Oblivionnreaver

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Posts posted by Oblivionnreaver


  1. horse/cart/wagon speed before slope modifiers only updates in intervals of 0.72km/h, the wiki note is for riding horses not hitched horses and the wiki isn't correct anyway

     

    On 10/10/2023 at 3:25 AM, AlexeySt said:

    Does anyone have a calculator please send it here.

    https://docs.google.com/spreadsheets/d/1xmDpRKhKux-SMi4hRxKZMuTw6zsMA6pQgc7ybG6zKSg/edit?usp=sharing guestimate values on the new AH stuff but 90/100 supreme gear on a rare 10% speed runed cart matches up to op's 43.92km/h so i'd assume its close enough

    On 10/10/2023 at 3:48 AM, Wurmhole said:

    I wonder if there is a speed cap for non-GM movement? 

    both players and gms are capped at 56km/h, you can hit it pretty easily with a 5 speed hellie but carts won't hit that


  2. On 8/30/2023 at 9:09 AM, Samool said:

    Action changes

     

    The work on this has been going on for a long time now, and while the bulk of it is about making it easier and less bug prone for us to alter anything action-related and add new features, there are some gameplay things this work will immediately affect:

    is there any eta for when this expected to go into testing/released


  3. Pretty simple (maybe even closer to a bug than anything) but iirc guard towers get their id from adding some maths to the current server time or some dumb mechanic like that, and due to this overlapping guard tower numbers are extremely common when you'd expect them to be very rare with 1000 possible numbers, i've seen a couple of towers with the exact same number+maker in the same map square as each other.

     

    in the past this wasn't really a problem as tower number had very little use outside of pvp ritual missions and bashing alerts but with treasure maps using them it's a common enough occurrence to be silly, if a guard tower picks a number that's already in use by another guard tower from the same creator it should reroll the number.


  4. Horses and hellhorses are specifically coded that hostile mobs always target the rider over the tamed horse/hellhorse unless they're hungry or the horse attacks them and they fight back (only happens if you're disembarked or you enter than leave combat with the mob as it's always targeting you first), that's been in the game for roughly a decade, you can try with other mounted mobs to see they get instagibbed every time

     

    your horse is targeting the first mob which prevents it attacking other mobs, which in turns prevents them from fighting back against the horse, that gets reset by the target dying, disembarking or clearing orders, has nothing to do with untaming window


  5. bump still bad

     

    On 5/12/2023 at 8:46 PM, Finnn said:

    00:26:31] Shield bashing increased by 0.0031 to 50.2139
    [01:43:53] Shield bashing increased by 0.0031 to 50.3283

     

    it's slow but effortless active grind

    it's extremely slow on pve yes that's the point of the suggestion. it's a hell of a lot faster abusing alts

     

     [13:33:58] Shield bashing increased by 0.0021 to 59.9469 [13:33:58] Shield bashing increased by 0.0041 to 59.9510 one pvp shield bash, no sb, no skillgain bonuses

     [12:22:13] Shield bashing increased by 0.0007 to 59.9608 one pve shield bash, no sb, no skillgain bonuses

     

    pvp shield bashes give triple tick size, chance for another tick with double tick size (pve has this but due to it requiring damage doesn't start happening until 20-30 skill then at 50 skill it's removed for some reason, alongside skillgain getting nuked like all combat subskills do at 50) and massively higher tick frequency, my logs have general mob-cide at <10% of shield bashes giving ticks because no mobs have enough body control/fat layers to balance difficulty against. that 80 minutes of hunting grinding you did is comparable to 4 shield bashes against an alt in pvp lands assuming stacking the same skillgain bonuses


  6. Similar to the theft warning the first time you drop an item on the ground, the first time you embark as commander on an unlocked cart that you don't own, it should give a popup telling you the dangers of using an unlocked cart, and the fact that you can lose access to it if you disembark on another persons deed. It's a common occurrence in ca help to ask why they can't get back on the cart and the game doesn't explain why before it happens.


  7. the one on cele with like 35 people + libila colossus wasn't too bad, it's just every time someone casted an aoe it'd lag unless you have sounds disabled entirely. the whole crash randomly when mobs die in local thing is still true for rifts which is annoying


  8. 22 minutes ago, Thorinoakshield said:

    So here's a piece of advice for those moderators who did reply:

    Next time another staff member posts something; don't reply within a few minutes; but wait.

    Let the community react to that post first, no matter how much you would like to reply.

    That way you will give the impression everything is staged; no matter if it was or wasn't.

    that's just staging conversation in the other direction...? like, you're suggesting to fix it looking like it's staged by replacing natural conversation with staged silence? there was half an hour before the first staff member post, how long should they wait for "organic" looking posts? isn't the silence of staff members on the forums often brought up as a negative thing lmao

     

    could just ignore weird conspiracy theories on the forums too lol, if you look hard enough for hidden meaning, you will find it


  9. as of last patch oak/thornshell no longer give DR.

     

    [04:32:16] Aged greenish troll mauls you extremely hard in the left shoulder and damages it.

    [04:33:21] Aged greenish troll mauls you extremely hard in the left shoulder and damages it.

    [04:33:42] Old troll mauls you extremely hard in the left shoulder and damages it. 93 thornshell cast for all

     

    [04:36:00] Old troll mauls you very hard in the right foot and irritates it. hitting drake

     

    did roughly 4x more damage hitting thornshell which lines up with drake dr


  10. 13 minutes ago, Skatyna said:

    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? 

    thats called power creep chief, and is basically always the opposite of balance. people die too fast as it is we dont need everything being jacked up to the same level

     

    you're free to make your own suggestions about what could be added, no need to troll others suggestions


  11. 1 minute ago, magaric said:

    Most of the uniques killed are venerable so means they lived for a little while before being found to kill

    uniques are backwards, they spawn as venerable and often revert back to young on server downtime due to the age field overflowing


  12. Unique spawns as they currently are, are pretty predictable and swing between easily farmed by even one or two dedicated players checking frequent spots on the potential spawn timers on 8x8 servers, to you might not even see one playing for a decade on xanadu. A full rework probably isn't in the books and out of the scope of current development but a list of some of the changes that i think would improve it

     

    1. Move spawn timers off the 6 hours from uptime. Currently 1/300 chance per unique every 6 hours to spawn. between two people on alternate timezones, very easy to check all the common spawn points at server reboot and then every six hours after. instead, lower the chance and time between checks, 1/1800 every hour or 1/3600 every half hour or hell 1/6480000 every second for fun would make it harder to monopolize and increase chance of players stumbling upon them naturally

     

    2. Remove spawn lockout after one spawned, lower spawn chance to compensate. Currently uniques cannot spawn for 14 days after one spawns. with the 1/300 every 6 hours 14 days after last one spawned this means uniques spawn every 20-21 days on average. This ends up creating a feedback loop for the finder of the unique, if they're checking every 6 hours, they can narrow down the spawn time of the unique, know exactly when the next one can start spawning again, and do not waste time searching when there can't be unique spawns, whereas everyone else not privy to this information will be wasting time trying to find them. Remove the lockout timer and lower the spawn chance so that while the amount of uniques isn't higher or lower, there won't be a large difference in difficulty finding between people who found the previous unique and those who didn't.

     

    3. Redo the "Cannot spawn within 40 tiles of a deed" mechanic. As it is, this mechanic effectively locks spawns into very predictable spots. Rifts have similar spawn requirements and are usually only ever found in two or three locations per 8x8 map for comparison, so with what was listed in the previous two points you can just search these locations every 6 hours, 14 days after the last one spawned and find the vast majority of the uniques that spawn on the server. This also makes uniques basically only ever spawn in the centre of the map away from rivers/lakes, as most of the shoreline has at least one deed per local. This is hard to fix on a 8x8 server, but letting them spawn anywhere outside of a deed and prevent targeting people inside deeds/prevent idle bashing walls would help make it less predictable while avoiding the whole "dragon spawned on me and wiped my deed out".

     

    4. Scale spawns based on server size. Currently, all servers have the same spawn chance, leading people who live on smaller servers to have a disproportionate chance to find uniques compared to those living on larger servers, who both have multiple times more landmass to cover and more people on the server who could find the unique before them. Larger servers should have higher spawn chances to account for this, and potentially higher population servers also have higher unique spawn rates.

     

    5. Remove Hatchlings from the unique pool, and add them to other content. Drake hide and Dragon scale both enter the game at roughly the same rate (roughly 1.1 set per drake/dragon on average), but drake is only slightly better than other common armours available (often worse than chain depending on what you're fighting), and scale heavily outperforms all other armour. In terms of progression it makes little sense that the intermediate of commonly available armour and endgame armour is as rare as the endgame armour while barely beating out the common armour. They should be removed from the unique spawning pool, loot per each one lowered (but still increased amount dropped per month compared to now) and rare bone changed to a potential rare bone fragment to one of the killers and made slightly weaker so that they're roughly comparable with rift warmasters or sea serpents and instead added to other content. Possible suggestions would be - Rare but not current unique spawn rare in the wild, maybe similar to rift camps, Difficulty 7 kill mobs/traitor missions potentially spawning one, Difficult treasure maps occasionally spawning one (or perhaps having a hatchling egg) alongside the treasure casket - Chance to spawn alongside rift warmaster in rifts, increased chance with the libila colossus built - Killing strong mobs/champion mobs having a small chance to draw them out, increasing the longer it's been since one spawned. Probably a harder one of the lot to balance, but moving them to other content adds more mid-game combat content to the game and makes drake hide more of an accessible mid-game armour choice instead of a "scale was too expensive".

     

    6. Add non-unique ways to get tomes. Tomes are largely a cosmetic thing on pve, and absurdly strong on pvp to the point that a weak toon with tomes is better than a strong toon without them. Due to how many were spawned from personal goals, this leads to a pretty big imbalance from people in the past being able to buy every single tome in the game for cheaper than what you can currently buy some of the more expensive tomes for, so pvp players can be massively outmatched, and pve collectors can be left with incomplete collections that are prohibitively expensive to finish. Both groups would benefit from non-unique ways to get tomes, and tome fragments which were added for epic valrei scenarios would be a great way to add them to other content, especially considering that no matter the changes you do to uniques, many would prefer a non-competitive way to get them. Missions to keep true to the history of tome fragments, killing mobs, archaeology, and treasure maps i feel would all be great ways of finding them, but they should be very rare drops to not add an absurd amount of them to the game, and encourage trading.

     

    7. Enable reveal creatures/pendulums hitting after a certain time of being alive. Something (especially on larger, more mountainous servers) that is a bit of a problem is uniques can end up in some pretty remote places, and the uniques aren't equally easy to find. A dragon is going to be a pretty obvious silhouette when you're looking up a mountain and run someone down eventually, but a goblin leader or troll king can easily be glanced over and walk so slowly that even someone riding a donkey rides right past before they've gotten attacked. If a unique hasn't been tagged by going underground or getting in combat with someone, it should eventually be able to be located via pendulum or reveal creatures. maybe a week or two to give residents of the server a chance to stumble into them naturally. PVP servers could have them up instantly, as there's not really much drama between searchers when they can just kill each other, and makes them into potential pvp.