Deathangel

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Deathangel last won the day on January 15

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  1. Alternatively implemented, apply the epic skill curve (code already exists) to new accounts on SFI for first 30 days of premium, or creation.
  2. What if new player skills decayed from 49 effective skill bonus over the course of a month? Low enough: no titles and too low to saturate the market economy High enough: the new player learning curve makes adapting to wurm hard enough the first month. Not only are you learning how to do stuff, but you literally fail at everything you try to do before you even know how to play and minimize failure. Further discussion required: should skill gained add to the bonus? So they can taste 70 effective at lvl 21 in carpentry for the duration? 90 effective at lvl 51 actual?
  3. The entire new player experience could be so much better from a few changes like this one
  4. This makes a lot of sense. I'm stunned honestly
  5. The idea could be tweaked. Having semi regular tweaks for pvp would be nice and this is just one way I thought our current low-effort approach to the pvp product could still make a lot of the player base happy The system is too complex to aim for perfection with every change. We need iterative, regular tweaking. Stuff that makes players want to test out the new changes. But regularly. And removing roadblocks when feasible. I though about the recommendation from Shinso to gain stats from killing players and thought that would be very interesting. But delicate to implement properly.
  6. And remove shield of the gone or centralize the meditation paths while we are at it
  7. It balances itself out if you keep the off-hand parry nerf as is. It should never have been double-nerfed. Stimulate my wallet with more novelty and balancing please, I want reasons to buy more premium There's a hundred ways to implement this, if the idea gets traction i'll put more effort into a balanced way (like changing the number of off-handed swings per combat round from 1 to 3 instead of removing the penalty entirely or 2, to keep DPS comparable to a 2h weapon).
  8. You could add other player-requested effects to the event as well (RAISE the non-item related gains from pvp to keep the reward aspect balanced). - Like bonus weapon skill gain (+33%), or - Bonus FS gain from kills (x2) - Double HoTA rewards - Double volcano yields I'd keep the penalties for dying minimal due to the already low heart beat of pvp servers. The temporary element of the event keeps the existing long-term penalties of pvp in-check. This is a low-cost, low-development time, way to revitalize pvp without overly saturating the ingame market with new item creation, etc. The no-drop mechanics already exist, just apply res stone or mag res stone effect to all players with 100% chance to save items on death.
  9. How many months of prem do I need to buy to make this happen
  10. I'll buy a year of prem right now if affinity loss is disabled.
  11. why not pvp also. pvp players would probably pay even more for this feature, as the stakes are higher. ex: 10s on pve 20s on pvp +1
  12. Staying back on topic Even more interestingly: Consider the speed approach to pvp evasion this would create. Consider a speed gear HH without barding evading another speed hell horse. Accuracy penalty = 1.5 * (40 + 40) = 120% Finally, consider a speed HH target running from an archer on foot. Accuracy penalty = 1.5 * (17 + 40) = 85.5%
  13. I don't understand why I can't shoot 3 tiles away with a longbow. I bet it would hurt just as bad in real life! But removing the minimum range would make all the bow types obsolete? Not necessarily - a major archery rework like this would provide the opportunity to further balance the bow types and perhaps even replace medium bow with crossbow. Consider the below for example: Minor archery tweaks: - Minimum ranges are removed from all bows (why did this ever exist?). - Short bow has accuracy and damage bonus 25% <10 tiles away. - Long bow has accuracy and damage penalty 25% <10 tiles away. - Med bow, replaced with cross bow 10 sec timer but 33% archery damage bonus and 33% accuracy bonus (DPS not broken, but accuracy bonus worthwhile). Greater armor penetration would be a goal of cross bow. Range could be discussed by the pvp playerbase for balancing but the goal of cross bow is heavy armor penetration from what I understand. and for the OP point: - Movement no longer cancels archery actions, but an Accuracy Penalty % = 1.5 * (archer speed + target speed) is applied. Two barded hell horse enemies, one chasing the other, traveling at 25 kmh each, would have a 1.5 * (25 + 25) = 75 % reduction in accuracy. This is perhaps steeper and more fair than the OP numbers I provided for example earlier. It also introduces a new, realistic concept: target movement affect on accuracy. Thoughts?