Deathangel

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Posts posted by Deathangel


  1. 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?


  2. 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.


  3. 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).


  4. 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.

     

     


  5. 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


  6. 14 minutes ago, Deathangel said:

    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.

    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% 


  7. On 12/27/2023 at 8:11 AM, Zundy said:

    I guess it removes the point of having types of bow. The amount of distance you can put between yourself and your target with a longbow makes movement irrelevant and being able to essentially run away with a shortbow overpowers them.

    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?


  8. [14:11:05] You hold a long bow in your two hands.

     

    I recommend making game more realistic and helping PvP by alllowing movement while shooting, but balance it by adding a small accuracy penalty similar to CR debuff during movement in melee, but say 30% accuracy penalty while moving.

     

    Excellence: optional, but if dev time allows, scale the accuracy penalty based on movement speed with 1 km/h = 1 % accuracy penalty.

     

    Controversial add-on: SAME WITH SPELLS.


  9. Salves were a meta I refused to participate in (and sucked at PvP that much more)

     

    I like that sickles are kind of still useful, what a gentlemanly way of making pvp better!

    I can't wait to buy premium time now with my renewed hope of a decent pvp experience


  10. I agree, the worst part about PvP now that champs and war bonus are gone (thank god) and dying is that i am forever held back from accruing a meaningful amount of affinities on my main. I also can't convince some of my friends to give it a try - since they may have paid real money (silver) for a specific affinity, just like I would if I wouldn't lose it the next day. For example, I paid for a weapon smithing affinity and banned myself from PvP until I hit 80 WS (which took about a month for me, at the time). Then I went and lost it in pvp the next time i went out after hitting 80 WS. Was that restriction in gameplay good or bad for the game? Was I incentivized to purchase another affinity from the shop again?

     

    Also, I have to sacrifice my PvE lifestyle to be effective in PvP by committing to Path of Insanity meditation. Not only is shield of the gone required to be competitive in pvp, it restricts my playstyle and delays time required for new players to become competitive (meditation takes new players a long time on average to learn about and then reach 70, the required level to be competitive in pvp).

     

    Major recommendations

    - I recommend disabling affinity LOSS for 6 months (this is the length of a standard academic term, plus one academic break.).

    - Disabling path of insanity for 6 months (again, give the experiment some time to study effects with regard to the college student population schedule). 

     

    Minor recommendations

    - I also recommend expanding the existing timer for temporary affinities gained in pvp from 1 day, to 1 week (you'll likely spend the better part of one day just trying to get in a fight, without time to grind afterward before the affinity expires). 

    - I recommend re-examining the reward for pvp - perhaps affinities were an archaic incentive no longer worth while 10 years later. Consult the playerbase.

     

    Unreasonable development time recommendations

    - I recommend consulting the playerbase for an arcade-style arena you can enter via portal from any cluster and take your skills and items (no-drop) with you, but that you can earn battlerank and other transferable prizes for killing other players (perhaps 30min SB per kill, or more).

    - Simplify/re-work the meditation system to be a single path or more customized pick-and-choose buffs.


  11. 21 hours ago, Kagulas said:

    I totally agree to not make it extremely simple, but becoming helpful it would be a good start. By example, making it good for taunting a mob off a coast even if arrow breaks or glances. Basically the current way of working it's somehow like:

     

    "Are you an olympic? You have the right to walk out of your bed. No? Sleep more, don't even walk."

     

    Also, removing the "too close" thing. It's just a nonsense. Too far it's a logical thing which implies aiming and so on. It can become a player skill to aproximate the right distance for a successful mob pulling atleast, not neccessary high damage.

    I do think archery is totally useless as a new player for reasons including skill requirement, bow QL, and access to arrows. I wish it could be more effective against animals earlier on. (Emphasis on PvE being more accessible)

     

    Never critically thought about "too close" but you've got a point, that is a stupid concept. Velocity is velocity, and the amount of pain you feel at 1 tile from a longbow should be HIGHER than the pain you feel at 20 tiles based on air resistance slowing down the arrow the further it goes. If too close was removed, we'd have to rethink the justification of the 3 types of bows. I'm not a master archer in real life though, so I don't have any input into justifying different sizes of bows other than MAX range, not minimum range. Maybe short bows should fire FASTER, with less damage or accuracy at longer ranges? Longbows could fire slower with lowest difficulty at long range and highest damage for the longest range.