Posts by Nuclear_Nadal

    (100% drop rate change the math above, but that math is still valid 5 out of 7 days per week).

    i play around 5-6 suits a week not 1 every 5 days, is your data correct? are you not playing with suits?

    My data is correct. There is just a huge difference in playstyle between normal servers and x5 servers.


    On x5, you can go all-in while wearing the UW costume, then just chill while waiting for the next one.
    On normal servers, things don’t work that way. Cooldowns are much longer and you need to play all the time, otherwise you’ll just get stuck and progress way too slowly.


    My point is that with the new update, and without extra buffs, both expeditions and dungeons feel pretty relevant now (especially for gold earning).

    The real difference makers are the buffs like pacts and UW1 that push expeditions ahead.
    Dungeons don’t have anything similar: no pact to boost dungeon points, and UW2 just isn’t on the same level as UW1.
    That’s something that could definitely be balanced in a future patch.


    Evro suggested adding a pact similar to Blessing of Apollo that would increase dungeon points, and I think that is a good idea. I also believe UW2 could use a rework. A couple of ideas are:

    • Gold boost: Right now UW2 gives +100% gold in dungeons. Increasing that to 120%, 130%, or even 150% would make dungeon vs expedition gold farming more balanced.
    • Forging materials: Another option is to add a buff like 100% chance to find forging materials. That way you have two clear choices UW1 for max gold, or UW2 if you want to stack forging materials.

    It should be either one or the other, not both!!! But even a single change like this would make dungeons feel more rewarding.

    So once again, base dungeons and expeditions are pretty much the same. Right now those buffs make expeditions more rewarding, but with a few changes dungeons can be equally good.


    It is true that we have faster regeneration of expedition points, and that we can buff them with pacts. We can not do the same thing for dungeon point and that implies that we spend more expedition than dungeon points per day.
    I agree with you that GameForge should update or insert new pacts that will allow us to buff dungeon points as well.

    But when it comes to gold earning I do not agree with you.

    I do not know why people only talk about gold loot at expedition/dungeon when realistically what you get from them is gold loot + drop.
    Yes, I know that you will smelt some of them (and that you will need to pay a smelting fee), and some of them can actually be used on your character. But I think that you will sell at least 80% of all drops because they are useless.

    It is important to mention that drop rate in dungeon is much higher.

    Bellow you can see my last 25 expeditions and last 25 dungeons. I can not upload picture of every single drop so you will need to trust me on math that I am doing bellow.

    Expedition: 7 drops (4 of them are items, other 3 are forging resources).
    Expedition drop rate: 7/25 = 0.28 = 28%
    Expedition item drop rate: 4/25 = 0.16 = 16%

    Dungeon: 22 drops (all of them are items)
    Dungeon drop rate: 22/25 = 0.88 = 88%


    Expedition earnings: 351k (gold loot) + 81k (total drop value) = 432k gold
    Dungeon earnings: 224k (gold loot) + 523k (total drop value) = 747k gold

    That is 1.7 times more gold in dungeon than on expedition.
    I said that we are selling around 80% of drops so adjusted values are:

    Expedition drops adjusted value: 81k * 0.8 = 64.8k

    Dungeon drops adjusted value: 523k * 0.8 = 418k


    Expedition adjusted earnings: 351k + 64.8k = 415k gold
    Dungeon adjusted earnings: 224k + 418k = 642k gold


    That is 1.5 times more gold in dungeon than on expedition.

    If you want to look from relative perspective (total gold per expedition and total gold per dungeon just divide these values with 25).

    415/25 = 16.6k gold per expedition

    642/25 = 25.7k gold per dungeon

    In terms of gold this means that 10 dungeons = 15 expeditions.

    After this update in terms of gold your statement that "expedition > dungeon" is simply not true. Yes we do more expeditions than dungeons, so there is a balance but right now they are at least equal.


    I know that we can further discuss about drops level and color and what happens when you put on UW1/UW2.
    And yes I agree that UW1 is still much better than UW2 (100% drop rate change the math above, but that math is still valid 5 out of 7 days per week).


    We just got this new patch

    v8.0.2-r1 - 22.04.2026

    Date: 2026-04-22; starting at 10:00 CEST

    Release Version: 8.0.2-r1

    Changelog:

    • Some of the new prefixes and suffixes have been changed.
    • Item drops in the new dungeons have been adjusted.
    • The quality of items dropped by dungeon bosses has been increased.
    • Gold, fame and experience in all dungeons has been adjusted.
    • Fixed an error with the Grindstone item above level 255.
    • Level 270+ items appear with a better quality in shops.
    • The quality of items dropped by level 270+ event monsters has been increased.

    Than you Maeve and everyone who contributed to this :)

    My feedback on patch


    Dungeon Rewards: I’ve noticed a big difference in gold, experience, and fame in dungeons. Really glad to see that my suggestion has been accepted and this change went through. Feels like a good improvement.

    Boss Drops: I still need to run a few more dungeons to get a better sense of how much boss drop quality has improved. Would be great if others could also keep an eye on boss drops over the next few days and share feedback.

    Prefixes/Suffixes: The notes mention changes here, but it’s not clear if it’s just names or if stats/resources were adjusted too. Some clarification would help. Can you share this info with us?

    High-Level Updates: Since the other changes mainly affect players above level 250, I don’t have much to add on that part.

    Thank you for providing more info regarding next edition of this event.

    I am generally well informed, but I did not play for almost 2 years, and I recently come back to the game, so I missed the previous event.

    Last night, when the costume event began, I noticed a new costume listed under the "Temporary Costumes" section.


    I searched the forum but was unable to find any patch notes or official updates from the developers or administrators regarding this topic.

    Since the costume is already available in the game, could you please provide further clarification on the following points:

    1. How can we obtain the parts of this costume?
    2. The description mentions that it can be worn during the event. Could you specify which event this refers to?

    In theory, it is possible to lose any number of times in a row. For example, Luko was extremally unlucky, losing 17 consecutive matches. This is an outcome with odds so low it might occur only once in million of UW attempts, since the probability is 1/2**17, which equals approximately 0.0000076, or about 0.00076%.

    In my opinion, outcomes should not rely solely on probability. Developers could implement logic to prevent extreme losing streaks. One practical solution would be to set an upper limit: if a player loses a certain number of times in succession (for example, 10 times in a row), the system would guarantee a victory on the next attempt. This approach would preserve fairness while reducing frustration caused by almost impossible sequences of losses.

    I believe this update brings both positive and negative aspects. However, it is important to distinguish between features introduced with this update and long-standing issues that require broader rework.

    Positive Aspects of the Update

    • The addition of dungeons in Britannia is certainly better than having none at all.
    • New items appear to give more resources when smelted.
    • Several new options are available, primarily targeting players at level 150+, though items such as Taliths of Fortune may also be useful for those around level 130.

    Negative Aspects of the Update

    • Most of the new scrolls are useless. The game already suffers from an excessive number of prefix/suffix combinations.
    • With even more combinations introduced, the probability of obtaining a useful expedition or dungeon drop has decreased even further.
    • As Skarsburning noted, the update is largely relevant only for players above level 150.

    Issues That Remain Unchanged and Require Rework

    • Gold loot and experience scaling in dungeons.
    • Drop quality progression.
    • On 1x servers, the pace of change is so slow that the majority of players will see little to no impact for years.
    • Other game issues already discussed in other threads.

    Suggested Solutions

    • Rework gold and experience formulas: Currently, there is almost no difference between level 50 and level 150 dungeons in terms of rewards. Both formulas should scale with enemy level. For example:



      experience_monsters = ceil(enemy_level/10 + randint(0,5))

      experience_boss = ceil((enemy_level/10 + randint(0,5)) * 1.2) // Bosses give 20% more (can be any %)

      Gold formulas should follow a similar logic but on a higher scale. This would help address the leveling problem by making dungeon runs more rewarding.
    • Improve drop quality from dungeon boss:
      • Italy dungeons: any color (including white).
      • Africa dungeons: minimum green.
      • Germania dungeons: minimum blue.
      • Britannia dungeons: minimum purple.
      This adjustment would eliminate low-tier drops (white/green/blue) from Britannia bosses, thereby increasing the probability of higher-quality items (purple, orange, and red).

      If maintaining the rarity of red items is essential, a post-processing logic could be introduced. For example, the system could track red item drops per player over a week, enforce an upper limit (for example maximum 2 red drops per week), and prevent additional red drops once that threshold is reached. This approach preserves rarity while still allowing higher-quality rewards to feel attainable.
    • Adjust expedition rewards: Experience and gold should also scale with enemy level on expeditions to support faster progression.
    • Resource availability: While some resources should remain rare, resources such as the Red Stone of Fortune are practically nonexistent. Either the resource drop logic should be reworked or new farming methods introduced. For example, an UW costume that guarantees resource drops from expeditions/dungeons.


    This list could certainly be extended further, but I will stop at this point to remain focused on the core topic.

    Hi everyone,


    In the latest patch, GF added 100 new scrolls (40 suffixes and 60 prefixes) to the game.
    The problem is that they haven’t released any official details not even the names.

    As everyone already knows, there’s another thread where the community is actively collecting and documenting this information one by one.

    I’m honestly very thankful to everyone who’s participating in that effort!!!


    But my question is: Is this really necessary?
    Wouldn’t it make more sense for the developers to publish at least a list with some basic details about these scrolls, instead of leaving players completely in the dark?

    Also, just to be clear: knowing this information doesn’t give anyone an advantage over other players.

    You still need to play the game to actually find and use these scrolls.

    It would just help the community get the information faster and avoid unnecessary confusion, especially since right now it’s all being done through manual labor by players who are putting in extra effort to track everything.


    Feels weird to have to rely on community spreadsheets for something that could easily be clarified officially. Do you think they should step up and share the details?

    Hello guys,

    I was wondering if it would be possible to add a new type of notification. Right now we already get notifications when forging, smelting, or repairing an item is completed.


    It would be really useful to also have a notification when an item expires in the market (and guild market as well, I am mostly worried about rotation packs).

    Ideally, this should come with an option in the settings to enable/disable the notification.


    I love GCA and everything you did so far, I know that this is a very small improvement, and that it can not be a high priority task. I just want to make this suggestion and to know if it is possible to implement and add it in some future release?


    "The game requests INADEQUATELY large amount of CLICKS and WAITS, that need to be REPEATED CONSTANTLY, IN A LONG TERM."


    Yes, I can agree that the game requires a large amount of CLICK_AND_WAIT actions. But you clearly do not understand the point. GF has implemented this game not GCA !!! GCA has to follow all the rules and policies which were defined by GF.

    GCA should not implement something that is considered as a bot, simply because it is against GF rules.

    If you think that your suggestion will improve the game go and talk with GF. We like GCA just the way it is and we do not want GF to ban them because of one guy who is trying to do things in a silly way.




    And about loop with time limite. 1-hour loop you say? Let's do some math


    12 expedition points 10 minutes CD, 1h30min regeneration time (or 24 points 5 minutes CD with the centurion, 45minutes regeneration time)


    Let's say that you have 12(24) expedition points. During one day you will get 16 (32) additional points from regeneration. In total that is 28(56) expedition points.

    In one hour you can do 6 (12) expeditions, which means that you need 5-one-hour loops in order to spend all of them. Keep in mind that after that you will not start with 12 (24) points but with 0, which means that you will need to spend only those points which come from regeneration 16(32) and that is 3-one-hour loops per day.


    In conclusion:

    5 clicks per day if you start with the maximum number of points (if you just level up for example)

    3 clicks per day if you are playing "active".


    You will get the maximum possible amount of gold and experience with 3-5 clicks per day.


    The math for dungeons works in a similar manner.


    I am not going to talk about UW and other bonuses which come from micro-events.

    Thanks for the answer. I did not know that you had it in past and I also did not know that GF requested to remove it. If it is against the rules then the current system is fine :)

    Best regards.

    Actually, you got an answer from a technical user, but that is not important.

    1. Now to give you some idea about the technical part and to make you see a difference between looping and repeating an action manually.

    Work, smelt, forge. You put an item, you pay for fees and you simply wait until it is over. When the process is over you can do it again with another item (there are 6 slots so you can smelt 6 items at once). But there are no LOOPS !!! Once the smelting is over you can pick up materials and put another item, but all of this you have to do manually !!!

    However, your solution for expeditions/dungeons requires loops that work in an automatic manner (hit this mob every 10 minutes for example).

    The difference which is bordering you is that for smelting/forging/working you need to click once in 6-8 hours and for expeditions, you need to click once every 10 minutes (or less if you use centurion or if you play on speed servers).


    I understand that you do not want to spend too much time on this game, but creating a bot that is clicking instead of you every 10 minutes is totally against the rules !!!



    2. Double click, pay attention to "CLICK". So yes you have to click and as far as I know, clicking is a manual activity. The only thing that GCA does here is finding empty space in your inventory and if it finds it then it puts the item there. This is definitely not an automatic process because you have to CLICK manually. In worst-case scenario this is a semi-automatic process because you are right, GCA does not allow you to chose where to put it, but this is not a bot. Bot would be a program which is placing all items in your inventory without requiring you to click on them.


    3. A player has a family, dog oh wait hobby as well !!! Gladiatus is a hobby bro... To all of us (ok maybe not all but for at least 95% of us, some people take it more seriously than others).


    If you play some other game CS: GO, Dota2, or LoL or anything like that do you spend 5 minutes to just click a couple of times, or do you play them for an hour? Do you want a champion to auto-last hit minions instead of you? Or if you go to see a movie do you watch it for just 5 minutes or you watch a whole movie? If your hobby is basketball, football or any other sport do you play it for 5 minutes or do you play a whole game?

    See these games are also a hobby and you spend a whole hour playing them. If you spend an hour playing gladiatus you can spend 50% of expedition/dungeon points without using any premium stuff.


    4. If you want to watch Gladiatus stream on twitch or youtube then something is wrong with you.

    END NOTES
    I agree that this game is not optimal and that many things can be improved and done in order to make it better and more popular. I even wrote about some of the problems this forum, so I am also someone who thinks that many things should change, but introducing a system that will allow you to collect gold, honor, fame, and experience points without requiring you to play the game is something that I really do not like.

    This is probably the worst idea ever. So you want to play the game without playing a game or what?

    GCA is here to help and improve user experience (not bot experience) and to make things easier. I can say that GCA is the best thing that happen in Gladiatus history. So please do us a favor and leave this post.

    Btw players on low levels are not giving up because they have to click on the button that is the stupidest thing I ever heard in my life. They are leaving the game because GF allows pushing and there is literally one super strong player in each level range that you can not beat unless your guild provides you orange/red items. There are other problems as well which I am not going to talk about, but they definitely do not leave the game because they can not use bots...

    Hi GCA team, how are you doing?

    I have a question (suggestion) for you. It is about a fight simulator. Right now when I go to arena or turma I have an option to click on the simulator (which is great), but then I have to enter information about servers and player names manually.

    I was wondering if it is possible to make it work in an automatic manner? My idea is to create a small buttons (next to the fight button in arena provinciarum) for each player that the game offers you to attack, and when you click on the button it should redirect you to the fight simulator where all information about you and your opponent have already been set and you can just click to simulate the battle.

    Is it possible?

    Hello everyone,

    It has been a long time since I've written my last post on this forum. You can find it on this link Normal servers and account transfering

    Yes, that is a long one I know. Basically, I've been talking about problems with inactive servers and how players who are trying to play on these servers are weak (and why are they weak) and I asked GF team to allow us to transfer accounts or merge servers or to offer any solution for this problem. Unfortunately, nothing has been done so far... Givelius said that my idea is hard to implement and that it is much easier to create a cross-server market (An idea similar to provincial arena/turma) which will allow players to trade items and resources between different servers. More than a year has passed and we still have nothing.

    Ok, now I want to go to a point. It is obvious that there are some problems in this game (inactivity and dead servers are just one of them), and I think that you will all agree that it will be great if GF starts to solve some of them. I understand that inactive servers do not have high priority but what about these two:


    1. Mobile app for gladiatus (Android or IOS or both)

    2. Dungeons in Britannia


    Are these problems insignificant?


    And that is not even the biggest problem. The biggest problem is that you are not solving any problems at all !!!

    The last real game update was when you added Horreum into the game. Since then you redesigned the login page and you were fixing small errors with your DB and servers, but you did not introduce any new features, and you did not solve any of the problems that gladiatus community was asking for. A

    I really do not see what is your team doing except maintaining the existing servers and opening new ones.

    Can you please give us any kind of information like "Hey Gladiatus community in 2021 we will focus on some specific problem (Dungeons in Britannia for example), it will take us about 6 months to finish it and you can expect it to be done around New Year". This is just an example, I am not asking you to specify the release date just to give us some kind of information about your future plans. And I also do not expect from you to solve all problems at once, just go step by step and start solving them slowly. Or if you are done and you do not have any plans to improve and further develop this game and release new features then please be transparent and say it.

    Can you do that GF team?

    Best regards,
    Nuclear_Nadal

    I am glad to see that many people are actually interested in this topic. However, I made this post to talk about inactivity and about possible solutions for this specific problem. So first of all I would like to ask Daviiid and bassetasse to open a new post where they can discuss about randomness and unusual defeats from players who are obliviously weaker than him. There is nothing personal, I just think that you guys did not give us any useful idea how to overcome inactivity problem. I agree that there are many other problems and bugs in this game, but we are not talking about these problems here, we are talking about inactivity problem and how to overcome it.



    I can say that I really like Givelius's idea about cross server market. It will at least resolve some problems with finding scrolls and orange/red materials. I also agree that merging servers will be the best solution, but I do not believe that transferring account from one server to another is that hard to implement and some other games have that option (League of Legends for example).



    All you need to do is to artificially create my "twin" with exact same stats on different server and than you can delete my old character. I know that you can do it because information about my stats, victories, honour, fame and everything else are stored in your database. And I also know that you can manipulate with players stats for example if someone cheat admins can decrease his dexterity, charisma (or any other stats) or even a level as punishment, which means that you have all standard option to work with database (inserting, updating and deleting items from your database). I know all of this because I was working as a back end developer for 3 years and I am 100% sure that it is possible and not as hard as you are saying. I agree that it can not be done in a few days but in 2-3 months it is possible to implement such a thing.


    I also think that this option should be premium stuff and that every player who wants to transfer his account needs to pay for example 100 rubies (maybe even more).


    As I said in my first post I do not believe that it can not be done. There are only three possible problems, why there are no innovations in this game:


    1. There is no will to further work on improvements by GameForge

    2. There are not enough developers to further improve game.

    or

    3. GameForge developers are some newbies and amateurs with no real experience in programming who are simply not skilful enough to complete this task. I am sorry because I need to say it, and I am not trying to disrespect any of GameForge developers by saying that they are newbies (every senior programmer was a newbie once), but it looks to me that GameForge really does not have a serious team or if they have they are not doing their job professionally and they do not want to hear their customer's opinion (Yes gladiatus players are customers since we are buying rubies and giving money to GameForge).

    Hello everyone,

    I know that there were many suggestions and a lot of talk about merging servers in the past, but I want to say a few words about problems with normal servers as well.


    I do not want to discuss about normal/speed servers advantages and disadvantages that is another topic. Here I want to give you a clear picture about how does normal servers look like.

    First of all I would like to define the rule which I am going to use to compare servers. If we want to know how does server looks like at this very moment, I think that we can all agree that 7-day Highscore gives you a much better picture than all time Highscore. So in this discussion I am going to use statistics from 7-day Highscore to make my point. I would also like to define what does "active player" means in this conversation. We can all agree that active players are earning much more honour/fame than inactive and I am going to mark everyone who is earning 10k honour per week as an active player (very low limit don't you agree ?). I also know that there are some active players from level 1-20 who can not earn that much but generally there is a very low number of new players and they will level up and "break 10k honour limit" very soon. There are also some "dungeon only" players, but I also think that these days there are not many players who are using this playing style. Once again I am talking only about normal servers !!!

    Let's start with "bigger" servers. These are server 2, 10 and 15. (I am not going to talk about s38 because it is new one)

    At the moment on server 2 there are 88 players who have earned at least 10k honour. Let's say that there are some dungeon only players and a few more new players who were not able to pass this limit and maybe some players who took a short rest from the game. So in conclusion we can say that in best case scenario this server has about 100-110 active players. Some people would say that it is nothing and that 5 years ago there were 500 active players, but I think that right now 100 is an ok number and we can mark s2 as an active server.


    On server 10 we have 84 active player + others active players. We can say that the situation is very similar to server 2. About 100 active players and my personal opinion is that this server is ok we can say that it is still active


    On server 15 however, this number drops drastically. Only 33 active players + other, so in best case scenario there are 50 active players. I am not sure about this one, but it is still much better than what is coming next.


    When you start searching on other smaller servers (19, 20, 21, 22, 23, 24, 25...) the results are terrible. Usually 10 or less player who passed 10k criteria. Even players who are leading these servers are 2-3 times less active than players on s2, s10 and s15.



    Ok I think that I have successfully explained that except s2 and s10 other servers are very inactive (almost dead) but why is inactivity such a big problem ?

    Well let's take my account on s25 as an example. Here is the link of my character: https://s25-en.gladiatus.gamef…ex.php?mod=player&p=18223


    I am level 104 and if you look at my stats and my items you will say "Dude this guy sucks, he has no clue how to play this game". Yes my stats are very low for level 104 gladiator and I do not have Lucius, Gaius and Antonius items with fancy suffixes. But why ? Well my stats are very low simply because training ground is only level 10 and it is much harder for me to train. But why don't you ask your guild do donate and upgrade training ground, it is not that expensive ? True, it is not that expensive, but unfortunately I am the only active player in my guild and I upgraded it alone from level 6 to level 10 (no I do not have 30% centurion discount, only 3%). I also do not have Antonius items because I am level 104 and I still did not find Antonius scroll. I tried everything, expeditions, dungeons, I used UW Normal and I smelt Antonius items during scroll drop event, but without any results... but wait you can buy Antonius scroll from someone else right it is not that rare ? True, it is not that rare and you can easily get it on s2, s10, s15 or on speed servers where there are a lot of active player. On s25 there is nobody who can even sell it to me...

    And it is not all about Antonius scrolls there are a lot of other scrolls that I can not get: of Fire, of Elimination, of Delicacy...


    Know I think that it is easy to understand why almost all players from s2, s10, s15 and speed servers can beat me without any problems. They have guild, they have bigger discount, they have better scrolls, they can forge better and higher quality items... and that is why inactivity is a huge problem.

    To be clear, I am not here to complain I only took myself as an example of a player who is weak and unable to fight and compete with players from other servers (I am the strongest player on s25 btw). I am not the only one of course, there are many other who are under the "server inactivity curse".

    Why am I writing all of these ? Three reasons.

    1. It is boring to play alone and many people are giving up from the game because they do not want to be alone on server.

    2. I am thinking about deleting my account because there is simply no point in playing if you can not beat anyone.

    3. I will never purchase rubies on this account. Why would I ?


    As I said before I am not the only one, there are many players who think the exact same way as I do.

    I am not asking you to merger all inactive servers because I think that now it is clear that GF developers are not skilful enough to do it (or maybe they do not want to, I do not know), but I am asking you to take in consideration that on these "inactive servers" you have more than 50 active players who would like to be as stronger and competitive as players from active servers, players who would like to spend some money on rubies to get stronger, but why would they do it on such a junk server.

    Just change anything. if you do not want to merger servers than at least allow us to transfer accounts from one server to another, so we can find guild and buy useful scrolls/items. There is no point in playing on inactive servers !!!


    Best regards,
    Nuclear_Nadal