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Messages - m

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1
Bugs / Re: Fine Silvery Green Amulet Receipe
« on: December 16, 2009, 08:16:34 PM »
Well, if you check his nickname in the game you can clearly see HE IS a jeweller :D

The recipe just needs to be fixed.

It's not just that recipe - the same is the situation with Fine steel ring of regeneration recipe. So it's possible that all regenaration type recipes are bugged right now.

2
Questions / Re: Lets Get this straight
« on: October 22, 2009, 02:02:54 PM »
I'm far below Tier4 but hearing all the arguments and seeng litle stats exmple posted above by Crassus  here are my thoughts.
>>About the vitality now.
>>The Vitality is how much health you have, randomly picking from the first five of betha server:
>>1)health 2257 damage up to 533
>>2)health 2220 damage up to 627
>>3)health 2040 damage up to 508

>>and now a lv 18 hero:
>>health 665 damage up to 40
>>so with simply maths health has a multiplier x3.2 and damage has a multiplier x13.9

I can see that balance is a bit broken. The higher the tier the less is increase in health and the more damage player/monster deals. The ration Health/Damage gets lower and lower. So it is no wonder that Tier4 players die so fast. From the stats above we see that only 4-5 damage ~500 hits are needed to reduce health of 2000+ to zero. So it's a very fast battle of about 3-4 rounds if the're 2 or 3 monsters. Luck plays much higer role here. On the lowere Tiers battles are statistically more balanced because they take longer, can be 20 rounds or more.

I totally agree with this post. I'm one of the cited above players and I can confirm that now luck plays the most important role in each battle because of the ratio health/damage. I have a number of battles against rare mobs (what you called bosses) witch end before it's even my turn to hit, because of the 2 or 3 mobs with range 4 that kill me for the first 4 rounds even though their chances to hit me are 35%. Not to mention battle that I was killed because of a critical even though the mob has a 1% chance for it or the one for last night mob with 9% chance of critical makes 2 critical out of 3hits that he menage. With this examples I'm just trying to prove the previous statement that in a battle this fast luck is more important than anything else.
I can see only one way to decrease the luck factor and that is to return the ratio of health/damage to more normal values. One way to be done is for each lvl up the hero could recieve permenent health points, not distributed by the player but directly added to his hero. Although I'm unsure how this solution will change the balance between the different class of heros, but it's a rough suggestion and it could e worked around.

3
Bugs / Re: Bug in the Battle
« on: October 15, 2009, 01:45:46 PM »
And Thomason you should stop using melee defense position against Sabretooth tigers - they are class archers (noone knows how and why) and this position only adds to the damage they are inflicting on you.

4
Bugs / Re: Bug in the Battle
« on: October 15, 2009, 12:57:12 AM »
I don't agree with you...at least not completely. I guess you talk about the critical chance of rangers. But agility was changed too and it affects warriors a lot because they don't have agility

Some warriors have.  ;)

5
Bugs / Max % evade
« on: September 04, 2009, 12:31:47 AM »
The last time I checked the max evade % was 75, so usualy in the report was shown x/25 hit evaded. The last two days suddenly my hero started to lose a lot more health per battle, but first I thought it was a question of bad luck. But the persistance of this health loss made me open the detailed report today and here is what I saw:
Heretic - Archer doesn't have an opponent, therefore he chooses mmk1. Level difference modifier is 0.3 .
mmk1's block percentage is 30.
Heretic - Archer 51/35 hit evaded.

Even not counting the fact that my hero has almost 2 times more points in agi than is the Heretic-Archer's dexterity, his chance of hiting me should be 30% because of the lvl difference modifier.
So if there isn't some unanounced change in max evade % this should be a bug.
Just to clarify this is not one of the special Heretic-Archers in Far Coast Dark Sea Cult or Neitherlord's Mother.

6
Bugs / Re: Multi-level dungeons
« on: August 24, 2009, 03:38:48 PM »
if you have right then this is not good change. digging without went back to town is good idea but continuously fighting without back to town ruin idea multistage dungeons

Well I think is the first step towards locking the multistages and making them only quest and lvl available. You play in alfa so you know how peinfully boring is to spend all your AP's without a multistage and you wouldn't even think of spending diamonds for additional APs. So this is not such a bad solution to this problem.

7
Bugs / Re: Multi-level dungeons
« on: August 24, 2009, 12:53:42 AM »
Che you are wrong, this is a new feature. Now you can fight/dig continuously (without traveling back to town) in all non multistage dungeons. In the multistages there is no change - when you finish the boss you travel back to the town.

8
Bugs / Re: Golden agate amulet
« on: August 05, 2009, 03:32:12 AM »
Now in the same shop I found a Golden opal ring with worth of 0 gold  :)

Edit: Same thing with Golden fortune ring and Golden warrior's ring. I guess everything golden is cheap  :)

9
Bugs / Golden agate amulet
« on: August 03, 2009, 12:29:57 AM »
Check the price of this amulet - I just bought it from the shop in Great wind for 0 gold and now I can sold it back to the shop for 1 gold. It's kind of cheap for tier 4 amulet, not that it's any good  :)

10
Bugs / Bunar province
« on: July 30, 2009, 05:13:59 AM »
The arrow leading to Great wind is in the south parth of the province and should be on the north part.

And please open up the multistages in alfa cause for few weeks now I haven't found a way to fight in them.
At least in the new province giving the possibility to the players to test them could be beneficiel for finding bugs.

11
Bugs / Re: Multistages in alfa
« on: July 18, 2009, 10:45:07 AM »
multistaged dungeons are unlocked by the story line quest.

Does it mean that if I want to fight in multistage I have to start the story line quest in Hope village?

Edit: I found another new feature of the multistage dungeons:

You are not allowed to fight in this zone, because your level is way too high!

12
Bugs / Re: Multistages in alfa
« on: July 18, 2009, 02:16:33 AM »
I guessed as much, but they shouldn't have started it before the weekend. :'(

But nevermind, let's hope that it makes the game more interesting. :)

13
Bugs / Multistages in alfa
« on: July 18, 2009, 01:36:11 AM »
When I try to fight in a multistage dungeon I get this:

You are not eligible to fight in this zone. You have to accept the quest for it first.
 
Till yesterday I fought there without any problems. And I looked in the tavern there are no quests related to any of the multistaged dungeons in the province.

14
Bugs / Re: Nightlord's Mother dungeon in alfa
« on: July 15, 2009, 06:24:59 PM »
It's an instance.
It's a hard instance.
It's pretty normal for us not to tell you what monsters are lurking in there, because we want all of you to die in misery.
Several times, preferably.
This way your won't gain 30 levels in 2 months and then - you won't whine for new provinces all the time.


Monsters have classes also.
Just like items, they could be rare, legendary and epic...
So...
Good luck to all of you in the Nightlord's Mother
:)

If it's supposed to be so that's ok. But you should also make it worth fighting them and risking to be killed - like a chance of legendary or epic drop and increase the experience gained by them (why not also double  ;) ).

15
Bugs / Nightlord's Mother dungeon in alfa
« on: July 13, 2009, 05:55:48 PM »
1st stage:
Possible enemies :
Grey wolf, Heretic - Archer
Level : 25 - 27
Quantity : Group of 4


Health before battle:300
Spirit before battle:140
Class: Wolves
Level 27
Range: 0
Total Armor: 303
Critical Hit Chance: 5%
Block Chance: 0%
Damage 12.9 - 48.6
 
Health before battle:300
Spirit before battle:330
Class: Humanoids
Level 27
Range:2
Total Armor:303
Critical Hit Chance:5%
Block Chance:0%
Damage 37.8 - 89


5th stage :
Possible enemies :
Grey wolf, Heretic - Archer
Level : 25 - 27
Quantity : Group of 4


Apears to be the same as stage 1, no mentionning about boss or whatever and yet the parameters of the monsters are quite different. They appear to be almost 2 times stronger even though they are 1 lvl below my previous example.


Health before battle: 580
Spirit before battle: 270
Class: Wolves
Level 26
Range: 0
Total Armor: 551
Critical Hit Chance: 10%
Block Chance: 0%
Damage 23.5 - 88.1


Health before battle: 580
Spirit before battle: 640
Class: Humanoids
Level 26
Range: 4
Total Armor: 551
Critical Hit Chance: 10%
Block Chance: 0%
Damage 68.5 - 161.5

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