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21
General Discussion / Re: weapons that require 2 hands to use
« Last post by gnua on January 30, 2019, 11:24:15 AM »
There's only I think three weapons that are worthy of being 2 handed for barbarians. Silvi smith hammer, shoal flail or soth sword. Any other combo of dual wield is probably better, the only downside is being disarmed. I'm still unsure what the change to two handers was for....I don't recall ever hearing 'man these barbarians' damage is out of control!' Who knows, maybe there's some master plan.

I think there was a time when even the soth sword was no better than an enchanted 4d4 + 2d5 once the tank had 2 damage (which they could probably get from natural strength alone).
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General Discussion / Re: weapons that require 2 hands to use
« Last post by Dagda on January 30, 2019, 07:58:53 AM »
I forgot that my plan was to make a Barb named Maxwell and get the Silvi hammer so I can name him Maxwell Silvi Hammer and have that song stuck in my head everytime I play him.

Boylein's axe isn't awful either...

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General Discussion / Re: weapons that require 2 hands to use
« Last post by Kadaj on January 30, 2019, 06:43:58 AM »
There's only I think three weapons that are worthy of being 2 handed for barbarians. Silvi smith hammer, shoal flail or soth sword. Any other combo of dual wield is probably better, the only downside is being disarmed. I'm still unsure what the change to two handers was for....I don't recall ever hearing 'man these barbarians' damage is out of control!' Who knows, maybe there's some master plan.
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General Discussion / weapons that require 2 hands to use
« Last post by gnua on January 29, 2019, 09:00:23 AM »
in previous wipes it seemed the "heavy weapons" did not scale well with +dam and so they were used
 - by casters who could not dual wield anyway
 - by barbarians who could get extra strikes

but now that they are even heavier, casters dont use them.
and now that the damage has been lowered, even barbarians look like they are better off dual wielding

does anyone use weapons that require 2hands to use anymore?
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General Discussion / Re: Misc Skill/Spell Tweaking
« Last post by Iadus on January 29, 2019, 04:11:21 AM »
What do you mean when you say, "you can't get the golem to fire them."? The training file states: Each purchase grants your golem 1 charge of 'wildstrike', an attack with variable effects. Are you saying you've purchased the rank, and your golem doens't respond when you order it to wildstrike (when it isn't lagged)? The golem may need to be engaged for it to work, I don't remember for sure, but, I've had the rank on golems in the past and had no trouble with it.
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General Discussion / Re: Abandon eq limit
« Last post by gulca on January 26, 2019, 01:41:06 AM »
Having a good game system and having active players are different things.

I just like throwing suggestions that might improve the game and it can stay as an idea.

The concept of only having limit 1 items are appealing because it mimics real world and fantasy story settings. You can only have a staff of magius and that should be wielded by the greatest char of the wipe. However the ability of being able to rent and taking the items away from game for a extended period of time breaks the game play. Same with the existence of single room or peaceroom.

Of course another obvious difference between a storybook and a mmorg is every player wants to be that hero. No one wants to be a npc. It works in story book because it's written by an author.
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General Discussion / Re: Abandon eq limit
« Last post by Thymorical2 on January 25, 2019, 02:04:01 PM »
Is there enough players where limited gear is a problem?
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General Discussion / Re: Abandon eq limit
« Last post by Dagda on January 25, 2019, 07:28:07 AM »
Mostly I like this, however the deadbeating is not an advantage to people who can only play once a week - for example. We shouldn't be punishing casual players, but finding a way to encourage them.
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General Discussion / Abandon eq limit
« Last post by gulca on January 25, 2019, 12:58:53 AM »
Here is an idea that get rid of having a hard limit on any items.

Here are the mechanics.
1. There will be no upper limit on how many an item can exist on game.
2. The percentage of popping an item goes down with the number of existing item currently held by players.
3. The timer on the items determines the value of the item. The longer the item exist, the higher the value is. This will affect the following:
A. Rent is directly proportional to value.
B. Repair cost is also based on value.
4. The interesting part, the base value of the item is then multiplied by the number of existing items in game.

So what are the advantages of this system?
1. Everyone has a chance to pop real we equipment. No more limit one or 3 items. Mobs will not be naked a month after wipe.
2. You better keep the freshes eq, hence you better visit those zones.
3. If you are willing, you pay the price of keeping old and second hand eq. Which can get expensive real quick.
4. Which also means that it may not be practical for a single player to hoard all the equipment in 10 of his multies.

Downside?
1. Your high value eq will be deadbeated real quick in rent.
2. Even if you are legit single player, you might need to refresh your eq or earn tons of coins to not deadbeat.

Downside isn't really downside if there is always a chance the eq will pop inside zone.
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Game Knowledge / Re: Item Sets
« Last post by kanu on January 09, 2019, 05:13:07 PM »
Some feedback:

The decay time of the body worn piece for the Arcane Magi set is WAY too short, given that the items look like they are random load. It makes this set not really worth getting unfortunately because you only ever actually have the set bonus for a few days.

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