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Messages - Oton

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1
Bugs / Re: BIG BUG
« on: April 11, 2012, 08:43:21 AM »
Everything should be fixed now.
Please, confirm.

2
Bugs / Re: big bug
« on: February 02, 2012, 10:43:38 AM »
we see everything, logging into those guys' profiles...
I don't understand the problem...

3
Bugs / Re: Update medal profile
« on: January 12, 2012, 10:00:38 AM »
Your account should be updated.
Please, confirm.

4
Bugs / Re: Guild Bonus
« on: January 04, 2012, 12:02:36 PM »
Guys, I went to the legal texts and couldn´t find anything about the rule "bonus don´t stack".

It´s not written in the text about  bonus in the guild page and it was not mentioned during the process of buying the diamond´s.

I still think you own me 150 diamonds....
Please, write me your account name and realm on PM.

5
Bugs / Re: City guards...
« on: December 21, 2011, 05:02:20 PM »
We are looking into the problem.

6
Bugs / Re: Dangerous provinces
« on: October 28, 2011, 08:53:59 AM »
Yes, we know about the problem and we will fix it, but I cannot engage myself with a concrete date.

7
Suggestions / Re: More Interaction between players!
« on: October 26, 2011, 09:21:50 AM »
Both ideas are very good, but both of them are attention, time-consuming and could lead to crushing of the game experience.
And I say that, judging from my own game experience.

Your first idea means that:

Players will actually have to SIT and THINK about creating incentives for others, in order to have their quests completed. Having a competition for quest writers that has been running almost 9 months... Only handful of people made some effort to write something, despite the MASSIVE quantities of Diamonds I throw at them. I seriously doubt that there will be enough players who will want to do stuff that, according to them, needs to be done by the IH Team. So, there will be 2 months of enthusiasm and then the players quest screen will be empty.

Your second idea means that:

I will create 10 accounts, develop them enough to be bankers and I will start multiplying my gold by giving it to them for an interest. This is just the first scheme that comes immediately to my mind. And this scheme only will crush the game economics. And I'm sure players will think of another 1000 schemes which I am too lazy to brainstorm at the moment.

So...

Your ideas are good, my friend... But in a perfect virtual world. Not in Ayarr Empire.

8
Bugs / Re: Guards dissapeared
« on: October 25, 2011, 11:14:36 AM »
We found them...

I refuse to disclose the condition we found them in.

9
General Talk / Re: Mercenaries
« on: October 21, 2011, 10:31:52 AM »
No changes have been made to mercenaries.

10
Bugs / Re: hiring guards
« on: October 19, 2011, 02:44:50 PM »
You cannot hire guards from a foreign tavern into your own group.
You can only do that, if the group is in the HQ.

11
Bugs / Re: Hiring/managing City guards....
« on: October 13, 2011, 01:44:39 PM »
Were Sherifa__ and gogo4 in your Guild?

Did they leave by themselves or were they expelled?

The problem is fixed, please, confirm.

12
Bugs / Re: "Defender of hope" problem.
« on: October 07, 2011, 08:34:52 AM »
You are now on Step 33 of the Tutorial.
Please, go to the Imperial City and choose a profession.

13
Questions / Re: Crafting Doll
« on: August 17, 2011, 10:24:01 AM »
Hi. That's an easy question :)
When you go to the hero option "crafting doll", you have 2 slots for tools (1 for main and 1 for secondary profession), and now, you have 5 more slots: 2 for rings, 1 for amulet, 1 for belt and 1 for globes. What is for? How affects this attributes to craft?
Thanks
Those slots are for Crafting Sets.

14
News / Work on Imperial Hero 2.0 has begun!
« on: August 16, 2011, 05:18:21 PM »
It is with great pleasure that the Imperial Hero Team announces we are working hard on 2.0 version of the game!

The upcoming changes are way too many: visual, functional and gameplay wise.
An entirely new, much more functional vision is awaiting all the Ayarr heroes, many new modules, improved old ones and so on. All these features will be deployed in January 2012. We know the date seems far-fetched, so we have decided to divide the new features in two parts and to bring joy to your hearts with small bits of Imperial Hero 2.0 pretty soon! This will give you an idea of how big and fundamental are things to come, and will also breathe life into the game.

What will we deploy on August 22nd, 2011:

An “Imperial Hero” title – a new, ground-braking concept, the culmination of the game for each hero. After reaching level 69, the players will have the opportunity to take on a story line quest, whose reward will be the privilege to reset their heroes and to receive a unique permanent bonus:

 1. The choice is between two bonuses – Crafting or Fighting.

 - The Crafting Bonus will grant one additional bonus for all the legendary and epic crafted items – so legendary crafts will have 4 and epic ones will have 5 bonuses.
 - The Fighting Bonus will add 1 coefficient to one of the heroes’ primary attributes. (Example: A warrior with a coefficient to the Strength will have 2,5, instead of 1,5 redistribution bonus)
 - Each hero can reset 2 times and, thus, receive the two bonuses! (two titles)
 2. Upon resetting the hero will receive a special achievement, called “Imperial Hero”, which will be forever visible in his profile.
 3. The heroes will receive 500 Action Points upon resetting.
 4. Experience is nullified and heroes start from level 1.
 5. All Crafting Points are nullified except those, achieved in Crafting Tier 1.
 6. Attribute Points and Skills are nullified upon resetting and heroes will be able to choose the same hero class or try a different one.
 7. Achievements from previous hero classes will remain and new will be added, if the heroes make them.
 8. Gold, items, Diamonds, Guild and Premium memberships will remain after the reset (some of the features will be corrected to respond to Tier 1, where necessary)
 9. Mercenaries will be kept, where they can be used again, when the hero reaches the respective level.
 10. Items, which were equipped on the hero, will be moved into his cache (Don’t forget to collect them!) and will be usable again, when the hero reaches the required level.

Concept for City Guards management will be changed. City Guards will now be Guild Mercenary Army.

 1. City Guards management will be moved from the No Man’s Lands Castles to Guilds HQs. From there the Guards can be sent to Castles, if necessary. The “City Guards” building will continue to determine the Castle’s Guards Garrison. Guards must be the same Tier as Castle’s.
 2. The number of City Guards groups, which the Guild can own (no matter the Tier) depends on the level of the building, which will manage them in the Guild HQ (a new building).
 3. The Guilds, who currently possess City Guards at the moment, will not suffer from the lack of such building, but if they lose a Castle, and they don’t have such building developed in their HQ, they will lose all their guards. (therefore it is vital for everyone to develop this building as soon as possible, no matter if they have already hired City Guards).
 4. After Outpost or Castle is lost, the Guards will not perish, but will be moved to the Guild HQ. This will make them reusable.
 5. Guards will be also used for a mercenary army (up to 20 groups) for attacking enemy Castle or Outpost. This army must be placed in the attacking Castle or Outpost, so it can participate into the battle.
 6. Moving Guards between Castles and Outposts will take time, which will not be decreased at all.
 7. Guards will be trained in a special building in the Guild HQ, where, after a payment is made, they can be upgraded. Upgrading their Tier will not be allowed.

Re-balancing of many of the existing modules:

1. Generated Action Points amount in Tiers 6 and 7 is increased -  36 and 48 per day respectively.
2. The Blood Castle becomes Tier 7, Tier 6 story line quests for it, will remain unchanged.
3. New prices, levels and bonuses in Outposts and Castles
4. Guild HQ receives more levels and bigger bonuses for its buildings development at upper levels.
5. Castle and Outpost Walls will have 50% hitpoints.
6. Towers price in gold is increased.
7. Prices of City Guards building are changed (price is increased, the price-increasing formula is decreased).
8. City Guards structure is changed, each level allows  1-2 groups: 1-10 – 1, 11-20 – 2 (total of 30)
9. Last levels of Weapons and Armor Shops, which generate Epic and Set items will be improved, so they offered a guaranteed high quality items for sale (epic items will be generated from blue and yellow recipes, set items – from at least legendary recipes).
10. Attribute Potions shop will be improved, levels and bonuses of the potions are increased at each level.
11. Upon upgrading recipe shops, previous Tier recipes for sale will remain.
12. Strength attribute will increase the damage inflicted with 1% at every 6 points (now is 4) and will have a maximum limit of 150%.
13. New high Tier sets

15
Questions / Re: stoping experience
« on: August 11, 2011, 11:44:14 AM »
but i though that they stay t4 as long as you are in t4, because you have to manually upgrade them at the healer... so they should not be penalized at all...
a merc can be lvl 55 and still be considered t4 if his not upgraded and your hero is still in t4... am I wrong?
We put the penalty by comparing levels, not Tiers, Snif, so it doesn't matter if the mercs are upgraded or not - they get penalized for each level difference.

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