i would just hotfix it by having a bank outside of town... in case people have problems with the bank being closer to a reasourse or something i would lock it to just people that got blacklisted from that town.
guards respawn, guards are hard to kill, guards respawn faster the less of em there are.
you need to be doing 1 exploit or another to do something like kill all guards.
so yea would be nice if less stuff would actually affect players that are in zones considered semisafe then more.
9 and 12 per 5 i think i do keep all the files anyone has ever posted on alchemy from the days of old.
sadly not sure per how much that was of pu but from all the pictures having 5 size vials i assume its per 5.
no plex(paying players to give you sub in a safe way)
AI having range when its no good with rage attacks or make no sense to have range.(starting with skeletons but other mobs as well)
random dmg spike on mobs that hit 2 dmg avrage dealing 50+ dmg all of a sudden at random.
already made 2 old threads on this...
but its actualy goes something like.
1h wand or 2h staff
wand does less ,staff does more.
where wands specialize is types of magic depending on what they are made of, but staffs can be more general use and if made from more expencive mats would make for...
i would kinda be against it if you were joining a seacret guild or something but that never happened and all...
tho would be nice if it was clantag or tag or guildtag and not Acronym(cant spell that half the time).
maybe even just have all of em as option like you have when calling guards/guard..
tryed doing tinderem graveyard its good and all untill the sworm comes and uses range attacks from melee range...
realy should stop adding range attacks to stuff.(or skeletons that deal 20 times more dmg then the other ones like skeleton swordsman)