Agatino

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Everything posted by Agatino

  1. Basically worthless. The only remotely remarkable thing about this account is the two affinities in body strength.
  2. Because people who are currently playing Epic won't exactly be thrilled with someone requesting major changes to their server. What I'm asking for is a drastic overhaul to how more or less the entire game works, and that doesn't exactly jive with how players who are established (and who have existing skills that would need to be reset) would feel about something like that. You can already see the pushback on the very first suggestion of this thread by people who have nothing to do with PvP and are absolutely not the intended demographic for this suggestion; adding "we're gon' take your skills, Epic players!" to the equation might help with removing non-PvP players from the mix, but it kicks a very different hornet's nest.
  3. I'm not quite sure where this is coming from. You are aware that this suggestion was meant for something completely separate from Jackal, hence Jackal not being mentioned beyond "hey, this is a different experience like this other server!" right @Retrograde? I thought that I'd made that point abundantly clear. In other words, this. Another Freedomer who couldn't be bothered to read the entire post, I see.
  4. The rule's always been 'deed it or lose it.' Add an option to be able to remove bashing of veins with a checkbox and call it a day. PvP... great, a new way to conduct warfare, perfect.
  5. +1 to having an alternative to mining out veins normally. -1 to suggestion that this shouldn't affect goals. There's no difference between this and fishing around for veins with fewer actions remaining--don't be obtuse.
  6. That could definitely be an interesting tweak on it. While discussing this with friends, I'd realized that it could mean trouble if there's only two kingdoms and one actually manages to completely wipe the other. This suggestion helps, and I feel like having 'seasons' (like certain ARPGs such as Diablo) would assist as well--have a season of, say 3 months, and once that season is over with, you wipe the server and refund upkeep silver to kingdom coffers.
  7. This is referring to when you die in PvE. Because it's actually intended to be threatening now. Your Freedom skills are safe, carebear. That means to peel off the dunce cap, buckle up, and read the rest of the thread so you can actually contribute. Thanks!
  8. This is by no means comprehensive, but pieces of a puzzle that would lead to a far more interesting server with a different ruleset from Freedom (bold for emphasis--this is meant to be a departure) Fresh start with a form of "permadeath" where you revert to a fresh set of skills on death (very important to the premise, keep reading) Harder mobs with actual rewards. Make these strong enough to challenge so-called 'God' accounts, and to require grouping by everyone else. Give skill on death commiserate to the effort involved. Add to this RNG skill tics similar to what you get by saccing supreme (and for harder mobs, fantastic) items. Emphasis on this being danger that contributes to a threatening overworld beyond PvP. This combined with the "permadeath" should contribute to a need to be careful every time you leave your deed, regardless of server population. Logic: The above means that the issue of skill creep will be mitigated through the constant cycling of high and low skilled characters, which the below will also assist with Remove death tabs (contributes to a mindgame aspect: you're faced with a couple of enemies and you're known for having this super strong account, but you've recently died--do you hope they flee, or do you run and risk them realizing that you've lost your skills?) Remove mid-battle repairing of structures and adjust numbers as needed. (This should've never been a thing, ditto for gate-hopping. If you're under siege, you need to deal with the problem or die, not turtle and hope they give up.) The impact of skills with regards to smithing, casting, etc. should be magnified, but the difficulty of skilling should go through the absolute roof. Do you want to try and dedicate resources to your weapon smith to try and get something more than 20 quality weapons? Or perhaps to your armorsmith for more defense? This should be a choice that needs to be made by the entire group. Tweak numbers so you can only imp to your current skill, even at low levels, and triple the effectiveness of gear. Priests: this should be a massive undertaking that could provide a big risk, but also a big payoff. Gear enchants should have a minimum 50% shatter rate (or higher!), and the effectiveness should be several times over what it is now. Make channeling incredibly difficult to grind, and nerf favor rates (both natural and otherwise) into the ground. Make a 10 power cast equal to a 100 cast now. (The idea of this is that a weak cast is well worth using, but it gets exponentially more powerful the more risk you put into it. It should also take a massive investment to do so. Casts other than nimbleness/wind of ages should have numbers tweaked as needed. Damage/healing casts should be balanced in an entirely different way, perhaps with something like Life Transfer actually removing a portion of your weapon's damage for the healing--this should make 'tanking' a thing, especially if skills like Taunt and Shield Bash are adjusted. Damage enchants could be changed to do something like removing a part of your own health with every attack, necessitating dedicated healers, or with your own maximum health being reduced by a fraction proportional to the extra damage you deal.) To re-emphasize, skills should be far harder to come by and rates should be a fraction of what they are now. All of these together would breathe new life into a game with a solid foundation, especially coupled with other tweaks not mentioned. Thanks for reading! TL;DR: read the entire thing.
  9. The problem isn't necessarily what is, but what could have been. Instead of this, we could've gotten something that was actually interesting and that could have turned the game on its head. The disappointment is that this will probably be the best we get, when there's so much more potential.
  10. Thank you for informing us, Budda, and thank you@whereamifor spurring this on.
  11. Even in ideal circumstances there is a chance for a tile to collapse and destroy anything on it.
  12. You... are aware that stumps decay and go away on their own, right? I mean, even if you don't, that's still 2 actions vs. 10+, and only for those trees that actually are capable of leaving stumps. ...And I'm going to stop responding to you at this point, I don't think it's fair to purposely humiliate those with cognitive impediments.
  13. Your bad taste aside, that wouldn't be a terrible idea. Lobby for those changes alongside this, then. Because something that takes one action to correct per tile is at all similar to something that takes a minimum of 10. Did you even bother to think before you posted this?
  14. And then when you inevitably quit and someone potentially wants to take over the area, they get the joy of removing all of that "wonderful" marsh. It's really not difficult to understand--the two major things that are simply obnoxious as hell to fix in this game are marsh and the rock layer (re: anything involving concrete).
  15. ...So, to be clear, your position is "-1 because it won't happen anyway"? Got it.
  16. Can you COD the rare oak mallet with 93coc to Agatino, please? Thanks!
  17. The latter serves literally no purpose and would be idiotic to even suggest. Wording of the topic (re: increase) implies that the current rate would be baseline, and it would improve based on the type and quality of the bed in question.
  18. In what world does "allow us to earn sleep bonus faster by improving our beds" "lower quality of life"? Are you daft?