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HnRkLnXqZ.1870

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Posts posted by HnRkLnXqZ.1870

  1. The problem exists since the 6th of November. We also tried it in the bug-report sub-forum. But opposite to the usual responses like "we are working on it", there was no official response so far.

     

    It is a really annoying bug/error, because thousands of players rely on the official forums being accessible every time. It is a great source for knowledge, information and news related GW2. Not to mention the entertainment factor. Requiring the login to just read it, kicks out the entire F2P community and every person who ponders about joining us, but does not have an account yet. As well as every player who reads the forums, but never bothered participating in them. The forums are full of reasons to start GW2, many threads with nice explanations and lists of our features. Especially with the Steam project in mind, fixing this issue should actually have a very high priority in my opinion.

     

    Let's hope this one reaches out.

  2. You can trigger more than one combo-field with a single blast-finisher. You need to practice a little with the aiming to find the exact overlap-border, but it is not that difficult. So technically OP is already sort-of correct. Sadly, not many people know or even use this. /shrug

  3. The link is broken, this one works Solo Firebrand.

     

    > Currently, my gear has stats of condition damage, vitality, and toughness.

    = Budget, Dire Variant

     

    Conditiondamage is delayed. You load conditions on your targets, they get damaged per tick. So you use your skills and have to "wait" until your opponent dies. By using Dire stats, you rely 100 % on condition damage only. This can be extremely annoying when dealing with several (trash) mobs at once.

     

    But how do you survive? The keyword is: **Active Defenses**

    - Use dodges to evade powerful attacks.

    - Use Aegis to block attacks.

    - Use Swiftness to improve your movement speed, so you can run out of area-attacks and outrun charged attacks.

    - Use Protection to reduce incoming damage that cannot be prevented to the absolute minimum.

    - Use Stability to prevent yourself from getting knocked down/back or stunned, so you can always use your active defenses. Once you suffer from a crowd-control effect yourselves, the only thing that prevents you from dying is your 20k HP pool. Once it is depleted, you are defeated.

    - Use reflects to block projectiles.

    - Heal damage early, as your heal-skill is not very powerful.

    - Use crowd-control on your enemies to interrupt attacks and give you an advantage in combat.

     

    It looks nice when you read it, but execution is a bit difficult. The meta demands that DPS has utmost priority above everything, so the Active Defenses have to run in the background. That is why they rarely explain those mechanics properly. They assume you already know this.

     

    A few easy tricks to get started:

     

    **Movement is key**. You can melee your target by walking around in narrow circles. This will cause them to miss a lot of attacks. Most of your attacks, even the axe-skills, have an attack range. So try to avoid 100% melee at all costs. Kite your mobs.

     

    **Dodging** should be the last option, as it is the most powerful defense you have. It is capable of negating every attack. Never let the endurance-bar run low and always try to use other methods instead.

     

    **Terrain**

    When you are fighting ranged-opponents, use cover. Once the line of sight is broken, the AI forces them to switch to melee-mode. That means they run towards you. This gives you time. Also use objects & walls to stack enemies up, so your cleave-attacks hit them all together. NPCs cannot jump. So if you jump on a small ledge, they always take the long way. You can play cat & mouse with melee units by just jumping up and down.

     

    **CC**

    Axe 3 and Tome of Justice 3 are powerful pulls. You can use them as combat-starters to give you a preemptive attack, but also to interrupt powerful attacks. When fighting melee opponents, Scepter 3 works great.

     

    **Recovery**

    When you are about to heal up, use Tome of Resolve 5. It enhances the heal by 33 % for 8 seconds. Your heal-skill will heal for ~ 2k. If you follow the build-recommendation and use it every 7 seconds, you can gain a total of 4k HP recovery with the buff and 3k without. The real problem is to get as little damage as possible, to make sure the small amounts of heal are enough to keep you stable.

     

    At a greater cost of Quickness uptime, you can replace Mantra of Solace for Litany of Wrath. It works with condition damage, so you should be able to heal up quickly.

     

    **Charge Attacks**

    When an opponent is about to do a powerful attack, they usually have to charge up. You easily notice the effect-area of that attack. So instead of interrupting that attack, let the NPC charge. Position yourself outside of the damage-area and use the free-time to deal damage and recover your useful skills. No need to spam defensive skills while "waiting."

     

     

     

  4. I first thought the board was hacked; glad this is not the case ^^.

     

    Still, the forum should be read-able for non registered visitors. It is a great source of knowlege, news and entertainment.

     

    If you try to access a thread with a direct link, you get moved to the login-page. Which indicates that the permission-rights were changed. Either accidentally done by an Administrator or Vanilla Forums directly (my guess).

     

    The Language-Boards (French, German, Spanish) are still accessible. This promotes the mistake-answer. Accidently checked a checkbox.

  5. The Juggernaut. During the precursor-crafting, you obtain the Mystic Chromatic Ooze. It renders every skin/outfit in a metal-style and utilizes the colors and light-effects of the environment. It is a game-changer for Fashion Wars and even beats a couple of infusions in terms of stylishness. In addition, the Ooze affects underwear - not kidding. Once you have done the precursor-crafting, you can get unlimited Oozes from Hobbs. So you can give each of your characters an own Ooze. Same effect comes up whenever the legendary hammer is drawn. The Hammer keeps me motivated to play classes which use a hammer. As an explorer-type and Engineer player, I liked the story behind the collections. Collected most of the Doubloons from doing tons of Jumping Puzzles, which I really enjoyed.

  6. Viable? Nope.

     

    I once created the Rocketeer build, which utilizes the Rocket Turret and Motar Kit for ranged camping, with the Hammer as a melee option. It is ok for a few situations, works on Worldbosses and a few meta-events.

     

    The other turret that is worth picking is the Thumper Turret, because it grants easy access to blast-finishers for combo fields. But that is just a utility-purpose, not related to damage-output. Healing Turret performs OK, but deals no damage at all. If you are looking for an additional-damage source, grab the Shredder Gyro. Improve your boon uptime (stability, quickness, swiftness, superspeed) , to get most of the damage-multipliers to work. If you want more, you may have to use kits. Grenade Kit preferably, Bomb Kit also works.

  7. I would not use three shared inventory slots on gathering tools. Here are three ideas that came into my mind

     

    **Variant I - Static**

     

    Main Character has one full set.

    One full set is in the bank, you pick it up with your daily character.

    Pickaxe in the shared slot.


    **Variant II - Levelup**

     

    Temporary Character has one full set, while it is leveled from 2 to 80. During that phase, you spend a lot of time on that character.

    One full set in in the bank, you can pick it up with your daily character.

    Pickaxe in shared slot.


    **Variant III - Purpose**

     

    You have 11 permanent characters and 7 tools in general. So 7 characters are geared with one tool only:

     

    - The sickle characters farm plant nodes with priority and other nodes with a regular tool.

    - The axe characters farm tree nodes with priority and other nodes with a regular tool.

    - The pickaxe characters farm mineral nodes with priority and other nodes with a regular tool.

     

    Depending on the glyphs you use, you will tend to use specific characters in specific maps/regions. You will also prefer certain paths that lead along those special nodes, giving each character a unique pathing-system. The remaining four characters should could use Karmic Enrichments to promote higher participation in Events instead of gathering. If you are into RP and characters having preferences, this could be a fun thing to experience. If you enjoy all content equally, this may not work out well.


    Note for Variant I and Variant II:

     

    The Pickaxe can be used for three different farms:

    - Quartz Crystals (Crystal Oasis, Dry Top, Bazaar Docks)

    - Iron in Brisban Wildlands (Gallowfields Waypoint)

    - Candy Corn in the Labyrinth

     

    That is something you can do with a random char, without much preparation. Just grab any of your characters, and do it. If you feel like it, rotate through all of your characters.

     

  8. Not a huge fan of the entire punishment mentality in general. Humans do not respond well to any kind of punishments, improvement usually come at a very high cost. Most punishments do more harm than good. I would like to use the opposite approach and reward sticking to the team:

     

    - Create a buff called "**Part of the Team**"

    - Upon creating a party, entering the first Fractal, that buff has one stack

    - After completing a fractal, your buff stacks up

    - When you leave the party, the buff remains 10 more minutes

    - When you enter a new team, you start from scratch again - even if that team already did 3 fractals before you have joined, they continue at 3 stacks, you start a 1 stack

     

    That buff could grant minor loot enhancements such as

    - chance for bonus Relics on kill

    - Magic Find

    - Increased gold/EXP gain

     

    This would improve the situation, promote the idea of playing Fractals in a group for an extended time. In addition, Fractal runs outside the dailies would be promoted as well. However, thanks to our genius farmers, we have to double-check to prevent abuse of the system. Else there would be groups just grinding stacks in T1 fractals and doing their CM/T4/Rec after.

     

    - the buff only increases by one for each fractal of each tier, doing UB 15 times in a row would not cause 15 stacks

    - the buff should have a cap of ~ 10 stacks

  9. I will not hit on stuff that has been mentioned over and over already. Instead let us take a look on the other things ...

     

    > The Icebrood Saga‘s conclusion will be felt throughout Tyria—even across the seas.

     

    Across the seas means Elona? The gateway south of Fields of Ruin is still shut and may not be used ever at all. So Elona is still only reachable across the seas. This sounds a little unlikely, because the LW is normally tied to a special territory. During LW3 and LW4 we did not set a foot back into the Heart of Maguuma at all. So why change this in Icebrood Saga: Champions (IBSC)? The Ring of Fire is also across the sea, but I doubt they would link active LW story to an old and abandoned story-chapter of a former living world season.

     

    > #Replayable Dragon Response Missions

    > Dragon minion incursions have thrown once-peaceful lands into chaos, and **there’s no predicting where the next attack will erupt**.

    >

    > Each chapter of The Icebrood Saga: Champions introduces new Dragon Response Missions, which can be tackled solo or in a group of up to five players. In these encounters, you’ll head to invasion points to shore up defenses and protect the area from rampaging dragon minions. Work together with allied reinforcements to neutralize powerful dragon champions—the ultimate threat at the heart of the assaults.

     

    "there is no predicting where the next attack will erupt"

    /doubt

    If it is a 'random' event like the portal-invasions of Scarlet and Joko, there will be a timer-schedule in no time. Random spawn-times are a fun concept, but in this game, there always is a rule and a schedule. I would even go further and assume a prediction-device as we had it for the Ley Anomaly, either accessible via NPC interaction or Gemstore (similar to the Worldboss portal device).

     

    If that content is instanced, what "can be tackled solo or in a group of up to five players" implies, they may be accessible via EoTN. If that is the case, they may have to rework the interface of the Scrying Pool. Or they use another NPC, probably an Asura Gate which operates similar to the Fractal Portal in Lion's Arch (just without a lobby).

     

    > #Befriending Allied Factions

    >

    > Tyria is full of people with different loyalties and priorities, but everyone is at risk from an enemy driven only by destruction. When dragon minion attacks multiply, you’ll find more envoys making their way to the Eye of the North.

    >

    > During **global faction mobilization events**, players can pitch in to train, rally, and build trust with factions both familiar and unlikely. You’ll be rewarded for your efforts, and your allies will begin randomly appearing in Dragon Response Missions to lend their special strengths to the fight.

     

    "global faction mobilization events"

    Sounds like the open-world events we know from other Living World. We might figure out a schedule for those as well. I wonder how they intend to realize "your allies will begin randomly appearing in Dragon Response Missions." Maybe we get a global-progression system, similar to the community-events. One progress bar/step for each faction. Once the community filled it, that faction will appear in certain Dragon Response Missions (suitable to the region) as allies.

     

    Another option would be to make them account-bound, which would be a bit weird to make. If a character in your party has a full affection bar to a certain faction, they will spawn one additional member of that faction into the zone. But this would be a mess, buggy and probably even cause crashes. I hope this will not be the case.

     

    > #Achievements, Masteries, and Rewards

    > As you play The Icebrood Saga: Champions, unlock the Dragon Slayer Mastery track to boost your abilities in Dragon Response Missions and purchase weapon recipes and more from friendly faction vendors. Complete achievements and collections to earn valuable materials, Mastery points, and unique rewards.

     

    Dragon Slayer Mastery = Dragon response Missions and purchase recipes from faction vendors.

    This goes towards the "lore" masteries we know from HoT? Improving the affection/trust, granting access to special vendors. Maybe we can also unlock special features/attacks/buffs during the instanced encounters in the instances via the Mastery.

     

  10. Ironically, we had this once. The original turrets worked like that.

     

    1.) You placed the Turret with the utility/heal skill.

    2.) The turret was placed and started operating. Meanwhile the utility-skills turned into overcharge-icons, allowing you to overcharge the turrets when/if you felt like doing it. In addition, the toolbelt-skills turned into the detonate-icon.

     

    They worked like this for a very long time until that one cursed day, when the developers decided this mechanic was too complicated. So they removed the control over the turrets from us and created the auto-overcharge, which triggers right after the turret was placed. They assumed Engineer players would never use the non-overcharged version anyway, so they did us a favor. It was absolutely horrible. This small QOL patch has wrecked so many good builds and promoted the summon=>detonate mentality even more.

     

     

     

    So I welcome your suggestion. It would not turn the clock back, but it would give us some control back.

     

  11. We used the bundles long before the farmers even recognized their existance. We have been mocked for playing with _useless toys_. Then someone actually decided to listen to us and tested it. The bundles worked as we said. But when we continued about to use them wisely, the person already left. The ultimate weapon was discovered!

     

    But as with every trick we discovered over the years, instead of using the stuff wisely and only in emergencies, they decided to make it a standard. Using the bundles in every situation that required CC. Why limiting the use of the I-Win-Button?

     

    The fix was inevitable. It has been a great time, the bundles still work in Open World and some Instances. In addition we have received the United Legions Waystation, which feels like being locked in a toy-store as a 6yo ^^. Big thanks for this amazing toy!

     

    The farmers will discover another exploit soon again, they always do. They will milk it like a dairy cow until it gets fixed. Then the cycle repeats.

  12. The longer we play the game, the more familiar we get with it. We tend to notice more details, but also more things that disturb us. Even if those aspects have been part of the game for a long time. This is normal.

     

    From my personal impression, the grinding did increase compared to the first days. But back then, a lot of things, which are important today, did not matter at all. The farming is part of the endgame nowadays, something that did not really exist during vanilla.

     

    You may not find a person who agrees with every decision of ANet of the past 8 years. Design choices are always questionable and never meet everyone's expectations. If they succeed in the long term, the decisions were good. If not, things get adjusted. The Raiding system was a good decision. I did not like it, but it worked out. However, times change. They adjusted the system and introduced Strike Missions, set the Raids on temporary hold. They may return to the real Raids again one day, we do not know. It depends on how the community decides and what people prefer to play.

     

    We change the game and decide what directions it leans towards. We decide what we play and how we do it. They see what content is liked and how certain mechanics are accepted. That information is used to make further decisions. It is a bit like at the encounter against Gozer in Ghostbusters I (1984). We decide, what we have to deal with in the upcoming months by the decisions we make now. Opposite to the movie however, single persons decisions do not have a great impact. More what the community as a collective does, does not, purchases and ignores.

     

    Our discussions on the board also have an impact on the game. Some work as inspiration or help deciding on changes. Suggestions matter a lot. Some make it directly into the game, others end up modified or change a mechanic that already exists.

     

    I am curious about the next Expansion, not really about the story to be honest. How did the farm-mentality of the past years impact the future maps? Will the meta-events be as engaging as Dragonfall or Drizzlewood Coast or maybe go into another direction? How did the combat-mentality, the tunnel-viewed focus on rotations and dps-numbers impact the class design? Especially the new elite-specializations? Are we leaning towards the trinity again, or go back to the jack-of-all-trades mentality? Map design, NPC behavior, Renown Hearts, Karma and map-currencies, dailies, cut-scenes, world-bosses, ... etc. A huge variety of aspects we influence with our decisions now, which may change or remain in the upcoming expansion.

     

    With that said/written, I think it is a bit early to decide if the Expansion will be a success or a failure.

  13. The search-box of the LFG works as every search-box on the internet. You can use it to filter the lists. You can write -li and -kp, which will result in making only groups visible which do not require those two. The list will be significantly smaller.

     

    The situation with Raids and also Strikemissions is, we have a mixed community. There are the established veteran elites, who just want to get their farms done with a skilled group. And there are the new players who want to learn and give it a try. Both use the same LFG. So when you join in for the first time, you are overwhelmed by the abbreviations and minimum requirements for groups. If you use the filter as I mentioned above, you may realize that most of these groups are not interested in newbies in general.

     

    Raid trainings which require KP and LI is something special. Usually specific training of certain mechanics, so they require experience. It is not training as "we train you from scratch!" It goes more into "you are good? we make you even better!" That is also some kind of training.

     

    The standard recommendation for starting raids is always the same: Find a guild that introduces players into raids. They have the patience and the skill to train people properly. Learning raids with LFG groups, may not work out.

     

    GW2 is still on the market after 8+ years, because it has some unique features. One of them is our lack of a real gear-treadmill. Except for T2+ Fractals, you are fine with exotic gear in every other game-mode. The stat-gain of ascended is minimal, Legendaries are just for the visuals and easy stat-changing. You can gear a character, go on a 2 years break, return and continue playing.

     

    The KP tokens are guildhall decorations. Yes, we still use them. LI are used to craft legendary armor.

     

     

     

     

     

  14. Well every background program eats resources. So it would probably increase the lagg and loading-time issues even more.

     

    On the other hand, we had "official" spyware for once, which was designed to record certain software activity. Those records caused a ban-wave. The common excuse why people had the questionable software on their computers was "I need this for work." Claiming to be programmers and software developers for big companies who have to test their stuff with those tools to fix bugs. Most real employers would kick you out instantly, if you dared to bring that unfinished code home, let alone run it on a computer where you play online-games. But the companies, those "programmers" worked for, were probably just really relaxed with security of their products.

     

    No matter what they do, no matter how fool-proof the method is, they will always face a wave of complaints. No one wants to be called a cheater and punished for it, even if they are 100 % guilty.

     

    Those special programs work because there is an interface they can interact with the client. That should be fixed.

     

    One small example: Clickers and Macro Tools

    Those programs simulate player-activity by moving the mouse-cursor, clicking with left/right and pressing button combinations.

     

    However there is a real difference between a button pressed by a program and a button pressed by person. This difference can be detected. But it requires a lot of work. You have to deal with different keyboard-manufacturers, drivers, operating-systems and the hardware itself of course as well as the interface. And then you run into the situation with the touch-pads, which use a keyboard-program. The gaming-veterans of the old days may remember those hours and hours of trying to get that game-pad/keyboard/mouse working. We had a lot of issues back then, some devices never worked properly or only half of the buttons. It is a lot easier to just use the same query as everyone else, and just assume every command you receive was done by a human being.

  15. If they increase the limit to 100k or even 1kk, it will change nothing. The next super-rare drop will automatically be listed for the TP maximum. Not because it is worth the price, but because people think this is a _smart_ move. A lot of the items which are traded on the black-market are nowhere near as expensive as they are claimed to be.

     

    Increasing the limit once may just lead to increase it over and over, because people tend to list rare stuff on cap.

     

    In addition, I would like to add that the problem of 10k+ gold-trades does not affect the majority of the community. It is an issue for extremely rich players, which often use black-market trades anyway.

  16. Main Character - Volunteer: Because it fits. As long as it is not something against my principles, I pretty much engage into every activity that pops up. Easily attracted by downed/dead icons on the minimap and mapchat activity, enjoy to do HP/Events/Bounties/Collections with people who need them. Often end up pondering what I really intended to do that day.

     

    JP Character - Finders Keepers: Because it fits perfectly to a treasure-hunter.

     

    If I ever manage to obtain the Unhappy Camper, I am going to give this to all my gather-mules, because it would fit perfectly.

  17. Nice suggestions @"archmagus.7249". The current version of the Function Gyro is probably the best so far, but compared to other Elite mechanics, it is still quiet lackluster. It feels like it is made of paper.

     

    If the cooldown would be affected by Power Wrench, it would be less of a chore to use it on multiple targets. When I use it in squads, I almost always regret the use, because I run into a "better" situation just a few seconds later, when it is on an extremely long cooldown. And when I try to save it for that one perfect situation, the encounter is over and the Gyro was not used at all.

     

    Another huge problem comes with the downed-teleport skills from Thief, Mesmer and the Mist Form of Elementalist. But also the pulls of Ranger and Necromancer, which abort the Gyro instantly and send the entire skill to cooldown. So when there is a Necromancer around, I usually have to wait till they go into Shroud, or risk to waste the Gyro. In addition, I should check the class of the downed player and decide to wait until the used their mobility-skills (if Thief/Mesmer/Ele). We are a frontline class, our combat used to be intuitive.

     

  18. > @"Vavume.8065" said:

    > 2 hours is not long enough if you want to put in a serious grind without interruption. Whenever I buff i get around 6-8 hours min before i start.

     

    6-8 hours min for a serious grind O_O. This is one of the few moments on this board, I actually feel old.

     

    Noah seems to use the Gobbler to convert Candy Corn for the sake of not selling/eating them. So clicking on the Gobbler every X seconds appears to be a problem. They could enable a convert-all function, that allows you to use all Candy Corn in your inventory at once. For every piece that is consumed, the cooldown timer will add those 5 seconds. So if you decide to convert 5k pieces of Candy Corn at once, you can do it. But have to wait (5,000 x 5s = 25,000s = 417 min) 6.95 hours until you can use it again.

     

    The random transformation could be solved with generating transformation-tonics in your inventory, similar to opening bags.

     

    Not a huge fan of this development in general. The Gobblers were introduced to give the festival currencies an alternative purpose. They are used as power-farming gizmos nowadays.

     

    It might be a good time to overthink the concept of the Gobblers in general. Remove the funny aspects and just reduce them to the buff-gizmo purpose. They could weaken the boons but allow us to stack different Gobbler effects. So the farmers can max out their loot and the company can sell more Gobblers.

  19. There should be a skip option for story-content you have already played, but not for the initial playthrough. I can live with that. But making every dialogue and cutscene optional just ruins the immersion.

     

    If you do not like people having a different opinion than you, I am sorry. This is a discussion forum, not a ticket-counter.

  20. > @"Kodama.6453" said:

    > Being locked out of an entire utility skill category also would feel really unfair as long as other classes don't have to give up a utility skill type as well....

     

    We already are. If you look on the Utility Skills, every class has 5 types with 4 skills each. Engineer has 4 types with 5 skills each.

     

    The idea of **boosting Core without having an impact on Holosmith and Scrapper** does not work. If we follow that path, our class will become even more broken.

     

    When you check other classes, you always end up weighting the pros and cons of each trait. You are never really happy, because you always sacrifice one traitline in favor of another. On Engineer, if you want something good, you go with either Scrapper or Holosmith. If you run Core, you weaken yourself. The Elite Specializations are designed to be stronger than Core. But in our case, the other traitlines are not powerful enough to get to a decent result at all.

     

    For now, they have started with a great Explosives rework. Many of us agree, there is barely a thing that does not work out there. But that is only one of five traitlines. We need a rework on the other 4 as well.

     

    Tools currently only enhances one kit (Toolkit) and gives utility buffs when using kits in general. No serious improvements to specific kits. For some weird reason, the Juggernaut trait is in Fire Arms.

     

    Inventions is our support-traitline. Some traits work great, others not even close. We lost RR because of its synergy with MDF, which was a hard blow. MDF is a mess alone, same goes for the Turret trait and the Turrets themselves. Automated BOMB Disperser, why is this in Inventions? Same goes for Bunker Down.

     

    Fire Arms, should stay as it is. So many of us rely on this trait, but it is also bodged together. Juggernaut is missplaced. As Kodama wrote in another thread, there is too much RNG.

     

    Alchemy, the sPvP players will hate me for this, but this traitline also has its flaws. There is Backpack Regenerator, which is a Kit trait. Health Insurance is a Support & Kit trait, but does not exist in either Tools or Inventions. Purity of Purpose, been there at pop patch. I still cannot laugh about this.

     

    When the other four traitlines are in the same state of Explosives, picking only Core traitlines would not be such a huge disadvantage anymore. The skills do have an impact on their own, Turrets and the Gadgets need an overhaul for sure.

     

    The F5 skill works as it is, in my opinion. It is already a trade-off. It would be nice if Orbital Strike had the same cast-time as the Function Gyro. In addition, Power Wrench should also affect the Elite Toolbelt. They can extend the cooldown of Photon Forge and Function Gyro in competitive, if they really see a problem. Those are the only changes I would apply on F5.

     

     

  21. Why not add a sprocket to the top-right corner of the contacts-tab, with a couple of customization options:

    - Display Followers

    - Display Blocked

    - Allow Followers to see my status (online, offline, idle)

    - Allow Followers to whisper me

    - Allow Followers to send me mails

    - Allow Followers to gift me Gemstore Items

    - Allow Strangers to whisper me

    - Allow Strangers to send me mails

    - Allow Friends to see my status (online, offline, idle)

    - Allow Friends to whisper me

    - Allow Friends to send me mails

    - Allow Friends to gift me Gemstore Items

    - Allow Blocked to see my status (online, offline, idle)

     

    In addition I would like to ask

    - to disallow Invisible people whispering anyone

    - to disallow whispering to a Blocked player

     

     

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