Posts by Mela

    First of all, you’ve done an amazing job with the Prestige Battle Pass over the last few weeks. It's great both for players who spend little and for those like me who occasionally buy Platinum.

    However, I have one major criticism: I can’t say exactly, but I’ve spent 30k+ diamonds on Courage Coins and also some on experience. What I find quite disappointing is that the progress of these two aspects (Courage and Experience) resets in the bonus reward window. Unfortunately, this progress is not retained like in the boost feature, where when it's full, it starts over again.


    I wish—and I’m sure the community would agree—that these two other points (Courage and Experience) were handled the same way in the bonus rewards as the boost feature. It's nearly impossible to reach the end, and only towards the end do the rewards really become relevant and interesting. For example, if you're already at max level, you can no longer buy experience, and you’re stuck. And with the coins, it's disappointing to be three reward pages short of the end because, mathematically, all functions are already leveled up, and a lot of diamonds have already been invested in this season.


    Therefore, I kindly urge you to reconsider the way this feature works. It’s truly a win-win for everyone because, naturally, if players know that the progress on these reward pages won’t be reset, they will be more inclined to invest diamonds.

    The community is also welcome to provide further input on this matter.

    ty for adding i tryed some way better now ^^ but the item Tooltip still says the old things

    A filter option would be great, allowing you to filter between monsters from the new card system and those from the old card system. From time to time, I find an old card that I missed transferring to the new system. With over 2500 cards, I have to go through all of them manually to see if they have the transfer symbol. Being able to show only the old ones would save a lot of time and be a huge quality of life improvement.

    Or an option to transfer them all at once.

    if ini lov lv are unprofitable, there is no point in starting the game if you do not have euro resources. because why play if you have nothing to sell?

    You can farm a bit of gold and playing minigames and farm your gear to a point that is enough for ROFL/DC and the 6-player instances randomly, without spending money. Because you can buy these stats by playing minigames. If you can't buy them, how are you supposed to improve your gear to be able to farm or do random runs? You can't, because then you would need to spend something to get the stats.

    There are a lot of things that sell really well, for example, level 100 materials like herbs, wood, and iron. Monster cards from events are sold for 5-15k diamonds, so participating in events is another option to sell stuff. Gold, T-stones, dreamland materials, buff food – even small amounts make a difference in total.

    Stathur is a rly good caught up mechanics.
    And adding the stats to the shell set was rly important too for new players.

    Say me without them how should new player be abel to caught up ?? caught up still takes a way to longe there should be like one more thing like stathur. Windmill cellar in Loga with same mechanic would be good

    parent:EquipRing0Slot call EquipDuraButton1's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipRing1Slot call EquipDuraButton2's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipEarring0Slot call EquipDuraButton3's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipEarring1Slot call EquipDuraButton4's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipNecklaceSlot call EquipDuraButton5's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)

    parent:EquipTalisman0Slot call EquipDuraButton6's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipTalisman2Slot call EquipDuraButton8's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)

    parent:EquipHeadSlot call EquipDuraButton9's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipChestSlot call EquipDuraButton10's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipWaistSlot call EquipDuraButton11's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipLegsSlot call EquipDuraButton12's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipMainHandSlot call EquipDuraButton13's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipRangedSlot call EquipDuraButton14's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipShoulderSlot call EquipDuraButton15's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipHandsSlot call EquipDuraButton16's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipFeetSlot call EquipDuraButton17's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipBackSlot call EquipDuraButton18's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipSecondaryHandSlot call EquipDuraButton19's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipAdornmentSlot call EquipDuraButton20's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipRobotSlot call EquipDuraButton21's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)
    parent:EquipArtefact1Slot call EquipDuraButton22's OnEvent, line: ?:0: attempt to index field 'Saved' (a nil value)


    all this are popped up since new char frame

    You cant compare WoW with CoA. WoW hast such an highe player base. There is no Reason to build an second lower guild u allready have 350 slots in one guild which almost be never filled up. You do this in WoW because the Number of Players is diff.

    Yes, I know, and I really appreciate the work. I just wanted to mention it again because I haven't seen anything about translations in the patch notes for over 10 updates. But as long as you have everything under control, that's great. It was just meant to be a helpful reminder.