Forum Replies Created
They’re just arbitrary forum ranks based on how many posts we’ve made.
Maybe someday I’ll have internal organs again.
Just make towers twice as good and we’ll only need half as many. 😀
It would be pretty great to use towers more sparingly and the server load is interesting to learn about, but in a situation where a 3-man team can take a 600K wall down from 100% to 0 in 50 minutes (and easily less if it’s decayed below 90%), I’m not sure what our defenses are intended to consist of theoretically. If the threat of overwhelming acupuncture is removed there’s a significant risk of your base no longer being your base if you work or sleep. Forcing besiegers to incrementally drain enough towers so they can approach and begin work on the wall can slow them down way more than actual walls do, unless we’re going to start pushing extreme thicknesses when real estate can already be at a premium on many servers. Adding HP to walls is an option, but an expensive one, prohibitively for larger bases, and it’s resources you can’t get back. Since there’s very little counterplay left for dealing with even known raiders unless they choose to make themselves vulnerable we are largely forced into these defensive deterrents, and towers are just significantly more effective than walls. There are core game systems at play here resulting in all these towers that the patch doesn’t address but have proven necessary in practice. Without that necessity being addressed I’m not sure what’s up.
It would be nice at least if there was a better way to check how many arrows are left in a tower, especially since the double-action bug is still in the game where you interact with a tower or other object once and the game registers two actions instead.
(That bug has been around forever, a fix would be fantastic tbh.)
I’d still like all the HP bars on your own structures to be displayed full time when a repair kit is equipped, and the number of arrows remaining in towers to be displayed beneath the HP bar on towers, but I understand that would take design time.
I assume we can’t lens for the arrow number as a defensive measure so attackers can’t guess how many arrows are remaining in a vulnerable tower, but it may be an effective tradeoff in order to keep up with base maintenance after this patch regardless.
I’d vastly prefer the repair kit idea if at all possible, but I assume it isn’t since it’s been brought up before and never implemented.
It’s likely your new sheep are still in range of two of your other sheep, so both are capped at 8, they’re just sharing two sheep to reach that number. I’m not sure what the precise range is or how the game calculates it though. I tried to measure it once but didn’t manage to find a clear number, 8 squares distance is still very close though in my experience, I’m surprised you were even able to breed 6 that close.
You can try using deep water to set up temporary pens and nudge the sheep over until you find an appropriate distance and then build a proper farm, or just build and break as you go if mats aren’t a concern.
Max HP is determined at time of building, it won’t scale up (or down) later.
You can increase the HP of most structures with dragon scales and gold though.
As far as I know they are just that rare, think I’ve found two total maybe three. And I would farm UW a lot.
Questing would potentially improve any targe you found but I don’t think it increases the chance of actually finding one.August 11, 2019 at 3:41 am in reply to: Just a hilarious dude threatening me in real life. #17135
and I wanna make sure that the dev sees this.
Maybe he can give you a vacation for that alt’s username while he’s at it, really wtf.
@seryn my post wasn’t really an attack on the Dev because I know he tries hard. I mean he’s all-ready banned plenty of my accounts and my IP 😊.
Oh my bad, I didn’t mean to imply you did. My mind just jumped to addressing the mechanics of it since I’ve been thinking about it myself for so long.
I just want them to realize how they actually play and why they still play to ruin people’s times. It’s debilitating.
Gl rolling that nat 20 on persuasion. ^_^
I’ve tried to talk it out with people before and never got anywhere, since it was never in their interest to listen I guess.
There have been lengthy discussions on social mechanics issues before, and I think there are clear ways they can be improved. But at the same time the dev has limited time, resources, pressure to spend both on new content, and they have an actual day job. The serenity patches at least show they care, but serenity only has a narrow focus with doesn’t intersect with the majority of the issues. With respect to how much effort goes into this game, I think the only healthy options are to willingly play it as-is or retire. Improving the social tools and systems at this stage would be possible but implementation would be a herculean task that would definitely take dev time away from fresh content, and that’s assuming there is even a foolproof plan for how to fix things that could be implemented in the first place.
Would you happen to know about the exp required for level 80 to 90 and level 90 to 100 too? That chart in wiki is incomplete
I don’t unfortunately, with my use1 carns I was only able to measure up to 80.
Thanks seryn, but i still confuse
Lets take example
I have to beat skill cooking 0 blue star with 83,800 exp (lvl 30) and i have 1 blue star at hunting
(83,000 – 100,000)*1.11+20,000
2,018 exp on hunting???
Can u help me, maybe im wrong
No problem, it’s -20K per blue star so no blue stars in the skill you’re trying to beat is -0 instead of -100K.
[(83,000 – 0)*1.11]+20,000
Which comes out to a little over level 33 for a skill with one blue star as Focus said. 🙂
The wiki definitely needs work, I found that section hard to explain well.
Basically there are two components. The base component increases by 11.1% per blue star, and then there’s an added 20K per blue star. So you end up with something like this.
Hopefully I used dark enough colors. The blue part is variable depending on how much xp you have, and the red part is constant.
So let’s say you have to beat a skill with 250K xp and 5 blue stars, with a skill that has 7 blue stars. So you take 250K, subtract 100K (the part that’s constant), multiply by 1.11 twice (going up from 5 stars to 7), and add 140K (the new constant).
[(250,000 – 100,000)*(1.11^2)] + 140,000
[(150,000)*(1.2321)] + 140,000
[184,815] + 140,000
In another example take the same skill with 250K xp and 5 blue stars, and this time you want to beat it with a skill with only 3 blue stars. So you take 250K, subtract 100K (the part that’s constant), divide by 1.11 twice (going down to 3 stars from 5), and add 60K (the new constant).
[(250,000 – 100,000)/(1.11^2)] + 60,000
[(150,000)/(1.2321)] + 60,000
[121,743] + 60,000
I hope this helps a bit more than the wiki for now.
@interceptor: There’s no loss to rounding, at least in mining; I had occasion to test this specifically while using mining to measure total xp in different skill levels. I got exact xp matching my xp bonus per rock.
@mallard: I don’t know if xp bonuses from enchants continue past 100 for certain, but I would assume they do. What else happens though is you get less xp overall per level you’ve gained past your maximum skill mastery.
So if you’ve unlocked skill mastery to 100, but have xp up to 105, this second rule means you will gain less xp (I think it’s 5% less per level, so 25% less at 105, but this is also something I haven’t specifically tested).
This reduction is multiplicative, so if you’re gaining 1000% xp normally (100%+900% bonus) but have a 25% xp gain reduction in a particular skill there you’re only gaining 750%. And at 20 levels past your skill mastery you cease to gain xp in that skill all together.
My mining is pretty far past 100 so I only see the xp bar come up for 1xp in mining every 20-25 swings now even though my default xp bonus is 815%. Although I’ve died once or twice since then, so it’s probably faster now again.
However I can’t rule out your question entirely, since I’m not in a position to test it with any of my characters.
Another of the journeyman’s rings just ate this dagger.
Second problem, I have a plain peddler’s gem renamed as Prospector’s Stone.
And some plain journeyman’s rings with the cooking and light armor skill removed.
But when I combine these on an altar the journeyman’s ring is what’s left.
Happened 6 out of 6 times.
I believe it works that way so you can’t go around crushing things under people’s locks by dropping a lot of stuff on top of them. But yeah, don’t have 100 stacks of stuff lying around or anything dropped on top will go poof.