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MrAngry83

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Everything posted by MrAngry83

  1. I believe it would be very beneficial to build a dedicated interface for the Hunting Point System, because the current tooltip has become too large and difficult to read clearly. A new UI could present much more structured and useful information, such as: Weekly monster quota per account Applied option percentages List of available farming maps List of applicable buffs Inactive points Active points Exclusive system ranking And other related statistics In addition, the current Hunting Point System relies on too many chat commands, which makes it very hard for players to understand and remember all available features. For example, players must type commands like /HuntQuest followed by the quest name. This is confusing, not intuitive, and often causes players to miss important features simply because they do not know which commands to use. With a modern and dedicated UI interface, all Hunting Point System features could be displayed clearly in one place. This would make the system easier to understand, more accessible for new players, reduce confusion, and significantly improve the overall user experience. Suggested UI Structure (Tabs Concept) To make the system even more intuitive and powerful, the interface could be organized into several tabs, for example: Overview Tab Active Points Inactive Points Weekly monster quota with progress bar Currently active buffs with icons and timers Hunt Quest Tab List of available quests and requirements (Stuffs should be displayed for easier tracking) Quest status and completion progress Direct quest selection without typing commands Farming Maps Tab List of eligible farming maps Recommended level or power Estimated point rate per map Ranking Tab Weekly ranking Monthly ranking Top Active Points players Statistics Tab Total monsters killed Total points earned Applied options summary System history and performance This structure would eliminate the need for many chat commands, centralize all Hunting Point System information, and provide players with a modern, clear, and attractive interface that reflects a high-quality server design.
  2. Enhancing Class Balance by Including Monster DEF in Damage Calculation - I would like to propose an enhancement to the current damage calculation system used in IGCN server files, specifically regarding the influence of monster defense (DEF) on character damage output. This proposal aims to address an existing imbalance between melee and magic-based classes in high-level PvE content. Current Issue: - At high-tier maps where monsters possess high DEF values (typically over 3600), melee classes such as Dark Knight, Rage Fighter, and Grow Lancer struggle significantly in terms of damage output. In contrast, magic classes like Soul Master or Grand Master are far less affected due to their skills being minimally influenced by DEF. This results in: - Melee classes becoming underpowered in late-game PvE content. - Magic classes maintaining full damage potential regardless of monster DEF. - Class roles and diversity being compromised, reducing overall gameplay balance. Suggested Improvement - Introduce a visible and adjustable Monster DEF factor into the final damage calculation formula for all character classes, allowing for better balance control. With this change, the system would support: DEF Scaling per Class Type - Allow melee classes to be less affected by monster DEF (e.g., apply only 70–80% of total DEF when calculating damage). Dynamic DEF Handling Enable DEF adjustment based on: - The attacker’s class (melee, ranged, magic) - The monster type (normal, elite, boss) - Specific maps or zones (e.g., Deep Dungeon, Swamp of Darkness, Ferea) Configurable DEF Multiplier A server-side configuration setting such as: UseMonsterDefInDamage = 1 MonsterDefMultiplier_Melee = 0.75 (75% of monster defense) MonsterDefMultiplier_Magic = 1.0 (100% of monster defense) This allows fine-tuning without hardcoding class-specific rules. Benefits - Improved class balance across all stages of the game. - More consistent damage output for melee classes in late-game PvE. - Better customization options for server administrators to balance content. - Preserves the difficulty of high-level maps while avoiding unfair scaling issues. Adding a Monster DEF factor to the damage formula would be a valuable and flexible feature that improves class parity and provides more tools for PvE balancing. This change is especially important for private server communities where late-game content plays a crucial role in gameplay longevity. Thank you for considering this suggestion. I believe it will greatly benefit both server administrators and players alike.
  3. For example, if a player’s level is below 1000, they can only upgrade the bank up to level 6 out of 10. (Admins can configure the level requirement to unlock additional storage levels.)
  4. Hello IGCN Team, Currently, the Alchemist Bot only supports trading a limited range of items (e.g., Ancient items). I would like to suggest enhancing the plugin to support all item types stored in the database. Why this matters: It increases the flexibility and usefulness of the Alchemist Bot. Provides a better, more personalized trading experience for players. Therefore, I hope the development team will consider adding compatibility for these item types in upcoming updates. Thank you for your continuous support!
  5. We should separate the Monsters’ Defense and Magic Defense attributes in the MonsterList.xml file to achieve better balance between the fighter and mage classes. For melee classes, damage will be calculated based on the Defense attribute, whereas for mages, it will rely on the Magic Defense attribute. Currently, we have a single Monsters’ Defense system, which leads to imbalances between the classes—a concern I have already reported to you.
  6. - Please add Durability and Element attributes to the LimitCount to support the transformed ones (Elemental Symbols cannot be combined when talking to NPC Lahap). Furthermore, the Mithril Fragments cannot be dropped properly due to lack of Element Attribute. - ItemMinLevel and ItemMaxLevel can also be added for future needed. Thanks for your reading!
  7. 1. Please add a feature to the plugin in which we can control a limited amount of time after players enter the entrances. 2. It will be very nice if you can show the time counting down on client side (like the IceWind Valley Event). 3. Swap the players back to the villages after they reach to the end of their limited time.
  8. MrAngry83

    Release 20.2.3.2 S

    I tried to set the height for 1.8 and saved the map with v3 but the ground was changed to 1.965 (I have no ideal where this heigh comes from).
  9. MrAngry83

    Release 20.2.3.2 S

    Never try it due to "Not Recommended" in the guiding tips. I will give it a shot :). Thanks!!!
  10. MrAngry83

    Release 21.1.1.1 S

    Problem Solved, Thanks!!!
  11. MrAngry83

    Release 20.2.3.2 S

    I think the problem comes from the TerrainHeight.orb. Perhaps, it only manages to store a limited of height settings (not sure how many). If the height settings are exceed its limitation, it will be causing problem by overwriting the existing heights.
  12. MrAngry83

    Release 21.1.1.1 S

    Yes, I did but could not do anything after 100% of Base Layer.
  13. MrAngry83

    Release 20.1.3.8 S

    You can limit the number of players entering BC to 1 to test the issue more easily.
  14. I am testing the Icewind Castle and there are some rooms for improvement. So I suggest them here for you. 1) We should show the subtract value message to the user when registering the event such as “You have spent X (Wcoin, GP, Zen..) for the application of Icewind Castle. The registering players need to know what are costing them for the registration. So it will be much better if we prompt them for the registration like “Will you spent X for the registration…” or having a NPC for handling the registering informations, tips, and current Icewind Lord… 2) We should have a short text description on the clock, when leaving the chair to show that they need to comeback and sit on the chair as soon as possible like “Sitting Privilege Remain”. 3) The event do not display all the rewarded currencies when the event ended. It only displays how much Ruud you can get but Wcoins, Goblins, and Contributions). Not sure this one is a bug. 4) …
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