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Thread: Material after lvl 10

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  1. #28

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    Quote Originally Posted by 0Spawn0 View Post
    Its a Exploit, pretty pure and simple, and obvious you use exploits japanpimp, if I was on your server I would report you, you clearly admit it.

    As for the materials, like has been said its a problem, one that you don't really have japan, so you shouldn't really be involved in this discussion.

    Countless people have excess materials and lost amour scripts, I think you should be able to trade them in for flawless gems, 3 materials for 2 Flawless Gem// 1 Amour Script for 3 Flawless Gem
    +1

    I hope you can see that +1 because I'm doing it as hard as I can.

    Seriously, if someone has no skin in the game (i.e. this isn't an issue for them) then why are they in the thread meant for people that have direct experience with the issue?

    Here is my estimation of the number of players that have excess materials contrasted with my estimation of the number of players that enjoy playing their AgeII against the computer as a colony:

    Excess Materials >5%
    Colony for Life <1%

    Number of threads about Materials: 1
    Number of threads about playing as a colony: [I can't count that high]

    While I +1'ed the above quoted post, I don't hold hope that evony will ever allow any kind of trade-in type system. If they were willing to consider that, we would already have tradeins for my 2+ years worth of ivory horns (sidenote Japanpimp.....I have almost 150 teleporters, 2+yrs worth of ivory horns, 300+ ensigns, and about 9 centuries worth of iron rake, blower, etc. When you max out your amulets, wheel gifts stack up...big time).

    What might be viable, however, would be for evony to remove an item from the wheel when that item becomes unusable. This would seem fairly simple to code as I assume the list of available items for the wheel is loaded when you log in. Mount is level 10? No more horses. You are a Prinz? No more Jr. Medal Boxes. That would only seem fair. The "value" of an amulet should be the same for every one, and if one of my potential prizes is useless, the value of my spin drops by a corresponding percentage.
    Last edited by TAMU; 07-23-2010 at 12:27 AM.

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