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This is kind of a combination consequence of adding larger inventories and letting characters log out now; I’m not sure how to resolve it since there’s no way to differentiate between alts and mains, characters are just characters.
But it is the kind of thing that makes me pine for a hardcore server that follows more of the old rules.
I’m sorry this happened Ice. You were a good neighbor and I’ve never known you to cause trouble, and I don’t have particular reason to care if you are Val or not. Wherever you go from this I wish you fun times.
There does seem to be an additional amount built in as well.
For example 30=32(★1), roughly. But 1-10 is only ~2.2K xp, and 30-32 is closer to ~23K.
I only have some really rough numbers I refer to for reincing but roughly:
33.4(★0): 125,020xp.
35.6(★1): 153,500xp. (not counting 1-10).
38.9(★2): 186,030xp. (not counting 1-20).
??.?(★3): —
50.0(★4): 241,400xp. (not counting 1-40).40.0(★0): 226,200xp.
42.0(★1): 263,400xp. (not counting 1-10).
45.4(★2): 317,950xp. (not counting 1-20).
49.5(★3): 367,950xp. (not counting 1-30).
??.?(★4): —Very rough/inexact, but there does seem to be an additional amount of xp that has to be gained to beat each existing star that’s above just the displaced xp.
Based on this you need ~20% more xp per star, although I would need more exact measures to know for sure. I was just ballparking it for my own reference.
Not sure if that would even change anything though, since Krill and Roth have enough alts to fill a server by themselves already. Without adding a fee to character creation I’m not sure how to solve this with mechanics alone.
A one-time payment to upgrade your account to access premium buildable maps without stuff like infamy would be kind of wonderful.
Would it help if infamy scaled by time played rather than character level, and you outgrew it after a while? The idea is to protect new players, right? Not to protect trolls who keep their levels low to weaponize infamy against the rest of the population.
Kind of an annoying extra layer if we have to invest in dedicated low level twinks to deal with people whose game it is to vandalize the server.
Though then I guess they’d just continuously make new characters when they were no longer protected on their old ones and it’d be even harder to keep track of who the trolls are anymore.
Imo ascenders are compensated by not resetting their myst constantly allowing them to acquire and keep higher levels of scholar. The daily xp bonus seems like an intentional balance choice for new players and reinc’ers to me since they’re at a comparative disadvantage.
Please change it so you cannot use a lantern within 5-6 minutes of hitting a wall.
Lanterns are massively important for moving burdening quantities of materials for everyone. It’s a core principle behind mining storage and retrieval at a time when we need to be enabling more materials on the market not less. As a crafter there’s already never enough bronze already, ever.
I’ve been waiting to say anything until I got an idea of how much arp ghost blades have, since I haven’t met one yet.
But looking through the last couple mob packs we’ve gotten, dust devils and tentacles followed a clear philosophy of adding mechanics to a diverse mob pack: dust devils added a snare, and tentacles were an armor check. Plus tentacle’s range, their combo was an effective progression checkpoint (although since the armor patch dust devils do more damage to me with 100 heavy armor than when I’m naked, which feels just a little broken).
Shroomies also followed this ideal by simply making existing mob packs harder to kill, although they still need a range reduction (mobs might also need an ICD on how frequently they can be healed by multiple shroomies). Summoners have a similar role of buffing mob packs by adding more diversity on the fly. Hive soldiers (and to a lesser extent dire wolves) are simple dicks, but are arguably worthwhile situational awareness checks.
Ice elementals and liches pushed the envelope: we don’t have an effective counter to slows and liches spam 65-75dmg hits regardless of armor due to 50% arp, so both are endurance checks. You simply have to have the health to survive a situation with no mobility and massive damage, combined with whatever else might be after you in the area. Shield block and dodge were key as well, however both have been nerfed in the same patch that added…
… Ghost blades and mind flayers, which appear to be intended hard ceiling (floor?) on UW progression. I simply don’t see how they can be dealt with, or how they are supposed to dynamically interact as part of a group of mobs you encounter. Both are apparent hard counters to melee-only builds when, in the case of mind flayers, they’ll most likely be spamming you from off screen across walls you can’t shoot them over anyway.
IMO:
Stop mobs from being able to attack or abilities across walls. All mobs, all abilities: mages, archmages, dragons, shroomies, dust devils, tentacles, ice elementals, liches, and mind flayers. Make it so that we can use the terrain to survive, and fight room to room. Reduce the range on shroomie heals to the range we can see. Make the mind flayer -def ability a random melee attack, not ranged. And stop ghost blades from spamming disorient.
This should maintain the synergies each monster adds to a room of diverse mobs; synergistic difficulty is a really cool thing this game has going for it in terms of mob design, but presently it feels unbalanced. Players with deeper UW experience than me can tailor suggestions better than I can though, as I’ve been sticking to safer floors since liches and definitely will continue to do the same after ghost blades and mind flayers…
It’d just be nice to think “neat, I see how to counter those new mobs and I can work up to it” versus “well I guess I’ll never go past uw55 ever ever ever ever ever.”
And also since latency with ML isn’t great, I kind of believe that any fine-tuning in terms of difficulty should at least be a little biased in the player’s favor.
Since we can’t really tightly control anything.
2g/day, then items can be taken.
Then any information we have about the bug should be relayed to the dev.
Dug through the updates for an hour to make sure I wasn’t crazy.
If the server has a network problem it will pause so no one dies.
http://www.mysteralegacy.com/2016/11/16/buffs-and-bees/ (Nov. 2016).
This is already a thing, if you’re still in the world taking damage after a disconnect then the disconnect wasn’t on the server’s end. If the server resets your character is safe and isn’t in the game to be vulnerable again until you log back in.
I want to say this was part of an update a year or so ago; before that server shenanigans could be really perilous for sure, but they shouldn’t be anymore.
I may have a few ideas for that list if you’d care to share it ^_^
Do you have the base rate, or just all exp from a particular craft level? Have you allowed for the daily bonus you likely have?
I have the XP amount for every crafted item with no xp bonuses, I can type it over on the wiki later for sure.
But as it’s a rather long list I’m not sure how to most practically present it.
For straight XP grinding these are the usual crafts to check against your server’s mat prices.
Heraldic shields (100 wood, 5 silver): 267xp.
Wooden bucklers/Wooden mallets (30 wood): 60xp.
Stone hammers (30 stone, 20 wood): 110xp.
Maces (30 stone, 30 hematite, 15 wood, 10 copper): 207xp.
Flint daggers (8 flint, 5 wood): 22xp.
Stone road kits (20 stone): 37xp.Road kits can give a bit less, but have the benefit of being a pure stone sink, plus they’re useful.
I have a list of all crafts XP for the Wiki but I’m not sure how to organize it yet.
Doesn’t quite work that way. 🙂
“Note that adding a property that already exists will overwrite it, rather than add to it.”
http://www.mysteralegacy.com/mystera-legacy-players-guide/#Gems_and_smithing
So the chance of any one specific rune is equal. Nearly a 50% chance to get a rune (I’d like to see another 5K to see if that number converges toward 50 or 49).
If 2490 got runed then you’re missing 11 from your# of runes present.
It will be really cool to see if radiant and ancient tend toward 13% and the others toward 14% like they currently are doing.
Thank you for the catch. Ten runed items had been counted without corresponding entries, and one runed item (with two runes) had been listed but omitted from the total. Since I always did 100 crafts per batch those ten items existed but I cannot verify what they may have been or if they were actually runed or not.
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