent 2x speed with 300 MP for regular and 600 MP for premium

    UK S44 - S45

    Edited 11 times, last by Lazaz ().

  • QoL things


    Itemsets to save so we can switch easier between War-Tournament-Missions

    Bigger Potions, because 500 LP is a joke for the biggest Potion

    A better Visiblity of the Compare function, for me the new one is worse than before - but thats maybe just me

    Maybe more inventory!

    Better groupmissions, they are pretty much dead rn and i cant do them on my own as a overpowered tournament knight, nor i see any on the higher knights. I'm a bit sad they are not used anymore...

    Edit: Larger highscore ranges, i think on older servers after the big merges some lowlvl knights have maybe trouble lowering their XP


    Balance things

    In Times like these, adjust the members you need for castles. I think in a game which loses players, its harder n harder to reach 40-50 players without abusing multi-rules

    Multirules: Like on German S50 theres one Order that has like idk 10 Multiorders which they manage to block or attack the others(which they are totally allowed right now of course). I think thats not the "way" to play, but thats my own opinion. I dont personally know how to fix that probably GF needs to kick all inactive Players so those dead orders of 50 people cant block others.

    I've heared that the merchant is rip in highler levels, which i cant confirm nor deny yet, im not in 216-222 territory to check on my own, but would need a fix

    Change the tournament Classes finally - do 150-199 , 200-249 , 250-299, 300-349, 350-399 etc! Tournaments above 150 are stupid to do so , sadly.




    Improvements:
    Give Tournament winners more rubies! 2 Per round and idk 2 more extra for a win.

    With losing the half CD Thing in the estate - let people get more -XP from knights. let it go up to idk -5XP so that we can lower xp easier as tournament knights!

    I would still enjoy it, but i guess thats impossible, to get real ingame sets - like the other sets have bonuses when completed. For example 3x Shyvorelths gives X 6x Shyvorelths gives Y additionally. But that would be hella thing for exery affix there is out there and to balance it out well... but yeah i guess thats just the dreaming kid in me lol.



    Events:

    I'm fine with repeating events but i would LOVE we could actually get armor we want - so for example a function that people could choose at Dragon event start if they want to obtain the Gryphon - Dragon or under lvl 20 the defense set. In my opinion that would be cool because some of knights would love to wear the dragon set but i surely wont buy it :(

    Same with the fairy or basilisk thing, would enjoy to get a fairy on newer characters, just lemme choose or switch it every year.

    8nfkyz2u.jpg

    Edited 2 times, last by SoA ().

  • A list of suggested changes to make the game better is on the first comment (will be edited regularly when more ideas are added to the thread)



    UK S44 - S45

  • Just a small thing but after an order only GM it would be good if you had a comparison with what you already have equipped when you hover over the item.




    Just so you could see if it is worth rolling the dice in an order only GM.

  • I just posted this in the spanish forum a few days ago:




    "Maybe it would be a good idea to review the war system.


    Orders with castles declare "wars of cover" to prevent others from declaring war on them and conquering their castles. That's a bit boring, and less knightly, in my opinion. :P


    Why not allow any order to attack any castle, whether it's already at war or not?


    I think that would add a LOT of activity to the game.


    If you have a large castle, and three other orders also want it, you just launch war attacks for all three wars, and that's it. I don't see why wars have to be fought one at a time.


    Maybe I'm missing something fundamental. ?(


    Let's discuss it! ^^



    I also don't quite understand how mercenaries work. If they're only paid for attacks they make, why can they be attacked while defending?


    Perhaps they could also be paid for attacks they receive. :/"

    :weapon::armour:

  • Multi-account rule change:


    Prevent a single user with multiple characters (N characters) from attacking the same target multiple times.


    After an attack, the user should be required to wait the 12-hour cooldown, regardless of which character is used, before attacking the same target again.

    firma110.jpg

  • Most of the equipment obtained from GMs is generally underwhelming. It would be great to see these items improved with better stats and a higher resale value.

    UK S44 - S45

  • Things that I have been thinking for years would improve the game:


    - A ‘raid’ system for orders that are like wars but where the rival is a very powerful faction or enemy and the members of the order have to attack until they defeat them, with multiple options to choose from, ranging from weak enemies for low-level players, such as when there are new servers, to very high-level enemies for higher-level players. This would be a daily event where the high-ranking members of the orders choose who to attack, with good rewards in terms of both silver and equipment. /items.


    - Increase the value of rewards in group missions and clues. I don't think it's normal that the value of what comes out is often 1 silver in the case of some scales or equipment that is worth PlayerLv*5 (I am 19 and when I sell the pieces, I only get 95 silver...).


    - New events, as for years on the forums, especially the old versions, there were people who made good suggestions and worked hard to add new events with different themes.


    - Changes to the mercenary system in the tavern, for example, allowing us to choose whether we want to receive payment after each battle in wars or receive full payment once the war is over. It could also be made so that if you are registered as a mercenary, people could recruit you for their group missions, receiving only the payment and without being able to enter the draw for equipment

    pieces of equipment, thus enabling me to level up faster the achieve group mission completion.


    - An equipment optimisation system so that once you have a set that will last you a long time, you can continue to improve it in some way beyond adding essences or runes.


    - Quests within the tavern, such as monster hunts or manhunts, where players are asked to hunt a certain type of enemy or defeat a certain number of rivals in duels on a daily or weekly basis, with interesting rewards.


    - Improvements to orders so that there is more activity in them, since outside of war, being in an order does not mean doing activities with your companions or having any way to improve that order, as it depends solely on the size of the castle. Once you have improved the training dummy, which is the only good option out of the three available, there is nothing else.


    - Complete change to the karma power system and how it is obtained, since gathering karma is extremely slow and, honestly, of all the powers that exist, only 1-2 from each side are used because the others are terrible.


    - Review the achievement system, as many of the amounts required to reach new levels are excessive considering the amount of time you have to wait between duels/missions, and not all servers are x2 x5 speed, making it more tedious on older servers. When you reach the levels where you get the titles, these should have passive effects related to the requirements needed to achieve them (silver obtained = more earnings in duels and missions, victories = reduction in waiting time for missions and duels, tournaments won = greater amount of silver and gems obtained per round and tournament victory, karma collected = % chance of obtaining double karma in missions and reduction in the amount needed to activate powers, etc.).



    - Moving on to things I would like to improve on a personal level based on my character, one thing would be to be able to access higher-level group missions, since my attributes are so high that I could defeat the most difficult enemy I can face on my own without having to wait for someone to join my group.

  • I would suggest the following:

    -Daily login, either login like 30 days in a row or log in 20 days in this month and reset it monthly. I personally like the later, gives more freedom and doesn't force us to log every day.


    -Dark/light knight with a gigantic health pool that doesn't generate. The server can hunt it every 12 hours and happens once a week, with the rewards being dependant on the % of health left or the amount of damage dealt. Or even have to face and defeat like 3-5 of his servants before he appears.

    As for rewards: karma, silver, clues, premium features, bonus experience, equipment (new set for dark/light knight), gems. (For the Dark/Light Knight and for the Daily Login)


    -I believe our knight has gone starving for too long and... a Cooking section at the market would be the perfect place, where we can purchase "food buff" for like 3 hours. I had in mind like big cities like Endalain and Thulgar to have better food and effects, being like extra strength or luck, like 10% and some other effects like bolster pet/mount effect. As for other small places like Grand or Talfour offer little to no benefits at all.


    -For Group missings, my suggestion would be: for every hour a group has been open an NPC (Like black knight) with a similar stats to us would join the group. Of course, you can recruit them through the mercenaries (and hoping the enable higher mercenaries for the higher levels...)

    -I've thought about the achievements having some impact too, here's my suggested list of effects:

    --Silver - ranks increase earn by 1% per rank. (1% extra for gaining 50.000 silver and 13% extra silver for obtaining 350.000.000 silver)

    --Victories - reduce wait time to fight another player by 20 secs per rank. (For rank 1, after dueling, you would wait 9 mins and 40 secs. At highest rank, 13, would be 5mins and 40 secs.)

    --Tournaments - increase silver by 10% per rank and higher ranks grant 1 extra gem (Like 1 extra gem for Rank 6 and another gem for Rank 13) (gems per round? Might be too much?)

    --Monsters - Increases damage dealt in missions by 1% per rank.

    --Working hours - increase earn by 10% per rank

    --Travelling - reduces traveling by 5% per rank

    --Karma - increase karma earned by 1 per rank from missions.

    --Level reached - each rank increases the EXP earned from missions by 1 per rank.

    --Group missions - each rank lowers the time until the next NPC will join the group by 2 mins. (Adding the feature that a knight will join the group for every hour the group remains open).

    --Challenges - each rank increases the EXP earned/loss from duels by 1


    The problem I see about the karma earned would be that we would make a lot of karma than we can use it (if we choose to).
    So, I would consider some changes to the karma when it comes to effects and costs:


    Light:

    -Holy Strength: Increase strength by 10+"level of the knight", costs 100 karma.

    -Protection of the Ancestors: Increases resistances by 15% and armor by 15%, costs 100 karma
    -Regeneration: 75% faster regenerate. Health generation can continue while full HP. For every 500 HP generated, a potion is created and saved in inventory, costs 250 karma.
    -Angel Wings: Grantes 40 mission points when activate and an additional 5 poins each hour, costs 225 karma.

    -Mystical Shield: Absorbs double the amount of constitution points as physical damage and protects from Acid Hit, Costs 300 karma.

    -Stronghold: Can't be attacked by other knights. Your protection affects those dear to you, reducing the silver lost by guild members by 25% and makes them recover health 10% faster, costs 450 karma.


    Dark:

    -Dark Force: Takes 5 strength + "Half the level of the knight" and transfers to the knight, costs 100 karma.

    -Perdition: Reduces opponents resistances by 15% and makes the target lose 5% of health, costs 100 karma.

    -Shadow of Darkness: Reduces the chance to be hit by 15% and gives you a 15% chance to strike through a block area, costs 200 karma.

    -Banshee's Screech: Transmits 20% health with each strike. The Screech confuses the opponents, giving a 10% for him to strike himself, costs 250 karma.

    -Acid Hit: Hits for 150% of the weapon damage at the start of the fights and melts 10% of the targets armor, costs 400 karma.

    -Thorn Armour: Thorns deals 20% damage of the damage to the attacker and reduces his speed by 15 or 10%, whichever is higher, costs 350 karma.


    -Training services: Once per week, the knight can choose to train others, giving away EXP for silver. I imagine like the bank: Convert 60% of the EXP and earned that value in silver. (This process isn't to give EXP to other players but rather exchange it for silver).



    Hopefully, some ideas can be considered to make the game better.

    Sorry for the long text. <3

  • I would like to also see what the discount is exactly on a skill cost visible. This would clarify how attribute cost discounts work in the game, as the in-game behavior is not fully clear and community explanations appear to differ.


    For instance, if multiple sources of reduction are active (e.g. Training Dummy + an event bonus + castle training room upgrades), are these: Added together? Applied multiplicatively? Or does only the highest discount apply?


    An icon could be added to display the discount percentage somewhere under or beside attributes. This would be helpful, especially during events when multiple discount sources are applied at the same time.

    UK S44 - S45

  • Hello,

    First off, I'd like to thank everyone for taking the time to read this post. It's going to be long and thorough. If you love Battleknight as much as I do, then it'll be worth the read—I promise. Feel free to respond as honestly as possible. At the end of the day, these are my opinions.

    Things that need fixing and/or adjusting:

    1. Strength and Aptitude should return to 0.5 damage/armor per point. This would make armor and raw damage builds more viable and return balance to the game, at least a little bit. Just pumping Strike and Luck and nothing else is boring—anyone can do it, and it takes no skill.

    2. Remove the Sorcerer from the Dragon's Lair. It's hard enough to upgrade stats outside of the 50% events. Why throw in a mission monster where it doesn't belong?

    3. Add the 50% duel reduction time into Premium accounts. 10 minutes between duels is just too long.

    4. Improve group mission payouts and rewards. I'm not saying every GM needs a Red Ramstill piece with 100+ Luck, but these can drop more often than just 1-2 times a year.

    5. Add 750, 1000, 1250, and 1500 HP potions. 500 max is inexcusable.

    6. Adjust war duels. As lame as people say it is to use Acid with the 2x estate, it's equally lame to pump no Constitution and win that way. Reward the knights that actually put in the work to build offensive beasts by letting them maximize damage. If a joust can be 3 rounds, then make a War Duel 5 rounds. No capping out. Everyone in the duel swings 5 times.

    7. Change the requirements for castles. 50 members for the large castle isn't really all that possible in the current state of the game. I would halve these requirements.

    8. Monthly Madness. This should occur once a month, for anywhere between 4-10 days. Make it 50% off stats, 50% increased silver, 50% reduced travel time, 25% chance for 2 ruby drops, and a 10% chance for 3 ruby drops. This gives even the most free-to-play players a chance to really earn gems and work on their knight. I WANT more competition.

    9. Christmas Event has got to be improved. It should be the biggest event of the year. Give us a week to decorate the tree. The only bonus available should be bonus silver per mission.

      • Level 1: 10%

      • Level 2: 25%

      • Level 3: 50%

        The other bonus should be a 70% reduction in stats for 1 week.

    10. Jousting System. Add 2 black knights per day instead of 1. This would allow jousts to fill faster. Double the total rubies earned each round and overall. Every round won should reward 2 rubies. If you win an 8-man tournament, your reward should be 12 rubies instead of 8.

    Things I don't think Gameforge ever considers, but could be a game-changer:

    1. Allow people to buy levels. Say I want to recruit someone to US34, where the highest-level active player is 275. Instead of being done for good, they can buy levels to carve a path to compete. Cap it at 75% of the highest overall player. After purchasing levels, your account will be locked for 60 days, giving you that time to build before being able to be attacked. It also warns other players around you, giving them the chance to match if they choose.

      Charge $3 per level and award 8 skill points and 1000 silver per level to build. If you buy up to level 200, you would get 1600 stat points and 2,000,000 silver to start with, along with your choice of a Dragon or Griffon Set. This would not affect the high-score list, as players would still start from 0 silver.

    2. Add more set bonuses to the game. For Fehan, Monster Hunt (make the gear free every year just like the dragon by completing the event, rather than the 1-time bonus per achievement and then earned through badges), and every other god in the game.

      Examples:

      • Fehan Set (5/5): +5% Luck, +2% Damage, +2% Armor

      • Monster Set (5/5): +10% Speed, +5% Critical Damage

      • Taiengisth's Set (5/5): +2% to Strength, Aptitude, and Luck

      • Eerdoth's Set (5/5): +2% Strike Chance, +2% Defense Chance

      • Sayth's Set (5/5): +5% Elemental Damage, +1% Strike Chance

    3. Add rune slots to Fehan gear. The blue chest (Armor of Vengeance) with a 5/5/5/5/2/2 rune could be viable.

    4. Match base gear with set gear as far as rune slots go. Every helmet, chest, sword, and amulet should get at least 1 rune slot. This makes using gear from merchants more viable, which could change the way people build.

    5. Delete any account that has been inactive for longer than 365 days.

    6. Add things to do in the game. Create a monthly quest log that, if completed, would reward premium and dummies for free every month, on top of a max of 100 rubies earned. Add new things to do in groups or solo, other than just basic missions. I want free players to have a fighting chance too. This game is absolutely brutal on free players unless you want to joust.

    7. Continue to add new mounts and companions to the game.

    8. Add a brand-new event. We get the exact rotation of core events yearly. Something new would be nice.

    9. Increase rubies with purchases. If someone's willing to spend $100 on the current value, imagine how much they'll spend if they get more bang for their buck. I'd say double the current amounts. There’s no way you lose money here.

    10. Make all original slow servers permanent 2x speed with 300 MP for regular and 600 MP for premium. 240 MP with 30-minute large missions is crazy—come on now.

    Things that aren't as important, but would be cool to see:

    1. Boost the Christmas Gift. Give the player the option between a 10% all resistance rune and the permanent rune slot addition. Both were old Christmas gifts in the original design of the game.

    2. Make clue rewards better. It should be easier to get all of the best runes in the game at lower levels if you just put in the effort.

    3. Adjust Joust Ranges.

      • 150-199

      • 200-249

      • 300-349

      • 350-400

      • ETC.

    4. Add new runes to the game. +8 to every stat/resistance would be a solid start.

    5. Add more challenges. Level 150, 160, 170, etc. You don’t even need to add titles every 50 levels, but just allow people to earn horses and more rubies.

  • 1. Stop rolling out new servers. It doesn't increase income, it makes no sense.


    If there were just 5 servers in each country, then those 5 servers would be full, active and generating income.


    Every time there's a new server then yes there will be a boost in gem buying but the other servers die a bit more and drop in gem buying.


    2. I like some of the new buffs on the estate bonuses but acid is just too high. It's a free pass for the dumbheads who use bots instead of really playing.


    3. Everyone has said this : new tournament ranges above 150. New challenges above what it is now........is it 120 last challenge? Can't remember. Even if it is every 25 levels or something it's still something else to aim for. Better gear selection at high levels, everyone wants that.


    4. Probably a bit controversial but...............I think they should get rid of negative xp. In fact, they never should have had it, ever.


    All the level sitters and tournament knights will call for a lynching right now but it's ridiculous that people spend all day attacking new players over and over just so they can sit at level 12 or 19 for, I don't know, years.


    They justify themselves by saying they are F2P but all they are is bullies who make new players want to give up before they've even started.



    2 people start playing a server on the day it starts. 1 levels up normally the other sits at level 12 with 1000 times the fights constantly attacking level 3's but with the same stats as the person levelling up normally. Totally unfair on new players.

    And. If the normal player attacks them, the level sitters thinks they are the bully.


    Take away negative XP and each server should have leagues or tiers.

    The tiers should be silver based. 0-1 million in bottom tier. 1-10 million in 2nd tier and so on.

    You should only be able to attack people in your tier.


    It protects new players a bit and gives them a reason to keep playing and gives real players something to aim for - levelling up through the tiers.

  • All weak items like regular potions, runes and clue should be excluded from the drop system, when something like that happens it's very annoying!

    S3&S7 > S55 PL #UNITED

  • Bring back the free snowballs during the Christmas event. There is such a medal, give it a chance to be earned without spending hunting badges to buy snowballs. And yes....purchased snowballs work normally, don't justify their removal with an imaginary bug!