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Everything posted by RainRain
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A few ideas and suggestions from Melody player
RainRain replied to Darnok's topic in Suggestions & Ideas
If you want 100 tiles between your deed and other deeds just play on the pvp servers -
+1, more horses = more kill = more fun and more number go up
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Defiance PVP - Limit embarking / Disembarking to the same tile.
RainRain replied to kaidley's topic in Suggestions & Ideas
yea i gotta admit this use of embark/disembark seems a little lame- 37 replies
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- pvp map
- suggestion
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(and 1 more)
Tagged with:
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800 [Bug] Stealing skill has been broken for awhile
RainRain replied to Chestburster's topic in Server Bugs
Came across this not long ago when i killed a spider on someone else's deed, butchered it but wasn't allowed to take out the contents. Tried stealing but apparently it was still "in use". -
God is real and he has saved us from the migration. Assuming it actually fixes it this time around
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A surprise to see you appear again! Definitely appreciate how far this game has come (and i seemingly can't stop coming back) It's always funny to hear the different speculations people have about you though; what sort of things have you been up to in the past few years since you stopped working on development?
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You will never catch fish good enough to filet while net fishing. Spearfishing can give some 5kg fish which hilariously makes it the best form of fishing. Rod fishing is tedious to prepare for, requires MANY skills to do properly, and the benefit is minimal.
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reconsider your framing: the 20 skill limit is a free trial, not a f2p mode. Back then you couldn't even play on any server except golden valley without being premium- and as such was the intent, but it was deemed better to allow players to get their foothold on the actual maps they would be playing on rather than be stuck on the tutorial server. Now, if you said "Players with multiple premium accounts can boost their priest's faith to 100 in a month and players with only one premium account will take multiple years to get there without sermons" i would agree.
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How are you using multiple 'priest choices' on a single character in less than a week? Converting would STILL reset faith. I'm not sure if you all realize that. This one is true, though realistically you're not going to find anyone with 100 preaching lol, and even then people with enough to make you hit 10 (2 days of prayer) are rare. Unless the rites start all happening one after another in the same week, this doesn't change much for people who change faith to benefit from a rite, though it'd certainly make it a tad easier to swap to a faith and then swap back to your original faith to hit the 20 faith benefits again.
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yall complaining about rocksalt but im here ready to get 100 milling
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The entire system needs a revamp, honestly. I'd rather have a new way to decide a king than a randomly determined king. Keep the current test, but instead of people who succeed automatically becoming king, they become a prospective king. Make it so the test is far easier, so that more people can potentially become king- that way over time, you can have a way to collect a group of people who want to 'become' kings. Then, give those people a challenge- maybe utilize the duel arena for fights, or maybe have it be based off pvp kills or whatever. Something that the group of prospective kings need to do in order to 'win' and actually become king. Not having any agency in who becomes king besides spending hours running back to the npc that assigns them and praying for a 1/500 chance to become one sucks, and so does the fact that anyone can become king off of pure luck (the characteristics required can be achieved in a day and dont pretend otherwise) and then you're stuck with them for up to a month is awful.
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I'd like to push this forward: Have the cast power you rolled be visible whenever you attempt to cast a spell- as part of the "XXX casts YYY" message. This way you know generally how strong the spell you cast was, even if it's offensive or if you're buffing someone else/healing.
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The problem with shield skill isn't even speed; once you can block reliably, grinding at 50+ skill is extremely fast. The problem is that 1. Tick frequency is based off how difficult it is to block a creature and 2. Tick size is based off the actual damage blocked and 3. Pen training is specifically limited to only work for 15 minutes or so out of every (2?) hours. This means that early on, even with good fightskill, you can only reliably blocks creatures with low FS, of which almost all of them don't actually hit very hard (i'm talking ticks of .02 at 1 skill). Even if you block a creature that hits hard, you will only rarely gain ticks while also suffering a beating since you're blocking a creature that, well, hits hard. It picks up once you can block hardhitting creatures often, but the start of it is slow. Kind of agree actually; it feels like the problem for both skills are that early skillgain (aside from target practice for archery ofc) is extremely slow until it just picks up suddenly. I bet i could gamble that this is a result of a snap decision nerf on the skillgain for both of these skills made at some point during epic's history to stop people from using certain strategies, and the birth of a new server is exposing how awful it is early
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🙃
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shields first but also this yes
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every day that passes without a dev confirming they will look at this or a fix is a day i will remove a steppe tile. because they're empty anyways.
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ropesmithing sounds like a cool skill. metal ropes.
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Let me post the logs here since I was the one specifically asking Darklord if the bug that allowed people to gain links past the regular limit was being abused. I tried to get darklords to confirm that yes, there were people abusing the bug that let you get more links than normal (1 + Ch/10) to grind channeling, and he either misunderstood or dodged answering that in specific. He seemed to specifically try and say that the main thing he saw going on, that he wanted to put a stop to, is linking being used to allow people to have psuedo-infinite casting for several spells. I want to say that you do NOT need many links to have your favor regenerate fast enough to spam low favor spells without stop, and mid-favor spells with only a small delay- easily possible with 4/5 links (30/40 channeling, which can be accomplished in a handful of days). Getting to 50-60 channeling with only 3-4 links in 2 weeks is not hard at all. People have been publically accusing BL on defiance for doing this constantly both on discord and on the forums and i'll just say that I don't know a single person who's gotten it illegitimately or abused the bug. I can't speak for people on the freedom servers nor other kingdoms though. If people abused such a bug, then yeah- punish them. But as far as I can see, it's just people slinging rumors as if they were facts and calling for bans/skill reductions when they don't even know if whoever they're accusing of cheating ever did anything wrong. The last thing we need is people doing this sort of thing and threatening to quit the game if nobody is punished. So again: While investigating a bug that allowed people to have more than the intended amount of links, the devs found people spamming spells with links to grind channeling and determined it was unsuitable for game balance. That does not mean they were abusing a bug, but just using the system that's been in place for over a decade now, which has been determined to not be healthy for the game (and frankly, it isn't.) also i just want to say i found it really funny that while i was trying to ask for clarity on "Did people actually abuse the bug commonly or did you just find the base mechanic unsuitable?" the answer was "Yes"
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Keep saccing favor values as-is, they're fine. Instead of sacrifices giving you flat favor, have them give you a favor buff: You gain (value of favor sacrificed) over a span of 10 seconds, up to a maximum of 1 favor per second. If you sacrifice over 10 favor, you gain the value instead over the next 10 seconds, up to a maximum amount of favor equal to 5x (or 10x?) your faith. So at 30 faith, you can sacrifice up to 150 favor's worth of items, and you'll get 10 favor every 10 seconds for 150 seconds. This lets you sacrifice a larger amount of items all at once and then keep casting your high-cost spells in a row, but if you slow down on casting you'll waste the favor gain. It also maintains sacrificing items for channel links (making it better even), and keeps the current sacrifice values in-tact, just making it somewhat easier to sacrifice spam. As-is, the reason sacrifice sucks is because you have a 30 second timer between spell casts; this would mean you can get a bundle of spell casts before you need to sacrifice again.
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the problem is that it wasn't; there was some extremely awful miscommunication going on (wow what's new); i don't think many people actually abused the bug that let you gain more links than you were supposed to- but the devs didn't like that many people were "abusing" that you could have multiple links, even in the intended limit, that would allow you to spam spells infinitely. that's what they disliked more than anything else
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so, first of all: having 2 linked priests does not mean you gain favor 300% as fast as normal. you can ONLY use favor above 10 (now 20) that the linkees gain, which is at a drastically slower rate than favor gained at 1-10 second of all: having 300% favor gain, even assuming it worked that way, does not mean you actually level 3x as fast, because at a certain point you can already spam whatever spell you need to spam at whatever skill you're at, and further links wont matter. example: Light token costs 5 favor which regens in a matter of seconds. Having 200 priests isn't going to let you be able to spam light token 200x as fast.
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I'll throw an easy and a harder one I guess 1. The myth of backpacks applying a CR penalty. True or false? 2. Any details on the exact mechanics of becoming a ruler for a kingdom/the stats required and the % success chance?
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So, let's put all the drama aside. Ignore the fact that the change was abrupt, sudden and poorly communicated. Linking was by far the best way to get to high skill for sure (even without the bug abuse, if that was rampant at all); but now we need to deal with what comes after. And because it's better to have a discussion about what should be done instead of outrage at the temp nerfs, lets get everyone on the same grounds. First- where we are: While investigating a bug related to linking, the devs came to decide that the current meta of channel grinding, which is how it has been for years, is not a good gameplay loop/healthy way to channel grinding. This is fine and acceptable, and honestly I doubt many people would've been upset about it if this change was made before the new servers launched. However, it didn't, and we have people who have decent channeling now (without abusing bugs, though there are probably some that did); and it wouldn't exactly be fair to reset their skill. Not only that but there are lots of people with battery alts who do not want them to become wasted. So here's the mission goal to come after the nerf is undone/changes are done to channel/linking: How do we keep battery alts being viable WITHOUT having them become necessary to grind channeling/too broken and How do we create a decent channel grinding method that doesn't require linking/mass saccing? and How do we maintain a reasonable use for linking? So my suggestion is two part: 1. Linking: General idea- less appealing for grinding, more appealing for enchanting and other spells. Get rid of that favor gen penalty. I'm sure this was just a temporary stopgap anyways. Keep the favor threshold at 10: This is just keeping the pre-nerf value. Favor gen at 20 is glacial and makes links almost useless. Change the linking difficulty INCREASE to be a difficulty DECREASE: This makes channeling less appealing for early spammable spell grinding (too low difficulty = too little exp) while allowing enchants to be cast easier when you have enough links. Vastly decrease skill gain tick size when linked: Nail in the coffin for using channeling to grind. 2. Regular channel grinding: Increase skill gain tick rate: but not size; the regular rate for channeling grinding is glacial and the method of mass-saccing isn't particularly appealing. Change Bless to be 5 favor: So ALL priests have an easier time hitting 30-40 channeling. Change all "Protection" spells to be 20 or 25 favor: A secondary spell to grind after 30-40; 30 favor is at the point of taking far too long in between skill ticks. Protection can be spammed until fairly decent Channeling, and I don't believe endgame channeling should be any easier- it's fine to make that a task of dedication. Another 3rd optional route: If you want to make sacc-grinding appealing Allow gods to grant a short-lived skill gain buff for channeling after sacrificing an item of enough value. Simple as-is, maintains saccing as a decent method as the long timer will make the favor gain worth it by tapping an experience bonus on top of it. I'm curious how the linking changes might have an impact on pvp-linking as well, though in general I just want to encourage people make suggestions as to how to handle the inevitable channeling changes, instead of just complaining that there's a temp nerf slapped on and then, inevitably, complaining if the future fixes aren't satisfying.
