Posted December 22, 2015 Aye home servers enjoy some degree of protection. The whole balance between risk and reward. 2 Share this post Link to post Share on other sites
Posted December 23, 2015 On 12/22/2015 at 10:39 PM, MrGARY said: well that's the thing you're on a home server, but should be incentivized to be on Elevation Sorry Gary I disagree! I am not an avid PvPer so why should I be on Elevation? The disparity that exists right now between The Moon metal decked out guys with there tomes and playergod spell combinations can farm the home servers at will outnumbered 3 to 1 with the home server debuff.... The debuff no longer even matters these days as the outrageous gear and goodies the elevation types have aquired makes it impossible to defend ourselves.... So yes I think its high time the Home servers get more access to moon metals... and this sounds like a great way to do it! Share this post Link to post Share on other sites
Posted December 23, 2015 On 10/12/2015 at 4:10 PM, Warlander said: Like some of you seen already, hell hounds are more balanced now by dropping charcoal and already cooked meat. What other mobs changes would you like to see in order to make hunting/fighting more enjoyable? Warlander, I've just been digging though suggestions and ideas for an old thread. How about the hunting server? The thread was created 2 years ago and still has massive popularity, yet it has never been implemented. Even after 457 people voted for it. Of which 64% of people voted yes to it. http://forum.wurmonline.com/index.php?/topic/74748-hunting-server/#comment-739003 1 Share this post Link to post Share on other sites
Posted December 23, 2015 On 12/14/2015 at 9:41 AM, enoofu said: Remove the ability for Templars to attack Hell horses on freedom Brand them. Share this post Link to post Share on other sites
Posted December 23, 2015 5 hours ago, Audrel said: Brand them. I know of a relatively new player who was helping a friend and had just bought four hell horses and they were hitched (he had not branded them yet as he was trying to play game and i guess he did not have time to ride 45 minutes home to stick iron to them), he had to go afk and did not realize he was parked in corner of one of the giant piece of crap abandoned noob deeds that no one has been at in months. When he returned all four were dead from the one Templar that no one had even noticed was around and i guess the new player did not notice the Templar's threats or maybe he "had" to go afk. Hell horses are pretty much harmless and Templar managed to kill all four without any problem. Yes it was the player's fault, but why are templars worried about something that is hitched anyway, if they were not nearly harmless to begin with they certainly are harmless hitched (unless you are a moron and stand there). If Templars can attack animals that we own (maybe not branded yet) then we should be able to kill Templars. There is one in particular who has called my animals names and rudely threatened young hell horses (probably damaging their fragile ego at that age) that i would love to kill a few times. 1 Share this post Link to post Share on other sites
Posted December 23, 2015 True enough, Cleric. You do have to be home to brand. I lost my pair to guards. They made quick work of them, to be sure. They killed them faster than they could kill a spider. Share this post Link to post Share on other sites
Posted December 23, 2015 On 10/12/2015 at 6:53 PM, Amadee said: I'd definitely like to see some improvement to trolls. Something, anything, to somewhat offset the horrendous wear and tear they inflict on armor and shields. I've started ignoring them when possible because they're just not worth it. Trolls are great for archery practice. Use a longbow and shoot them from a distance of at least 10 tiles. When I used to do this they would usually stand completely still while being shot at or maybe just walk a few tiles back and forth and would take ~10 50ql war arrows before dying. If I was closer than 10 tiles they would immediately come at me when hit, so just stay at 10+ tiles away. Share this post Link to post Share on other sites
Posted December 23, 2015 Number one problem here in my book is that we have no way to create 100% safe passage routs. I'd fix this by entertaining ideas like: mobs can't target players on roads, tower guards on freedom instantly teleport to mobs and wizkill them, unique avoid deeds and are peaceful. Share this post Link to post Share on other sites
Posted December 27, 2015 On 20/12/2015 at 7:42 AM, sulfurblade said: No I don't think this is crazy talk at all.... Yeah a Random possibility of some moon metal off something like a troll would be great for the Home servers! With the huge gear disparity that exists a way for Home servers to get moon metal sounds very welcome! It will create a huge imballance to let a low tier mob drop the highest tier metal. Share this post Link to post Share on other sites
Posted December 27, 2015 3 hours ago, Mith said: It will create a huge imballance to let a low tier mob drop the highest tier metal. First off a Troll is a low tier mob? Its the top mob as valeri's and uniques are a whole nother ball game! You don't have every troll drop it you have it have a chance to drop it! Valeri mobs like Sol Demons / Deathcrawlers are far easier then a trolls and you can get Seryll off of them! Heck I would be open to simply moving seryl to trolls and moonmetal to valeri mobs.... Share this post Link to post Share on other sites
Posted December 27, 2015 Looks like a lot of people want an easy button so they can kill everything without dying, a super drop button so great loot is dropped and a 'I'm stupid' button so their stupid mistakes don't cost them. So I guess the best balance would be an 'Easy/GoodDrop/I'mStupid button all wrapped up into one because looks like most don't really care about balance. Share this post Link to post Share on other sites
Posted January 2, 2016 Creatures you say? When you are done tweaking, please have a look at this: Domesticated] trait. Move cows about more for less packing. (Attempts and changes seem to have been made.) Fix NE corner of field gathering bug Names for all domesticated animals. Can not target the horse you are riding. (Implemented) Horse health bar. Allow newbies to hitch a cow to a small cart and lead it. Pretty pretty please!!! This would be so cute!!! Bridles actually improve turning circles (and maybe reversing?) (Better idea : used to lead animals now.) Saddles, barding, shoes for cows and bulls - war-cow!!! Animals being lead clip through houses. Pops out if left as a surprise. (Pass door flag) Share this post Link to post Share on other sites
Posted January 2, 2016 Sorry, but it all is a nothing but a useless crap for a game. We want things like pauldrons, cave beds and crossbows, please Share this post Link to post Share on other sites
Posted January 4, 2016 On 27/12/2015 at 1:33 PM, sulfurblade said: First off a Troll is a low tier mob? yes valeri's and uniques are a whole nother ball game! Exactly, so is the space metal. Share this post Link to post Share on other sites
Posted January 4, 2016 > make hits to certain body parts actually have (more of) an effect (ie. shooting deer in legs slows it down so it runs away slower) > add a slope cap to prevent mobs on cliffs / steep slopes > limit stamina on non-ridden, non-hitched creatures and on any creatures in combat > cap the stun duration and add a cool down for stuns from Valrei creatures > fix getting thrown off horses so it doesn't make your horse unrideable until next server restart (or remove throwing by Valrei mobs) > make shield bashing viable against mobs (longer stuns) > buff FS gains from trolls - bison are actually better for FS gain because they aren't dangerous, don't rek your gear, and are easier to kill > fix archery (both PvE and PvP, as requested in countless other threads - revert to pre-Sept. 11, 2014) > implement some system to increase shield skill gain in actual combat (as opposed to slapping horses) > give seals back their 2x 15kg hides > more interesting loot drops from creatures to create incentive to hunt certain mobs > allow imping of troll clubs > make dual wield viable > add some reason to actually use hunting arrows > overall, give more reason for the player to think about his / her moves, not just push buttons and know ahead of time whether the given situation definitely can or cannot be won some other more complicated stuff: > goblins used to loot weapons they found, but the functionality was bugged - consider fixing and re-adding this > improve creature AI on some higher tier creatures (or make new creatures) > allow some creatures to hunt / fight in groups (higher level AI, not the simple trolls following troll king thing that we already have) > allow for some creatures to form a little camp or settlement that can be raided by a group of players (can't be done alone - group activity) please keep in mind that PvE stands for player versus environment, thus strongly implying the existence of a conflict - there should be different tiers of difficulty, but there still needs to be some danger to create unpredictable and unique experiences 2 Share this post Link to post Share on other sites
Posted January 4, 2016 On 23/12/2015 at 0:22 AM, joedobo said: Number one problem here in my book is that we have no way to create 100% safe passage routs. I'd fix this by entertaining ideas like: mobs can't target players on roads, tower guards on freedom instantly teleport to mobs and wizkill them, unique avoid deeds and are peaceful. How about some big fluffy underpants that inflate whenever you would take fall damage? Or maybe we should just make everyone invulnerable to any sort of damage and give them a wizzkill stick? Maybe we could even get rid of mobs entirely. Share this post Link to post Share on other sites