nineol

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nineol last won the day on March 27 2023

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  1. A few oddities with unfinished paper masks: They do not consume any paper upon creating. Once your inventory limit (100) has been reached, they will start being created in a pile where you're standing. Once that pile's limit (100) has been reached, they will continue to happily go into it, stacking over 100.
  2. I was looking at %chance to create runes with various QL rift mats and it looks like (possibly due to high skill) there is a point where the %chance to create runes as displayed in the crafting window/right click menu begins to decrease with higher QL mats. I was able to test with Stone and Wooden runes and have some incredibly sloppy data: Stone (100 Stonecutting) - There seems to be a point between 96 and 98QL mats where the %chance drops, and then begins rising again, but never higher than the maximum % prior. Wood (98.13 Fine Carp) - It is behaving the same, but the point where the %chance drops seems to be shifted towards 100 which is what leads me to believe that it may be related to skill. 91.95 = 76% 95.8 = 77% 97.73 = 79% 98.69 = 81% 99.96 = 74% The same test was done with somebody with 42 Fine Carp and this behavior was not observed, the creation chance (at least that is displayed) continued to rise as-expected as mat QL approached 100. All percentages above are from 'not my god' type runes, although the behavior is the same for that use case as well. I am aware that the percentages displayed in-game are estimated and not dynamic, but that wouldn't explain (as far as I can tell) what is happening here.
  3. Gently bumping this back to the top now that the mobs that can spawn from holy sites have been bugfixed. Now there are even more poor animals missing their tints!
  4. Thank you Devs for fixing the cow issue! Am not sure what that means for the other mob types that weren't spawning but Holy Cows are incredible! [17:20:13] You start leading an adolescent hardened brown cow.
  5. I've spent a lot of time at multiple holy sites over the past month and will post my observations/thoughts on each one that I've spent time at along with some very quickly constructed suggestions. I was especially interested in the new conditioned animals (specifically cows) so I also will include those that I observed spawning at each site. I am very disappointed that it appears cows (and bulls, hens/roosters, pigs and crabs) seem to be omitted from the list of mobs that can spawn. *Mob spawn observations were done with a character online 24x7 on the center of the holy site with a WA trigger set to 'has arrived' so there were mobs that spawned outside of that range. Regular Reveal Creatures casts were made to attempt to identify any additional mob spawns that were outside of event range. I'll keep each site type in spoilers to avoid a wall of text. Magranon - Glowing Fissure (nearly 10 days spent at/observing 24x7) Vynora - Wellspring of Knowledge (6 days spent at/observing 24x7) Fo - Wishing Tree (13.5 days spent at/observing 24x7) Libila - Abyssal Circle (5 days spent at/observing 24x7) Fo - Sampo (2 days spent at/observing 24x7 - ongoing) At each site, except for the Libila Circle, there were as many or more players there for the chance at some new conditioned mobs than there were who were primarily concerned with the sites themselves. As someone who was very excited for the new mob types, this makes me happy however the lack of availability of the mobs mentioned above personally tempers that enthusiasm for me. I acknowledge that there is the possibility that nobody has seen and/or reported a champion pig yet (sorry@Aeris), but the more time goes on the less likely that seems. I've also noticed that for the vast majority of the time, with the exception being people there imping for the +QL bonus, everybody is semi/completely AFK. I'm not sure if the intent was to keep players actively engaged while at the site but as it stands now, most people just pop back now and then to pray/purify/special action and then disappear again for a half an hour. Overall I think that Holy Sites are an interesting new feature, but I'm not sure how much use they will see once the novelty wears off without some changes that I am not smart enough to suggest. As I mentioned in the Holy Cows suggestion thread that I made, it's clear that a lot of time and effort went into these so I would love to see them become better and a part of the game that players are excited about engaging with. I do want to mention that I think that the changes to Power/Corruption worked very well. The sites are not too difficult to maintain now with a few dedicated folks around.
  6. I've spent a lot of time at the new Holy Sites since they were released; trying to learn how they work and generally playing with the cool new features that clearly had a lot of thought and work put into them. I was very excited at the possibility of new, previously impossible combinations of conditioned mobs and have been very happy to see some giant rams, tiny seals, and one gigantic monkey that fell over - great work on those! Personally I was looking forward to the possibility of getting my hands on some multi-colored angry and slow cows but I have not seen nor heard of any Holy Cows spawning. Here is the list of newly-available conditioned spawns that I've seen and heard about after spending a week+ at multiple Holy Sites nearly around-the-clock: Seals Dolphins Sheep Rams Horses Gorillas Hell Horses I've seen deer (previously only champs) and conditioned unicorns spawned by a Fo site as well as a range of other previously available conditioned mobs, all hostiles (wild cats, spiders, mountain lions, etc.). A lot of the conversations that I've had with folks I've spent time with at the various sites have been around this feature of the Holy Sites and it seems that quite a few people are excited about new combinations but disappointed that they are limited. I would love for there to be additional diversity added to the domestic mob types that can be spawned, especially cows/bulls, but also pigs, chickens/roosters, and pheasants. What a fantastic opportunity to have Holy Cows spawn at the Holy Sites! *edit* More conditioned mob types that were previously unavailable have been discovered: Octopus Donkey Bison Pheasant Tortoise
  7. I have had female mobs spawn from them. I've seen 3 female seals (including a champ) and a handful of sheep. But yes, these should be spawning cows as well - a Fo holy site spawned a traited unicorn, we have enough of those.
  8. I thought I saw someone else questioning this somewhere as well but I can't find it to quote. Increased spawn rate of creatures from holy sites. Is this tied to the power of the site? I've seen 2 mobs spawn since the patch yesterday at 2 separate holy sites (a spider at a Fo site, which may have just been a natural spawn, and a angry gorilla at a mag site) which is actually less than had spawned the previous day. The Fo site is completely cleared of corruption and crawling over 30 power, the Mag site is still having its week-long corruption removed (3 power/35ish corruption) and I have a character at each online all day.
  9. Only one shot so far, but: [10:48:46] A mystical fountain whose waters quench curiosity as well as thirst. It has a benevolent aura. Power: 1.0, Corruption: 51.9532. [10:49:14] The Wellspring of Knowledge feels slightly more stable now! [10:49:17] A mystical fountain whose waters quench curiosity as well as thirst. It has a benevolent aura. Power: 1.0, Corruption: 49.561584. That's almost a 5x increase in power and much more reasonable, especially since we're not capped by faith-giving actions. I cleared .8 on a mag site with a 5 exorcism priest and .2 from a fo site with a 5 exorcism priest as well, so looking better.
  10. Asked if the missing 50/70/90's for Blades and WHS could get dev-given names when I put in the support for the 100 title and was told it was passed on to devs.
  11. Agree that the numbers behind the power/corruption need adjusting. To add some numbers for context: It seems .5 is the maximum that can be cleansed, which I've managed to do both on a 1 exorcism skill alt and a 90 exorcism skill character (that grind sucked please make it worthwhile). We spent about 6 hours (7 priests+4 followers to ++ sermon gains) at the Mag site on Release on Thursday. When I arrived (I was the only person there) it was at 15.9 power with 0 corruption. After 6 hours of 7 priests cycling through prayers/sermons/purification actions it was at 26.7 power with 28 corruption. I don't think I can weigh in on value of rewards (passives or actives) as those are tied to the power/corruption of the sites and as of now it is next to impossible to keep the corruption cleared while increasing the power without an unsustainable amount of people present, but it feels like those may need retuning as well.
  12. One of the things that I've been most excited about with the new holy sites is the addition of previously impossible conditioned mobs. I've discovered my first conditioned (and comically large) ram but he does not have the color tint applied to him that other slow mobs do.
  13. Can the mission start date/timestamps please be put back into the mission window? It makes it hard to keep track of when a mission will lock in for early expiry without that info. *Edit* Just noticed that this is still visible under the mission details window, can disregard.
  14. It’s just the first tick of the session that does this. Once you get a tick then the tracker lights up green on every skill-giving action regardless of whether you get a displayed tick or not.