Middi

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About Middi

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  1. tbh I was gonna really think it through and flesh it out before posting, but I accidently posted it before I'd even given it any thought. I rarely use forums and couldn't see a delete option so I just left to the wolves. Was just scribbling a random thought before I critiqued myself and probably just deleting it in the end closing the forums without posting **shrugs**. But look PvP is terrible right now, Hota and Depot generate very small scale PvP at best or nothing at all, which is often the case. Not enough reward/risk to take a fight at any of the main deeds because of respawns and gravestones, pushing to get the loots from gravestones is not worth the risk when no matter how many you kill your still facing the same numbers as they sawn back in. The only way to win that scenario and come away with loot is to have overwhelming numbers, but then ppl cry off and stop playing because zerg. Add to this all the balancing issues and problematic mechanics and bugs, worst then terrible. Basically PvP is all but dead, the odd chase at some random time to kill a one or two ppl a couple times a week at best is just plain boring. The game needs to rethink PvP in its entirety and give the pvp community something to fight over all the time. They are not going to attract and retain new players on PvP servers if there is no PvP. Think about it, 7 days in a week, 24hrs in a day and PvP server generates 1hour of engaged PvP combat a week if your lucky.
  2. Suggested additions to PvP death/gravestone mechanics; Upon death to an enemy player each item in the inventory of the deceased is individually auto rolled by the game and distributed between the participating enemy player/s and the gravestone. Loot rolls won by participating enemy player/s is spawned directly into their inventories and loot rolls won by the gravestone goes to the grave to be contested during/after the fight. Just on side note, why is it a construction sound for looting graves and not a digging sound? Change that at the very least.
  3. Guess it broke applying the changes to the priests and linking... thought it seemed a little slow on the regeneration.
  4. I'd like to know how many actual new players there are, seems to be 98% existing or returning players.
  5. On the whole this is looking pretty good, thanks@Darklords. Travel between PvE and PvP server IMO no skills should cross, keep the pop popping on the PvP server. As others have said it encourage porting only for PvP or other events once deeds are built, killing the pop. Question, do banks transfer between servers? Weapons/Armour Tweaks Praying for good balance so we see more weapon and armor types in PvP. There shouldn't be any one amour and weapon combination that can dominate all other options. Raid Windows Mixed thoughts but only time will tell. Guess the point is to set the raid window to suit the active play time of the village. ** Positive - Guaranteed PvP opportunity when raiding/defending. ** ** Negative - Limited raid options for time-zones. ** Question, when you say "The window duration is dictated by villager/alliance count", I'm assuming this is overall both online and off-line? Question, is it going to be possible to disband a deed within the raid window, again both zones? Other Suggestions ** If the population swells and there is a high population in all time zones, consider changing raid windows to be cyclical and traversing multiple time zones. ** ** Of-deed mine hops would be nice to have again, either limit the door ql placement to 30-40 or increase bash damage significantly, off-deed only. ** ** Same thing with off-deed housing, either limit ql to 30-40 or increase bash and siege weapon damage significantly, off-deed only. ** ** Possibly consider similar to above for "Safe Zones" both on and off deed, limit ql to 50-70 to make them appealing to raiders and encourage deeding in the danger zone. ** Something New Perhaps? ** Combat damage dealt is diminished as your stamina drops. **
  6. Living on a sparsely populated server has it draw backs for missions that require xx amount people to complete a task, usually these are ritual or giving items to the avatars. These missions only give sleep bonus an karma upon completion and are therefore ignored on severs with low populations. I have frequently seen all missions slots occupied with missions that will not be completed and will only expire because there are not enough active people to complete them. This either puts and end to your quest to complete missions, forces you wait several days for new missions or to travel to other severs seeking out missions. Whilst server hopping looking for missions, on several occasions I've found the same scenario playing out on those servers too. I have two suggestions that might improve these types of missions; 1. The same character can repeat their participation once every 24 hours. 2. The mission awards a portion of sleep bonus and karma to the character at the point of participation.
  7. Please Add Hollow Hills 1463,1858
  8. As the title says, could we get a discard option for archaeology fragments.
  9. Did I miss something, looked like it was only asking for additional information to be available at incremental skill levels?
  10. This is reflected in the status of the wound already Very light. 0-5% damage. These wounds will naturally heal at 10 health points (HP) each healing tick (5 points of damage for a basic character). Light. 5-15% damage. Light wounds naturally heal at 8 HP/tick (4 points of damage for basic character). Medium. 15-30% damage. Medium wounds will not heal without treatment. If the wound has an infection or the character is underfed, a medium wound may worsen to bad. Bad. 30-45% damage. Bad wounds naturally worsen at 8 HP/tick, so a character with such a wound must be treated or the wound will turn into a severe. Severe. 45% and up. Severe wounds worsen at 10 HP/tick. They must be treated or the wound will worsen until the character dies. But yeah for immersion, maybe something like "You see a severs wound that must be treated or you will die." Think these abilities would be the other way round in my mind, at 30 you know how to treat it and at 50 you know how a wound is gonna impact you. Though what can you do at 70 and 90 skill? Would maybe go with; 30 - You can tell this wound is stable/improving/worsening 50 - Tells you the exact potency you'd need for it to start healing 70 - You can tell this will heal/worsening by x amount next time it ticks 90 - Who knows?
  11. Had this discussion several times in the past with neighbors, alliance and kingdom members etc, would love to be able to move my token on Freedom for sure. Don't have much of deed tbh but as it progressed I've been like; "damn that token is in the wrong place now... sigh... if only I could move it over there without having to disband and redo all the perms etc and raise bonuses, that would look nice!" Thought along the lines of a cost to movement similar to deed expansions, the further you go from it's current position the more it costs. Also thought it should be limited to one movement per X months or something like that.
  12. I too would be interested in participating if this is still ongoing. Hit me up!
  13. Meditation is not a grind, its a waiting game, you can only meditate a limited amount per day. But I get what you mean
  14. I've been grinding for 12 long years, I'm no stranger to it, maybe I'm just getting too old for this
  15. Its a none argument against imo, ropemaking and locksmithing you can create an item at the ql of the materials you make it from at 0>100 skill. You only really need 25 locksmithing skill to have the full range of items to craft. Only reason to raise those skills is to increase the frequency of high ql end product for your actions.