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Posted by
What is your suggestion?:
In CoX when overload has 1 minute left, to be able to re-overload. When the overload is drank when the timer is below 1 minute, but not completed, timer will be reset to 5 minutes, however the 50 hitpoints heal from the previous sip is cancelled.
Is this in OSRS?:
No don't think so.
Has this suggestion been accepted already?:
No
How would this benefit Alora?:
I think it should make CoX more smooth. Now sometimes you have to wait until it's complete. I think with this system it could be a lot more smooth.
Posted by
What is your suggestion?:
Add noted antidote++ x10 to zulrah droptable
Is this in OSRS?:
Yes
Has this suggestion been accepted already?:
Don't know
How would this benefit Alora?:
Will give multiple ways in obtaining these potions to create antivenom potions. Making them from scratch is a pain due to yew roots being one of the ingredients.
Posted by
Posted by
In CoX, points are awarded based on certain actions (damaging monsters, fishing, creating potions, cooking, building storage units, etc). In ToB, points are only ever gained from damaging enemies. Either way, the purpose of using Raid boosters is to boost your points within a raid for a better chance at loot, and since ToB has the MVP system, there is a slight advantage over your team mates if you’re using a booster. With that being said, there was always a slight advantage over other players if you’re using a booster — that has been the point of boosters since the beginning.
However, our MVP system is nowhere near as advantageous as OSRS’. On OSRS, only one player has a chance at a rare reward, so it is crucial that you get MVP. On Alora, we’ve made it so that all players have a chance at rare loot, with the MVP having a slightly higher chance.
The MvP system could just be made that it doesn't get influenced by the booster. So just points without the booster. However the boosted points will still give the one using a raid booster higher chance for the drop. The statistics board should just be about the one putting the most effort in the raid. And it's just odd that even with 2 deaths and using a booster people will still be the MvP of the raid, just because of the booster, while in fact, the person isn't.
So what I suggest is that the board looks at the points minus the extra points from the booster.
On top of that it's kind of unfair to have the true MvP don't get the slightly higher chance because someone else uses a booster. Because you have rightfully earned that boost for the efforts in the raid.
Posted by
What is your suggestion?:
MvP in ToB is currently affected by using a Raid Booster while MvP should be the one who contributed the most within the raid itself.
Is this in OSRS?:
Yes, OSRS doesn't have Raid Boosters so the one contributing the most will be the MvP.
Has this suggestion been accepted already?:
No, and haven't been suggested before.
How would this benefit Alora?:
MvP would be like it's intented to be.
Posted by
Posted by
https://gyazo.com/89ab73c09befddd0834f41a49a3a792e
Maby this can be a solution ?
Pretty sure we don't get points from drinking pots like ovls/brews.
If this gets added it might balance out the points for average team raid/solo raid more compared to OSRS.
https://gyazo.com/75...a5995873428aec1
Alora Solo raid point average is from 5k-8k points per solo raid, i remember in OSRS getting around 25k per raid.(duopoints around 55k-70k)
getting points from raids potions was in my previous suggestion
Posted by
No for me. Groups go way faster than solo's and should not provide more loot than solo's especially since you can 12 minute speed run.
Please read the suggestion again.
The whole point of this suggestion is to make the raid in team size a little bit more longer and that more points can be acquired than the current state.
Don't get me wrong, solo's will still be the best way to farm purples. Team cox will just become more worth it than it currently is.
Posted by
What is your suggestion?:
So I have been thinking all week to find a solution where team Chambers of Xerics would be more profitable and this is what I came up with.
According to @Omicron his reaction to my topic that was earlier posted points do matter in Chambers. I know that alot of players do think otherwise but let's put it like this. You may have encountered some players that would get a purple by having 0 points, well I can tell you this, I have encountered more players that would get a purple on higher points.
Upon running my tests last week I've also seen that team Chambers of Xerics do earn a lot less points as solo's, and the rooms are alot more easier if you compare it to solo's... So I wanted a solution that would keep solo's the same for people that would like to do solo's. But for the players that do like doing teams more profitable.
My solution to this is to increase the increments (hp that is added to the npc) per person that has entered the raid. So that more points will be gotten for each person throughout the raid.
- More loot for team CoX (Solo CoX would be still the best rates, it would just be more worth doing team raids than it currently is.
- Does not affect solo's how some people like it
- The raid will be a little bit longer & more fun
Is this in OSRS?:
It would make the scaling a bit more realistic.
Has this suggestion been accepted already?:
No
How would this benefit Alora?:
It would make team raiding more fun and profitable.
Posted by
Please make the drop rate for team COX equal to solos.
I don't see the point of a higher drop rate when doing solos as it is extremely easy. I'm currently doing solo runs in 15-17 minutes with a pb of 14 mins without tbow or scythe.
In TOB it's logical that the droprate increases as the team gets smaller, because the content gets harder and harder. This is absolutely not the case for COX.
I have been extremely dry at cox the past few months and solos are getting so damn boring after 370 raids. Would love to see this getting changed so I can continue the grind for a tbow with my clanmates.
I think solo's are actually easier than team raids too. Tob droprate increases because when smaller party the raid doesnt scale back. However, for cox it does scale up, in addition to having more olm phases etc.