Seryn

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  • in reply to: Dragon sprites are broken on use2 (they're just white boxes) #13244
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    Dragons are fine now so I guess it was just me. Sorry! :s

    in reply to: Dragon sprites are broken on use2 (they're just white boxes) #13221
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    Might be a problem on my end but I can’t log out/reload safely until I leave UW to check. I posted since someone else said they saw the same, but might be fixed if I just reload dunno.

    in reply to: How does the game decide my top skill? #13193
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    I’ve tried explaining this on the wiki as best I could but it could still use some work. It goes by total experience in the skill, but blue stars add additional XP requirements.

    Say you have 100K experience in a skill with no blue stars, and are comparing it to a skill with 3 blue stars.

    Each blue star requires 11.1% more experience, so it’d be:
    100,000×1.11×1.11×1.11 (or just 100,000 x 1.11^3) = 136,763.

    Then each blue star also adds 20K experience required, so it’d be:
    136,763+3(20,000) = 196,763.

    So in this example you’d need almost 200K in the skill with 3 blue stars to come out ahead of the skill with 100K experience and no blue stars. To figure out any other relationship between skills you just change the appropriate numbers around.

    (If you’re comparing skills that both have blue stars just remember to subtract out 20K xp per blue star before multiplying by the 11.1%’s though, or things’ll get screwed up.)

    in reply to: New Ideas #11744
    Seryn

    Lvl 300 USEast2
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    Another way to make a lifesteal rune work would be for it to heal a set amount (or a percent of your total HP, instead of scaling with the damage that triggered it), and then have the proc chance scale with how many lifesteal runes you stack. If the amount healed is low the proc chance could be higher, or vice versa.

    in reply to: New Ideas #11742
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    1 IDEA – “Chaos Compass”

    A way to effectively hunt/track chaos sounds good to me. Half the time if I need to kite one to my base to get gear to kill it when I come back out it’s wandered off and it’s a 50/50 shot at whether or not I can find it again.

    2 IDEA – A skill to train and increase weight capacity

    We can already grind more weight capacity though.

    3 IDEA – Underworld could have “bosses” or “mini bosses”

    The random nature of the UW would make floor bosses pretty scary (especially falling into one); objects that could spawn a mini-boss fight for a limited time or teleport you to a special area for one might work better. However if you want tougher enemies in the UW there are deeper floors with much harder mobs.

    Plus we have boss fights already, putting them in the uw would be difficult to make groups for.

    Something I’ve wanted for a while is for floors 25, 50, 75, and 100 to be safe floors (with falling from the floor above disabled) where you can build permanently and make special teleport potions to go to, and these floors could optionally have boss fights. But there are more pressing things I’d rather the dev work on.

    4 IDEA – Add the second update of stars, maybe to level 150…

    I feel like we already have power balance issues at 100 especially in pvp, adding tons of extra levels might not be a great idea. The dev is working on ways to make xp past 100 in a skill give various perks though, so this is kind of already covered.

    5 IDEA – Increase the limit of chaos for galebrook from 10 to 15, also decrease the “destruction damage” from them. It’s becoming too easy to let a chaos raiding any base with infinite healing spam and level increase (it means, more time raiding alive, more easy raid).

    I don’t like chaos in general so I wouldn’t mind seeing them nerfed or removed completely. New players in particular have no idea what they’re in for when chaos are so OP even at lower levels and players intentionally training them to higher levels to use in raiding or just cause havoc is annoying.

    6 IDEA – Healing skill makes the HoT (healing over time) from Aloe increases

    Agree healing options don’t scale with HP well as you level.

    7 IDEA – Healing skill could make some visible influence in HP regen

    I don’t feel like I’ve run into the need for this to just happen passively; if we get it I’d like it to increase the regen from coriander dishes I think so it still requires a consumable.

    8 IDEA – Add a “/destruct” command to allow destruct own structures

    Yes please, although I don’t understand the “at the same point you will divide “PVP” from “Raid”, we could make raiding be a challenge” bit.

    9 IDEA

    So we can repair some HP based on repair skill while walls are being damaged? I don’t necessarily object, but it’d be a lot easier to semi-afk/bot a bunch of wall repairers than wall attackers (since the former would be inside/protected to start with).

    Also as someone who has never botted/scripted/etc. playing this game for two years I have no problem with other people doing it. It’s always been allowed and it’s not like there’s a skill element they’re bypassing, it’s just a grind.

    Plus fighting bots in a game this simply laid out sounds like a bottomless pit of dev hours that could be spent on meaningful updates instead of trying to fix a nearly unfixable problem that I don’t think is an issue if people do it to start with.

    10 IDEA – If someone is not sleeping, each 5-10 minutes CAPTCHA

    This would be my first veto.

    11 IDEA – Some updates:
    – Add on character window:
    *”Evasion rate” with armor updated.

    More info is never a bad thing. I’d like a mitigation rate displayed based on armor type and skill level as well to show how effective our defense rating is at any given time. Attempting to test that has been a difficult endeavor across three skills, I don’t think anyone’s publicly done it ever.

    12 IDEA – Vampiric Rune – 1% per vampiric level of damage that can be healed. 5% to lifesteal isn’t too much, right?

    I don’t object, although I think leach/lifesteal could also be from a consumable rather than a rune. Otherwise you’ll probably run into a situation where 25 stacks of lifesteal is absurdly good while a few stacks is pointless. I’d probably also need to not work in pvp, but not too sure on that.

    13 IDEA – It’s kinda nonsense to “You fell throught the hole” one floor without any damage

    Falling through floors into new rooms of enemies is dangerous enough already. If the uw isn’t challenging enough where you are go deeper. This would be my second veto.

    14 IDEA – Put at least 1 second cooldown to use another spell

    Damage output in pvp probably needs a look, agreed.

    15 IDEA – Invisible Spell: Best solution to get off a incovenient PVP right? Invisible for 5 seconds.

    Invisibility sounds way OP even for short periods, imo.

    16 IDEA – Bandages could be used on ourselves “Use bandage, press SPACE to use self if anyone is in the front”

    I’d like this from a practical standpoint but I think it’d take practically all the danger out of solo pve with a high healing skill and we’d never need healing potions again. I think a self-use heal in combat should be the healing potion on the CD, but it should probably scale better with your HP.

    Edit: Or they could only be used on ourselves out of combat, which is what aloe does already, so this would also answer the aloe scaling suggestion by replacing aloe with a bandage. Yeah… that I like.

    in reply to: Question – Experience Boost and Ancient Gear #11705
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    or is the daily bonus already included in the experience bonus statistic?

    It is, it’s just listed separately so you can see if it’s 20/40/60/80/100%.

    Also, if I’m understanding correctly, if I have 2 A5 rings then that’s giving 50%x2 increase to any skill experience, so 100% and if I were to compare that to let’s say 2 warrior signets (gives +3 club so 5% x 3 = 15% x 2 = 30% total) the A5 rings would be more beneficial to wear for club experience gain purposes, correct?

    Yup. But if you got ancient on the signets you could get those skills up to 65% potentially.

    in reply to: Question – Experience Boost and Ancient Gear #11668
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    All experience is skill experience, your character level is the sum of your skill experience up to your current level of skill mastery. All xp boosts will be shown in Character Stats except for the XP gain to specific skills from equipping enchanted items (for example if you equip an item enchanted with +5 mining, that is +25% extra experience to mining).

    in reply to: Suggestion: Concerning PvE/PvP & Incentives over Mechanics #11623
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    It would also probably be necessary that the crafts made with the rare materials from PvP Objective maps not lend that much more power in PvP. Otherwise you end up with the tribes holding the zones having too much of an advantage over anyone else trying to take it from them, etc.

    in reply to: Suggestion: Concerning PvE/PvP & Incentives over Mechanics #11622
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    Removed:

    It could even be made that if you are a member of a tribe controlling a map your game activities don’t contribute to this metric, to keep the power balance in check.

    … as I don’t think this consideration should be a factor in tribe recruitment. If you want to recruit someone you should be able to without it hurting your tribe, that’s weird.

    However it’d also be important to balance this somehow so one massive tribe doesn’t hold everything and be unstoppable, so perhaps the number of obelisks you control could induce a scaling PvP debuff while you are in PvP Objective zones. Nothing gigantic, but enough so that no one tribe could hold every zone.

    The tribe buffs for zone control could also be tied to specific obelisks.

    in reply to: Wool? #11513
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    I haven’t gotten around to much the last couple days, if I do before we get anything more official from the dev I’ll update. 🙂

    in reply to: Wool? #11423
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    Can you give me a little Idea about how your sheep farm is built? thanks!

    I haven’t rebuilt for the new changes but I think something like this if you use counters.

    in reply to: Wool? #11391
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    Seryn, someone told me that feeding the sheep lettuce instead of tinder gives better results, maybe you could try that.

    Operation Lettuce is a go, however something weird happened.

    Lettuce Test:
    5:17 — Sheared 4 sheep and fed to 100%.
    5:28 — 2 | 2 | 2 | 2 <– Fed to 100% between each shearing.
    5:39 — 3 | 3 | 3 | 3
    5:50 — 3 | 3 | 3 | 3
    6:00 — 4 | 4 | 4 | 4
    6:10 — 3 | 3 | 4 | 3
    6:17 — 2 | 3 | 2 | 2
    Totals: 17|18|18|17 = 70 wool (1hr, 4 sheep).

    So a 3.33-3.50 minute regen rate per wool, where tinder before had been 4-5 minutes. So then I took an hour break and came back to test with tinder, but had to up to checking every 5 minutes because the wool was regenerating a lot faster:

    Tinder Test:
    7:20 — Sheared 4 sheep and fed to 100%.
    7:25 — 3 | 4 | 3 | 3 <– Fed to 100% between each shearing.
    7:30 — 3 | 3 | 3 | 3
    7:35 — 3 | 3 | 3 | 3
    7:40 — 4 | 3 | 4 | 3
    7:45 — 3 | 4 | 3 | 3
    7:50 — 3 | 3 | 4 | 3
    7:55 — 4 | 4 | 3 | 5
    8:01 — 4 | 4 | 5 | 3
    8:05 — 3 | 3 | 2 | 3
    8:10 — 3 | 3 | 4 | 4
    8:15 — 4 | 4 | 4 | 4
    8:20 — 4 | 4 | 3 | 4
    Totals: 41|42|41|41 = 165 wool (1hr, 4 sheep).

    Which brings the rate under 1.5 minutes (85-87 seconds). Honestly I think the rate might’ve been re-tuned literally between tests, but I’ll go back later with lettuce and see if it’s the same still.

    Also when you compare to the old method, do you mean: breed, shear, kill and repeat?

    I understand that wool farming had to change. killing new sheep in newbie village was too easy (and feels dirty) and few people even bred their own sheep.

    Yeah I agree, change is welcome as long as it works.

    On the subject of wool and yarn. I thought it was crazy OP to let us spin 4 yarn per wool (very rarely 5). And it totally was for a while but now that wool isn’t as readily available it is a lot less unbalanced. Guaranteed two yarn per wool at knitting lvl 100 would have made a lot more sense and of course spinning should give a tiny, super small amount of knitting xp.

    It was a little high but I wonder if 2:1 might be a little low. People acclimated to how harsh the wool grind has been the past 5-6 months but that’s not a state I’m happy calling normal. But I haven’t had a chance to actually sit down and knit a lot the past couple weeks so I don’t have a fixed idea of what I think about knitting leveling’s present difficulty level. I don’t just want to think about 100 either though, being able to get decent yarn from 40-80 is important.

    in reply to: Wool? #11294
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    Did a two hour test, I see what you mean that the rate is still being tested.

    7:50 — Sheared 4 sheep and fed to 100%.
    8:05 — 2 / 1 / 1 / 2 <– Wool gained per sheep.
    8:15 — 1 / 2 / 2 / 2
    8:30 — 2 / 2 / 2 / 3
    8:50 — 4 / 4 / 4 / 5
    9:00 — 3 / 2 / 2 / 3
    9:10 — 2 / 3 / 2 / 3
    9:20 — 2 / 2 / 3 / 3
    9:30 — 3 / 3 / 2 / 3
    9:40 — 3 / 3 / 2 / 3
    9:50 — 3 / 2 / 3 / 3
    Totals: 24 / 24 / 24 / 30 = 102 wool

    Fed at intervals to maintain a high fed percentage, >90-95% throughout I think.

    In this test the wool regen rate was 4-5 minutes for 1 wool, to hit the old benchmarks of 400-500/hr assuming 8 sheep instead of 4 it would be better if that rate were 60-80 seconds instead (5-6 minutes for a fed sheep to regen 5 wool total to hit 400-500/hr).

    I think I prefer this wool farming method over the old one if it can compete in output.

    in reply to: Wool? #11278
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    I see… I’ll start stuffing my sheep then and timing the results, thank you.

    I assume there is some reason for why this is being done the way it is, but I’d very much like to stress how unpleasant this process being done on live servers has been, instead of on a test server until it’s in a state ready for player feedback. Especially without there being any announcement or notification in advance, and we were just left to fumble into it.

    in reply to: Wool? #11273
    Seryn

    Lvl 300 USEast2
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    Posts: 166

    To update with what we know, Kay said 2 weeks ago that this was an intentional change for all areas, but we could expect more changes. Since then it appears there have been some, like sheep can now go hungry trapped in a 1×1 square which wasn’t previously the case (but isn’t a problem, either–plus accidentally overfeeding sheep in shared/public sheep farms wouldn’t be a problem now–although sheep farms in general are broken with these shearing changes).

    I’m not sure why only partial changes that’d be this detrimental were made live in advance of everything being set up, though, and I can’t see what they’re working toward with it either. The implication seems to be we should have large herds of sheep we shear once or twice a day for a lot of wool at once? But there’s a breeding cap of 8, and the range on it is pretty wide (20×20 squares at least from anecdotal testing) and sheep die too regularly and we can’t protect them properly.

    So like, I’m still waiting patiently, since that’s the nature of an indie game like this and that in itself is fine, but not being able to gather any quantity of wool for two weeks in a live game is pretty crap. I don’t know why this is the state of the live servers.

Viewing 15 posts - 16 through 30 (of 126 total)