Skatyna

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Everything posted by Skatyna

  1. This is completely wrong. Heal resistance works one way on PVE servers and completely nerfed on PVP servers. Im not asking to remove it, I am asking to differentiate it, so when PVE is done, even on PVP server it does not stack up insanely fast, but a freedom/pve stacking is applied. If there is some PVP about to happen (enemies in local, than can be implemented into the tick check) then OK, heal resistance can be as high as it is now on PVP servers FOR EVERYTHING, including hunting, thats once again is not the case on PVE servers.. And yes, toon was weak, as in my case i said i wanted to grind some fighting in my priest, however the gear was top end with top end enchants etc, just the fighting skills, body stats low. New players wont even have that luxury of the gear ffs.
  2. so let me get this straight.. Skill are not curved, gains are slow. No materials to craft, heck, not even a pelt to craft.. No tools to do labour, no mobs to grind fighting. Well, guess that doesnt matter as there will be no weapons or armours to hunt anyways. No trees to build, and sure as hell no clay without a boat.. What are we even doing in such server? PVP battle grounding with weapon less naked?
  3. So, I played my weak priest toon after million of years and I thought I will grind some fighting in it. 10 minutes into killing mobs my LT weapon was useless as heal resistance was 20 minutes.. OK, I afked for the heal resistance to go off.. Next mob was a troll that battered me pretty badly. Being a FO I casted heal spell on myself, didn't even restore full HP as guess what - heal resistance jumped up from being 1 minute to like 24 minutes.. Do you really call this OK? Are we supposed to PVE farm 3 minutes to AFK 25? Was this a QQL enhancement? Looking up ofc I found there was a patch a while back nerfing healing significantly on PVP servers.. OK, I understand it might have been nerfed for PVP reasons or w/e, but was/is it so bloody hard to implement a "check local enemy" line in the code, so when the actual PvP might happen nerfed heal resistance is applied, but when a bloody PVE is being done said nerf is not active? Absolute joke
  4. Its a complete joke.. That's how much snow I managed to collect during winter season in my 55x55 sized deed area from all the snow nodes.. In comparison it used to take 5 minutes sweeping 20-30 tiles in a row only to get the larder full... The first ones to come in the inventory also took the damage and a ton of hidden damage due to the actual time they spent in the inventory while collecting snow, so now are nearly decayed 3 days later.. like WTF
  5. 1. Bring back the old category option to choose what to collect from a node - if I want to gather cotton (resource) or blueberry (berries) I should not be forced to collect all the gunk like sprouts, flowers, branches etc too trashing and overfilling my inventory space. Make the option to categorise skill dependant, also node disappears too when category forage/botanise used. 2. Remove or change the absurd skill requirements for farmable items. [18:19:31] If you had greater Botanizing skill, you could also find: Potatoes (30.0 skill), tomatoes (30.0 skill), and paprika (30.0 skill). I should not require premium account with 2 weeks grind time in foraging/botanising just so I could get some seeds to start my tiny farmland. This completely shafts over new f2p players, who's skills capped at 20. Either remove the requirements or change it to 10 max. 3. Increase the amount of snow that is collected from a snow node significantly. Sparse snow nodes every 10 square tiles only gives 2 snowballs in winter season at low altitudes. In comparison, there were 4 snowballs EVERY tile previously. By the time I collect 50 snowballs now the first 25 are already damaged in the inventory, it takes that unreasonably long to fill up a fridge with snow, that should be in abundance during winter. 4. Make the node visibility a toggle-able client option. The environment graphics and visibility were bad enough already especially in the bushy areas, now its even worse adding the nodes on top everywhere.. If I'm not going to forage/botanise, I don't need to experience trashy visuals. EDIT: In fact, all skill requirements for different items should be removed completely leaving just the probability rating in place, and ability to choose the forage/botanise categories added depending on the skill levels (like flowers at 5, vegetables at 10, resources at 20, berries at 30, mushrooms at 40 etc), but all types of items should be made possible to obtain from skill 1, like branches and iron rocks etc most common while some acorns to be rare..
  6. I personally think its unfinished.. For a start, collecting specific materials is absolute nonsense now. If I needed some cotton I used to go forage>resource tiles around and get the cotton within 2-3 minutes, even faster if I was injured.. Now if I need cotton, I need to find the right node that gives it first, that can be hard already to do nearby, and then when you do find one you wont even get cotton.. You can no longer prevent trash in your inventory too.. Again, if I needed cotton I just foraged resources on tiles and got maybe several different resource types.. Now I have to collect all the trash the node has to offer every time, like my life depended on the endless amount of iron shards, branches, flowers, mixed grass and sprouts in the inventory, that gets capped to 100 items instantly.. Secondly, snow collection.. Used to gather 4-6 snowballs each tile in winter.. Now you find sparse snow node and it ONLY gives you 2 snow balls.. By the time you collect 50 to fill up your fridge, first 25 have already damage on them.. yay!. Kinda actually thought snow nodes will contain 20 snowballs in winter each AT LEAST. Thirdly, skill requirements that make no sense - [18:19:31] If you had greater Botanizing skill, you could also find: Potatoes (30.0 skill), tomatoes (30.0 skill), and paprika (30.0 skill). Do you really want to tell me that as a new f2p player, who's skills are capped at 20, I will be unable to get a single potato or tomato to get my little 4 tile farmland going? Seriously?! Another thing is them nodes don't even look that nice overall and more than not it actually looks like the area is extremely littered, especially if it has different node types around that do not synergise graphically at all. The node might look okay-ish on the grass tile and then the same node, including its graphic appearance, spawns on sand tile too... 🤦‍♂️ Really wish visibility of them nodes was made to be toggle-able option, so I can only enable to see them on my client solely when I'm about to forage/botanise only.
  7. LOOOL, good post. I always played on EPIC that is/was PVP and I always said that the full loot on death system was a huge draw back for players PVPing, or the ones that did - were wearing sacrificial gears.. Was always laughed at by most other die hard PVPers for this saying I'm delusional and that the gear can be recrafted etc 😂 Turns out like everyone who dont play on PVP servers are indeed concerned about the same full loot mechanic.. 👌
  8. 1st - rifts were never and are not fun, people only grind them for journal and maybe for pts to spend in shop. 2nd - wave 4 was scrapped for a reason, literally nobody liked ganking the rifts mobs for hours and hours with literally zero skill gain they give, especially considering most mobs are stronger than trolls. 3rd - not all servers have 50-100 ppl attending a rift. There are servers where only a small handful of people participate and it takes them already 3-5 hours to do a rift as is
  9. Haven't seen a mention how was the skill gain adjusted/accounted for in the new system? Currently (soon to be old system) you can grind it by going through and spamming forage/botanise on every single tile in a row. Given the fact that the new resource nodes will be less sparse to start with and will be modified by seasons etc means there will not be unlimited areas to grind the skill as you will actually need a node to do so. This will greatly limit the potential of the skill gain/skill tick farm. So were the skill gain ticks increased per action to compensate this or were the skill gain tick chance increased? Was there anything done at all to re-adjust the skill gains or was it completely overlooked and forgotten? Another question is in regards to the coin MOI. Will this be completely scrapped and forgotten or was it implemented some way into the new system?
  10. 2 PCs, one on home wi-fi, another one tethering internet off the phone.. problem solved, no rules are breached, no VPNs used lmao
  11. Yes it is, but also its very annoying chore to waste time pointlessly traveling up and down. Why do you think areas around the starter towns are overpopulated, but the areas far away from starters are nearly empty? Its because you literally penalise yourself hard for setting up far away and then blowing time pointlessly traveling to starter town for years to come.. At a bare minimum there should be a teleportation option for the villagers to teleport to the starter town(s) from their deeds. This would make any location on the map as good as the ones close to starters without penalising players who could not set up their home closer..
  12. We were tweaking stuff downwards, aka nerfing, for the last 10 years constantly with the same resulting suggestions to nerf something else over and over afterwards.. So I stand by my initial post on this thread: least when this is done the nerfings can finally be completed and everyone is happily enjoying totally even playing fields in PVP
  13. Remove acid, nerf sickle, remove twigs, remove karma, remove tomes, nerf travel/speed convenience etc.. so yeah.. Maybe instead of removing and nerfing things all the time to no end we could actually BUFF the other salves, up-BALANCE the other weapons so they are viable too at the sickle levels and ADD stuff and mechanics etc in the game that could enhance PVP experience? No? Honestly sick with "remove and nerf" mentality not only between DEVs, but also between players...
  14. It has everything to do with your suggestion, as you literally suggest removing tons of game content that is already so limited and nerfed on PVP servers.. So might as well just remove everything and be done 👍
  15. Dont need to remove nothing. Simply make drake a true leather armour as it is, meaning it gives +30% archery/casting bonus like any leather instead of the -30% penalty it has now like a plate. This would make it valuable to priests etc even the protective stats are somewhat as of chain, but the little total weight (also drake amount to craft), little speed penalty makes up for it so adding +30% would make it worthwhile and sought after set too. Never even understood why it was removed from PVP servers in the first place
  16. should just simplified it all and wrote this instead: make all pvp servers 100x100 tiles big with each kingdom having 5x5 starters in corners.. this way once a player leaves the starter we can pvp and its nowhere to run.. to make pvp odds even, no player has any items at all apart from a spyglass, all skills are capped at 20, including weaponless fighting, as we dont want some pvp nolifer to gain 3 times bigger skill in this than the rest. Result 👌
  17. So does that mean war bonus is completely disabled making it obsolete or is it only disabled from being applied exclusively during PvP combat but is still fully operational when doing PvE activities on any of the PvP servers?
  18. Gave you a solution - interchange OP spells Lib has with Vyn and gain Vyn access to BL, so you can dig.. Now you're just crying literally solely because BL priests cannot dig. Why do WL players have to choose between Fo or Mag (one can heal, the other one is fighter god) while BL can have both fighter and healer in 1 god? Or just simply put - do not priest and you can dig/mine/chop or anything else you want hassle free!
  19. Dude, what are you tripping about? Everyone knows Lib is the strongest PVP god, the only downside is that none of the BL players can dig as everyone are running Lib priest on pvp (for a reason). Wanna priest that digs? Make utility priest Vyn available to BL too as it is not really tied to any WL kingdom and also change the spell table adding truehit and scorn to the Vyn while giving Lib excel and ice pillar in exchange. Done - BL can have 2 priests, one of which can dig, Lib is not strongest pvp priest of all and Vyn is finally not utterly useless in return
  20. feedback

    PVP people are used to this, especially on Epic. Its been same story year after year for the last 10 years.. Nobody will hold their breath for the change next year that's guaranteed.
  21. And how do you propose to achieve this? The owner can only have 1 deed on server, having more deeds on alts is classed as different owners.. Having few deeds, one in each server, is completely unlinked server to server, cant even have same alliance between multiple servers.. The amount of time it would require to make it work would probably put the implementation of this suggestion at the back of the queue of the "to do" list, even after Epic rework we have been waiting for the last 10 years I guess..
  22. They were found fast as they were allowed to be located with spells, pendulums etc. Giving the event message that one spawned will actually give more people an opportunity to find them, as everyone would could know when one is up and could go out looking for it. Giving no spawn message at all does actually limit the ability to find one for some random player horrendously as the so called "hunters" know the estimated spawn tables more or less so they play it out in their favour now
  23. Really? can we be more daft? 🤦‍♂️
  24. You just confirmed all I said. Your response was from an experienced player perspective and you are right. I was talking about pvp newcomers like i was one 12y ago or so.. You cant find community before moving to pvp server as you dont know anyone, you dont even know what kingdom to choose, so you just wander in alone.. You also don't have "kingdom gear pile" waiting already in your single player freedom deed to take, you come over with what you simply have on you. And beginners don't even know what a res stone is or what it gives or where to get it.. These players come in to check out pvp, they obviously die quite soon, god bless them if they also had all their crafting tools in the inventory as they didnt think to store them away.. Then their experience is as have already explained.. Most quit pvp after first death, some might give it another go once they re-geared to the same result once more.. None of them come back and all of them talk out everyone of playing pvp server they meet slagging off wurm pvp due to their experience.. Sure, all this (new players coming to pvp) barely even happen nowadays to start with, but that's how it always was for years and this is one of many reasons pvp will not see fresh recruits anytime soon without a massive overhaul of all the pvp system
  25. Its not, its full inventory drop. Been saying that for years.. Experienced players are mag priests, using res stones, too skilled to know when to retreat, how to mitigate chances of dying, when to avoid pvp etc. New players don't have "it" and their 1st, 2nd, 3rd and so on pvp will end up with them dead loosing all. And one thing that is not fun is re-crafting all your common crap back to 90QL, enchanting it all back to 90+ that can take several real days of casual play time. More stuffed if you are priest yourself with no crafter.. And literally no PvE dominant player wants to pvp ONCE to be smashed down to nothing and pointlessly spend numerous hours re-gearing just to die once more on the 2nd pvp attempt as when he thought he actually had a chance 1 vs 1 he found out there were 3 more stealth'ed enemies waiting for him..