Derick

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Viewing 15 posts - 1 through 15 (of 60 total)
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  • in reply to: Wellington balancing #12644
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    You can already atrack infamous players in green zones(including Welly) and they can do nothing to fight back, unless you’re infamous as well, without fleeing to a white zone first.

    in reply to: Southern Pass Banker Idea #12643
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    I’m not sure how I feel about a bank system or how it would be properly balanced to, A) not cause players to think raiding is pointless, and B) not encourage more alt usage for more bank space..

    But I do like the idea of it being in Southern Pass if such a thing were to be implemented. Particularly because it’s not convenient. Its a green zone so you would be aafe to stay in that zone whilst managing your items, but you cant leave it without entering a white PvP zone so there is still risk associated with it’s use. Additionally, there’s a fair ammount of travel through white zones required to access it from any buildable space and that makes it less appealing as a place to store all your good items as a sort of “raid insurance policy.”

    in reply to: Some Thangs To Thank On #11796
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    There’s really a lot there for me to pick apart what I do and dont agree with.

    The thing I most disagree wth is that archery needs to be considerably strong at the same time that range on ww should be nerfed. Archery has been strong in the past and when its strong – its verystrong because kiting is so easy in ML.

    What I liked most is something that many before you have suggested – mace nerfs. The club meta is far too strong in my opinion, too, and it really is unfortunate that there’s only 1 viable weapon option for pvp.

    And what I have to say to you about the devs reading the forums is that they do in fact read the forums and consider player suggestions. Just don’t expect quick results. I’ve played for over a year now and used to be a lot more active here. It took me 3 or 4 months of reposting my suggestion at the time before I finally saw it implemented (it was the swap command). But it did happen. Currently the game only has one or two devs, so patience is truely a virtue here. But however long it takes, the game will continually improve. I cant blane you for not wanting to stick around and wait through it. I feel the same way. But maybe stop back again in the future and it might be a lot closer to the game we know it can be.

    in reply to: Does it make sense to exceed skill level 100? #11795
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    Thats an interesting question, and I guess it depends on the context a bit.

    There has to be a skill cap in place somewhere. If not a hard cap on the level itself, there needs to at least be a level, after which, training a skill no longer provides any benefit. Another limiting factor might be that after a certain point, the levels become so hard to achieve and so many are lost upon death that it becomes virtually impossible to level any skill past a certain point anyway. At some level, there has to be a limit to what level is reasonably attainable, anyway. So why not just drop a hard cap on a nice round number like 100?

    The numerical value of a skill’s level is quite arbitrary, anyway. It only serves to represent how effectively that skill can be utilized by the player. Since the game will always be balanced around the maximum utility of each skill, regardless of where that’s at, why not keep it at 100?

    As it is, most players who dont abuse bots and macros never grow to level 100 in any but the fastest and easiest of skills. To extend the skillcap beyond that would put the more casual players at an even further disadvantage.

    That said, there are also reasons to raise a skillcap. For starters, when you place a cap on the players’ abilities, you’re also placing a limit on the difficulty of opposition to the players which can be reasonably implemented. Raising the skillcap is one way to buff the more dedicated players in preparation for a future release of more difficult game activities.

    Some games allow players to temporarily exceed the skillcap through consumable or cooldown-limited items, thus introducing a cost or risk to balance against the stat buff.

    Other games may show the progress past the skillcap as “cosmetic levels” that can show a player’s dedication without giving them any real added benefit other than bragging rights. Runescape’s 120 capes come to mind.

    But I’ve rambled on enough, so to more directly answer your question.. Maybe.

    in reply to: Underworld Deep Recall suggestion #9320
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    “fix OUR content and stop catering the game to the crybabies,” says the one crying. I’ve never recalled into an “death room.”

    If you cant handle the underworld, then dont go there. The dev made ezpz myst cave just for players like you. :]

    in reply to: LAG #7365
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    I’ve had major issues with it on West, but I’ve been fine in London.

    I live in the US.

    in reply to: Supporter Perks #7363
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    Nah, what Penetrated said. Supporter is already P2W because people will pay gold for it. The gold obviously gets used to buy resources or gear. This proposal is more of a direct line to the dev, but its really no different than selling supporter for gold in game from a p2w perspective. The real differenece is in the macro economics of it. Since the gold has to come from other players with our current system, the game cant be flooded with gold, which is a major problem when the gold comes out of thin air. But from the perspective of the person paying the money, its all the same.

    • This reply was modified 5 years, 10 months ago by  Derick.
    in reply to: Minimum skill level difference for reincarnations? #7192
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    I’ve also noticed there seems to be an extra amount over the xp required for skills that already have blue stars. I have an xp chart that I know is accurate to within 500 xp for levels between 1 and 30, but I noticed while running the numbers for my 3rd hunting blue (with supports at 28) that I should have enough xp to take top skill by lv 31, even with 2 blues in the skill since there’s less xp between levels 1 and 20 than there is between lvls 28 and 31. But I still had to get something like 34 or 35 hunt before it would take top skill for the reinc.

    This suggests to me that either blue stars are worth negative exp in a skill, OR that “top skill” isn’t decided based on xp alone.

    in reply to: Can't use the chat box while in fullscreen on pc #7014
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    I also have this issue when using the fullscreen option from the in-game menu. Unfortunately, I have all my f# keys bound to other things, so I cant fullscreen with F11.

    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    110% support this one… I’ve had so many scares. AND deaths over this sort of thing. Once the server stops recieving data from my side, my character should at least start the log off process. It’s a pretty standard feature in MMOs.

    in reply to: Quests should reroll at least once a week… #7011
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    +1. Rerolling quests is WAY too expensive at every level.

    in reply to: Less spam please #6893
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    +all the numbers

    in reply to: We can't clean the stone road with shovel. #6840
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    Currently, you need 80+ digging to dig up a road tile in a reasonable amount of time. I’d say lower that lvl to ~50, but then digging becomes an entirely useless skill again. Rework digging as a whole, imo, then lower that lvl req for road digging.

    in reply to: [Suggestion] Player Controlled Areas #6838
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    I’m not big on this idea in particular, just because endgame pvp is so risky.. There is a level of skill involved in it, but there’s also a huge RNG factor with crit maxxing at 49% and each dealing triple damage.. Every crit matters and the losses on death at high level are huge. Endgame pvp simply isnt worth the risk in most cases.

    But I agree that we need something for high level players to do. If admin didn’t want top players griefing lower levels, the better move would have been to give us an alternative. Right now UW is very dangerous (and simply boring for many as it never fundamentally changes and requires some hard grinding for high tier myst upgrades), SK can be monopolized pretty easily, and then what’s left? Well, it is a PvP game (sorta..). There’s very little endgame content thats fun and engaging and until that changes, we’re going to continue seeing the top players murdering people that they know they can easily kill, just for something to do.

    As a side note, I want to point out that taking away exp gain doesn’t hurt players who dont need to train skills anymore(high lvl ascenders), and it’s simply abusable by people who dont want to gain xp for a period of time(reincarnators in situations where lg amts of myst is needed without risking overleveling). The change only stops mid lvl players from fighting.

    • This reply was modified 5 years, 11 months ago by  Derick. Reason: post script
    in reply to: The new safe zones #6711
    Derick

    Lvl 148 USWest
    Goblin
    Posts: 90

    If the safe zone is implemented, it needs to have at least a restriction where you cant use the global chat or pms while you’re in there. And leaving the safe zone causes an instant death. I already know that anyone seen leaving the safe zone will be instantly hunted and killed in protest of the safe zone in general, so it may as well just be an implemented mechanic.

Viewing 15 posts - 1 through 15 (of 60 total)