Agatino

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Posts posted by Agatino


  1. 42 minutes ago, Retrograde said:

    Was more referring to those talking about a PvP offshoot, but yeah, it stands for everything. 

     

    Before lumping people into being "freedomers" (which doesn't help your cause) why not suggest ideas for the elevation rework rather than a third server? 

     

    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.


  2. On 9/17/2019 at 7:28 PM, Retrograde said:

    The jackal server is and will remain pve, as we want it to be a continuing thing. 

     

    Feel free to suggest ideas for epic 

     

    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.

     

    On 9/17/2019 at 8:46 PM, Delacroix said:

     

    I thought the suggestion was for an alternative to Jackal and Epic, where'd changing it come from?

     

    In other words, this.

     

    22 hours ago, Damascus said:

    May as well make the new server all islands with nothing but thorn bushes and few trees.

    And no horses only Epic mobs and champs .

    Only weapons and armour are crude and tree leafs .

     

    Name the server ... For Sadist only ....

     

    Lets wait and see how Jackal goes first....    at the moment it just feels like any other server but on a different planet/world with mini rifts ...

     

    Another Freedomer who couldn't be bothered to read the entire post, I see.


  3. 3 minutes ago, zethreal said:

    Having the ability to bash ore veins with a maul and have them vanish is just asking for it to be used offensively in PvP or to grief players in PvE... just think "I don't like the person using this public mine so I'm going to poof all the good ore in it".

     

     

    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.


  4. 1 minute ago, zethreal said:

    I definitely think that a permadeath server would be fun. Instead of a true permadeath server, you could also set it up so that yes, your skills all reset to starting, but you get x3 until you get to your highest in that skill. That way you don't lose everything. 

     

    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.


  5. 1 hour ago, armyskin said:

    I love the bit about remove death tabs so the other team doesn't know you died, as if discord doesn't provide voice comms.

     

    This is referring to when you die in PvE. Because it's actually intended to be threatening now.

     

    1 hour ago, Finnn said:

    I reached "permadeath", color me amused, this is dead idea already, been wondering what drugs you're on after reading the title.. if you could just share that?

     

    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!


  6. 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.

     

     


  7. 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.


  8. 43 minutes ago, PWreset said:

    Well isn't it said that a tile to collapse needs an unreinforced cave wall? so technially it couldn't collapse.

     

    Further we would still need a building layout to plant, so there is a structure (which iirc stops the chance to collapse), the only difference to underground housing is that a reinforced cavewall now does the job that the regular house wall did. 

     

    or do I remember cave-in conditions incorrectly?

     

    Even in ideal circumstances there is a chance for a tile to collapse and destroy anything on it.


  9. 12 minutes ago, nekoexmachina said:

    One action to correct tile, HM.. one to cut. Then 30 seconds to bash stump. Or pave and place grass. Yea, sure one will do.

     

    Fixing marsh is one action too: just buy a service of marsh removal on forum!

     

     

    P.s. as per being rude, I'd suggest you to retake the lessons which your parents taught you. Might help.

     

    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.


  10. On 4/30/2019 at 9:42 AM, Flubb said:

    I resent and reject the notion that my sandbox experience has to be limited to the (highly subjective) standards of someone who may or may not want to take over my area later. There's enough space to go elsewhere.

     

    If "fixing" these two things are such a problem then it needs to be made easier, instead of restricting players because of the notion that their work isn't easily reversible.

     

    Your bad taste aside, that wouldn't be a terrible idea. Lobby for those changes alongside this, then.

     

    On 4/30/2019 at 11:39 AM, nekoexmachina said:

    I find let's say woodcutting annoying. When you inevitably quit, I'll have the endless joy of clearing out stupid forest you've grown. Let's remove saplings from this game. 

     

    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?


  11. 21 hours ago, nekoexmachina said:

    Tbh I don't understand this kind of comments. Dont' want marsh? Don't use transmutation liquid that turns tiles into marsh.

     

    +1 to OP.

     

    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).


  12. 1 hour ago, Wilczan said:

    So You suggest to increase current bonus based on quality or current bonus would be for beds with 100 quality?

     

    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.