GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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Hello, 

we’ve noticed that Gunrox is gradually losing players, and the game’s balance has become a significant issue. Many aspects need to be changed to restore the game to its former glory. We truly don’t want to see more players leaving, which is why The-King and I have been brainstorming possible improvements. 

These proposed changes wouldn’t harm the berserker class at all.. in fact, they could even benefit it. Our goal is to create a better experience for everyone, and your feedback is essential in this process. 

I want to emphasize that with this message, I am not trying to achieve anything beyond improving the game. I simply want to see the art fights return to their former excitement, for Megas to be filled again, and for all of us to enjoy playing together. 

Additionally, I must mention that right now, everything feels quite boring in Gunrox, and without an active community to share the experience with, it’s even more dull. Having an engaged community is crucial to bringing back the fun and excitement that made Gunrox great in the first place.

MEGA (co-op)

  • Artifact limit of 3 per Mega
  • Adding bots (24/7 Availability - megas could be played all the time)
  • Increase coin rewards by 25% for winners and 10% for those who lost in Megas
  • When the player is in a Mega Room, they receive X minutes of protection against attackers to prevent disturbing the room

WEAPONS

  • (btw no one is using that grenade) Plasma grenades should increase damage by +35 damage, provide 50% shelter penetration, and have an additional range of 11 to make it unique
  • Since the Pulse Grenade has been improved, the Pulse Mine should have the same effects
  • Rainmaker is rarely used, the maximum range should be increased to 14
  • Binoculars => 5 ap per use

GAME

  • The Golden Chest should contain artifacts until level 40, making the game more engaging and encouraging players to keep playing and try to open the chest.
  • If someone is away in fights, it should be displayed next to their name as "(away)" 
  • The player gains 0 XP if they are in a fight for less than 3 to 5 minutes. This should be removed because it's frustrating to earn no XP when you kill someone quickly, especially since extra experience is lost along with the 0 XP.
  • The Disarming Armor effect shouldn't exist in the game. It was a major reason why players were losing interest, as it can be frustrating to spend a lot of enkord cash on artifacts only to lose them within a few minutes because of that effect..
  • If a player quits during a fight involving more than six players (such as 3x3, 4x4, or 5x5), they will receive a 15-minute ban before being allowed to join games.
  • Purple arts should be available for purchase in the artifact shop in a special area. Sometimes there is not enough of them to buy. Since players can't farm them easily, this avoids hassle.. other arts can be crafted or gambled.
  • It's not our concern who charged enkord cash. It's better to hide the player's name when someone purchased enkord cash and simply say, "You received a Supporter Chest."
Edited 1 minute later by . Reason: ..
6 months ago Quote
6 months ago Quote

If you have any important suggestions for improvements, please write them here.. berserker is reading all our posts

6 months ago Quote
6 months ago Quote

Hello, Berserker,

I have an idea for improving team balance in level 50 megas: I propose dividing players into teams so that each team has approximately the same number of
- Tanks
- Rocket Men
- Naders
- Dooms
That is, so that the teams are close to each other not only in level but also in power.

In my opinion, the most interesting and engaging megas are when each team is down to 1-2 units out of 15. The battle between these units determines which team wins. This will also increase the game monetization: the fewer units that survive the mega -> the less loot -> the greater your profit.

Of course, this kind of team division can be done manually. However, as soon as players enter into the mega and see the "manual" team division, they immediately start looking for a catch and demand automatic balancing. I don’t know what’s more difficult - changing player stereotypes or changing automatic balance.

Edited 14 minutes later by .
1 month ago Quote
1 month ago Quote

Interesting idea, so players are no longer team together in auto balance by level, but by balanced builds? 

1 month ago Quote
1 month ago Quote
Reply to

MEGA (co-op)

  • Artifact limit of 3 per Mega
  • Adding bots (24/7 Availability in megas could be played all the time)
  • When the player is in a Mega Room, they receive X minutes of protection against attackers to prevent disturbing the room

WEAPONS

  • Rainmaker is rarely used, the maximum range should be increased to 14

GAME

  • The player gains 0 XP if they are in a fight for less than 3 to 5 minutes. This should be removed because it's frustrating to earn no XP when you kill someone quickly, especially since extra experience is lost along with the 0 XP.
  • The Disarming Armor effect shouldn't exist in the game. It was a major reason why players were losing interest, as it can be frustrating to spend a lot of enkord cash on artifacts only to lose them within a few minutes because of that effect..
  • If a player quits during a fight involving more than six players (such as 3x3, 4x4, or 5x5), they will receive a 15-minute ban before being allowed to join games. (Game gets 0XP happend to me in a mega, when someone did quit in 1st turn)
  • Purple arts should be available for purchase in the artifact shop in a special area. Sometimes there is not enough of them to buy. Since players can't farm them easily, this avoids hassle.. other arts can be crafted or gambled.
  • Would be cool if we get more attention to art fights (maybe art fight map, more stuff about it and so on)

these ideas would be useful, especially with “3 artifacts allowed per mega,” since berserker doesn't want to implement No Artifacts check button, artifacts in megas is currently destroying mega battles because there is no balance between cashers and non-cashers, and without players = no mega.

1 month ago Quote
1 month ago Quote
Reply to

Hello, Berserker,

I have an idea for improving team balance in level 50 megas: I propose dividing players into teams so that each team has approximately the same number of
- Tanks
- Rocket Men
- Naders
- Dooms
That is, so that the teams are close to each other not only in level but also in power.

In my opinion, the most interesting and engaging megas are when each team is down to 1-2 units out of 15. The battle between these units determines which team wins. This will also increase the game monetization: the fewer units that survive the mega -> the less loot -> the greater your profit.

Of course, this kind of team division can be done manually. However, as soon as players enter into the mega and see the "manual" team division, they immediately start looking for a catch and demand automatic balancing. I don’t know what’s more difficult - changing player stereotypes or changing automatic balance.

I do not think it's necessary to change the existing automatic balance. You could add another button with the automatic balance I am proposing.

1 month ago Quote
1 month ago Quote
Anonymous

why post in gunrox forums with tt2 avatar?Nostalgia?

1 month ago Quote
1 month ago Quote
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If you have any important suggestions for improvements, please write them here.. berserker is reading all our posts

A suggestion about Clan Post Battles:
Currently, each map has three posts, but it would be interesting if at least one or two of these posts had a rule that disallows artifacts, allowing only regular weapons.

This would make battles much more balanced and attract more clans to compete, since the factor of “who has more artifacts” would no longer be the main advantage in every post.
It would bring the focus back to strategy and teamwork, making clan wars more competitive and fun overall.

1 month ago Quote
1 month ago Quote
Reply to

A suggestion about Clan Post Battles:
Currently, each map has three posts, but it would be interesting if at least one or two of these posts had a rule that disallows artifacts, allowing only regular weapons.

Yes, sounds good. It has to be balanced every time to get it clear. a crystal clear game has to be advantages and disadvantages, same is with cashers and non-cashers and same as well with Naked - Armed - Artifacts and so on. So you want to tell us about => Lost Beach has 3 outpost outside, but one of them should be not allowed artifacts so people who are not cashers or doesnt has artifacts that they would join the battle? I got your point, but I am pretty sure berserker would disagree, because it destroys their buisness. Most money they make is from Coins + Resets + Artifacts so its hard to discuss about it.

1 month ago Quote
1 month ago Quote

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Download Play Now GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him