Roccandil

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Posts posted by Roccandil


  1. Was wondering if anyone was thinking of playing Asteria early access. No PvP, but what intrigues me is the idea of PvD: player vs. developer. It sounds like an MMO designed around unleashing Enki. :)

     

    From the site:

     

    Quote

    Astaria is a hardcore fantasy MMORPG with emphasis on social communities, crafting, party combat, territory capture and player vs. developer (PvD). The game's hardcore aspects focus on difficulty, more weight behind combat, item loss (on death or breaking), logistics (food, bandages, ammo, reagents, durability) and the inability to grow too powerful. The story is developed based on how players unfold major events or defeat cataclysmic bosses.

     


  2. 6 hours ago, DevBlog said:

    New: Added tile transmutation on all pvp servers with restrictions. Notes below:

    • PvP servers use more liquid to transmutate tile.
    • There needs to be 3 diggable tiles, excluding rock, between each transmutatable tile (CLAY, TAR, PEAT, MARSH).

     

    LOL! I think I may be able to claim that nerf as a legacy. :)


  3. Ether, I think I'm in "personal" stage 4. :) I'm no longer playing, but haven't quite given up on what I did completely, yet, so I'm keeping what I built from decaying (i.e., spending silver on upkeep). Eventually I'll give up on that too.

     

    I don't think this Elevation reset is going to bring me back. Sure, it's a shiny new server, but even without skilling, the basic gameplay required (imping, enchanting, and all the repetitive unfunness required to get gear and build stuff) makes me feel sick now. :(

     

    At least from my perspective, Wurm was good to do once, but that's it.


  4. 3 hours ago, Entendu said:

     

    Maybe I am incorrect on this, but it's 150 per tile. So walls can still be as high as you want, it just takes double the tiles.

     

    Yeah, I meant 150 per tile. I'd like to see it down to 40, but hey.


  5. 3 hours ago, Etherdrifter said:

    Thanks for nerfing botanize even more.

     

    You've literally left us with nettles and nutmeg.  Completely useless now.

     

    Botanize and forage will shine on Elevation during the "roughing it, survival" phase after reset. The problem I see is that there is no regular "field" for the true strength of the skills.


  6. 2 hours ago, faty said:

    It's PVE, not a building simulator..

     

    I think engineering and terraforming are the best of Wurm, and randomly destroying what players build is a really bad idea. The effort required to gather, engineer, and build -is- PvE, regardless of whether the E fights or not.

     

    Albion Online doesn't have anything like the engineering and terraforming possibilities of Wurm, but what you do build on your personal island won't ever decay or be destroyed, and I really, really, REALLY like that. :) I can leave Albion, come back a year later to try out a shiny new update, and everything I did will still be there.

     

    I find that respectful of my time and effort, and that builds loyalty.


  7. 46 minutes ago, Nappy said:

    Sure, turn them off. Turn off priests too while we are on it.

     

    And champs! :P

     

    If nothing else, it's a good opportunity to get the "let's disable everything!" meme out of everyone's systems, and maybe the developers will get some good data.


  8. 5 minutes ago, wiildiie said:

    If you wanna try ele, you should upvote for a skill reset in the long term. If you go to ele now you will get one shot by truestrike.

     

    I've -got- Truestrike. :P (And Continuum, and 70+ strength, and so on....)


  9. Home servers should be a good place for new players to start. Some will migrate to Elevation, and some won't. Trying to force the population that would prefer home server gameplay to instead play on Elevation isn't going to work, though.

     

    As to a skill reset, if we keep our skills, I'll probably give the new Ele a shot. If not, I'll probably pass.


  10. 3 minutes ago, Dadamage said:

    I have seen alts drop a deed with nothing but a mine door done in 12 mins...….. and its impossible to get them or the loot lol. houses take 3x longer to build yet you can catapult them with out even being close or pick.....

     

    Steel mine doors are now a pain to make. If an alt had one of those, that simply means there was a significant amount of prep work done first, which, as far as I'm concerned, counts towards making the deed. A quick-made rock mine door, on the other hand, isn't too hard to bash down with a handful of players.

     

    In either case, you can't hide the token with a mine door: you'll be able to easily drain it.

     

    Honestly, sounds like a bigger issue is the initial cost of dropping a deed in PvP: perhaps that should get more expensive depending on distance from chain, proximity to enemy deeds, and other factors?


  11. So, I saw this in the poll:

     

    Quote

    Physical Damage Resistance/Penalty will be replaced by Fall Damage.

    • Stacking DR can get a bit crazy, the idea behind this is to change the physical damage valrei trait and replacing it with fall damage similar to the water damage one.

     

    Is this referring to Smoke from Sol? If so, that a huge change that actually reverses the desirability of the tome pair: I'd rather have the Red Cherry -without- Smoke from Sol in that case (extra resistance to fall damage is almost meaningless in PvP, but extra poison resistance can help).

     

    I don't mind see Smoke nerfed, but if that's a permanent change, I'd want the option to pull Smoke off my toon.


  12. 3 minutes ago, Dadamage said:

    The Reason mine doors are OP is you can't pick or catapult them. Only bash and that's hard to do on deed even with 20 accounts it could take 4 hours easy for a ql90 stone mine door that takes 10 mins to make lol. and steel doors...……..8hours+ that's with out getting attacked , so maybe make it so you can pick them or bash them with a ram at least 200 damage per bash..... please

     

    Picking fortress doors just seems OP silly to me! :P

     

    Also, saying it should be easy to break into fortifications that take many man-hours to make also seems silly to me. (There's a reason fortresses were usually sieged, not assaulted.) I don't have a problem at all with mine doors being as tough as they are, I just hate dirtwalls being essential to a fortress.

     

    I'd rather dirtwalls were impossible to make (max slope 40), the portcullis gate was impossible to pick, and fortresses were built around piles of masonry, not piles of dirt. I'd love to see tougher, more expensive walls, perhaps based on material type.

     

    At that, I'd also love to see traps, archery towers, and turrets actually be dangerous, plus defensive siege emplacements and additional guards to represent offline players. The whole "let's raid while players are offline" mechanic is silly too; as it stands now, mine doors give defenders a chance to show up before the raid's over.

     

    I wanna see this on a new map:

     

    Spoiler

    hqdefault.jpg

     

    Spoiler

    castle.png

     

    Spoiler

    1200px-Pembroke_Castle_1.jpg

     

    Dirtwalls just wreck the landscape. :(


  13. 2 hours ago, Darklords said:

    Minedoors

    Wish there was time to rethink minedoor mechanics more but other than removing the limit per 11x11 area we will be keeping gaps between doors and adding interrupts to placing mine doors similar to when building walls.

    • Remove the limit per 11x11 area.
    • Will still be required to have 3 full tile gaps between mine doors placed.
    • Combat interrupts placing mine doors.

     

    I'm still hoping the dirtwall meta will be entirely obliterated at some point, which would make mine door spam for dirtwall anchoring irrelevant.

     


  14. 1 minute ago, Mclavin said:


    That's because you joined where you had to grind, not joined where you had to create.
    When I joined Epic agggges ago, I wasn't forced to get 50 body str or 90 plate smithing,
    if everybody around you were on the same level, creating the same gear from scratch and gearing each other with different roles, how is that different to having skills at a flat 50? you're in same ql gear but higher right?
    Fresh is fresh - you focus different roles and you have different players for different tasks, thats the real group-feel. 

    I understand your point tho, a lot of players missed the start of epic and think its how they joined cause they came after the gear up/skill up.
    It was more casual than you think.

     

    In my case, I'm completely burned out on Wurm skilling; I just can't go there again.


  15. 18 minutes ago, Ols said:

     

    Removing tomes from Epic completely is something I'd 100% support. Just not sure other people would.

     

    I'd support that for a new Elevation. :) I'd also support the following:

     

    - Disable priests

    - Disable meditation

    - Disable moonmetal/drake/scale

    - Disable uniques

    - Disable transmutation

    - Disable dirtwalls (40 slope max terraforming for dirt and rock)

    - Disable item transfer from home servers

    - Disable Freedom and home server skills (locked flat 50 for everyone, except fight)

    - Disable Valrei missions

    - Disable mounts entirely (make a smaller map to compensate!)


  16. On skills resets, there's no way I'm grinding a toon again anywhere in Wurm; it's too painful now.

     

    The only way I see a skill reset working for me is if all prem toons that access Elevation (whether from Freedom, from home servers, or brand new toons) get flat 50 in all stats/skills (plus whatever curves), maybe 70 fight, with skillgain locked. -Maybe- make fight skill losable/gainable, but that's it.

     

    That would make Elevation all about building/fighting, and not about an arcane, frustrating skilling system.


  17. I really want to see dirtwalls nerfed to the ground (pun maliciously intended! :P ), so I'm going to harp on it a bit more:

     

    The reason mine doors are so powerful is that they anchor the dirtwall and prevent ramps from being made. If, however, the max slope of the dirtwall were 40 per tile, the mine door ramp-resistant meta becomes irrelevant, since the ramp is already there.

     

    That's a huge nerf to mine doors, without the potential bugginess of changing mine door mechanics. Mine doors would no longer delay draining deeds, and thus might not need direct nerfing at all.

     

    Additionally, make, say, portcullises unpickable, and you wouldn't even need rock layer to build a deed. (Mine doors really shouldn't be the only safe way in and out of a deed!)


  18. Another crazy idea: remove current uniques and unique spawns from home servers. I still see them as newbie-eaters and disruptors, not treasure troves. The long-term health of Epic would likely be improved if new players on home servers could play without getting chased across the map by hatchlings.

     

    I realize limiting uniques to Elevation could cause a snowball effect, in which case I'd say remove them from Elevation as well until uniques on Epic can be sorted better.


  19. 4 hours ago, John said:

    Regarding the characteristics "nerfing" of higher skilled characters, wouldn't it be better to make it the other way around for the sake of high end PvE (unique slayings)? Instead of stronger players being nerfed, I'd rather see weaker players strengthened. I don't want to see unique slayings becoming impossibly difficult or long. We need to get more scale somehow.

     

    I very much agree.


  20. Why not just remove ugly dirtwalls entirely? Nerf them down to 40 slope, like rocks. Would seem far cooler if the best fortifications you could build were stone walls!

     

    I'd look into the following:

     

    - Loosen the building restrictions on Elevation to allow bigger, true castles

    - Add a "huge door" that can't be picked, acts like a mine door hop, but -can- be catapulted/trebbed/rammed.

    - Balance strength of stone walls versus siege engines, probably to make it harder than now to punch through (but I'd leave that up to more experienced players)

     

    If we're going crazy, I might even add the ability for defensive siege emplacements. :)