Moondevil

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Posts posted by Moondevil


  1. 51 minutes ago, Sovos said:

    Not a bad angle on the surface, but even ignoring that most people are Vyn for the skillgain, it would still mean WL kingdoms would be getting more Rite casts than BL ones.

    Good point, didn't consider this.


  2. Main issue is sleep powder existing, how cheap it is. This item shouldn't have ever been introduced but Id guess it was crucial to keep the game afloat.

    Can't really nerf it.

     

     

    If people are chasing skillgains then adding skillgain benefits onto PvP is prob the way to do it. Personally I don't like all the skillgain boosts but that's because I'm an old timer and enjoyed the slower Grindy ways but maybe I'm not with the times.

     

    Could introduce a scaling passive skillgain buffs to villages/alliances on PvP servers which you could tie raiding into. 

    The longer villages are unraided, the more the skillgain bonus you get. If you do it by alliance you can prevent player stacking deeds.

    Could encourage raiding by letting you gain more bonus for your alliance by raiding enemy towns and "stealing" or reducing theirs to encourage defending all allied deeds.

     

    I can see ways how it can abused just on paper cut you guys are the geniuses, I'm sure you could iron it out. I did think that bonuses should be maintained but in the event of a dead server, it may be impossible.

     

    Some negatives, toxic alliance mentality, forcing players within alliance to meet need build requirements. 

    Winning Kingdom stacking, maybe be able to add ratios in but then can encourage other toxic behaviour.

     

    Someone else suggested a skillgain bonus for playing on PvP for long periods of time, I could agree with this if global spells covered all servers. This may discourage freedomers travelling to other servers though. Maybe all freedom spells affect defiance? That'll prevent the need to go over and lose the passive.


  3. 5 hours ago, BrokenSanity said:

    I feel like priests taking armour off before casting is a strange "issue" to be focusing on. 

     

    Especially as it's a gamble whenever a priest does this as there's a window where they are unarmoured + have a nerfed CR due to casting. To me having such a risk involved means it's fairly balanced. 

     

    Do people really think PvP will be drastically improved by adding a timer for taking armour off, or other such "fix"? It all just seems like an added frustration to me, and definitely not something that would lead to more people PvPing.

    OP has a section about priest balancing and spells, this is a suggestion relating that topic. 

    This change would also have to affect archery too. Also agree timers for equipping and unequiping sounds horrible which i think it should be an action cancel.

     

    There's no real point to the debuff if you can negate it entirely. As mentioned before, you can unequip and re-equip within a second so you'd need to be already fighting the caster to make use of that "vulnerable to damage" opportunity which anyone with half a brain would just not take the armor off. The whole point is, if you want to prevent the casting penalty, you need to be unarmoured for the whole cast duration, or you wear the lighter armor which doesn't provide the penalty.

     

    Oblivion suggested some spells are not covered under the penalty, if thats the case that should be amended too. I also agree flat failure rate sucks and difficulty scaling is better. However the fact that the 30 second hurting status is more valuable than the <1 damage wound, I'm ok with the flat failure penalty.

     

    Edit: i just realised you can get a 30% bonus for casting without armor. That's a potential 60% difference to spell casts. Of course you shouldn't be able to just "negate the debuff and activate the spell buff" like that.


  4. 23 minutes ago, Oblivionnreaver said:

    time your shield bash/special move to go off right as they cast and dunk them if they pull armor, not rocket science

    Or don't allow players to negate a debuff intended to reduce the effectiveness of priest spam?


  5. On 9/24/2020 at 1:28 AM, Darklords said:

     

     

    Incentives to live on PvP servers

    A lot of suggestions so far have been to reward more sleep bonus for things. While I think this is a good idea, with the intention to merge sleep bonus pools with freedom means people can stock up on defiance and head back to pve.

    You'll need to consider how to force people to use those benefits on PvP.

    I think the real problem here is sleep powder being purchasable. People spend money buying it so they can grind and sell those products to get more sleep powder.

    You'd either need remove/nerf sleep powder, some how force a market on defiance or allow players to take items from defiance to freedom to be sold, and even the latter may not solve it.

     

    Quote

     

    Off Deed Mines

    Back on earlier chaos, some of my fun was solo roaming enemy lands as hassling some of the lesser known players at the time and running back to my underground base hidden away when response showed up (pre-zoom horses + locates). Knowing I had a safe spot if things got hairy encouraged me to do this.

     

    That said, that gameplay was fun as an attacker, really annoying as a defender. 

    A new mine door type may be good, it gives retreating attackers a bit of time to assess their situation and react. Maybe make it so if you pass "roaming mine door" it doubles your log out timer unless it can balanced it so there's a fair chance defenders can break in before they can log out/escape.

     

    Quote

     

     

    Raid Windows

    No one's really done an effective raid yet so I don't think kneejerking this is a good idea. You should get feedback on how much damage you are likely to do I'm the 6 hr window Vs empty and established deeds.

    You could probably resolve issues here by nerfing defenders rather than increasing raid windows. Such as 1 person being able to repair a wall at a time (I don't know how much damage war machines do now, I heard some do aoe damage), reduce damage repaired per action (or when there's an enemy presence) etc.

     

     

    Quote

     

    Priest Balance

        Rebalance hurting status on unblockable ranged spells or provide a way to negate damage like archery. Or if we're aiming to have the classic mage melee ranged combat triangle make shields redundant to archery when casting spells if it doesn't already work like that.

    Also, interupt spells when you unequip armor during the cast.

     

    Quote

     

       

    Shield Skill/Creatures

    The biggest issue I saw with this was just starting off, once you had 10 skill or so the gains seemed relatively fine. My suggestion would have been to make 1 shield skill act like 10 in pve only.

     

    Quote

    Battle Camp Hota

    others have better ideas than me

     

    Sorry for font sizes, editing quotes on mobile is not good.


  6. 4 hours ago, Zao said:

     

    I think players should be rewarded for being able to do this.

    Rewarded for waiting for the timer to reach 1 second, click unequip all and then click first item at your armor stack, hold shift, click bottom of your armor stack, then drag onto your character? Takes like a second if you know what you're doing.

     

    1 second isn't enough time to make use of you being vulnerable.

     

    Sorry to cherry pick on Ciray, first clip I could see. At 1:44 he unequips his armor with 3 seconds left. At 2 seconds left he has his armor already selected and ready to requip again. He's vulnerable for 3 seconds and that's only because he didn't time it optimally (or tried to consider potential lag).

     

     

    Regardless, the vulnerability window is so small doing this trick, you have no time to react and land a swing/arrow. 


  7. While it's unrealistic, I don't mind people taking armor off on foot for speed bonuses as walking is slow AF, that said, getting caught unarmoured can be catastrophic.

     

    Priests casting 95% of their spells timer and just throwing armor off to finish the cast and place it back on immediately after negates the point of armor/casting penalties.


  8. Sorry, My argument is mostly for hurting status is mostly for players (on foot) and not their mounts. Archery I can aim my shield in the direction to stop it. I can't do that with spells. Arguable that someone on horse will catch me up anyway but that's the point. If I have a distance lead, I don't think other people on foot should have a guaranteed method of catching up just by tagging people with a ~5 second timer. Sometimes players *should* be able to get away, even in foot.

     

    Obviously this is more of a niche situation change.

    I still think 30 second hurting status baseline means you can't add other things in the game that applys movement speed slows as it's intention because they wouldn't be as good.


  9. A personal peeve of mine is that fast long range spells across most priests can inflict hurting status from a distance.

     

    Hurting status is one of the most op things in pvp. Ranged abilities should have a way for the players to be able to block rather than relying on the fail chance of the enemy or your soul stats (I forget which, or if it's actually a thing)

     

    I feel these faster spells shouldn't inflict hurting or hurting status should scale rather than being 30 seconds flat.

     


  10. If you want pvpers to stop living on freedom, remove sleep powder, unlikely to happen due to being the core money sink now and make a ROS cast share cooldowns across all servers so there's no potential to collect 15 hours of ROS and spend all that time grinding there (cross portal shared sleep bonuses addresses this some,)

     

    Adding SB incentives means people just gonna spend more time grinding anyway.. and with the upcoming sleep bonus pool being shared, it would be a bigger problem later just because POK11 and the fact mediation paths are split. Probably something that gets fixed after a meditation rework, a longer term goal.

     

    Would adding an option to offer 4x skillgain at the cost of 4.5x (adjust rate as needed) the sleep bonus rate be healthy? Allows people to drain their sleep bonus quickly and focus on other things. Some abusable things to consider (med ticks).


  11. 8 minutes ago, RainRain said:


    bugged out and they lose a charge extremely quickly (like once per minute or something)

    contact a GM if its about to go back into the ground or something, though it's been reported.

    Was fortunate enough to see it in time and recharge window was in my favor, but definitely scared me and meant I had to have a late night lmao. I didn't see a bug report so wasn't sure if it was intended. Thank you.


  12. Artifacts in the safezone will lose 1 charge every hour till they go back into the ground even when on players. 

     

    @Darklordsis this RL hours or Wurm hours? I had the rod artifact go from "enormous amount power" down to 0 in 2 hours RL on the starter island. Does this artifact lose charges while hunting ? I thought this one lost charges from the "use" function or time. 


  13. The issue isn't the fact he can ride the mount. The issue is it resets all combat. Meaning if he does this every 2-3 seconds no one can land a swing timer.

     

    There is also the added annoyance of he can teleport around in a 3x3 without punishment. He can get 2 tiles of distance in under a second, where you need spend time RELOCATING him and then catching up. It's disorientating.

     

    If combat stayed active you could just sit on the centre tile and wait for the string timer to land providing you have a weapon with range. 

     

    We had one of our players throw their weapon because it was the only "instant" damage we could use.


  14. I just want clarification it is intended before I attempt to commit to grinding it. I'd like to hear the Devs thoughts behind the slower gains so I don't have to assume it's bugged.

     

    Having archery hard does allow people to mess around with different builds without being super punished (dual weapons). 

     

    I also like the idea of having people proficient in archery where you really need to commit to the grind. Like priests you have to sacrifice a lot to have those abilities. 


  15. On 6/30/2020 at 10:32 PM, Darklords said:

     

    • Meditation levels cap out at 9, no scaling sotg.

     

     

    Hi, can somebody clarify what this means please? Wiki suggests SOTG is unlocked at level 7 with a 6% damage reduction to start with and scales up. 

     

    Does this change mean SOTG is still unlocked at level 7 but will stay as a 6% damage reduction no matter what or has the damage reduction been removed completely (what else does this ability do?)? I do not see anything in the post to suggest it's been replaced with anything else.