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Check out the v.256 - The Dark Ride: Limbo Patch Notes
here!
crafting cools down only if you sit it out???
Since the last patch I have noticed that after crafting a cube, the crafting doesn't cool down unless I stay on that character. Twice now I have come back and had to sit for a little before I could make something. Is this for Smiths/Cubes only or does it apply to all crafting? I have not noticed it on my Alchemist but I often sit afk on that. I really don't think this is a good change as it wastes time that people could spend doing other things, but i'm not a fan of the current limitations and cool downs on crafting anyway. I feel that if you have gone and collected all the supplies to make things that you should be able to make as much as you want and that those things should also STACK HIGHER!!! With our accounts being so big now (50 characters!) these kinds of limits just cut into productive game play time. Idk I would like to know what others think.
Comments
https://orangemushroom.net/2019/05/22/kms-ver-1-2-316-16th-anniversary-pt-2-job-balancing/
Feedback: Should allow multiple crafting profession on non-Reboot server to counteract this change because people will now have to spend 2+ hours on a mule (doing nothing) to craft something that they cannot craft on their main character.
Or make it so if one character has a lv 11/12 smithing, any character in the same server can craft master/ meister cube, if one has lv 11/12 accessory, any character in the same server can craft powerful/eternal flame, if one one character has lv 11/12 accessory, any character in the same server can craft powerful/eternal flame, if one one character has lv 11/12 alchemy, any character in the same server can craft the master/meister varient of the secret pills,
See; afk events.
There are many, many better ways to keep players online longer. More entertaining ways that make people WANT to play longer instead of ragequit. Not that waiting 5 min per cube is likely to cause people to ragequit by itself. But combined with other crap...
So in KMS, it was possible to skip the cooldown by relogging?
I'm pretty sure that wasn't the case in GMS.