Forum Replies Created
+1. This is something I have wanted since I joined a tribe over 1 1/2 years ago. So when the friend list came out this fixed my problem, as I could just add members of my tribe to that and would always know who was on at the time. However, recently /notify was introduced, and now there are several players in my tribe that have this turned on. All this does is cancel out the friend list, and to me it doesn’t really have a purpose and I am not sure why the dev added it. In other words, /notify basically means the friend list is useless now. This command, or just adding an online marking to /tribe list, would be useful for many, but it could partially nerf /notify as well and damage the purpose of /notify, whatever it might be. (My thought is that it was intended to go the other way around, and /notify was supposed to turn off notifications for your own friend list for times that the chat is distracting, similar to the commands for /bchat, /tchat, and /tcchat, but the description in the update specifically states that the command turns off other people seeing you online via the friend list, which still doesn’t do anything since you can always check /who anyways to know if someone is online, just takes longer to find the person at active server times.)
Welp it didnt post rip
Not sure if this image will post, but if it doesnt, it is a pic of a level 61 killing a 119 on West. This proves Dyspo’s point saying level doesnt matter, and it is really the skills that do. And while I understand that this is hard to code, maybe instead of infamy gain being based on level, maybe make it based on some other stat, such as current angel dust (including dust not gained yet, as some players may have only earned 10k but have another 10k waiting to be earned because of thousands of hours alive). Or make the infamy gain based more on total skills, including blue stars, since the skills determine the power of the player better than the level does. Or find another way to calculate infamy so that less is gained in a somewhat close fight, but a strong player killing a level 5 straight out of newbie village still gains 1800 minutes or more. Either way, I do agree that something needs to change.
Gale is free, if you like living in the hood with all the thugs and gangsters and the race wars. and like I said to ray, this is counter productive to the serenity updates.
Whether you live in gale or not doesn’t change how productive the updates are. The serenity patches were meant to prevent pkers from hiding in ms/welli houses with the guard and not allowing players with infamy to enter welli/preventing welli campers from pking for a certain amount of time. Living in gale doesn’t remove the update from the game; it still affects people. Also, unless USE is way worse than any server I’ve played on, gale isn’t as bad as you’re making it sound. I live in gale on every server I play on, and sure, players have raided me, but this is fixed by having your most important items on an alt (like gold and books). Also, more arrow towers with more arrows in them makes it take longer to raid your base, and if you’re there to refill arrows and have players attacking the raiders (or at least preventing others from joining), eventually the raiders will run out of bandages to heal thru the towers and will have to leave (and by blocking access they can not get more).
If the dagger was gemmed, it will take priority liked a named one would. If both items are gemmed/named, the item placed first has priority. So my guess is that if the dagger wasn’t named, it was placed first and has gems on it (or were added then removed)
Another useful command would be something like /pvpoff or /pvpon, that way it is easier to know when you have pvp on or off. It sucks when you go to turn pvp on, then realize it was on already and it turns off and you have to type /pvp again.
+1. Not only is this annoying when against raiders with alts, but also when dueling a player with either low level spectators or alts. It sucks when they are low on hunger and one ww kills them all, and as said before, infamy can really turn the tide of a battle.
This idea could also change the works of (arch)mages and flayers, or make spells that they use learnable (Fireball, Defense Down, etc). +1
While repairing the base, instead of going behind an arrow tower, I ended up on top of it.
Players on ignore lists are ignored in local, global, and tribe chat, but not pms. It sucks, but that’s how it is.
+1 to this, but with extra.
I think the current daily quest is fine rn, so maybe have multiple daily quests (more than just the current and pvp ones)
Chat problems? /bchat off
That problem is solved.
For the “Villains” as Xarxu calls em, there’s a reason why Wellington exists. As many have said on different topics in this forum, anyone can grow stronger without having to enter a PvP zone.
Noobville->Crossroads/Snake Pit->Wellington->Arena->Wolf Cave, and then /unstuck and go back to crossroads.
Yep he did, but it was April so… maybe?
New type of underworld altar for combining equipment. This altar will let you merge 2 pieces of equipment so they spawn a baby equip. They don’t need to be the same type and the result will mix and potentially improve on the current stats, gems, and runes! This way with enough equipment and attempts you can finally max out your runes.
Gem stat bonuses past level 100. Any skill you would have over 100 thanks to enhanced equipment will give your character certain bonuses. Different classes of skills will give different bonuses. For instance tilling above 100 wont improve on your ability to till, but may give more max HP based on how far above 100 you are. Smithing may add to your damage, etc. So the more gems you invest the more powerful you can become. This will buff the value of gems and less popular skills.
I mentioned it in the dev notes already but a new town is coming soon called Wellington. It will be a safe town for casual players and newbie village graduates so they don’t have to stress about raids and pvp if they just want to enjoy the peaceful elements of the game. There will be some special rules and limitations regarding building and progression that will deter non-casual players and griefers. There is also a high level town coming that will be catered to veteran players.
New silk and leather processes. This will create some higher level light and medium armor options. Also look forward to new weapons for the unarmed skill, and better balancing for two handed weapons and gem bonuses. I also want to add some new options for decorating the outside and inside of houses. Anyways, enjoy the patch and thanks for your support and testing the game!
I think the dev mentioned that he would add gloves at some point