Kaios

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  • in reply to: Suggestion: More alert when an item drops below 20% #10184
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Yes this is something I’ve thought about as well and it would be much appreciated. I occasionally end up breaking some nice gear or gear I’ve put gems in to simply because I failed to notice the warning message and with the new UI this is certainly much more likely to occur considering the equipped item on action button does not appear red and that we can choose to have the chat fade rather than be consistently present.

    in reply to: UI Suggestions #10115
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Something I noticed while running around the underworld last night is that initially mobs are not rendering up to the new full screen distance, you have to actually run closer “in to their view” as if they were still rendering at the old screen distance.

    It makes it look like the mobs are just spawning in when they appear on your screen in spots you could already see a moment ago, however, having been on that floor for a long period of time already I can say with certainty that they were not spawning in but rather the effect of them popping on the screen when you are actually in render distance does make it look like this.

    One thing to note is that when the mobs do actually render on to your screen you can at that point move away from them and still see them within the boundaries of the new screen distance it just seems to be initial contact with mobs that has this effect.

    It’s fairly simple to reproduce if you’re uncertain about what I’m talking about but I hope I’ve explained it well enough that it’s understandable. The disappointment was that I thought UW might actually be a bit easier at deeper levels thanks to the new screen distance, and it is, but the fact that mobs aren’t rendering up the full distance when you first recall down essentially changes nothing in that regard as the first recall or hole drop is the most crucial time for needing that information.

    in reply to: UI Suggestions #9892
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Oh and the equipped item does not appear red on the action button when it needs to be repaired.

    in reply to: Underworld Deep Recall suggestion #9437
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    I run UW daily, usually I am the one reseting the rooms though as no one on West climbs higher than me. That doesnt change my recalls being random and not once dying from them, I dont see the difference in placement from holes and depth recalls.

    Being the player to go through the floors first actually makes it much easier compared to those who are recalling or falling through holes to floors that have recently been spawned with mobs. When you’re the player spawning the floors you don’t have to worry about recalling or dropping in to rooms filled with mobs until you leave without finding a new recall tile and even then chances are likely that by the time you go back the floors will have soft reset anyways. It’s a rather large advantage to be ahead in UW for this very reason and perhaps that might be a valuable mechanic in terms of competition in UW but overall I think this game has plenty of randomness to it already and the risk of dying for returning to what is basically the only form of a checkpoint in UW is in my opinion not great.

    in reply to: No PVP on new maps. #9408
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    What is the logic in making Wolf Cave a more difficult zone (ie. better to train in) than Snow Peaks and also making it a pve zone because you have essentially allowed pvp players to train for as long as they like in safety and then leave through the unstuck method. Even worse, they can also train for as long as they like in safety and then exit in to snow peaks which is a zone that is now basically for weaker players that somehow also remained pvp in which they can then go and kill those players when the players they are avoiding happen to be offline or elsewhere.

    [Removed by Mod]

    in reply to: 1.2k hp lost in 1 second again… #9095
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Pots should defo heal 10% hp+100+skill, this way they would scale into endgame, a guy running round on 600 hp with maxed healing can in theory heal 1 3rd his hp and only be WW crit for 150, where he can deal 300 dmg to someone with 1200 hp who can only pot for 1 6th their health, it only makes sense.

    Dude I would absolutely love that, I’ve done a lot of work on my account for a very long time to get it as strong as it is now and I feel like I’m still getting wrecked by plebs with relative ease. Admittedly I am not great at pvp but it’s hard to get practice in when your fights either end within seconds or it is simply an exchange of whirlwinds for a few minutes until both parties give up…

    Plus why the hell do line of sight rules not apply to whirlwind like they do bow? One hole in a wall or step outside of a gate for one second and it doesn’t matter if you would have line of sight because whirlwind 3 apparently will hit everyone in the immediate area just fine even if the players are not in a position where they would normally have line of sight to for example, fire a bow.

    I dont get why crit is 3x damage either? never played a game with such high crit, isnt 2x enough ?

    I agree the amount of damage output players can do in comparison with the amount of hp they have is not in an ideal state.

    in reply to: Idea – Siege Weapons #9074
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Another or alternative use for a catapult might be to prevent fresh walls or other structures from being built during a raid as the range allows for them to be destroyed before the structures reach their full soak value. This would at the very least force players to have a highly defensible base ahead of time rather than being allowed to fortify and prolong the raid with no form of recourse for the attackers.

    in reply to: 1.2k hp lost in 1 second again… #9068
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Oh I see that makes sense. It just seems counterintuitive to me to bother upgrading vitality too far beyond 1000 hp given the costs and the overall net effect it has in combat. If I can survive just as easily with 1000 hp as I could with 1500 then I might as well spend my myst on ascension and savagery upgrades instead.

    in reply to: Loaded Towers Not Firing #9046
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    No none of them. I was mistaken about the wall bashing from the outer layer, it is 7 tiles away from the towers so it’s understandable that they did not fire at that point but the fact that they were inside and within range of the towers whirlwinding the crap out of me and they STILL did not fire is some major bullshit. Yes I did have infamy but only because I was forced to kill one of their low level alts that was blocking me and regardless my own tribe towers should be protecting me anyways even if I’m not the specific builder.

    in reply to: Loaded Towers Not Firing #9040
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Interestingly they did not even fire at them while they hit/broke walls that weren’t their own walls and were entirely within range of the towers. I found them with the wall already open in to the first layer (no open towers) but the towers in the 2nd layer should have fired the moment they started breaking the wall which they did not.

    in reply to: 1.2k hp lost in 1 second again… #9015
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    As an addition to this can I just ask if anyone else has noticed even outside of duels damage that is applied in pve or pvp to players is relative to the amount of hp they have? Why even bother upgrading vitality at all.

    in reply to: State of the realm #8972
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    Okapi might be one of the most deluded posters on a forum I’ve ever seen. Very well said Eska it’s a great response.

    in reply to: No PVP on new maps. #8935
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    But what are we supposed to do when we can’t walk anywhere without the top players targeting us when we’re too new or low lvl to fight back? How do we grow? I’d like to PvP, but I’m not strong enough and they won’t let me grow. So now what? They just sit atop The server slaughtering everyone they see and never have any real competition? What kinda game is that?

    Then you have to be pro-active in your survival. What did players do before Wellington existed to prevent getting raided and killed? They built a defensible base. Don’t just have towers at your base setup towers inside walls along the roads around it too and do the same in key locations that you frequent or need to access often. Create stairs you can retreat down surrounded by towers and carry traps around with you. I know they are difficult to acquire or costly to buy but a whirlwind II or whirlwind III book will put you at least on par with many of the stronger fighters and that’s only one ability out of many other areas you can improve upon. Just because some players might try and call you out for it doesn’t mean you should be afraid to run to towers or use your own towers to your advantage they aren’t just meant to protect your walls they are meant to protect you as well.

    Stick to training in your base on dummies and gather myst in the underworld. Take a pick with you not only for the gem rocks but mine the white and obsidian rocks as well rather than risk mining in Galebrook, dig clay in the shallow water and let the sprites live to produce more water when they spawn, break the tables and collect wood, duplicate necessities at altars, craft, cook, other than farming you can do almost everything you need to in uw. If players are roping in to your farm then construct something underground below it and if they logout outside of it to appear inside then add another wall or another layer with flooring.

    It’s incredibly easy to avoid pvp and still progress or at the very least survive pvp encounters that you don’t initiate but many players are stuck in the mindset that they have to farm myst at peaks or south sands or one of these new places when really the underworld is your best in not only in terms of safety but overall progression. You need to learn the types of mobs you face down there and the best ways to deal with them if you ever plan to get any decent gear at deeper uw levels.

    in reply to: No PVP on new maps. #8862
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    You’re assuming a lot about players with no real basis for it, “most violent” is just a number the reasons for being there vary greatly it does not automatically mean someone is killing new players or generally being toxic towards the player base. I advocate for a lot of changes that would help new players out specifically some changes towards tribes to help minimize the damage of infiltrators. I believe players should have the chance to grow and become strong but I also believe pvp is as crucial to player enjoyment as pve is and there is plenty of reason for players to be involved in both regardless of whichever play style you prefer.

    Before I became strong in my server I suffered just as much grief as any other new player and I can tell you with the utmost certainty that the enjoyment of actually being able to do something against those types of players now far surpasses the grief endured in the growing process. It feels largely disappointing to have maps added that are just as nice for me to train at as my enemies but yet I can do nothing to them while there.

    in reply to: Gem Costs, Buffs & Not (6/24 update) #8855
    Kaios

    Lvl 233 USTexas
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    Posts: 173

    I agree I don’t see why the lower level enchantments couldn’t have remained the same cost.

Viewing 15 posts - 31 through 45 (of 138 total)