Fooligun

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Everything posted by Fooligun

  1. Jenn-Kellon PMKs and template kingdoms have access to 2 champions, Vynora or Fo, but are only allowed 3 champions total...
  2. He's a GM, being a player becomes irrelevant as you then hold a position of power in the game and you actions should reflect such. Jukimo, you replies and tone speak volumes about how much you know this is wrong.
  3. Please implement this on a challenge server before any live PVP server!! Or at least the non PVP servers to get some more thorough bug testing!
  4. I knew someone would bring up last night as a reason artifacts should not be changed even though we were over 100~ tiles away from a safe place in mainly plate against mainly drake/scale users. Just because we died to players without artifacts does NOT mean artifacts are not over powered.
  5. How do you know it use to be 95/5 and not 50/50? Red stones use to be 50/50 and yet sometimes never worked for players while sometimes always seeming to work, welcome to RNG. See below post and my one previous to this as a self bump http://forum.wurmonline.com/index.php?/topic/122314-do-artifacts-need-change/?p=1256907
  6. I think having a game mechanic to prevent groups from keeping the artifacts long term would be beneficial, even if that long term prevention is 6-12 months, it means the game has the potential to continually rotate around and give others a chance, if locate artifact was changed to allow for a selected god rather than any artifact being located, I don't think it would be too difficult? Its the only thing I'm not sure on. Otherwise cheers!
  7. Having followed this topic, I want to sum up what my view is (including Rolf's Post) Shouldn't be saved when dying or teleportingNeeds some damage tweaks - such as with crits and damage stackingAdd some more interesting functionalityLocate Artifact is NOT useful, something where you may even select just a selected gods artifacts that are randomly located would be beneficial.These things are an essential must, and many players have now more or less conceded the damage from Artifacts is excessive, with the stacking of bonuses becoming increasingly more game destroying IMO. While beneficial to all clusters with the implementation of 1), on Epic this will be extremely useful as the loot code means if someone dies with an artifact, the overall battle winner will get the artifact. What has not been agreed on however, are the following points: Artifacts shouldn't just periodically respawn in the groundCould use some improvements as to how charging works possibly add a max time limitNo one has agreed with this part of Artifacts in allowing players to maintain them for a period of time, without allowing players to permanently keep them (examples of Epic players easily keeping them for 2+ years). Personally I like the idea suggested by Zekezor regarding the increasing difficulty to maintain, however a forced reset does have merits in allowing the game flow to change over time. Zeke's Idea:
  8. I'm glad my activity is of concern to you Jukimo, I'm graduating soon and have been busy, fortunately I have enough of a level head to try and rationalise suggestions I post. If I were to siege a deed, why should said artifacts be teleported away? Why should an artifact remain with someone I just killed? Simply put they shouldn't. Well if you think daolin is a weak account, what do you classify as a weak account then, someone who has played the game for a few years is still weak? What do you want to classify as high end? Even the greatest bomb has a chance of blowing you up to smithereens, if instant death isn't suitable as a risk for hitting everyone nearby with a smite style attack it shouldn't do as much damage as it can be a significant change in a battle.
  9. 1) I agree with completely 2) I agree with completely, (assuming it's like zekes idea of being increasingly difficult to maintain) 3) dear god yes please, 4) yes they should never do as much damage in a single hit, it becomes pure RNG, 5) yes please, it would be nice to have different functionality that makes them less like super enchanced damage weapons and more unique artifacts, 6) locating artifacts is a pitta, if you could specify even just the God (vynora etc) to limit the randomness of the artifact being located I would be happy with it, if you can select the exact artifact to locate I would say an 60-90 minutes cool down is sufficient Thanks for listening Rolf!
  10. Any claims saying artifacts can one hit all the time is false, I've seen it happen 3 or so times, it was either a very large crit, or the enemy was naked. <-- So you have seen one hits happen, yet don't mention the 70+ damage hits to medium/high end accounts that happen regularly without death (fortunately) The orb needs fixing - a 50/50 chance to either instantly kill yourself or do damage to your enemies is ridicous and not worth the risk at all. < -- 50/50 chance to either hit everyone within range by 40+ dmg or kill yourself, that is a decent risk as a suicidal weapon. I like Zekezor's suggestion of increasing difficulty in keeping the artifacts, it gives all sides equal opportunity to obtain the artifacts periodically for a short duration, but able to be kept for a longer time. I would prefer artifacts to be completely reworked to focus away from pure damage, and increase in ability usage so they require skill/tactics to use rather than a simple heavy hitting weapon. A recent example is Daolin being killed in 2 hits from artifacts, if you can 2 hit a long(ish) time player simply because of artifacts, its overpowered. Powerful weapons will be desirable, but if they are too powerful then it becomes too difficult to obtain. I also think artifacts should be dropped upon teleporting (twig/Karma/Meditation) around the server or when the player dies regardless of circumstances (mag/res stone effects). To battlepaw the ability to bash an object 3 times in 3 hours does not show pvp capability in obtaining an artifact... That's more PVE.
  11. You want to live on a bigger server, you accept the lag. There's plenty (literally plenty) of other servers that don't have lag issues if it's such a problem you can move back to. -1
  12. I would be interested in seeing enchanting made easier ONLY on PVP servers (epic cluster, challenge and chaos) to promote people to set up a location to enchant and provide a benefit to encourage players to visit such servers. The added effect would be to improve the ease of players replacing gear in a timely manner and promote PVP further.
  13. I see this is a plot to get epic players back into chaos with such a dreadful map?
  14. I wouldn't mind seeing some of these added to chaos, but fix what needs to before you launch a new map full of broken features massive +1
  15. If you were on a PVP server where your death could result in losing 500e or more of gear, you equally wouldn't want known bugs to be added to the game and told "here test that"
  16. Why add something you know is broken to 1) the oldest server Wurm has, 2) to epic experiencing a major change and hopeful population influx to be killed by op mechanics? I don't understand.
  17. If dragons dropped their original weight hides, maybe, but as the game grows the disparity between elite and new would just grow
  18. Back in the day when /gofemale worked... How to permanently alter a character... Good times.
  19. Thats because the poll shows 2 extremes, completely leave alone or completely remove. if there had been an option such as "Needs changing but not like this". I imagine you would have different results...
  20. I never said remove them so prophs post is too true, I simply said you can raid anywhere that stores artifacts but it is possible and easy to get them out of there if needed and makes raiding for them a moot point,
  21. Was that 30 damage cast on a shield of the gone or otherwise damage reduction player? 50 body normally indicates high stats such as soul strength that would reduce the damage taken of the player as well. Was the player at full health? Because as madt said and I believe he is right smite deals a percentage damage not a fixed value.