MetalDragon

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Everything posted by MetalDragon

  1. interesting concept. I don't think the plate debuffs outweigh the benefits of the buffs, 10% lower swing timer is trivial when you get 10% block rate and 20% angle. You can take comparison in the sense that at 100 weapon skill you get a 10% swing timer reduction - those people with 90+ skill have you ever really noticed this? Was the suggestion to remove res stones in general, or just make dragon armour void of being saved with a res stone? I do like that idea too.
  2. In relation to teleporting mechanics only. Defenders has no issues getting into deeds in the past. Attackers would attempt to stop access but defenders would have more than one route into the deed. In a mol-rehan perspective The reason you can't see how this works anymore is because of how comfortable you have got with the teleporting to defend meta. This means your push advances are not as tight-knit to secure the back entrance. You plant deeds in the middle of nowhere with the sole entrance being to teleport in and/of have a single mine entrance to get in that's just at the edge of deed. There's no real planning or thought process done on how you're going to safely access the deed to defend in event of a raid because you'll just right click teleport. I don't agree with this concept personally, I think in a warfare game like wurm where your have to advance or fall back from your enemy I do believe the defenders should be living at their front line deed or have to manually travel to their fortifications. If they don't want to do either then their war deed is over extended and should be easily removed. In short, if you dont want to live at a wardeed to defend, or travel to defend the war deed because of time, then the deed over extended for your kingdom to handle. The above would also affect multiple JK chaos deeds as well. Legitimate villagers should not be penalised imo so if you're been a villager for a day or week you're free to teleport in. I don't think a dev has clarified 'intended use' of teleporting but I'm quite certain the 'karma home' 'recall home' names suggest it's so actual villagers can get back to their deed. Not for half the kingdom to change village to teleport in to PvP. Edit: raids shouldn't be easy, nore should defending. Teleporting means youve won the defence assuming you have resources onsite unless the raid force is extremely massive to out repair.
  3. I guess I'd have to argue casual players vs those with more wurm time on their hands, maybe I aimed my post argument more to raiding in general other than the specific mechanic that people of people deem unintended, yes I agree raiding shouldn't be easy, but I don't agree with unintended features. I will ask a different question then. Do you believe a metal street lamp (used for giving visual assistance) is intended to provide potential multiple additional hours of delay during a raid? Do you agree or disagree these items should be used as one of a deeds primary outer deed defences?
  4. My post was directed at some Mol-Rehan players denial about some mechanics they are using which everybody can utilise, some methods used by JK also. My post includes pictures of one of your deeds because these were the screenshots I had at hand, it doesn't matter which deed screenshots I used the pictures capture the problem perfectly. Now you're a fool to think the changes will just benefit myself, because the changes will benefit everyone and that's what you're too blind to see. You think because my specific post is directed about players use of silly mechanics (you know it's silly because there is no reason to use a lighting source as an important defence - other than for spotting players). I haven't spoken to Xallo about these issues other than my own posts in this topic. This was not a ploy to break Mol-Rehans mechanics so we can win the game over some quick fixes. A few of these issues have been suggested in the PAST. If you're brain can not understand this, i'll put it simply for you m8. Do you agree or disagree with a quite optimal setup of current meta mechanics (multi story, dirt wall, mine door, lamps and under dirt wall long house) should take over 8 hours to make the first breach on a dirt wall?
  5. In relation to lamps, to those who do not understand - see the screenshots. This is the current meta to ensuring your dirt walls can not be levels (aka, force 3 hours bashing mine doors, multiple lamps, then cast strong wall twice, before you can right click > flatten) The amount of Mol-Rehan denial in the thread so they can keep their primary deed meta mechanics is hilarious, just want to maintain their awful thought but massive benefit mechanics to keep their foes out - cowardly lol. Yes, increasing bashing could potentially lead to greifing but on the PvP servers, enemies can steal your forges and ovens and a good majority of misc crap - adding lamps to the mix is not a massive problem. If it's really that bad just make it impossible to plant on entrance tiles - there's no real need for a lamp on the first tile where you can achieve the same effect on the second tile - and if that change is also deemed massively overkill some how, change it so only ONE plantable can be planted on each tile and buff bashing to match bashing house walls.
  6. YESSSSSSS unfortunately xallo you bundled a lot together so you're going to get more negative responses for specific things which in turn will give the whole topic the negative vibe. There are a few things on that list which EVERYONE KNOWS are unacceptable gameplay mechanics that either need to be changed or tweaked. 1. lamps/signs and other plantables - damage to bash these items on chaos should be increased - do you understand how long these take to bash on top of the fact you can plant unlimited amounts on a tile vs how fast they are to make? also taking into account they are usually under a mine door which is also another thing you need to bash (even less bash damage when on-deed!) 2. increase the amount of stackable drains I would agree, but no auto disband. 3. incomplete fences / walls I agree with if they are non-houses. although I guess it could apply to house walls too as people should effectively use internal walls for hops. I don't agree with house plans not stopping terraforming on walls, I think this would make raiding too easy to ninja in and out. 4. Don't agree with capping mines, but I also don't like the whole put a house in a pit to make it very difficult to hit a house (have to mess around with silly height mechanics, and specific angles) 5. any actions done through a mine door imo is not right, unless it's on the specific tile border surrounding the mine. 6. There is no need for the any slope wall around mine entrances any more due to mine door mechanics, these now cause more problems on PvE than they fix imo. 7. twitter system, I think could have less information on, it gives too specific information for the enemy to make their judgement on what they should do. I think it should be changed so guards and twitter doesn't include player names. 8. Teleporting into deed (by swapping village) is another feature I don't agree with. Mostly because of how often you can do it, and mechanics to reset the cooldown for village transfers. If you swap village there should be a cooldown before you can teleport into the deed or make changing villages even longer (which I don't think folks would like )
  7. Here is my counter pvp argument. While I welcome removing keys, being able to obtain a key set from a deed (if they are foolish enough to store them) allows for easy repeat visits. Removing them also removes this PvP tactic.
  8. I'll quote the whole topic in case others haven't seen you have changed this post. Only things I can agree on are finger, eye and possibly rod (I was going to say stop giving it to people over 40 body str, but I can't see the benefit of using the spell other than mediocre damage buff/reduction for a period of time) I disagree with your AoE suggestions because you have stated you want them instant, this is what I mean about adding snowballing abilities, Light of fo is a serious game changer when it's let off at the right time and not interrupted - you want to be about to fire this off in an instant? Not only that, but you wish to be able to let off two separate AoE damage abilities with no timer either. Straight away I just see rush, aoe field, as they back off, another aoe field, duke them out but don't worry if we get low I'll instantly heal everyone. Orb of doom's affects are perfect for what the name states, assuming it is definitely 50/50 chance imo there's no problem, if it's currently in favour of damaging the user then I agree needs to be changed. The orb is also a game changing mechanic and by no means should it have a very little chance to back fire if it's got the ability to nuke a large portion of your enemies health in an area. The only changes I'd be up for are something like 50% to hit enemies, 45% chance to hit your allies, 5% chance to insta kill the user. As for resetting artifacts - I agree no artifacts should be reset if they're nerfed - but as per tradition of them being BUFFED - then I wouldn't say it's not fair for every kingdom to have a chance at them. I also see the Mol-Rehan Chaos like squad has came in to push the suggestion. I wonder if anyone else may try and create a counter like suggestion to combat the "get all ur friends to like my post" meta.
  9. My suggestion was not to 'deed' over the artifacts, I mean that can easily be prevented by mechanics anyway. It's more about stepping away from the mentality of "oh I must get all the artifacts just for egos sake". The idea is - if you want all the artifacts, and be able to use all their abilities every day - then you go out and dig them up, but after X time, they are gone and you'll have to repeat that tiresome process. People will then be SELECTIVE in when grabbing the artifacts, they'll likely locate them and secure them in some way - they get no bonus out of it, and the second they dig it up starts the timer before they lose it again. Physically stopping someone access to the thing while it's underground wouldn't be cost effective (if you can't deed over it), buildings rot, dirt walls won't be covered by deed twitter, bla bla.
  10. parry rate is bad otherwise good dps if your not the target
  11. Yes artifact searching is boring but that's because your mentality is currently *our kingdom must hold onto them ALL at ALL times*. If it's changed to reset them every month or two, the mentality will change to only capture the ones that will benefit you for the time frame provided. So if you want a powerful buff it gives a pre warning to other kingdoms a big attack may hit. Or you may just get the specific artifact as a defensive stand point so your enemy doesn't get it. It allows for more thought around them, dig them up? Locate them and secure the location until it needs to be used in 6 weeks, etc etc. That could make things a bit more interesting. Securing the location means you have an infinate charge until you need to actually use it.
  12. My suggestion is to stop direct emails to the developers to spur change requests which have the potential to be biased. Follow the suggestion board, no responses from developers unless publically posted on the forums
  13. And how long did it take to narrow down all the issues with bridges - which are a pve mechanic. Artifacts are pvp weapons and can vary in use in different circumstances, sure someone can test them (and again I believe you HAVE to have GM supervision documenting your 'tests' nowadays, IF they let you use artifacts anyway). You reckon you can get multiple people on test server to test how the weapons, special effects etc work in different circumstances and buffs? nah it's not a suitable testing ground for the playerbase to test. "if you want these things to be fairly balanced before they go live then you'll need to test these yourself, on the test server or you'll just have to make do with a potentially OP feature as I dunno what to test"
  14. in b4 accidental super buffs No but seriously - asking the community about balancing items only accessible to a portion of the player base in day to day play activity is a bad idea especially as they are competitive items. There's only a small minority of players who will actively use the test server because you need to be in the cool crowed with a GM last I checked in order to play around with certain features and I was informed they were not allowed to spawn artifacts for testing purposes nowadays but whatever. Devs, you should take on board the negatives of said items, match them to what you've actually coded rather than base what players assume is coded (like we do for many of you're wonderful features) and then decide whether it does need improvement. Just please take into careful consideration if you're going to be adding an ability/buff to items that seem fine initially, due to how the game is designed there are horrible snowballing mechanics that makes it harder and harder to counter. Personally I'd look at the bigger picture and work from the ground up, rather than focus on selected areas and potentially cause more imbalance. (p.s. I say counter as if it's actually possible to counter snowballing in this game - it's not unless you just stack more numbers) Edit: Previously all items should have a 'charge' usage - the weapons would only use a charge when drawing favour out of it - it's the worst bonus to a weapon thus these things only needed charging once every several months - if they are to be buffed as essential pvp weapons - they should lose charges on a more regular basis - this is my only real suggestion and also to keep the orb as a gamble item.
  15. for an estimation on prices I sold one 3x for 50s lol http://forum.wurmonline.com/index.php?/topic/114672-wts-red-cherry-x3-1g-or-nearest-offer/
  16. That's a shame, I doubt people will bother with a alternative history archive. Wurmpedia is easy to access, no ads, simple to use, and a cool URL to access.
  17. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!+1 There is if you know your math and weight but don't got time for that