Pidgeoni

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Posts posted by Pidgeoni


  1. Getting rid of the recharging mechanic is what I would want to see.


    Would shake things up a bit and encourage people to use the artifacts at their full potential while they last.


    Need to make sure the discharging over time is right though.


     


    Making them able to be recharge in pvp could work the other way round, like with champs conquering towers for rank.


    People would just not fight against artifacts to prevent them from being charged.


     


    Also, I strongly agree that the combat artifacts should have special abilities and not just raw damage.


    For example replace the "use" ability on the hammer and sword of Magranon to do an area of effect attack or a single target special move with a timer.


  2. Forward deeds are unecessary and can hurt the game too:


     


    Players can create their own deeds, making the game more interesting and interactive.


    They would require players to defend them, as opposed to starter deeds, making up for good confrontations.


     


    The new map is large enough for people who are interested in pvp to actually live on it.


    Thus the importance of portals is not as great.



  3. Distance from hota seems great!


     


    BL forward appears to be a bit awkward and MR forward is a bit too close to that passing though.


     


    Maybe move BL to the SE parts of the mainland and MR a bit to the NE of where it is now, facing the bay.


     


    Edit: Gotta agree with Zeke though, I don't really like the idea of forward bases, the players are responsible for that.



  4. I understand the outer islands are supposed to be safe places where people can hunt and gather resources.


    Enemies could visit and try to catch people off-guard but people would have safe bases with natural defenses.


    There is also plenty of space for new kingdoms to build their bases or to move agressively against an enemy kingdom.


    Sounds good so far.


     


    The tiny islands scattered around the sea can act as landmarks or safe forts.


    People will build on them for either safety or to secure boat routes, or maybe even for valrei missions.


    Living on them means staying afar from action, resources and hunting grounds, so safety comes with a cost.


    It looks like most of them cannot be completely secured from catapulting.


    I think this gives a nice touch to the map.


     


    The vast seas act as a barrier, making visiting contested or enemy territory difficult.


    Visiting the enemy "home islands" will be similar to visiting the current home servers, but now you can take horses with you, which is good.


    Making it difficult to access the "hota island" will keep f2p alts away but also make it difficult for player living on the "home islands" to do HotA.


    People will probably try to build an easier way to get there through (land?)bridges unless the sea depth totally prevents this.


    This means that people who want to see action more often will have to live on the central island most of the time.


     


    So everything seems to be pushing people of action on that central island.


     


    The Great Altars are there, which means people wanting to priest up will have to go through contested territory.


    People recharging artifacts will also have to take some risk with people being able to respond fast.


    I think this is a good positioning, encouraging grouping up to escort priests and adding risk for maintaining artifacts.


    The Altars should probably be limited to respawn on the central island if destroyed to maintain these advantages.


     


    The forward starter towns are safe shelters for people retreating from hota or fallen deeds.


    They provide this relative safety without giving much control over things, so people would still need real deeds to store animals and items.


    This makes them kind of redundand, people should strife to create their own place.


    It also gives the template kingdoms a great advantage against PMKs, who won't have their safe starter town.


    What they do accomplish though is making sure no kingdom will be able to ever fully control the HotA.


    To keep the benefits and counter the disadvantages, i suggest that they are moved to the coasts of the island.


     


    The natural defenses on the central island are solid, making it demanding for players to control them.


    This will create some conflict since people will try to constantly challenge their enemies fort, especially in the beginning.


    Given time, the kingdoms will take control of the mountains next to their starter deeds and reinforce them fully.


    This will provide great advantages, giving the leading groups of each kingdom the base they need to keep playing and fighting.


    But it will also mean attacking the enemy base will be a great deal later on.


    People will be forced to join the one leading deed of their kingdom that controlls that key location.


    Trying to claim any other piece of land will have extreme disadvantages in comparison.


    This again makes it harder for PMKs and new groups of people.


    I think this is not good, since it ends up in stagnation.


    I'd like to suggest that the steep mountains on the central island are removed.


    Instead, I would like so see larger, smoother mountains with more space to deed and easier to attack.


    This would require the deeds to be able to defend themselves and ecnourage more small raids and skirmishes.


     


    I really disliked the map at first, but after all this thought, I've convinced myself it could all work out.


    Just disagree with the central starter deeds and steep mountains, really.


  5. the first sounds like a bug but -1000000 to dispel turning turrets back into strange devices. You DO realize this item is meant for pvp right?

     

    A dispelled turret does no damage but still has animations and cannot be recast.

    So as it is now, a single dispel makes a turret useless.

    Being able to re-activate it only sounds fair to me.

     

    [00:23:20] There are no spirits nearby. Nothing happens.

     

     

    Try courier:

    - next to a campfire

    - next to water

    - inside a cave, or

    - at high altitude


  6. Some more bugs and weird behaviour:


     


    - You can pick up a planted turret even if planted by someone else.


    - It will say it is still planted when you examine it inside your inventory or simply drop it somewhere else.


    - You cannot improve the Courier cast power.


    - The turret is still animated after being dispelled.


    - You cannot cast Courier after the turret is dispelled.


     


    What I would expect instead:


     


    - Planting working like with lamps


    - Dispel turning the turret back into a strange device


  7. Wooh, feedback feedback!


     


    The poll for the reset sounds like a great way to finally decide what to do.


    I still feel Elevation should be an everchanging map on its own through valrei events and player actions.


     


    CR nerf and /who changes sound great, so much metagaming we can leave behind us.


     


    Removing local tabs is interesting, but I feel like it would handicap us. Playing with sound off will no longer be an option. Checking if all your people are near too.


    I feel like decreasing the range of local tab would help instead, so you can see and shoot players before they appear in your local.


     


    Valrei missions definitely need a fix, and the way people are rewarded too.


     


    Free-to-play Elevation sounds horrible. So many things alts can ruin even without a local tab. And 20fs players won't help much in PvP anyway.


     


    I like how JK have two god patrons, gives flavour to the game. Would rather see it balanced in a different way than crippling Vynora.


    Perhaps buff Magranon and Libila, let them move faster, a chance to be unaffected by trap/slow tiles or more allies on the map.


  8. I played the first two hours or so. Helped build a tower and place a deed. Then i logged off and each time i tried to log back in, I just couldn't bring myself to play.


     


    Last round I really enjoyed terraforming with the short timers and large skill gains. To make a deed we could defend and landbridges to give us an advantage.


    But this round there was no reason to terraform at all. Map appeared to be plain and deed defences would not help or last.


     


    Also grinding seemed so pointless with the server lasting so little. I'd rather grind and terraform and play on Epic where stuff stays.


     


    But maybe the main reason I did not attempt to pvp is alts. It was already ugly enough on Storm, but 70fs and respawning with gear too?


     


    I think that's all from me.



  9. No map reset or skill reset. That would kill the whole cluster and it wouldn't get repopulated with Challenge and Chaos around.


     


    Make a Valrei in-game map with plenty of tooltips. This would help new people understand how it works and promote the game of gods as the main feature it is.


     


    Improve Valrei rewards and missions somehow. Make terraform events reversible by hard work. Add a new Valrei reward that flattens huge areas to easily reverse volcano and craters.


     


    Make terraforming events more meaningful. Spawn new islands. Make sea shores expand or flood away.


     


    Give more reasons to roam alone or in small groups. Treasure chests could work if the rewards are small enough. When someone tries to lockpick them, give out their name and spawn a light pillar on them.


     


    That's all I could think of right now.



  10. please, give me a good reason why champions should NOT use the portal.

     

    Another reason champs have to sail is... risk i guess.

    Taking the portal from starter town to starter town is as safe as wurm can be.

    Sailing alone back and forth desertion always made me feel "unsafe".

    Never knew if drake spirits would spawn on me or if I'd bump on a BL patrol (heh).

     

    I also enjoyed making the trip safer and faster, by building a place on the other side of the border where I would leave my horse and boat.

    We went as far as mining and terraforming to make the trip easier, benefitting the whole kingdom in the end.

     

    That said, it was indeed annoying at times but living with it aint that bad  :P


  11. Played as Magranon priest on Epic for quite a while.


     


     


    - Firepillar didn't seem to be worth casting most of the time but has its uses. The damage is awful and could use a boost but it still acts as crowd control. Being able to counter with dispel is great as is.


     


    - Dominated creatures seem to be fine as is. No need to get more overpowered mobs in PvP like with Libila zombies.


     


    - Removing some penalties from using plate armour sounds almost too good. Would bring things on par with Fo's oakshell and drake armour.


     


    - I don't think the spell resistance bubble would solve anything at all, seems like a random idea to me.


     


    - Being able to move while casting Frantic Charge would be great. It's duration is hardly worth to stop moving with enemies nearby.


     


    - Smite has great use for PvE as is. Altering it could create unneeded frustration.


     


     


    From my point of view, the passive bonus to chain is useless and should be replaced with a bonus to all types of armour.


    Decrease the speed penalties at high faith and favour to half, thus benefiting mostly chain and plate. Leave the archery and spellcasting penalties as is.


     


    A new single-target close-range spell would be nice. Magranon really lacks some active spells in combat.


    Perhaps something that uses the weapon you are holding for some kind of special attack with increased damage.


     


    I really miss the stacking chance of the resurrection stones but we are past that now and had good reasons to be removed.