Deathangel

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Posts posted by Deathangel


  1. I suggest a pet command "Hunt" available upon right clicking another creature within pet command range.

     

    Hunt will:

     

    1. Make pet target the creature.

     

    2. Make pet follow the creature, like leading, but without a fixed follow distance.

     

    Follow functionality would be similar to 'go here' pet command, except the position of the creature would be updated while the creature moves, but once the creature escapes local (or a different range, depending on the pet type. wolfs should be able to hunt creatures farther than crocodiles), it loses the creature scent/stops hunting.

     

    This would make pets useful in pve, and pvp. Wolfs are typically useless in pvp as pets, since they cannot tank or do substantial damage. This would make creatures like wolfs and dogs and wild cats useful for tracking down enemies that are trying to escape, but at the risk of losing the pet if you don't follow it (leaves command range).

     

    Some suggested ranges for hunting, include:

     

    Sharks 5x local range

    Mountain lion 4x local range

    Wolf 4x local range

    Deer 3x local range

    Dog 2x local range

    Trolls 1.5x local range

    Wild cat 2x local range

    Scorpions 1x local range

    Crocodiles 1x local range

    Spiders 1x local range

    Horses 1x local range

    Unicorns 1x local range

    Hell horses 1x local range

     

    Imagine being able to unlead your pet dog and send it after an enemy spy alt on a PvP server.

     

    Imagine sending a barded, fully geared Hell Horse or Unicorn after a spy alt, or escaping infantry player, to keep them from getting away while you catch up.

     

    This would provide a fun fix for:

     

    1. spy alts being abused (local scanning or teleport blocking)

    2. players stealthing too quickly when trying to escape combat

    3. pets could also block teleporting while hunting a player

     

    Other neat commands, such as "Roam" or "Retrieve" could be further useful, where

     

    "Roam" commands the pet to begin scanning an area (80x80, for example, depending on pet type) for enemies by roaming around constantly, and only attacking an enemy if it comes within a certain distance of a stealthed enemy (like half it's normal aggro range, or if walking adjacent to the stealthed player's tile). Roaming animals could also attack unstealthed enemies (other pets, enemy guards, aggressive creatures) at regular aggro range, while scanning an area.

     

    "Retrieve" commands the pet to Hunt a creature down and retrieve its corpse if the creature dies. To use simple terminology, let's say you right click a creature. You command your wolf to hunt the creature. If the creature dies, the pet will "take" the corpse (or a random nearby corpse?) and return it to your new position.

     

    I thought this would add some cool new possibilities to the game and provide a possible fix for some of the most aggravating PvP problems. Being hunted by a pet would not be overpowered, since dogs (or other good hunters) can be killed very quickly with archery or melee by an equipped player. The player could then try to restealth before they get caught/located. Also, only certain pets can swim, and some move faster than others. So there would be several strengths and weaknesses for each pet type to add more richness and variety to the feature.


  2. I figure I'll throw my 2 cents in (3 really) since I'm affected by it. I can't find the post I was going to quote but I really agreed with it; It suggested some changes to meditating, fighting skill, and body strength to help get newer players into the game faster.

     

    1. I really liked Zeke's body strength curve over the others. I feel bad for the new guys in pvp as is, the older accounts just crush them.

    2. I think removing the soft wall at 70 fight skill would help the newer guys catch up in CR. Perhaps making it more gradual slow down around after 70 would be more appropriate than going from progress to crawling. The rate normal skills slow down seems fine for this for hunting. (Like blacksmithing)

    3. Meditating, I feel could be made easier in two areas. Better skillgain (there were already great suggestions in here for how to do that) to 70 skill and also lowering those advancement cooldowns to something like 2 months between lvl 1 and 11 instead of 6 months (someone else suggested that already too). I say this having switched from lvl 11 love, to 11 knowledge, to 11 insanity. I think it's pretty ridiculous cooldown times right now for advancing when you already have the skill required. Not my favorite way to spend a year and a half.


  3. Spoiler

    [16:54:02] <Duce> don't neglect your puppeteering skill
    [16:54:13] <Lau> I heard that's extremely important
    [16:54:16] <Lau> like yoyo
    [16:54:27] <Duce> it will win us this war yet

     

     

     

    Spoiler

    [21:02:15] <Snakegal> arayk but i can come to the inn since im still physically banned from kyara :P
    [21:02:35] <Duce> no one is allowed in on the weekends
    [21:02:43] <Duce> I don't wear pants then

     

    Spoiler

    [21:25:04] <Duce> my dream of a pee colored house is coming together
    [21:25:25] <Gog> nice, aparagus pee I hope
    [21:25:41] <Duce> asparagus pee smells terrible
    [21:26:07] <Gog> it would be like a scratch and sniff colour
    [21:26:48] <Duce> I remember once, getting drunk in Las Vegas, waking up in the morning
    [21:27:07] <Duce> took a pee, thought I was dying.  Forgot I had a beet salad the night before
    [21:27:53] <Duce> that was the same time I stole that 6 foot tall plastic lobster from the seafood buffet
    [21:28:18] <Snakegal> hwo the heck do you steal that and not get caught
    [21:28:26] <Duce> I'm quick when I drink
    [21:28:48] <Snakegal> then what did you do with it? :P
    [21:28:58] <Duce> brought it home
    [21:29:11] <Snakegal> so you still have it
    [21:29:18] <Duce> cost me a fortune to get it on the plane
    [21:29:24] <Gog> LOL
    [21:29:37] <Duce> Pinchy needed to be liberated
    [21:30:23] <Duce> they were yelling at me in Spanish

     

    some random moments i found and wanted to share


  4. I'm gonna miss his influence, him quietly giving away his own smithing tools and gear to new recruits, his stories, and crafting without enchants himself. I don't know any guys who reached near 100 black smithing without coc or sleep bonus. It doesn't feel real still, after so many years I keep expecting him to make a post somewhere or log in for a few minutes. I enjoyed and will miss his genuine personality and interest in 'the new guys'.


  5. [Dwellings] Take fast decay when off deed

     

     

    This shouldn't be a thing IMO. It's unrealistic for the stone structures underground to decay faster than the tunnel itself. If it is built protected from most natural weathering processes (underground) perhaps the natural decay should be dependent on tile collapse instead of a fixed decay rate. It's rock attached to rock, underground.

     

    What about an accumulation of cave dwellings in the offdeed areas when people go inactive? We already have the natural accumulation of old mine systems and this would be no different, if decay was tied to collapsing instead. If a tile collapses from natural RNG the cave dwelling on that tile should get deleted. You would however have to account for people strongwalling - would you want to be able to destroy dwellings easily by collapsing the tile instead of bashing? Perhaps strong wall actions should be disabled on dwelling tiles to prevent that situation (maybe its already that way).


  6. Hello everyone!

     

    I have to sell a lovely sword for any endeavor:

    90.72ql, iron longsword
    [18:35:46] Nimbleness has been cast on it, so it increase the chance to hit. [85]
    [18:23:31] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [101]
    [18:23:31] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [82]
    [18:23:31] Mind stealer has been cast on it, so it will steal knowledge from non-players. [81]

    And a demise spell of buyer's choice to be added.

     

    start bid: 5s

    minimum increase: 50c

    buyout 12s

    No reserve

     

    auction_timer_1453681810.gif


  7. 90QL, iron
    [14:43:04] A large spiked heavy clump of metal on a shaft. The maul has some dents that must be flattened by a hammer.
    [14:43:04] You can barely make out the signature of its maker,  'Kicks'.
    [14:43:04] Nimbleness has been cast on it, so it increase the chance to hit. [71]
    [14:43:04] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [95]
    [14:43:04] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [79]
    [14:43:04] Mind stealer has been cast on it, so it will steal knowledge from non-players. [92]

     

    start bid 4s

    min increase 50c please

    no reserve

    buyout 12s

    will extend auction with 1hr cooldown for last minute bids

     

    auction_timer_1453409204.gif


  8. Why don't we make SD useful since so many have already invested into it and in a way it does makes sense?

     

    suggestion:

    add bonuses to casting example 1% multiplier for every x points in SD so if i normally cast....

     

    a [50] power cast

    with: 50 soul depth

    and we use 1% higher power for every 5 points of soul depth

    it will then be multiplied by 1.1 and instead of a 50 i will have a 55 power cast.

     

    with same numbers, but 30 SD that would be a 53

    with same numbers, but 70 SD that would be instead a 57.

     

    let the discussion begin!


  9. Yes. And if you don't have the skill, maybe make each skill point you are BELOW the required an additional 10% difficulty? That would make it 90% fail if you are 9 points below a level, meaning you must be within 10 points from the required skill to succeed. Eh? Either way, it's retarded as is.