

- Diminishing returns(drops, spawn rate and experience):
The more wins/kills a player has will directly impact their experience gain, drop rate for non-basic items (such as potions, jewels, runes... etc)
and possibly the spawn rate of aces/event monsters.
- Monster aggression:
The higher the number of total (kills/wins) a player has will directly impact the monsters' stats.
The monsters get angry for the deaths of their kind after all.
- Scaling costs:
Apply scaling costs for using the marketplace.
For instance, the more transactions a player performs within a specific time frame, the higher the fees or taxes they incur.
- A progression quest after x amount of kills:
Instead of a captcha which can be automated as well, this one is more of a human-like interaction while being fun & rewarding instead.
Every x kills(not wins), the ability to get experience, drops and spawn anything above rank 0 is paused, and a puzzle-like quest spawns, such as:
* Kill n monsters that use
* Kill n monsters of
* Use spell n times
The possibilities for this are endless and highly dependent on the way you have designed your structures.
After each quest, the player can be granted a reward, being experience, item or nothing





23-05-31 19:08






23-05-31 10:14






23-05-31 01:57


AND ALSO PLS FIX VAULT AND FORGET PASSWORD. I FORGOT TONS OF MY ACCOUNT. THANKS






23-05-28 14:06

Last round i even can't find single recipe Soldier justice and Recipe Moon quiver.





23-05-28 04:43