Kaios

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  • in reply to: Legendary Abilities #11753
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    I think it would be more beneficial to actually reach an “end-game” point in this game and experience what it’s like using the best gear, abilities, etc. before attempting to contribute feedback in relation to end-game areas.

    in reply to: Legendary Abilities #11682
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    They seem to have a better use in uw than pvp but if youre expecting them to break after a few uses, why use them at all

    Most of the abilities I outlined here are actually more useful in pvp and better on someone who can utilize them as a support role. Sure, you don’t always have another player to fight with you but if you have a friend or a tribe member that can help you out in a pinch that is essentially the point of these abilities which is why I’ve included properties like buffs and reductions to damage, defense or dodge chance. That is one of the reasons for making this suggestion, if abilities are going to be the bulk of combat then at least I can find something I can give to one of the weaker fighters who might be more ideal in support rather than direct confrontation.

    in reply to: Legendary Abilities #11579
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    No ty that gets you killed

    That’s kind of the point like I had stated, you exchange the security of abilities that have less chance to break with greater properties but higher chance to lose the ability or book. That is the trade-off. Whether or not the fact that ability could break means your death or not in combat speaks more to the state of combat and its reliance on abilities than anything else.

    in reply to: This time is the 3rd time and its too much. #11523
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    If you’re using alts anyways you might as well just use the alt to build the Wellington base if you have these issues. It will only cost about 20 myst per wall at level 10 or so and I’m sure there’s some grassbands or something you could make low enough level to improve the myst bonus.

    in reply to: Invisible snake or bee during infamy. #11450
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    I don’t think you were being hit inside the market house, what I was saying is that I think it’s that bug where a “double” of the player is created somewhere which also happens to be invisible the same way bugged mobs are. It could have been in snake pit where a connection issue happened causing this bug to occur at which point a snake eventually started attacking the double until for some reason it stopped, got killed or could no longer damage your double and maybe this had something to do with the infamy as well but I’m uncertain.

    in reply to: Not Sure If This Is A "Bug" Per Se #11313
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Well this guy does seem like he complains a lot about mechanics of the game that he hasn’t learned or doesn’t understand so that’s not very surprising, I probably shouldn’t have been baited in to responding to his trolling at all.

    in reply to: Not Sure If This Is A "Bug" Per Se #11261
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Although there may be a bug if it’s true that you cannot move at all after going down the stairs. Stairs are supposed to be considered blocked if there is no room for a player to move when going up or down them.

    However, a temporary solution for dealing with this is to simply use your dash ability while on top of the stairs and since you are blocked from moving the dash causes you to use the stairs and go up/down. This has the same effect if you dash in to a player instead of a wall.

    in reply to: Not Sure If This Is A "Bug" Per Se #11255
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Yeah it would help to actually know what you are seeing when you walk over these stairs. I suspect it’s a road tile removed and replaced with stairs at which point they set a floor tiling and place a wooden plank over the stairs. If this is the case then no it’s not a bug and you will just have to be careful about walking over wood floors randomly placed on a road or walking over decayed bases with wood flooring in general.

    in reply to: Punish the Good, Reward The Bad? NO!!! #11137
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    One of the issues in dealing with any player is that while a safe living zone like Wellington does protect new and peaceful players it is a double-edged sword in that it also protects the players who like to pvp and raid. It’s rather difficult to deal with someone you consider to be toxic while they are based in a zone that makes them un-raidable. The same could be said for Wolf Cave as this zone offers a safe and rather relatively lucrative place to gather myst and also mine for gems. So a choice has to be made, do you want the ability to deal with your adversaries or do you prefer the safety of zones such as Wellington and any consequences that come along with that.

    Personally I share PeaTear’s sentiment in that all players should be offered the same opportunity we had which is not to have a zone like Wellington but rather to learn and build in Galebrook and experience the adversaties associated with attempting to progress in a pvp environment and I feel they will be better players for it if they choose to stick with the game and learn from their experiences whether they be mostly positive or negative.

    Keep in mind your opinions may vastly differ as you progress in the game, while you may just be starting out and feel that it’s difficult to keep playing through the toxic players what you want as a result of this will certainly change later on when you become a player that is actually capable of not only defending themselves but going on the offensive as well. A great example of this would be a thread I once posted regarding the difficulty of shroomies and I saw another one pop up just recently that expressed the same things I did as well. However, since that time having become a more experienced player than when I first posted that thread I don’t find shroomies so overwhelming as I once did and would be more inclined to say that they are mostly fine in their current state.

    This also somewhat relates to my feelings regarding infamy, a system which I felt was inconsequential towards me until I actually began to pvp. There are pros and cons with most any implementation and so I guess my point is be careful what you wish for, what may seem like a positive addition may not always have the best end-result for the overall longevity of the game.

    in reply to: Significant end game issues with this game #10693
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Players having very little or no chance to lose items or skills simply because it was higher level player that killed them is quite frankly very poor mechanics. At this time in the game majority of higher level players that also associate themselves as raiders or pvpers spend much of their time inside the safe wolf cave area and only come out to kill or raid so this results in having to kill their lower level tribe members and allies instead but as for the already stated reasons this ends up being a fruitless endeavour for the most part. Plus the unstuck command allows any player to leave a place where they are stuck at, a safe zone or even from their own base to crossroads without having to move through any pvp areas and that is rather ridiculous.

    Aside from the obvious enjoyment factor out of fighting with other players, another crucial reason pvp exists in a game like this is to fight against raiding and griefing. How is that viable when players are capable of using low level alts to do things like block and manipulate a high level chaos? Or sending low level players in to obtain the loot and kill the sleeping players during a raid or even simply stand around on low level alts getting in your way and acting as infamy bait, placing walls or roads, etc.

    [Removed by Mod]

    in reply to: Research bug? #10356
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Just recently I lost two dash II books in a row with approximately 40 research because I learned it once, lost the book, lost the dash again after first use and lost the 2nd book after re-learning. It sounds like you have been very lucky as I try my best not to spam abilities too much and still lose them fairly often.

    in reply to: Pickup rework #10355
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Agreed, it’s become much more tedious to pick up items in large amounts. You either spam the Shift key (which is considerably more annoying than being able to click a pickup button) if you’re on a computer or you end up being severely delayed by having to wait for the pickup icon to appear when you walk over items.

    in reply to: Research bug? #10306
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Dude, 2 books in four months? It doesn’t matter if you have 100 research skill that is incredibly lucky if you’ve actually been using them on a regular basis.

    in reply to: Unbalanced #10230
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    You aren’t wrong in your assessment but you should also consider that those top players spent a lot of time and effort to get to where they are now and so if it were as simple as playing half the time they did or less to be competitive with them that would not be entirely balanced either. I do agree some elements of pvp and combat in general need a bit of fine tuning in order to improve the overall balance between low level players and high level players but I think for the most part things are working as intended.

    You are correct though in that some of these players do push away potential long-term supporters and not only that but consequently they hurt themselves and their server doing this too as a certain number of new/progressing players are required in order to stimulate the economy. These players would be doing things like farming stone, wood, clay or gems and selling it to make more gold, however, when these players get pushed away it results in less materials on the market to be purchased by players who no longer are required to gather so much and a reduction of growth in the game’s economy.

    As an example of what might occur in these scenarios; New player joins, new player goes to mine rocks in the desert but ends up getting killed regularly and has a difficult time progressing. Older players attempt to sell gear but newer players cannot afford their pricing as a result of being unable to grow and thus older players have to reduce their prices and lose out on gold. This is just one possible scenario out of the many that might happen though.

    Resolutions? I’m not sure. There perhaps should be more incentive to keep newer players alive or to actually invite them in to your tribe but this would also require updates to mitigate the damage spy accounts can do.

    in reply to: Is there a known combat formula/equation? #10185
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    There is no known formula or at least not one that is shared by the admin in the guide or by players on the wiki but there would certainly be some players who have done testing and would be able to provide this information should they choose to. I’m just not sure who.

Viewing 15 posts - 16 through 30 (of 138 total)