Posts by rochadapesada

    I don't even know why this forum still exists lmao. The guys literally only use it to post notes just to keep the server online, and nothing else.


    In an era where paying $20 for Claude could literally build a Gladiatus 2.0, they won't even try. A game with such a loyal player base that could easily bring in more players, yet it stays trapped in this state with broken items, rigged NPCs, and choked with limitations. Anyway, this thread will just be a tiny bit more storage space the devs will have to buy to host it LOL

    Dear Evro, I hope you read this.

    I don't think you ever hit high enough level to speak about it...
    If people had to rely on mostly drops or items from auction house, 95% of the players would be hard stuck farming Cassi at 120 level. Even those who are 200+.
    And forget about Underworld, which was beyond difficult for those 180+ before we got set of new affixes in Britannia update, no one wants to spend 100 rubies and 60 potions to finish single Underworld Hard in a game that's been around for 19 years.

    Indeed, I have never reached level 180+... but here is what you are failing to understand: at level 180, you would have 4 forged items equipped. Would you really be unable to clear the more advanced expeditions with that? Tell me, since you are a high-level player, when a new expedition or dungeon unlocks for you, is that boss completely clearable? I am going to bet it is, because you are wearing the best gear for your level. Increasing the difficulty of these bosses would mean raising their damage and HP, but doing that makes no sense right now because the real issue is that players already have flawless items. Regarding the Underworld, that is just the game being pay-to-win, which isn't the core of the issue here. Or do you think it's perfectly normal to suffer multiple defeats against someone 25 levels below you?



    What do you think level 220+ players been doing prior to release of new affixes? Farming level 200 expedition? Hell no, they've been hard stuck farming lower bosses due to lack of options to improve the gear.

    It is true that when you finally found the right items—whether in the auction, dungeons, or expeditions—the satisfaction of defeating that boss who pissed you off was immense. Reminding you once again, if you actually read my post or if you plan to read this one, since at no point did you counter-argue my proposals and instead just attacked them: with 4 forged items, wouldn't the game be the same as before when you couldn't forge anything, or would it become easier through strategy combined with the auction "trash"? If 20 levels is too much of a gap, let it be 15 levels; if that's still too much, make it 10 levels—proper balancing would determine that.



    To touch anything about the items, limiting forge, this and that, game would need an actual rework, meaning full structural and mechanical rework + full wipe, nobody is going to do that mate.
    That would only kill already low player base, marketing is almost none, you have to literally look for this game to find it in the internet, because chance of finding it by ads it close to zero.

    It depends; the proposal wouldn't even need to affect old servers. It could apply only to new servers, or currently forged items wouldn't be removed from players, only new ones moving forward. In the most extreme case possible, Gladiatus could just wipe the red items of players who haven't reached the max level yet and compensate them with the forging goods from that broken item + a tool that grants a 100% success rate for each broken item... Or any other method they chose. Look, with the introduction of new affixes, a lot of people came back to play, so why would an update make people quit unless it was poorly handled? What I see in the game right now aren't active players, but bots running 24/7. Marketing is practically non-existent, true, but remember that nobody has time to dedicate to a game nowadays, so a passive-style game like Gladiatus is actually attracting more focus from these people. People just want a decent game at the very least, not a cycle of just swapping gear in and out until level 1000.


    For "meta" builds, that's how almost every online game works, no matter what you play. Even if you look at the best ARPG out there like Path of Exile - endless builds, yet every league there are few meta builds people keep using over and over, why? Because it makes life easier and just works.

    What even is the meta build in Gladiatus? Is it just capping 50/50 forever until it's no longer possible? You mentioned Path of Exile, and you will see that countless builds exist there. Now tell me, how many builds does Gladiatus have? Let's look at the idea that a player at level 180 can forge 4 items. They will forge the exact same 4 items as everyone else. They will still have 5 item slots left where they have to scramble to find pieces that fit. Eventually, players will figure out the perfect 5 items for those slots. But some players won't have those items, so what do they do then? Let's say the best items for levels 180-189 are a Baurus' Weapon of Murder, 2 Aulus' of Hell, and 1 Sebastianus' of Fortune. This setup would max out all main stats, except for Constitution and Charisma, which would sit at 935 and 1358, respectively. But here is the catch: they wouldn't hit the maximum block and critical caps, forcing them to figure out what to do, and that is where strategy comes in. Take the character "PAPANOOB" from EN 51 as an example; if you set the weapon, gloves, boots, and chestplate to red and the rest to purple, he would have 41% critical hit and 43% block. From this perspective, tons of different strategies could emerge, where some players might prefer to sacrifice block to boost crit, while others would trade off damage and crit to focus on block... And even then, they would average 1000-1250 damage. Are you telling me that with that kind of damage, you wouldn't be able to beat Caratacus?


    When it comes to Forging items itself, it already got harder for newer players because of Battle of Britannia update affixes are so dominant if you drop an item with old + new affix, materials distribution will favour new Britannia materials by like 90-95% of the entire pool.
    Meaning old, very common materials back in the day, like Crystals, Amethysts, even Soul Essence, became a hell to farm and you barely get any of those now.


    You used a game bug as a justified metric for the difficulty of low-level forging goods, which is a bit bizarre, isn't it? Clearly, they just threw those goods together any old way and forgot to balance them... but let's be real, the game truly begins at level 100, forget low levels. At level 100, with a purple build and an orange Antonius sword, you can already put together an okay build and clear expeditions/dungeons smoothly. By level 110, you can easily maintain an orange build with a red sword using the crystals you acquire along your journey—and if it's just orange, that's fine too. This is without spending a single cent, just using the gold the game provides. So, while I agree it is harder to help a low-level player get red items, a viable build to clear expeditions and dungeons is still totally achievable. Those who spend real money don't even fall into this bracket.

    Till lvl 120 expedition boss, Cassi, they are easy ye, but 130 expedition boss and foward you wouldnt win a single time with just one forge red item. Without almost a proper full red equip and full stats you will lose 9 of 10 atacks

    1. The expedition is level 130, but the boss is level 146. Do you think it is common to just defeat a boss 16 levels above your own? Do the test: try fighting an average level 146 player and you will see the outcome. The game needs to actually be challenging. You shouldn't be able to defeat the boss at level 130 unless you have a flawless build, and that is exactly what used to make the game engaging. The essence of the game should be the same as when we are level 1 and get beaten by the boss if we try to fight him before having the proper level and gear.

    And with that idea, forge tools, special gold ones are no longer that precius thing that are now if you just will forge one item in 20 levels. I think they will lose money with that.

    The same happens with red resources, they no longer a special thing that you have to get if you just forge one item every 20 levels. But with your idea you wont have red resources alomst, after level 120 you wont stand a chance vs the expedition bosses.

    2. Who said we would only forge a single time? Remember, we would always depend on the auction. If the right items don't appear, we would use the forge to balance our stats. At one point, if we don't have a Lucius of the Earth, we would need to forge it to improve blocking. Later on, once we have the Earth Lucius, we might forge a Sebastianus of Delicacy to improve critical hits. Therefore, forging would be a continuous process based on our needs. While gold tools might not be as valuable—I agree—the Magus Hermeticus would gain much more prominence. Furthermore, with the mechanic I suggested, ruby spending there would likely increase. After all, who would want to risk losing an item that took many days to obtain?

    3. Here, the auction is working correctly; the only bug occurs during the "very short" (bastante curto) phase. When it ends, it doesn't close immediately; it takes a bit of time. And when a new auction begins, it takes a moment before you can actually place bids. Currently, the game is so easy that you can just put together any piece of trash that gives you 50/50 caps at your level and you are good to go. At higher levels, you just forge the meta items because throughout your journey, you already have about 80% of all the resources needed to forge without major issues. This cycle needs to end. However, when decisions are driven strictly by financial revenue rather than game health, it becomes difficult.

    At level 131, focusing on a build with only 2 forged items, I simulated a possible perfect gear setup and achieved 790-886 damage, 38% critical hit, 50% block, and 25,731 armor. All main stats were maxed out, with the exception of Intelligence, which reached 1,029, and Constitution, which stood at 931. This is a build that would definitely secure a solid win rate against the boss.

    Build: Táliths Leather armour of Fortune, Táliths Iron cap of Fortune, Gaius Angel of death of the Dragon, Lucius Planks of Earth, Aulus` Leather gloves of Corrosion, Lucius Sandals of Earth, Sebastianus` Blue ring of Delicacy, Sebastianus` Blue ring of Ingenuity, and Lucius Gold symbol of Earth.

    I am here with another suggestion—which, by the way, will likely be yet another thing the devs lack the competence or desire to even look at: a limitation on the amount of forged items a player can equip.


    The arrival of the forge brought a different dynamic to the game, allowing players to create builds that were previously impossible or legendary due to the difficulty of obtaining items in auctions and their overall quality (it was practically impossible to have a full red set). However, it introduced a massive problem to the game's ecosystem: monotony.


    Before the forge, players had to rely on multiple ways to get gear—either hoping for drops from dungeons and expeditions, or hunting for them in the auctions. Nowadays, players feel forced to focus solely on the forge, especially because it is the only way (without pacts) to obtain items 16 levels above your own, in addition to allowing 1% forging chances for mercenaries. Items obtained from auctions, expeditions, and dungeons have become mere trash to sell for gold, or just resources to melt down for forging goods and scrolls. Consequently, PvE practically no longer exists.


    From level 80 onwards, dungeons like Papa Sasama, Zagrash, and even Externsteine themselves are no longer challenging. All you need to do is forge a few items like Antonius and Lucius (items that are rare in expeditions, dungeons, and auctions) and you will easily destroy them. To give you an idea, I am level 112, and I have practically looked at the mercenary auction only once since level 95, proving that dungeons no longer bring any difficulty to the game. In expeditions, it is the same thing; monsters like Dracolich, which should be a massive threat, have pathetic damage and armor for level 120. As for the Underworld? I didn't experience the Underworld before the forge, but I believe obtaining an item from there used to require actual strategies. Nowadays, the only focus there is to go to get costumes or during quest days with a -50% cooldown to get costumes or get items to melt down for forging goods. It is always the same premise of melting for goods.


    Therefore, my idea is a limitation on the number of forged items equipped per level. Here is how it would work: the forge would only be unlocked starting at level 100, where you could equip only ONE forged item (it would follow the same concept as soulbound, displaying a text: "Forged Item"). Then, every 20 levels, you would be allowed to equip another forged item. This way, the true endgame would only be reached at level 260, when you could finally equip a full set of forged items.


    What would this provide for the game?

    • Competition for the best items in the auction;

    • Build variance, also due to the difficulty of reaching 50% in blocking and critical hits, for example;

    • Added value to orange and red item drops in expeditions and dungeons;

    • The return of rare item sales in the markets;

    • Implementation of actual strategies to obtain Underworld items;

    • Creation of better strategies to defeat dungeon and expedition bosses.


    Benefits for GF (Gameforge):

    1. Increased profits, as players would once again buy items in the auction using rubies to have 4 identical weapons for their mercenaries, for example;

    2. An implementation in the Magus Hermeticus where there would be a probability not only to fail, but also to lose item quality, running the risk of reverting back to the base item. For instance, a "Sebastianus' Club of Brightness" could risk turning back into a white club, forcing players to spend rubies on important items at the Magus to improve success probabilities;

    3. It would encourage spending rubies on Mirrors to remove soulbound status from items in order to sell them in the general markets.


    In conclusion, balancing the forge this way would restore the core progression of Gladiatus, giving players a long-term goal to strive for while keeping the game's monetization highly profitable. It creates a win-win situation where veterancy is rewarded and premium features remain valuable. I hope the development team considers this approach to revitalize the game's economy and PvE content.


    Best regards.

    I stand corrected, and I truly respect your dedication. Knowing that your account has been around since 2019 and that you achieved those stats and gear purely through old-school grinding, melting, and market management makes it an incredible feat. My apologies for assuming it was pushing; it’s just that nowadays, seeing stats like that on a low-level account usually means something else.


    But I am glad we agree on the main point: the game balance is no longer there.


    Your account is actually the perfect example of my argument. If a dedicated player could build such a powerful character over time back then, why should the game today keep other strategic players locked behind an artificial dungeon level restriction? Since the economy and mechanics have shifted completely, letting people test their tactical limits inside the actual dungeons would only bring back that classic spark.


    Respect for the grind, and thanks for an honest debate!


    i wish we had exp lock system to level up whenever we want but everyone hated me for posting about that :D noone likes old school players i guess xd

    I completely feel you on that. It's tough being an old-school player nowadays because the community shifted so much towards just rushing levels. Thanks for the support, man! We definitely need more features that bring back the challenge and let us play our own way.;(

    If your definition of "fun" is just waiting for a level bar to unlock content while blindly following basic mechanics, then we clearly play the game for different reasons.


    Accepting a flawed, rigid progression loop just because "that's how it is" shows a complete lack of tactical ambition. It is easy to find the game fun when you don't care about pushing limits, managing attribute ratios, or actually understanding the strategic depth of the mercenary system.


    If removing limits scares you because it demands actual strategy instead of just repetitive clicking, that’s your choice. But don't mistake a lazy, outdated roadblock for a good gameplay feature.

    You are proving my point exactly. I know this isn't 2010 anymore—I literally mentioned the forge in my very first post. If the game today allows a level 44 to easily get and wear level 111 pink gear through the forge or the market, then keeping the dungeon level limitation makes absolutely no sense. It is an outdated restriction that contradicts all the modern mechanics you just listed. Why give players freedom in forging, underworld, and suits, but keep them locked in an artificial progression loop inside dungeons?


    Furthermore, you cannot "farm" Negotium X. It gives absolutely no gold, no items, and no rewards. That is the entire reason why it is a frustrating and dead feature.


    You also just proved my point once again by mentioning the drops. If the new updates allow Red items to drop even in early, lower-level dungeons, it makes the dungeon level limitation even more absurd. Why give low-level players access to top-tier Red drops, but then block them from progressing through the dungeons using their own strategic setups? You are telling me to "just play and progress," but the level limitation is exactly what stops players from progressing naturally based on their tactical skill. The mechanics completely clash with each other. I don't need to "update"; Gameforge needs to update their dungeon design to match the current reality of the game.

    Reducing high-level forge transfers to just "pink equipment" is completely missing the point. In a competitive multiplayer game, how others play matters because it directly ruins the server's balance and leadership boards for everyone else.

    When a low-level account skips the entire game's natural progression by using gear and stats provided by a level 90+ account, that is the definition of legalized pushing. If you find nothing weird about a level 44 player walking around with level 111 gear, you are just ignoring a mechanic that completely kills fair competition and makes the game unappealing to anyone else.

    I care because I want a balanced, competitive game where strategy matters, not a game driven by unfair shortcuts.

    If pointing out bad game design means "asking the same thing over years," then yes, I will keep doing it because I actually care about the game's potential.

    Taking a screenshot of an unrewarding simulation doesn't replace real progression or fix a broken economy. If you are satisfied with a game where strategy is dead and pushing rules, that's on you. I prefer to advocate for a better Gladiatus.

    Thanks for your input, and happy gaming to you too.

    all you need is high healing for the medic with the new items, the bosses are captured in negotium X, try there

    Fighting them in Negotium X misses the whole point of my post. As I mentioned before, Negotium X offers absolutely no rewards or recognition for your victories.


    Also, back then, you couldn't just rely on a single medic mercenary to carry the fight. The main character wasn't strong enough to act as a solo damage dealer or tank the boss alone. You actually had to balance your whole team, strategizing every mercenary's position and role.


    The real fun was about pushing your low-level account to its limits within the actual dungeon progression and showing off those hard-earned conquests. Testing setups in an artificial simulation that gives you nothing in return feels completely empty and frustrating. We want the actual dungeon progression to matter again.

    I was checking out your character because I got curious about how you pulled off the feat of beating a level 95 boss at level 44 :/:D. I assume this is your account.

    https://s59-en.gladiatus.gamef…98f00b204e9800998ecf8427e


    As I suspected: you are using over-leveled items (donated goods) and absurdly high training stats (legalized pushing). So let me ask you: how is anyone supposed to find this game appealing when they see a guy with 345 stats and level 111 gear on his mercenaries? I'm not trying to offend you—if the game allows it, you have every right to do it—but it breaks the game in a way that completely kills any interest for people to look at it or even test it out.

    To be honest, I find it very hard to believe that a level 60 account can easily defeat level 140-160 pre-bosses. The stat gap and the armor values at those levels are immense. If you want to prove your point, why don't you record a fight in Negotium X against a level 102 boss? That would settle the debate.


    Regarding the "balance" issue, we must admit the game is already broken. Between "Pushing" and "Pay-to-Win" mechanics, the power gap is already distorted. High-level accounts can easily pass down powerful forge goods to low-level alts, completely bypassing natural progression. If the current dungeon limits were meant to protect balance, they have already failed.


    I’m not suggesting we remove high-level items as rewards—without them, there’s no incentive to play. However, there is a simple solution to prevent infinite farming: remove the dungeon reset button. If players can't reset, they can't farm pre-bosses for gold or gear. They would be forced to face the boss to progress, bringing back the strategic challenge for low-level players without breaking the economy.


    If Gameforge is truly worried about balance, there are better ways to handle it than blocking dungeons. For example, they could restrict the rarity of items traded based on level (e.g., a level 90 could only give "Green" items to a level 40) or set a gold limit for market sales based on the player's level (e.g., a level 10 player wouldn't be able to list an item for 10kk, as their level cap for sales would be 10k). Additionally, they could limit the number of market transactions per day (e.g., a maximum of 3 sales per day for low-level accounts) to stop unfair gold transfers. But those are topics for another day.


    For now, the priority should be restoring the tactical fun of the game. We are sacrificing strategy to protect a balance that doesn't exist anymore. Let us test our limits again.

    I’m a veteran player from the golden days of Gladiatus, back when dungeons were a form of entertainment for those who preferred strategy over mindless farming. Back then, we took pride in beating high-level dungeons while remaining low-level (like my victory against Homo Nautilus at level 33), instead of just treating it as a place to farm gold and fame.


    The Negotium X, which allows you to fight stored bosses to test mercenaries, is incredibly frustrating. Why fight there if you gain absolutely nothing? The result is clear: nobody cares about showing off dungeon conquests or building strong low-level mercenaries anymore. Many legends — like a famous Portuguese player who beat Themba at level 10 with only 3 mercenaries — are long gone because the game lost that spark.


    Gladiatus removed the old monthly reset to prevent people from getting stuck, which made sense at the time. But why does this limit still exist today? In an era of "Pushing" and "Pay-to-Win" mechanics, the current restrictions on dungeon progress and skill limits make no sense.


    I’m asking Gladiatus to remove these restrictions because they are hurting the game. Players are tired of the repetitive grind of expeditions and arenas without any real tactical challenge or fun. We need a reason to care about our strategies again.

    I’m a veteran player from the golden days of Gladiatus, back when dungeons were a form of entertainment for those who preferred strategy over mindless farming. Back then, we took pride in beating high-level dungeons while remaining low-level (like my victory against Homo Nautilus at level 33), instead of just treating it as a place to farm gold and fame.


    The Negotium X, which allows you to fight stored bosses to test mercenaries, is incredibly frustrating. Why fight there if you gain absolutely nothing? The result is clear: nobody cares about showing off dungeon conquests or building strong low-level mercenaries anymore. Many legends — like a famous Portuguese player who beat Themba at level 10 with only 3 mercenaries — are long gone because the game lost that spark.

    Gladiatus removed the old monthly reset to prevent people from getting stuck, which made sense at the time. But why does this limit still exist today? In an era of "Pushing" and "Pay-to-Win" mechanics, the current restrictions on dungeon progress and skill limits make no sense.


    I’m asking Gladiatus to remove these restrictions because they are hurting the game. Players are tired of the repetitive grind of expeditions and arenas without any real tactical challenge or fun. We need a reason to care about our strategies again.

    Olha Sir Cheese, você iria jogar um LoL, por exemplo, tendo todos os jogadores iniciantes usando BOT, desviando de tudo que você joga, e você não tendo condições de adquirir esse bot? Na minha visão, se eu estivesse começando a jogar Gladiatus, eu nem entraria, porque no primeiro momento que eu visse o jogador top 1 com todos os atributos 200, já ia evidenciar que é a casa da mãe Joana e não tem ordem.


    Limitar treinos? Outra coisa que você não enxerga, não sei se por causa que nunca começou um novo jogo em um server mais antigo, sem ter benefícios: a pessoa sempre estará topada no nível. Agora me diz: Me indica um jogador que conseguiu ficar continuamente topado no decorrer dos níveis. A pessoa tem na mochila 7kkk, pode sair do nível 20 que estava em 100 para o nível 30 e já estar no 150 de atributo. Quem começa o jogo, nem consegue fazer isso, porque tem o gasto de ficar renovando seu arsenal continuamente.


    Você fala que passa rápido. Estou com uma conta no Gladiatus que criei há 2 semanas, está free, sem colocar um único rubi, estou no nível 47 e estou jogando todos os dias 8 horas, se brincar. Não passa tão rápido não, por favor, não coloque a ideia de pagar centúrio.


    E outra: No próprio Gladiatus dá ideia de vc ser o mais forte. Mas me diz como e quando vou fazer isso, porque no nível 20 tem um belerick full topado com itens full azul com fornalha (coisa que nem tem como eu fazer, sem gastar pouco gold), no nível 30 tem um doubledrift full topado com itens full roxo. E agora no nível 40 tem um cara chamado amigo, que não está full topado, mas tem 4 status no 200 e com todos os itens roxos. Quando serei o mais forte?

    Sobre a resposta do seu amigo, isso acontece com todos os jogos que foram famosos anos atrás.. Joguei bastante ARK e agora quem fala isso sou eu.. "Vc ainda joga isso?"

    Você não entendeu, eu não estou falando que o jogo envelheceu, mas estou falando que ele me questionou depois de mostrar a ele os caras topados nível 10,20,30 e eu com o meu status máximo 180 de agi, o resto abaixo dos 100. Estou falando desses absurdos que ocorre.




    Implementar uma mudança que 'favorece' apenas os jogadores que logo vão sair destes níveis seria algo sem sentido de ser implantado.

    O problema é esse SirCheese: Você e todos que são nível 100+ pensa que todas as pessoas jogam esse jogo sem freio, pensa que só fazem upar e dane-se o resto. Subir do nível 1 para 100 é massante, não é simplesmente 1 dias de up não, é 1 mês free (ou 20 dias se vc jogar 24 horas). E para alguns, isso pode demorar meses e meses. Faça um teste e comece uma conta do zero, sem rubi e sem centúrio e me mostre que estou enganado e dá para upar até o nível 80 (pode ser até nível 80 mesmo) em 2 semanas, jogando 8 horas por dia (normalmente consumido pelos jogadores). O jogo foi feito para você ser o melhor dos melhores.



    Acredito que essa seja uma das formas de tornar o Gladiatus mais dinâmico e com uma implementação simples, já que, implementações complexas são praticamente impossíveis de ser implantadas (Melhoria nos Relatórios de Batalha condicionado aos itens e equipamentos que estão no seu personagem, exemplo: trapo maior chance de levar um dano crítico; armadura catenarian muito peso, dificuldade em se fazer um ataque duplo ou esquivar).

    E sobre esta parte, isso já é feito mas de forma muito menos impactante..

    As armaduras Catenarian na qualidade verde tem 50 a mais de armadura que o Trapos (e por aí vai..), então de certa forma ainda assim é realizado algo pra diferenciar e 'promover' o uso dos itens de nivel maior, alem de mudar os bens necessários para forjá-los..

    Poxa SirCheese, se tu me diz que uma redução de centenas de armadura é um feito incrível, por favor pow. Isso só foi feito para diferenciar cada armadura e seus custos. Eles colocaram nome nas armaduras, para não ficar como armadura 1, armadura 2... Mudar itens de forja é a mesma ideia do que falei. Se não é, me explica porque a Relíquia de PRATA se faz com cobre, por favor.


    Não vi você falando sobre aos níveis altos, apenas dos low elo, poderia opinar quanto a isso também?

    Bom dia/ Boa tarde/ Boa noite


    Como muitos sabem, o Gladiatus está precisando de inovações no jogo, o qual essa ideia de ficar indo expedição/masmorra/arena/ct/sub/fundir/forjar se tornou algo tedioso, já que não precisa montar estratégia para nada, apenas ter a sorte de vim itens bons e ganhar gold suficiente para manter os treinos ok. A estratégia do jogo está tão fraca, que se brincar, uma criança de 2 anos pode jogar isso e ser bom, já que a fórmula é a mesma.


    Então o que proponho: Mudança na forma de receber ouro. Hoje em dia, com ouro você faz tudo: Treina, forja, fundi, doa dinheiro para aliança, e o mais errado de todos: "DOA DINHEIRO PARA JOGADORES NÍVEL 1". "Ah, mas rochadapesada, é para criar estratégias e ajudar os membros da aliança." Mas e os que começaram agora? F****-se eles? Eles tem que conseguir uma aliança para ter uma ajuda no início do jogo? Por favor, isso é a ideia mais nonsense que existe e um dos motivos que nenhum novato quer vim jogar Gladiatus. Mostrei a uma pessoa o Gladiatus e disse dos jogadores que tinham altos atributos no jogo. A resposta dela: Você ainda joga este jogo? Mas enfim, vamos para a ideia.


    A minha ideia é simples: Diferenciar o ouro que você obtém jogando, com o ouro que você obtém através de mercado geral.


    Uma ideia simples, porém polêmica, mas vamos formular melhor esta sugestão:


    A ideia é de que você não consiga mais usar o dinheiro que você obtém no mercado geral em seus treinos, e basicamente isso. Vamos considerar como ouro A o ouro que você obtém realizando missões/expedições/masmorra/arena/ct/submundo... ou seja, tudo proveniente do seu jogo e ouro B o ouro que você obtém a partir do Mercado Geral.


    Com o ouro A, você poderia fazer tudo, desde comprar itens em qualquer local, como treinar.

    Com o ouro B, você poderia fazer tudo menos treinar.


    E o que isso agregaria no jogo e como funcionaria de fato:


    A PRIMEIRA COISA MAIS IMPACTANTE QUE TERIA NESSA FORMA DE OURO DIVIDIDO SERIA:


    AOS NÍVEIS BAIXOS: Não seria possível mais possível treinar e ter atributos altíssimos em níveis baixos;

    - Isso permitiria que o jogo fosse mais equilibrado e fosse competitivo, tanto aos novatos, quanto aos mais experientes.

    - O ouro B poderia ser usado para ter itens mais fortes, como bens de forja, entre outros e se diferenciar nestes quesitos.


    AOS NÍVEIS MAIS ALTOS: Não seria possível mais fazer pacotes com o ouro A ganho para guardar para treinos (POLÊMICO);

    - Caso isso seja feito, o ouro A seria transformado em ouro B, e não poderia mais treinar com este ouro.

    - Isso permitiria que fosse criado estratégias para saber quando seria viável segurar a grana para possíveis treinos futuros, ou converter em ouro B para forjar itens futuros e não perder dinheiro no momento.

    - Para essa implementação, considero colocar o limite de ataques a três e com intervalo maior de duração para levar outro ataque.


    2 - Nos casos, que você queira usar o ouro A para comprar itens, etc, você teria uma opção encima dos mercados, para você optar com qual ouro deveria comprar as coisas, tanto em leilão, quantos os mercados


    3 - O ouro B poderia ser armazenado em pacotes


    4 - Maior dinamicidade no jogo, criando estratégias próprias (como pedir a um membro da aliança bater em você, para você ficar isento, por exemplo), ou até mesmo se vale a pena correr o risco de ser roubado ou se era melhor converter em ouro B


    5 - Em níveis baixos, evitaria essa frustração que todos os jogadores novatos têm, quando vão jogar: os brutamontes nível 8 com 200 em tudo e se brincar com itens todos reds.



    Acredito que essa seja uma das formas de tornar o Gladiatus mais dinâmico e com uma implementação simples, já que, implementações complexas são praticamente impossíveis de ser implantadas (Melhoria nos Relatórios de Batalha condicionado aos itens e equipamentos que estão no seu personagem, exemplo: trapo maior chance de levar um dano crítico; armadura catenarian muito peso, dificuldade em se fazer um ataque duplo ou esquivar).

    Para eu ficar mais indignado, no perfil dele há conquistas das masmorras e CT conquistados. Cara, como um cara coloca essas conquistas sendo que não precisou de um pingo de estratégia para conseguir isso.


    MEU DEUS, BANIRAM ROBINHO93 POR ESTAR COM 300 EM CADA ATRIBUTO (POIS TORNAVA O JOGO DESBALANCEADO), MAS HOJE EM DIA, PERMITEM E DANE-SE PELO EQUILÍBRIO E O JOGO JUSTO.


    Para quem não sabe quem é robinho93, irei mostrá-los:



    Esse cara foi banido por estar usando um bug, mas qual o sentido de banir ele, e deixar os outros ok?

    A imagem que peguei desse player fez uma postagem em 2010 que fala o seguinte:


    "Simplesmente incrivel ! O jogador robinho93,encontrado no server 4 de portugal,é simplesmente um fenômeno,ele tem treinamentos básicos que,provavelmente,nenhum outro jogador no mundo tem.Nem mesmo o primeiro colocado no Ranking Mundial do Gladiatus (o Babossa,do server 7 da Alemanha,nivel 108)daria conta do nosso amigo de nivel 13.Infelizmente,o robinho93 tomou um ban,que ainda leva um bom tempo pra acabar,mas com certeza quando ele voltar,ainda será o mais top de todos...


    Acredito que ninguem,pelo menos do server 8,alcançará esses basicos de treinamentos até 2017 !

    Força (386),Hablidade (420),Agilidade (433),Cosntituição (440),Carisma (559),Inteligência (211).


    Parabéns robinho,apesar de não jogar nas regras,você continua sendo um fenômeno! E jogadores do server 4 de portugal,aproveitem bastante até 2017,por que quando ele voltar...Ninguém segura!"


    Facilmente adaptável para os dias de hoje