Are there situations wherein people can steal/reuse/abuse artifact recall? Like using a pet to send someone a cubix then recall as soon as they use it (or an ice wand or whatever else)? What about situations where someone has an artifact taken, via theft or disarm (I feel like this was changed except maybe for Raziela) - do you think in those situations it would be unfair for someone to instantly recall it?
I've always wondered what kind of negative/"abusive" results could come about from instantly resetting all of your artifacts.
What about situations wherein you give someone an item like a bubblix, force them to use it, then instantly recall it - stranding them on the bubble?
possible, yes. Likely, no.
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
I just had a thought...different sorts of mottoes. Not everyone is filled with proud joy; some people have had their worldviews beaten into them, or are brash and resolute about them. An example:
SET ASSURED MOTTO Never challenge a Sicilian when death is on the line You give a cocky nod as you declare, "Never challenge a Sicilian when death is on the line!" SET DESPONDENT MOTTO Don't go to the Earth Plane Your shoulders slump and you despondently remark, "Don't go to the Earth Plane." SET FERVENT MOTTO Have faith in the Light! You turn your gaze heavenward, feeling inspired to quip, "Have faith in the Light!" SET GRIM MOTTO The Demon Lords will rule all You harden your features and grimly intone, "The Demon Lords will rule all."
Maybe even for warcries, too: SET FACADE WARCRY Um, here I go! In an attempt to dispel doubt and inspire confidence, you cry, "Um, here I go!" SET RAVENOUS WARCRY More meat for the dogs! Working yourself into a bloodlust, you roar furiously, "More meat for the dogs!"
Edited to change the syntax so that they wouldn't come out "The Demon lords will rule all GRIM".
The Necromentate's mind opens to you, and a grotesque, demonic figure appears in your mind's eye, screaming in torment: "THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora. A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all! Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.
Edit: Took out the image since it was big and rather useless after Valen's edit.
The Necromentate's mind opens to you, and a grotesque, demonic figure appears in your mind's eye, screaming in torment: "THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora. A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all! Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.
(Erm, there's a smiley dropdown on the upper right of the comment box.)
Yeah, I've been told that before...but still don't see it :C
Clearly you didn't read my follow-up post, but moving on.
Is there any way it'd be possible to still interact with vials dependent on fluids when they're linked to the liquidrift? I understand this would probably be a pain when it comes to artifact vials, but I'm juuust curious.
Crumkane, Lord of Epicurean Delights says, "WAS IT INDEED ON FIRE, ERITHEYL."
-
With a deep reverb, Contemptible Sutekh says, "CEASE YOUR INFERNAL ENERGY, ERITHEYL."
While I understand the intention of guards it is in places they are very poor additions. For example grey moors was a low to mid level bashing area, but spawning 3 guards when you attack gets you killed. Kephera, very similar problem where you end up with starting at 4 and getting to 8 or 9 in some instances before the main mobs have died. In groups it is not always reasonable to walk out.
Related, or perhaps a main part of the issue. Guards appear to summon based on hitting at a certain point on a chance. For a monk that means 1 kata form can cause one mob to spawn 3 guards. I do not know if this is true for other classes but could be part of the problem for my novices. Should I bug this?
While I understand the intention of guards it is in places they are very poor additions. For example grey moors was a low to mid level bashing area, but spawning 3 guards when you attack gets you killed. Kephera, very similar problem where you end up with starting at 4 and getting to 8 or 9 in some instances before the main mobs have died. In groups it is not always reasonable to walk out.
Related, or perhaps a main part of the issue. Guards appear to summon based on hitting at a certain point on a chance. For a monk that means 1 kata form can cause one mob to spawn 3 guards. I do not know if this is true for other classes but could be part of the problem for my novices. Should I bug this?
I'm somewhat mixed on this. On the one hand, it makes some areas much more unreliable (i.e. Grey Moors, which if no guards are spawned is a low-midbie area, but if you spawn three guards it immediately makes it much harder), but on the other, there are many alternatives that don't spawn guards (rocs, the desert, the Inner Sea, mountains, etc) so it's not like there's a shortage. I wouldn't exactly mourn to see the guards adjusted though.
And re: guard summoning, it doesn't quite work like that. Each kata attack has a chance to spawn one guard, but normal attacks have a chance to spawn 1-3 guards. So in that sense, they're somewhat equal (at least at first glance; I don't know how the formula looks underneath, so I'm not sure if monks have a higher chance to spawn three guards than normal attacks).
Librarians should have a very short grace period after archiving a book where they can remove it or change it from Scholarly to Literary (/vice versa).
I appreciate that allowing us to remove books at any time would be subject to much abuse, and that's fine. But generally it's noticeable straight away if, for example, I read the wrong ID and just archived totally the wrong book - or I typed literary instead of scholarly because I wasn't thinking. I would like to be able to fix my stupidity myself rather than having to bug/issue/whatever every time I make a silly screwup.
Obviously the other solution is not to screw up, which I would like to think I endeavour to do - but everyone has bad days. Anyway, I'd like to be less of a nuisance, basically.
Librarians should have a very short grace period after archiving a book where they can remove it or change it from Scholarly to Literary (/vice versa).
I appreciate that allowing us to remove books at any time would be subject to much abuse, and that's fine. But generally it's noticeable straight away if, for example, I read the wrong ID and just archived totally the wrong book - or I typed literary instead of scholarly because I wasn't thinking. I would like to be able to fix my stupidity myself rather than having to bug/issue/whatever every time I make a silly screwup.
Obviously the other solution is not to screw up, which I would like to think I endeavour to do - but everyone has bad days. Anyway, I'd like to be less of a nuisance, basically.
We don't mind helping out! Library changes aren't really simple for us to do, however. When I brought it up a couple of days ago, Eventru just laughed at me. I'm not saying it won't ever be changed, but it isn't quite as simple as it looks on the surface.
We don't mind helping out! Library changes aren't really simple for us to do, however. When I brought it up a couple of days ago, Eventru just laughed at me. I'm not saying it won't ever be changed, but it isn't quite as simple as it looks on the surface.
That's understandable, if a little sad. Thanks for the reply though! And um...the fixing of my fails >.>
Another thing that would be good (and I'm sure has been mentioned before) is if BROWSE listed things from newest to oldest, not oldest to newest.
Sparring dummy that allows you to test out equipment and skills on. Gives you an ingame print out of attacks given and damage done with each attack. Has a list of class types to choose from, to test your defenses against.
The second function could maybe cost power? or something?
Sparring dummy that allows you to test out equipment and skills on. Gives you an ingame print out of attacks given and damage done with each attack. Has a list of class types to choose from, to test your defenses against.
The second function could maybe cost power? or something?
Anything like this has been shot down for a number of reasons. Would have been cool though.
While the same might not be said for its master, vigilant beasts are smart and deft enough to never run into cows or sheep on the Basin's roads.
For Training: Syntax: BEAST TRAIN VIGILANCE Prerequisite: mount Type: Body Trains: 30
A really early skill just for utility. Pretty simple, thought it was worth mentioning. Could use a better name, though.
The Necromentate's mind opens to you, and a grotesque, demonic figure appears in your mind's eye, screaming in torment: "THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora. A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all! Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.
From my perspective, their cost is a little out of whack. Not sure if that is also tied to the fact they were first an auction item.
Well, consider any artifact that gives weather guard (which is both runes plus wind resistance) would probably be at least three times the cost of the summer or winter runes.
Weatherguard does a little more than just the runes+wind resistance (though, iirc it's not resistance to wind slowing, just resistance to other wind effects), but the other effects are negligible.
EDIT: But yeah, the weather runes are incredibly overpriced.
While I understand the intention of guards it is in places they are very poor additions. For example grey moors was a low to mid level bashing area, but spawning 3 guards when you attack gets you killed. Kephera, very similar problem where you end up with starting at 4 and getting to 8 or 9 in some instances before the main mobs have died. In groups it is not always reasonable to walk out.
Related, or perhaps a main part of the issue. Guards appear to summon based on hitting at a certain point on a chance. For a monk that means 1 kata form can cause one mob to spawn 3 guards. I do not know if this is true for other classes but could be part of the problem for my novices. Should I bug this?
I'm somewhat mixed on this. On the one hand, it makes some areas much more unreliable (i.e. Grey Moors, which if no guards are spawned is a low-midbie area, but if you spawn three guards it immediately makes it much harder), but on the other, there are many alternatives that don't spawn guards (rocs, the desert, the Inner Sea, mountains, etc) so it's not like there's a shortage. I wouldn't exactly mourn to see the guards adjusted though.
And re: guard summoning, it doesn't quite work like that. Each kata attack has a chance to spawn one guard, but normal attacks have a chance to spawn 1-3 guards. So in that sense, they're somewhat equal (at least at first glance; I don't know how the formula looks underneath, so I'm not sure if monks have a higher chance to spawn three guards than normal attacks).
I actually went and hit things till multiple guards showed up in one combo to double check if this was a monk specific issue or was a general one, and it was general.
Why were guards added in the Moors again? This area had to have loyalty added for guards, it was not previously a loyal area. To my knowledge this is not an open PK area still for enemies, it was just for guards. Can this status be removed? Kephera are a pain but seem more intended to be grouped anyway.
Alternatively or perhaps additionally, can we examine number of guards spawning based on mob level? So lower level areas can never spawn 3, with a low chance of spawning 2? This would help cut back on novice deaths.
Disclaimer: This change is basically moot for me. I am a demigod artifact wielding monk, I see gorgogs spawn guards and cheer for the extra gold. This change is not aimed at me, I have not hunted moors in some time. But I do listen to my novices when they complain about random deaths because a whole bunch of mobs suddenly show up.
While I understand the intention of guards it is in places they are very poor additions. For example grey moors was a low to mid level bashing area, but spawning 3 guards when you attack gets you killed. Kephera, very similar problem where you end up with starting at 4 and getting to 8 or 9 in some instances before the main mobs have died. In groups it is not always reasonable to walk out.
Related, or perhaps a main part of the issue. Guards appear to summon based on hitting at a certain point on a chance. For a monk that means 1 kata form can cause one mob to spawn 3 guards. I do not know if this is true for other classes but could be part of the problem for my novices. Should I bug this?
I'm somewhat mixed on this. On the one hand, it makes some areas much more unreliable (i.e. Grey Moors, which if no guards are spawned is a low-midbie area, but if you spawn three guards it immediately makes it much harder), but on the other, there are many alternatives that don't spawn guards (rocs, the desert, the Inner Sea, mountains, etc) so it's not like there's a shortage. I wouldn't exactly mourn to see the guards adjusted though.
And re: guard summoning, it doesn't quite work like that. Each kata attack has a chance to spawn one guard, but normal attacks have a chance to spawn 1-3 guards. So in that sense, they're somewhat equal (at least at first glance; I don't know how the formula looks underneath, so I'm not sure if monks have a higher chance to spawn three guards than normal attacks).
I actually went and hit things till multiple guards showed up in one combo to double check if this was a monk specific issue or was a general one, and it was general.
Why were guards added in the Moors again? This area had to have loyalty added for guards, it was not previously a loyal area. To my knowledge this is not an open PK area still for enemies, it was just for guards. Can this status be removed? Kephera are a pain but seem more intended to be grouped anyway.
Alternatively or perhaps additionally, can we examine number of guards spawning based on mob level? So lower level areas can never spawn 3, with a low chance of spawning 2? This would help cut back on novice deaths.
Disclaimer: This change is basically moot for me. I am a demigod artifact wielding monk, I see gorgogs spawn guards and cheer for the extra gold. This change is not aimed at me, I have not hunted moors in some time. But I do listen to my novices when they complain about random deaths because a whole bunch of mobs suddenly show up.
Actually, it was never intended for them NOT to be loyal. It was only because it hadn't been loyal for so long that they weren't given loyal territories (which would make bashing them place you in enemy territory). By and large, sentient denizens in groups of that nature should and will be loyal to each other, and usually have an area as well. Especially on prime. The moors are certainly the exception, not the rule (and we can always fix that, so there isn't an exception!).
The moors certainly are not an area that is meant for the 50s-60s that they used to be before loyalty and guards. 70 is the minimum for most guilds, with maybe the knights (or those who choose tanky races) being able to tackle them at 60.
Monks certainly do have a higher chance to spawn guards, though. I'm going by anecdotal experience, but any single hit has a chance to spawn 1-3 guards, whether it's a monk punch or a mage staff. Every mob, however, can only spawn guards once. I might be wrong about this, though, but that's what I've observed in all my time bashing. It might be nice for the newbies if each monk hit's chance to spawn guards could be lowered ala the chance to fire psiarmour etc.
It was sad that the most lucrative places for gold bashing are getting pushed higher and higher out of reach of newbies when guards were put in, and I was pretty depressed about it when guards came out (though I was ecstatic about it for myself) but I've long since come to the conclusion that this game isn't meant to be newbie friendly. I'm resisting the urge to tell newbies who confide to me they don't intend to or don't have the means to buy credits to just give up playing, only because I realise I also don't care about them enough to save them the trouble of trying.
Would it be possible to get a display of overkill damage when you hit 0hp? Currently the game just shows you how many HP you lost and not how much extra would have saved you.
The divine voice
of Avechna, the Avenger reverberates powerfully, "Congratulations,
Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
a simple syntax for checking your power usage made available to everyone. It shows how much you've used this weave balanced against what you've contributed.
a simple syntax for checking your power usage made available to everyone. It shows how much you've used this weave balanced against what you've contributed.
Thing is, power is easily gotten from other sources than just the Nexus, so it wouldn't be very accurate at all. I haven't drawn power in quite some time, but use it fairly regularly.
Comments
An example:
SET ASSURED MOTTO Never challenge a Sicilian when death is on the line
You give a cocky nod as you declare, "Never challenge a Sicilian when death is on the line!"
SET DESPONDENT MOTTO Don't go to the Earth Plane
Your shoulders slump and you despondently remark, "Don't go to the Earth Plane."
SET FERVENT MOTTO Have faith in the Light!
You turn your gaze heavenward, feeling inspired to quip, "Have faith in the Light!"
SET GRIM MOTTO The Demon Lords will rule all
You harden your features and grimly intone, "The Demon Lords will rule all."
Maybe even for warcries, too:
SET FACADE WARCRY Um, here I go!
In an attempt to dispel doubt and inspire confidence, you cry, "Um, here I go!"
SET RAVENOUS WARCRY More meat for the dogs!
Working yourself into a bloodlust, you roar furiously, "More meat for the dogs!"
Edited to change the syntax so that they wouldn't come out "The Demon lords will rule all GRIM".
"THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora.
A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all!
Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.
"THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora.
A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all!
Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.
-
While I understand the intention of guards it is in places they are very poor additions. For example grey moors was a low to mid level bashing area, but spawning 3 guards when you attack gets you killed. Kephera, very similar problem where you end up with starting at 4 and getting to 8 or 9 in some instances before the main mobs have died. In groups it is not always reasonable to walk out.
Related, or perhaps a main part of the issue. Guards appear to summon based on hitting at a certain point on a chance. For a monk that means 1 kata form can cause one mob to spawn 3 guards. I do not know if this is true for other classes but could be part of the problem for my novices. Should I bug this?
And re: guard summoning, it doesn't quite work like that. Each kata attack has a chance to spawn one guard, but normal attacks have a chance to spawn 1-3 guards. So in that sense, they're somewhat equal (at least at first glance; I don't know how the formula looks underneath, so I'm not sure if monks have a higher chance to spawn three guards than normal attacks).
While the same might not be said for its master, vigilant beasts are smart and deft enough to never run into cows or sheep on the Basin's roads.
For Training:
Syntax: BEAST TRAIN VIGILANCE
Prerequisite: mount
Type: Body
Trains: 30
A really early skill just for utility. Pretty simple, thought it was worth mentioning. Could use a better name, though.
"THE DEMON LORDS CAN NEVER TRULY BE KILLED - GREAT IS THEIR POWER."
You shock a platinum-coloured geomycus with tales of terror bestowed on villages who don't follow Magnagora.
A platinum-coloured geomycus slaps her knee and declares that, by the gods, Ptoma Hive should follow the Grand Empire of Magnagora after all!
Shouts rise up from Ptoma Hive, as its denizens loudly pledge themselves to the Grand Empire of Magnagora.
Not sure how helpful weatherguard in Shamanism is, but perhaps we get a dingbat artifact with same effect?
From my perspective, their cost is a little out of whack. Not sure if that is also tied to the fact they were first an auction item.
Well, consider any artifact that gives weather guard (which is both runes plus wind resistance) would probably be at least three times the cost of the summer or winter runes.
I actually went and hit things till multiple guards showed up in one combo to double check if this was a monk specific issue or was a general one, and it was general.
Why were guards added in the Moors again? This area had to have loyalty added for guards, it was not previously a loyal area. To my knowledge this is not an open PK area still for enemies, it was just for guards. Can this status be removed? Kephera are a pain but seem more intended to be grouped anyway.
Alternatively or perhaps additionally, can we examine number of guards spawning based on mob level? So lower level areas can never spawn 3, with a low chance of spawning 2? This would help cut back on novice deaths.
Disclaimer: This change is basically moot for me. I am a demigod artifact wielding monk, I see gorgogs spawn guards and cheer for the extra gold. This change is not aimed at me, I have not hunted moors in some time. But I do listen to my novices when they complain about random deaths because a whole bunch of mobs suddenly show up.
Monks certainly do have a higher chance to spawn guards, though. I'm going by anecdotal experience, but any single hit has a chance to spawn 1-3 guards, whether it's a monk punch or a mage staff. Every mob, however, can only spawn guards once. I might be wrong about this, though, but that's what I've observed in all my time bashing. It might be nice for the newbies if each monk hit's chance to spawn guards could be lowered ala the chance to fire psiarmour etc.
It was sad that the most lucrative places for gold bashing are getting pushed higher and higher out of reach of newbies when guards were put in, and I was pretty depressed about it when guards came out (though I was ecstatic about it for myself) but I've long since come to the conclusion that this game isn't meant to be newbie friendly. I'm resisting the urge to tell newbies who confide to me they don't intend to or don't have the means to buy credits to just give up playing, only because I realise I also don't care about them enough to save them the trouble of trying.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!