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Messages - stud

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1
Suggestions / Re: ok, seriously now...
« on: April 18, 2009, 06:22:44 PM »
i thing all is ok.

1st we havent all futures yet, but after 3 days we have 7th level.
2nd in one day (24 AP) we can craft 3 pcs weapon, armour or other items and we know recipes on tier 1 by now. should we see what happened when we reach 100 points of crafting? then we will be make more resources from raw material and sometime rare items.

8)

EDIT: to not spam, crafting item take 1 AP, info when U chose item to craft is how much crafting point U gain after crafting this item 8)


EDIT: for me should be some kind points like crafting point, which give bonus to good diggers 8)

u can craft maybe 3 pcs of weapon per day, but that`s only if u do the mos simple one. what will happen when we reach higher tiers, and need more material for higher stuff? i suppose at tier 5, it`ll take u min 1 week to make sth :)

but i like the idea with crafting points.. maybe it could be done like a skill, which u improve when using skill points after a level-up, which gives you certain amount of CP per hour  :-\


I think we need to see the game more completed first; for instance, one of the very first impressions me and others had was "there's not much to do before level 5, we want quests" - but this is apparently in the planning, so.


I do agree that AP for crafting is quite prohibitive at the moment. At very least mass crafting should take less time. I'd also suggest items that increase AP regeneration, as well as new "Crafting Points" that would also regenerate and would be used first for crafting - AP would be used only when you're out of crafting points.
BTW I'm pretty sure the dagger takes 3 AP to craft, so it's 2 AP more than you said.

Another beef is with balance and quality of crafted items.
Quality: It stands to reason that the quality of items you can make will get better with time; also that possibly you will have a chance of crafting a slightly better item than the basic one the recipe offers, with the chance depending on your skill. The crafting screen should show you the possible outcomes and their chances.
Balance: A jeweler can use 2 copper to make a ring that gives +2 vitality. Or they can use 2 copper plus a gem to make one that gives only +10 health, which is either x2 or x4 worse than the cheaper ring, depending on your class, but in any case it's just plain not as good. This calls for re-balancing.

An amulet that gives me +1 AP per day, now that I'd toil for.


totaly agree with u :)

2
Suggestions / Re: ok, seriously now...
« on: April 18, 2009, 05:00:31 PM »
ok, i`ll go first  ;D

AP takes long time to generate, so i think it would be better when we`re processing several raw materials into a real ingredient to lose only 1 AP, also applies when crafting several types of the same item...

just to craft 1 simple copper dagger u need 8 or 9 AP (2-3 AP (depending on ur luck) to gather 6 Copper Ore, 1 AP to gather 1 Coal, 3 AP to craft 3 Copper Ingot + 1 AP to gather 1 Soft Sharpening Stone + 1 AP to craft the dagger)

or maybe we could have 0.5 AP (u`d lose 0.5 AP when digging resources but 1 AP when attacking). or just double the speed of AP generation ;D

so, what do u guys think?

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Suggestions / ok, seriously now...
« on: April 18, 2009, 04:44:15 PM »
dunno if we already have some topic like this, if we do, i missed it, and let some mode close this one.... ::)


so, the point of this topic is that, since there`s so many topics with remarks, praise and different impressions, that we put it all in one place, so that it`s easier for game admins to get our thoughts on the matter.....

the rules of the topic are:

1. this is strictly seriously topic, so no spam whatsoever i know it`s hard, but try to control urself ;D

2. everyone can post his/her remarks here, but need it needs to include a valid reason why he/she doesn`t like sth, or would like to see it changed

3. after that all are invited to comment on the subject, and to vote if they think the request is valid or it`s ok the way it is, and it doesn`t need to be changed...

4. at the end of the week, i`ll sum all the votes for all discussions, and post it in a new topic, where there`ll be only the results from this one... and if some proposition gets enough votes, admins can decide if they want it changed or not...

i think this way, we`ll be more effective in evaluating the game, `cause it`s creating less traffic and unwanted spam material and it`s easier to track than hundreds of different topics...

hope you`ll go along with this  :D

4
Questions / Re: statistics
« on: April 15, 2009, 01:08:01 PM »
yup  :D

5
Questions / Re: statistics
« on: April 15, 2009, 01:05:51 PM »
37   Hiske       2    144   Send Message | Start trade  :P

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Questions / Re: the end?
« on: April 15, 2009, 01:03:26 PM »
me like dragonz  ;D

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Questions / Re: the end?
« on: April 15, 2009, 12:59:32 PM »
me agrees ;D

8
Questions / Re: Fights
« on: April 15, 2009, 12:51:41 PM »
When you kill 100 monsters of a KIND, you get damage bonus fighting with this KIND of monsters.
The weapon doesn't matter.
It's something like a "Wolves Slayer Bonus".

then why do we have these weapon statistics then>

Weapons
One-hand swords    6 / 100

Two-hand swords    0 / 100

Daggers    0 / 100

Maces    0 / 100

Axes    0 / 100

Spears    0 / 100

Warhammers    0 / 100

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Questions / Re: Fights
« on: April 15, 2009, 12:39:42 PM »
2. "Monster kills adds 0% damage" means that if you kill 100 monsters of this kind, you will receive bonus to damage when fighting them. Check Hero -> Statistics.

i suppose than if i kill 100 monsters with the same kind of a weapon, i`ll get a bonus while using that weapon?

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