Tux

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Viewing 15 posts - 1 through 15 (of 34 total)
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  • in reply to: Benefit of a higher base level #5648
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    I’m sorry, but is PERMANENT skill levels not a big benefit to reincarnating already? You’re getting skill levels that never disappears on death. That is huge. Also, the 5% bonus to myst and exp gain adds up fast. Have you seen how fast people level up once they have atleast 10-20 blue stars? When I die, I have to re-level all my skills and don’t have the benefit of the extra bonus to exp. Some of the big reincarnators can pass lvl 100 in like an hour after reincarnating. That’s insane already. Reincarnating is a long term goal, you get more out of it than not reincarnating.

    in reply to: Soo… 'bout these repair changes.. #4851
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    I want to point out that repairing bases is ALOT easier still than it use to be. The decay rate use to be higher than what it is now. We did NOT have aoe repair. I use to repair each wall one by one and still had a big base as protection. This still seems so easy with the changes to decay rate and aoe repair. I repair stuff so much quicker than I use to. It’s really not that bad.

    Also, I believe decay rates is how much a wall loses in HP not actually how fast each wall loses HP. I think the rate of each one’s chance of getting hit with decay is still the same, but I could be wrong.

    This is really necessary so it makes it tougher for people to make multiple massive bases. You make what is necessary. It also makes it harder for people to wall off a whole biome, which I think is a plus.

    Large tribe bases should have everyone helping with repairs not just one person. That’s the reason why you’re in a tribe. It’s beneficial for everyone.

    in reply to: Recycled padlocks? #4704
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    Unfortunately, you can only use the locks made by yourself or someone in your tribe.

    in reply to: Suggestion: Tower Nerf #4028
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    The towers use to cost more in resources to build. Then cost was reduced and towers were made stronger. I think towers cost should be increased again and it’ll help a bit with people building hundreds of towers. Before they use to cost 5gold to make.

    in reply to: Suggestion: make roads harder to grief #4017
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    You can’t build structures on roads already. You’re required to dig up the road before building a structure.

    It was updated in this patch:

    Carrot Weight Reduction Patch

    Structures can’t be built on roads, and take full damage without adjacent supporting structures.

    Also, there’s this:

    Also you can no longer place road or floor tiles on top of stone road to overwrite it. It must be dug up first.

    • This reply was modified 6 years, 5 months ago by  Tux.
    in reply to: [!] Silver , Archery, and Auto lock #3955
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    Archery is already one of the best weapon types in the game and one of the best for pvp. It has the furthest range. If you increase it’s damage by new arrows or new bow type, it’ll just be so OP in PVP.

    This would unbalance everything and require a lot of balancing of everything else. Perhaps making it where archers have to be stationary when shooting?

    in reply to: new server/version/update idea perchance? #3940
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    US Texas just came out yesterday. So I don’t think you can say it’s high levels bullying everyone.

    US East has less murdering than most servers since the community tends to band together against pkers and raiders.

    in reply to: Suggestion – Arrowheads #3646
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    I think I’m going to have to disagree a bit on this just because everyone already thinks bow/arrow are OP especially in PVP. The low damage on the bow is because it has the longest range and can be the less risky weapon option in pve. The damage from bow/arrow really isn’t that bad.

    in reply to: Infamy System and Towers #3562
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    Hi Admin! Thank you for letting us know the changes.

    Attacking anyone sets a flat rate of 10 infamy (if they have less than 10 and the victim has no infamy). You wont get any infamy yourself for retaliating.

    This way you have at least 10 seconds to kill them. It will now show a local notice ‘Infamous!’ on a player who just becomes vulnerable. Then it will say ‘Safe!’ when it wears off. Also fixed a bug with mobs related to this.

    This seems look a good change for being able to defend yourself, however is 10secs too low if you’re defending yourself against a higher level character? It would take more than 10secs to kill them. Even if it was 2 high level characters, it would still take longer than 10secs. I don’t think increasing it by level difference would help, it might have to be flat time depending on level or just higher time in general?

    in reply to: Infamy System and Towers #3557
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    I’m uploading patches now to reduce the debuff penalties and fix targeting for bystanders among other things. Wait for another patch later today or tomorrow and then we’ll go from there!

    Could you please let us know what changes were made, especially on your comment about “Fix targeting for bystanders among other things.”?
    Thank you for all your work!

    in reply to: Infamy System and Towers #3556
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    We should just start with a simple infamy system. Pkers get a red skull and can get killed in non pvp zones. If you kill a person with red skull you don’t get red skull back.

    A complicated infamy system doesn’t really work well in a sandbox survival pvp raiding game.

    in reply to: Dash – Not always working #3541
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    Yes, this has happened quite a bit to myself too. I just assumed it was due to lag, but it definitely makes sense that it be a bug.

    in reply to: Tower issue #3535
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    Towers usually stay belonging to the tribe that it was built in. You need to destroy them and remake in new tribe or when you’re tribeless.

    in reply to: Suggestion and Problem: Switching between zones #3461
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    I completely agree with this. This will greatly reduce griefers and trolls that abuse the zone hopping systems. If you can’t use a lantern while in combat, you shouldn’t be able to switch zones in combat either.

    in reply to: Carebear server #3360
    Tux

    Lvl 120 USEast
    Polar Bear
    Posts: 36

    And instead of a region name for the server, we can call it Carebear or Mystera Legacy: Hello Kitty Edition. I approve of this server!

Viewing 15 posts - 1 through 15 (of 34 total)