Sign-up Type (Solo/Team): Solo
Account Name(s): Lunchbox
Team Name (Optional): Merge Realism
Posted by
That would be a bug report rather than a suggestion I think, Support to fix
It is working how it was originally intended. From the release notes:
Donator Perks:
Cannonball smithing:
Super/Extreme donators now get 1 extra cannon ball from smithing (5 instead of 4).
Legendary/Uber donators now get 2 extra cannon balls from smithing (6 instead of 4).
Master/Immortal donators now get 3 extra cannon balls from smithing (7 instead of 4).
Eternal donators now get 4 extra cannon balls from smithing (8 instead of 4).
No extra experience will be awarded from the extra cannon balls.
Extra cannonballs will also be given when using the Double ammo mould, making it possible to create a maximum of 12 cannonballs per steel bar.
A regular cannonball mould gives 4 balls + donator amount (+1, +2, +3, +4). A double cannonball mould gives 8 cannonballs + donator amount (+1, +2, +3, +4), for a total of up to 12 at eternal (8 base +4 donator perk).
Omicron's reasoning for this was that making it up to 16 would be too OP on the cannonball making.
Original release: https://www.alora.io...nnonball +mould
Posted by
My proudest moments would have to be when I finally got my Herbi after months:
Finishing all of the skilling pets after going SO DAMN DRY. 270~ max game WT for Pheonix, 5,400 Herbiboars, ~400-600m Construction and RC'ing exp:
And then being voted best skiller after being the fastest 4.6 max (maybe):
Posted by
Posted by
Staff
Best Event Manager: Tauri
Best Administrator:
Best Global Moderator: H
Best Forum Moderator: N/A
Best Server Moderator:
Best Server Support: zachs iron
Most active on Discord: H
Most active In-game:
Most active on Forums:
Most Respected:
Most Potential Promotion:
Funniest Staff Member:
Overall Best Staff Member:
Players
Most Active In-game:
redcar
Most Active on Forums:
Most Active on Discord: Klam
Most Active Overall:
redcar
Most Wealthy:
Most Addicted to Gambling:
Most Friendly: Fenriz
Most Respected:
Coolest Veteran:
Best Helper: Fenriz
Best PKer: iron tard
Best PvMer: Klam
Best Raider:
Best Skiller:
Best Clan:
Best Ironman: Klam
Best Hardcore Ironman: Sit
Best Ultimate Ironman:
Best Elite Ironman: Fenriz
Best Group Ironman (Player): Gim Hets
Best Group Ironman (Team): Nibblers In Parris
Best Hardcore Group Ironman (Player):
Best Hardcore Group Ironman (Team): Hydra
Best Realism Player:
Best Classic Player:
Best GFX Designer: Sunnii
Best Youtuber: DickRockhard
Best Streamer: DickRockhard
Top Overall: Klam
Posted by
No support.
A suggestion semi-related to this was recently declined: https://www.alora.io...boosters-bonus/
The above suggestion was to add more time to boosters based off of rank, which would essentially be the same thing as this. I think the current way boosters work is fine as it is. Making you make the most of your time, pushing for faster raids and quicker re-gears and getting ready. Vote books work the same way, if we make boosters work like this might as well make vote book bonus exp timer only go down when you're skilling so I don't have to log out when I need to pee, or I can do a raid in-between my skilling and not waste vote book timer.
Posted by
First of all, huge support.
Shout out to you and Fiji for being able to message me and have a civil conversation and come to a conclusion and understanding about what was wrong and what needed to happen.
I agree that a big issue with Realism is getting started, it's what turns a lot of people away, or makes them quit before getting to mid game. At first, it just seems like a 2x ironman mode, and either you need to grind everything from scratch or you need to get merched/make connections. Opening up the shops to help new players enter the game mode would, in my opinion, keep people to stick around for more than a day's playtime. I know you and I went back and forth in pm's with pictures of all the normie shops and what should be included and shouldn't be included, and I feel like what you listed a good mix of early game items to help get started but keeping some higher items out to entice the grind and make it feel more rewarding.
Also, ironman shops shouldn't have more than what Realism (an eco game mode) has. Opening up the shops to include runes and gold ore that ironman could buy should definitely be added. Same with opening up shops to include prayer pots, they will still be expensive in the shops and Realism gold isn't the fastest to make (caskets give dogshit gp) so it's not like you're going to have unlimited prayer pots, but either way it's the bare minimum to get started on Slayer, and once you start on Slayer a lot of your "I don't have supplies" problems will soon go away with the amount of brimstone keys/drops you'll be getting along the way.
I also agree that you shouldn't be able to drop over to normie. I don't agree that it should be kept just for an item sink or else prices will get too low. If there's a high supply and a low demand of an item, then that item should be lower in price. The way it's happening now is artificially inflating prices to an extreme level. No reason for something like Bandos to be 100m a piece when I can camp there with 3 accounts and afk get items. If Realism is meant to be a separate thing than normie, then it should remain that way even through swapping things between gamemodes like drop trading. This will also help out the mid game by keeping the TP stocked on items you need so you can buy it, because after all it still is an eco gamemode and you should be able to buy things on the TP since that's what it's there for. If you're not going to merge the eco, then you should isolate the eco as intended.
Honestly I don't see Omicron adding it to where only Realism can pk Realism. But I agree with the second point of making it just how when a ironman kills a normie, the loot just disappears from the game (item sink). And maybe rewarding with some larran's key or extra pkp points or something in return.
I would also like to see de-Realism be added, as Omi stated they were thinking about in the other suggestion thread. This will make it less of a risk to sink time into Realism. If you spent a few days leveling and you realize it's not for you, you can go to Classic for a little exp boost and access to normie eco. Currently, if you sink a few days into Realism and realize it's not for you, you're shit out of luck because there's no option to transfer over. Every other game mode you can go to a higher exp mode and Realism shouldn't be an exception. So @Omicron if you read this, add de-Realism.
Again, full support and would like to see this accepted and implemented. Also, would be nice to see an update for Realism and bring some attention to it again.
Posted by
I think this is just an issue of not properly doing the mechanic. Selena's guide is here: https://www.alora.io...solo-cox-guide/
Here's a link to a video Vespula on Alora (off of Selena's guide):
Posted by
It's the same circular argument that I've had in dm's. This is about bringing new players to a game-mode that's going to die out once the top 1% stop playing. As it stands, it's an ironman game-mode and that's not how it should be, we have plenty of ironman game-modes. Yet they say it isn't but say "can't find an item, go grind for it." You can't find the item because the economy is trash, so you go grind for it since you're on an ironman mode. It is the same argument that goes around and around. Same thing with "you just want buyman mode." You can do that now, you can buy your skills that you'd be able to buy with a merge, just the top 1% profit the most from it right now because they hold and control the eco. It's not about helping realism grow, or keeping the economy, because as Alan said to me in dm's when I told him that realism would slowly but surely die out "who cares, game modes die." Instead of not turning away every new player interested in realism, and having people join the community, you'd rather let the game mode die just so you can buy up all the pots once it hits the TP so you can control the eco still (quote from Mungard).
I'm also told, "just look at the votes." You have realism players voting on 5 different alts to inflate the no votes, that says something if that's what you need to outweigh the "yes" votes.
I've also been told, "you won't have to work for your skills anymore." Yes you will. Realism is still 2x exp. You will still have to grind so many hours, your achievements and accomplishment will still be known, it's not as simple as merging and now everyone has a maxed realism. It's a hollow argument used to push a false narrative about claiming to care about the economy.
How does this sound like a stable and working economy that is not controlled by just a small amount of people, and that doesn't need any intervention?
https://gyazo.com/05...5d3edba04b40787