Archaed

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Everything posted by Archaed

  1. I don't recall that being a "expect" given that the intention was to specifically not have pmk's To be honest I can't even read the first part, it all just sounds like the latter. They've agreed giving Demona the the information to post a VI once a month is a must.
  2. Let's flip this! A number of small valrei mobs! Get your knee high nogump here! Problem is their mechanics are so vastly PvP oriented it would be tough, because even on epic you needed to kill them before they killed your livestock etc. Additionally, pendulums no longer detect legendary creatures, so definitely don't want that back!
  3. This is intended, because some creatures are only hitchable or able to be led while tame. The reset is to avoid any bugs where they remain hitched or led after untaming
  4. Valheim is already a great game, wouldn't have made so much if it wasn't. Seems you've just picked an amazing, fleshed out game in early access as an example of the complete opposite
  5. Well it's clearly not the same update. Likely that update is not ready while they're aware the fixes need to go out ASAP. At this point this thread is just becoming a roundabout of the same people being mad. I sincerely hope that whatever has happened with the dev team has subsided, and they can get back into the work of it all. Time will tell
  6. Why though? Six months for a major update on a surprise hit seems okay in early access. I'd say that those games are being held back by gamers who think that just because lots of them paid their $20 they're entitled to the company suddenly hiring dozens of new staff and pumping out content, as opposed to working with their existing vision and plan. But what would I know, I wasn't a marketer for a software company
  7. But it's not exactly rocket science, is it
  8. So that would count as unattended play as you're not at the PC.
  9. Soft skill is so subjective you could have entire pages dedicated to it. Wiki is better without an overflow of it. If it's a hard skill requirement, put it in, but if it's "oh at 26 skill with 10ql materials I had a" 13% chance" then it's not necessary anywhere other than the discussion tab
  10. But what happens if we want to beat the seals up too?
  11. Finn are you acting like this isn't a shitpost? It's in woodscraps
  12. Can you clarify which resources require diamond drills to mine?
  13. Way I always saw it is you can use g-keys to do ML = keypresses if you have a button that moves forward is fine, but if you have a button that moves forward and then mines, it's not.
  14. I propose a million year timer with hundreds of thousands of tons of pressure, for sure
  15. Think of it more as you highlighted a big issue with it that everyone knows. Spam crafting rares is an obvious abuse of a flawed system. A rework would be to address that flaw would it not?
  16. I don't see spam crafting being something that "benefits" priests. I see it benefiitting people who optimise armies of alts more than anything. Personally, the rework I'd like to see is one that rewards improving over creation, and drives demand. As a general idea, something that borrows heavily from other games (because it works) and simply have a set of bonuses (similar to runes) that rares can have. Rares randomly generate a bonus, supremes have two, fantastics have three. no clue on what specific bonus rares have until they're identified (hey, priest spell opportunity!) Certain bonuses might be better suited for tasks over others, and creates a demand for rares of specific bonuses. Something allowing rerolling of the bonuses could be useful too, as long as it took work and wasnt just "cast another spell on it"
  17. So it wasn't about addressing the mechanics you have been abusing through the use of multiple alts, but adding new rares for those alts to farm for? Sorry, I honestly thought you wrew hoping to fix the system, not gain more from it. My bad
  18. You still imp all those items... You also don't want to churn out six items in 20 seconds, and you know this. The rarity window is 20-30 seconds and you only want to be doing one action in that time. I feel you're getting awfully defensive when the idea of eliminating creation rares is suggested, even though youve admitted this system you have suggested would still have you farming creation rares
  19. Your suggestion on those fronts is essentially what power creep is, adding in new tiers of power to water down the existing items and then provide something that people strive for more. It's short sighted and ultimately self serving here I honestly think your suggestion here only works if creation of rare tool parts other than archaeology created parts is removed. You then also have to look at success chances when imping, it means lower level players have it harder, and makes imping far below your skill more rewarding than imping at your skill, which is another miss in the plans. I'd rather see any rarity chances come from a 50% chance while improving your items, with a modifier based on how far above/below your skill the item ql is.
  20. Honestly, sounds to me like a better idea is making rares from improving actions better and more reliant on skill would do a better job of combating rare farming. Because all this suggestion is is "add a new tier of rarity and make higher tier rares easier to spam create"
  21. To clarify I'm not intending to be combative, I apologise if I sound that way. What I'm asking is if the system you propose gets put in place, would that STOP the ability to farm rares, or does it just make fantastics more common and a new tier above?