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Everything posted by RainRain
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will you pay enemy kingdoms to come and do the work, asking for a friend
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if you have no way to inflict hurting status easier, then you have no way to catch people out. in a world where that becomes an issue, then pvp becomes far less common as people will always escape on their 35-45km/h turbo horses that will close the combat window before you can get a swing on their horses. also, generally such spells have a much shorter range than bows do anyways so i don't think it's that big of a deal. (the soul stat related to spell defense is soul str btw) now if i really wanted to get controversial what if i suggested that AOE spells also affected neutral mobs on them (aka horses) alternatively, any horse mounted or lead by a player counts as a kingdom creature (just like tamed ones)
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i'd like to add that while 100% we should aim to add more sources of skillgain on defiance in order to balance it out with the economy of freedom/skillgain bonuses in freedom, we should look at doing it in more ways than just sleep bonus/flat gains from skills 1. Affinities used to be a pvp-centric thing and now are more global. Having more chances to gain affinities (and more importantly, choosing who gets an affinity) from events would be great. Doubly so, as affinities from defiance do NOT transfer over to pve servers. 2. A secondary method of increasing experience that stacks with sleep bonus - this is primarily because the change in the other thread: "This will be coming together with a sleep bonus merge between Defiance and the PvE servers of the Northern Freedom Isles - your sleep bonus will cross through when using the PvP portal, so that you can use it where you want to." which means that if there are sources of SB on defiance, people might just grab those when they can and return to pve to skill- which is the opposite of what we want. feels really weird for vynora to have two aoe damage spells, honestly- i think tentacles is wasted design space that something more interesting could be done with. i'd love to see some spells integrate mechanics we've seen on mobs too- why not have tentacles deal low damage, but randomly throw enemies inside of it far away similar to nogumps, for example? tornado being a pain-rain esque spell would be neat, don't disagree there at all. in general i'd also like to see more functions out of spells- what if ice pillar also slowed attack speed (with a debuff similar to web armor, just make sure they don't stack), and fire pillar was the main 'aoe damage over time' spell that just did much more damage than other aoe spells, and fungus trap had some sort of additional mspeed penalty, or caused people to suffer more damage etc etc. Not that these specific effects would be balanced, but the idea of giving them more of a niche would be cool. I'll still hold that i'd rather have big aoe heal/damage spells be small, rather than impactful. The hurting status is plenty great from these spells, and i think i wouldn't want to see a meta where they do much more damage (unless that was their intent, and other spells did something else as above). (also, definitely agreed about drain health- i just wanted more to say that that's basically THE main use for drain health, rather than actually draining health)
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so that instead of it applying to a random player that wont use the affinity, people could split it as loot/give it to whoever uses the affinity +1 imo, the rng nature of affinities is kind of lame, and it feels bad when someone gets an affinity another person needs/wants
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worth testing!
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pretty sure it isn't working for any spell that removes wounds outright, at least it doesn't for scorn considering i had 75% heal reduc (15m duration or so) and i still had 3 wounds of 25+ healed, bringing me from near dead to full hp
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honestly a few things went out of whack as far as SB incentives due to the fact that freedom/pvp now share sleep bonus bars actually, so that's something to consider too. maybe instead of sleep powder/sleep bonus rewards, you gain some sort of experience-related buff for some time that you can activate whenever, that also stacks with sleep bonus? but is only useable on the pvp server, and only gained from it? potentially as well as sp sources the game currently has like 3 'default' spell types across the kingom "spammy" weak spell - rotgut, fireheart, ice shard "strong" high cost spell - wormbrains, inferno, hypothermia "weak aoe damage" - firepillar, fungus trap, frost pillar then we get into more specialized spells, such as light of fo/scorn of libila, which have their own unique uses light of fo for example directly scales with cast power as far as effectiveness and completely removes wounds, prioritizing largest ones which can turn it into a great turnaround spell similarly, scorn of libila scales with the number of enemy combatants- with a maximum target limit based off the spell power (and prioritizing NW targets for some reason); this makes scorn much better for large scale pvp, but light of fo better for smaller scale pvp- scorn is also somewhat easier to make use of at low channeling ,with light of fo being better at high channeling then we have spells like pain rain which are instant aoe damage, tentacles which i honestly have no idea what gap it's trying to fill, being a spell that deals damage over time in an aoe though bypassing armor? vynora spells overall are much weaker than any other priest, specifically having worse scaling and worse base damage. mag priests having a passive RNG res-stone effect is also, quite frankly, really lame. mag priests don't suffer from a lot of the anti-caster mechanics either, since most of their boons are passive (+% dmg bonus, +cr, res stone) and wont be impacted by tangleweave, though their active portions can be fo priests might be busted tbh but i'll reserve that opinion, they're very strong in combat and have some pretty funny/cool gimmick spells like bearpaws and oakshell libila priests have this weird combo of really good and really bad spells; drain health is cute for tagging the hurt status on horses due to its 3s cast time, but the health healed is minimal and drain stamina basically shouldn't exist (the only situation i think it might be viable is if like 5 priests drain one dude at a time- but at that point why not just kill him instead). on the flip side, scorn is SUPER good early on. on the non-fighting side botd is self-defeating for gains (for some skills) as it increases skill AND item speed, meaning you'll take more actions over a set period of grinding, which means using up more materials and whatnot to achieve the same skill/minute as someone with coc. essence drain is a joke. rebirth/dominate are overpowered currently simply due to the fact that people cant handle pets well rn (though they are already falling off in the rising meta of backup horses w/ bardings), but in due time they wont have that much value my overall view is that most priest spells are actually OK. some are busted and i think we'll start seeing them more in pvp soon once people realize and abuse them- and i'll bet you that you'll see nerfs called. ultimately, i don't think the aoe spells should get a buff in terms of damage. would be cool if they each had their own alternative effect instead of more damage- as i think we should avoid introducing more spells that can greatly impact battle with a single cast, and more on targeted skills for focus fire and similar situations. Making AOE spells better will just strengthen the need for priests in pvp, which overall feels lame. btw all the spells that heal by removing wounds completely ignore the heal resistance system - good job on that. doesn't work on scorn, so...
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i don't think it would at all; it'd just make people take less fights- though a consumable that gives an exact number also probably wouldn't be good either- so what if it just gave a rough message for numbers, i.e 1-9 nearby enemies "some enemy presence", 10-19 "enemy presence, 21+ "large enemy presence" for people within ~200 tiles (1 map grid iirc) addendum: such an item should take a while to shoot up as well, so you can't reliably use it when small groups are roaming- and it should be annoying enough to not have a large stock of them (some alchemical item) additionally, anyone scanned should get an event tab notification of the fact they got scanned
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Also, separate post: I don't know about the other side, but the bait meta is getting really tiring in pvp. You wait around until one side sends in their 1-2 folk and dehorses the other, and then see if everyone commits or not. Do they have 30 people hiding in a cave on the other side of the steppe? 10? How horribly are you outnumbered? It makes large scale pvp feel like a gamble- the most fun fights i've seen are the ones where the sides are just about equal (and more specifically, small skirmish fights). Maybe some sort of item that scans a large area (and shows people when you're using it- some sort of local message) and tells you the total number of friendly/neutral/enemy kingdom creatures would be cool. Also could work for finding hunting spots.
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That's because there's no real reason to. Camps are basically decided by where they spawn (as they can/will often spawn deep into territory). Attempts to capture camps deep in enemy territory only really occurs whenever you're trying to rush multiple for a win (such as by having someone wait at a neutral camp and having another person neutralize another, and then rapidly capturing both.) Current hota is alright for pvp sometimes, but it's largely RNG based off how many have spawned in who's territory- it's not as cool as the old hota was for having a combined "we pvp now" situation. I'll yoink my suggestion thread here for it. There's two groups here- pvpers who grind on freedom, and only come over for pvp, and pver's who haven't come to pvp. Primarily, this discussion is about the first group. The main reason those people choose to stay on the PvE server is character development- Freedom to follow vynora, have access to Path of Knowledge's level 11 bonus, the ability to easily sell equipment and buy sleep bonus with it (markets are small on pvp servers as most people give each other items for free, in order to make sure their kingdoms are doing well.). So, if a pvp server is going to be incentivized over pve servers, they need to be able to keep up with the experience bonus- meaning that the vynora bonus, the PoK bonus and the sheer amount of sleep powder you can barter for needs to be accounted somehow. Stuff like temporary affinities for killing people is a good start but nowhere close to pve (especially since it can be random affinities lol). Here's my suggestions: 1. Sleep bonus being part of the reward for pvp activities. Hotas, any other events that come out, and more bountiful valrei missions would be great; doubly so if it's sleep powder so people can barter/trade that around as well. 2. Affinities don't cross servers, so the abilities to gain permanent affinities via some sort of pvp activity (other than killing people and stealing theirs ofc) would be neat. 3. Grant a general skill bonus to all actions performed outside of starter zones- yes it might mess with balance, but it incentivizes people to play on the pvp server in places that aren't extremely safe, while also avoiding nerfing vynora. 4. Rework path of knowledge entirely- make it grant a skill bonus from the start that slowly scales the higher your path is (all paths should have a passive ability like this tbh, but that's for a different day). Still doesn't help if people want to keep PoK on freedom and a different path on pvp, but it's something. If character development is just as good on the pvp server as well as the pve server, then pvp mains will stay on the pvp server- simple as that.
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maybe the company should hire the devs full time instead of part time
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Allow sowing of fields without having to pick seeds/crush
RainRain replied to Oknos's topic in Suggestions & Ideas
Basically, the suggestion is to make all farmable crops work like potatoes. Im neither here or here, i don’t really think picking seeds on a lot of crops is much of an issue or much if a timewaster, but i also don’t see why it’s necessary for half the crops. -
Twofold suggestion: 1. A few more size ranges for measuring cups would be great. Lots of recipes will use .1-.9kg of liquid for small amounts. Alternatively, it'd be better if we could set the exact size of the jug, but i'm not sure how easy that would be (with a max of 10kg of course, as per now) 2. The ability to transfer a specific amount of liquid from the jug into a container. This would probably be an action used with the jug being active (with an appropriate keybind of course). Beverages is really rough on the wrists due to requiring two drags to fill a container with the specific amount of water (i.e for tea), and an item that would allow this sort of function would be great. In theory, it'd function similar to the current jug- you'd have a "Set transfer amount" option, either a set amount of options or the ability to input what you want. Then you active the jug, right click any container and select 'Transfer' to transfer that specific amount of liquid from the jug to the container. A keybind to make it quicker would also be optimal.
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To summarize my complaints: 1.Spearfishing is the only decent way to fish early game that doesnt net migraines, as you can catch salmon and catfish and its not too hard. 2. Net fishing is a waste of time unless youre just grinding, but if youre grinding just do 1. 3. You need Cloth tailoring, Ropemaking, Blacksmithing and Jewelry smithing ALL at decent levels to catch good fish. 4. Floats ###### suck to collect, other than moss. Why in god’s name is bark and twigs 1 per tile yet they only grow on specific tiles? Why can’t we craft our own floats (presumably arbitrarily making them carp and fine carp based too, because why not) 5. Line break = lose hook, float and bait. But decent quality lines are infuriatingly hard to make as they cant be imped, and creating higher end lines means you need to have good ropemaking and CT. 6. Even if you do all of the above, using a pro line isnt that much better than spearfishing UNLESS you find a special fishing tile, likely with litdeep. 7. Even if you do that- what even was the benefit to getting to this point? Catching sharks lets you make kind of big meals, and st best is useful for grinding butchering. Needlessly complicated skill that has a million different things that need to be micromanaged, requiring 4 skills, all for having bigger fish which doesn’t actually even matter much in the end. Not even properly afkable. Effort NEEDS a good reward.
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it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it it sucks and i hate it i wont specify any more than that because anyone with 2 brain cells can see why people hate fishing, seriously uncool.
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dumb wolf idea aside, i agree. more helms and variety in armor appearance would be cool
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can we ban specific people from making suggestions
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i like how apparently it matters how we lived irl to understand the difference between "hard to see" and "not hard to see" on a simulated digital screen
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but those screenshots aren't dark at all, you can very clearly see everything- it's like the start of dusk, not the middle of the night i yearn for the days where GigaFog returns where people are blind in all directions out 2 tiles, or going out at night without lanterns is impossible- nights should be as dark as an unlit cave. gives purpose to lamps anyways
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couldnt even tell it was night in those screenshots
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you can fit 100 frying pans in an oven, but only 47 pottery bowls despite this, bowls weigh less so allow them to be small enough to fit 100 so people can grind early beverages/hfc in peace
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To clarify, i meant that you should change it back to how it was before the reverted change specifically for the Defiance server- not that there was a spawn change for defiance in specific. That said, if you have a change that will be pushed out soon, then that isn't necessary. Eagerly awaiting it!
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another post on this because every single day i hear people complaining about monster spawns, i've witnessed people quit because of monster spawns, and i know more people who are going to quit because of monster spawns you can't pvp without fs. you can't get fs without easier monster spawns. so let me say it once more just revert the last spawn change that was added for defiance only until you can actually fix the overarching issue with the spawn system
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agreed in addition to
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Don’t think it needs a mechanical bonus but taking trophies from champions sounds neat. Add player heads too
