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Messages - Jago

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16
General Talk / Re: the new rule on the recipes...
« on: July 07, 2010, 11:25:08 AM »
After some thought  it is a positive change (so finally the guild stash will be cleared of the tons of recipes).

My real problem is that the change was hidden in the midst of the "Summer goodies" message and that I hadn't notice on first reading.

17
Yes it's against the gems production-destruction, but it's not against the bones production-distraction. As you know bones are produced by thousands from the tanners when they kill turtles or bulls, and there are missions at dungeons with such beasts so they benefit are much for gathering them.
As you said why not to touch the destruction (need) of gems, they did it with the bones, they will see what is more profitable for their goal and perhaps they change the rules and for the other, the same way.

PS. when you there is no reply between your posts or a day have past, you can edit your last post to add something, double posting doesn't look nice... :)


second PS. Do not know why but the truth is that tanners are treated somewhat better than the other professions... perhaps when the game start tanners where to much imbalanced, and still trying to fix it...

- Reply to PS: it was intended as a shout and was strongly removed from the topic of the precedent post, so I made a new post on purpose, with the red text to add to the shout port.  Adding it to the precedent post would have drowned all the other text.

- Re to second PS: more than "better" tanners are treated very differently, especially with the "you will gather less resources as you rise in level" factor. 

As I said in a old post I would prefer a "trapper" part to the tanner profession, where you use AP and time to set traps and where you don't get pelts as a byproduct of killing animals in combat.
I know that homogenizing gathering methods will make the game poorer but balancing them will be easier.

- bone use in jewellery: my problem is that the bones haven't been added, but have substituted some gem that was used before by the same recipe. (AFAIK)

I don't see why people are so obsessed with Light Leather, when it is only used in special occasions (such as a crafting quest) and it is basicly an expense to everyone (even tanners themselves).

My miner/armorsmith regularly get quests requiring light leather;
she regularly get Tavern mission offers requiring light leather (not that she will do them, but maybe she would do some mission requiring copper to rise the production skill [making some crafting mission that require same level recipes will be a positive move, if the offered price is in the same range of what you can get from the NPC stores]);
several of my good armour and weapon recipes require light leather.

So there is a constant demand for light leather at least till tier 3 (and I have heard that even tier 4+ recipes require it). At the same time light hides are produced with some efficiency by characters between level 5 (minimum level to get a profession) and 7 (hardest level of tier 1 animal in the current dungeons). Constant demand and low production, perfect recipe for high prices, but low profits as very few crafted items pay back the material used to craft them.

But I think that's because of the fact that too many gems are awarded as storyline quests rewards (got around 25 pearls in total I think).

I agree.

P.S.: I wouldn't call this change "nerfing". I don't know about gemcutters, but a sane tanner would never use a diamond-tool to process leather... Spend 50 diamonds to create 150 more leather and sell it for a total of 300k gold (=less than 3 diamonds). I, as tanner, haven't yet sold a single Very Heavy Leather, despite their "high" price (high... Steel Ingot price is 17k...) because I need them for my crafts, since ~10 pieces are needed for each item. Bottom line, zero profit. People should really stop thinking of tanning as overpowered...

Again, agreed.  But I am regularly using the non-consumable hammer. it give a small but significant bonus.

I have 1 tanner supplying 3 crafters (not that the jeweller did use any of his  products before the last change) and I have brutally farmed the pelt generating locations to gather as much hides as possible, even if I had accessible locations giving better XP or item rewards.


18
Crafted light bones for some of the higher level tier 3 amulets and rings?

And some of them not using gems?

When was it implemented?

And it is not against the idea that there are too many gems produced and not enough used?


19
As I did say, the problem with gemcutters is that they gather tier 1 uncut gems when in reality trying to gather same tiers gems (and honestly I think that gathering tier 2 gems in a tier 3 location is wrong).

I think that part of the problem is that you are trying to change only the production part of the equation without touching the consumption part.

Maybe you can modify the multiple characteristic items  so that they require a same tier gem plus 1 gem of tier 1 for the secondary characteristic. Or simply add more jewelers recipes using gems as, in the tiers I have done so far, there is a lower quantity of recipes than in other professions.

And please, very please, add a harder tier 1 dungeon with animals dropping light hides. From what I recall even with tier 1 characters gathering light hides is difficult and as soon as you hit tier 2 it is impossible.

Picking up a old suggestion of mine, you could add a herbalist profession and add to the woodcutter the capacity to gather herbs too (so you will have 4 gathering professions and 4 profession doing a final product.

The herbalist [or alchemist] would produce potions using herbs and gems. So another way to use gems.
Make him produce multiple potions for each attempt and balance the quantity produced (against the NPC prices)  so that they reflect the price you want for cut gems.
Rainbow potions will require all kinds of gems and he will not be capable of producing potions that require diamonds to purchase them (or they will require ungodly amounts of materials,a s you prefer).






20
Then you are not considering the effect of production on material consumption:

my weaponsmith/carpenter has constructed hundreds of single long bows and Yew longs bows to get the last 10 crafting points to be capable of producing Epic tier 3 weapons. It is a system requiring a limited number of AP to gather the resource and the production is fast enough.
That way it has burned some thousand units of crafted yew.

Where is the option for my jeweler/gemcutter to do the same?
I should purchase silver ingots to build the items in the simple recipes, I will not use gems as the low level recipes don't use them and I will consume to much money to make it worthwile to push for the epic items.

To suggest a possible solution for gemcutters: add ioun stones (the name is not a copyright of TSR/Wizard of the Coast, the were created by Jack Vance in the Dying  Earth series of novels), items that use a neck slot and require only gems to craft.

Make them  low power, level x0-x4, and fast producing.
Each tier of jeweler from 2 to 6 will have use a kind of tier one gem for the process.

Gemcutters will burn tons of stones to produce them and increase the crafting tier.




 

21
   
Quote
Quote
Quote from: Jago on Today at 01:13:17 PM
"Stone Cutter and Tanner Nerfing     2010-06-29 13:08:56
As of today, June 29th, 2010 the crafting tool bonus for Stone Cutter and Tanner for processing raw resources will be halved. Legendary Tools will now give 25% and Rare - 15%"


Someone can explain the reason behind such nerfing?

Stone cutters and Tanner  already don't have items giving a bonus to the harvesting of resources, tanners have a malus when trying to harvest resources in a location with monsters whit a lover level than them and now you add a further nerf.

Why?


Oton
Re: Stone Cutter and Tanner Nerfing
« Reply #1 on: Today at 01:25:28 PM »
Because they are currently producing insane amounts of resources which is flooding the market and is bad for the economy.
It's one of those measures your government makes from time to time to regulate the market, so some people don't lose massive amounts of money one day and then - throw themselves from tall buildings.

Trust me, it's good for everyone.
Right now the gemstones and the hides prices are so low the Stonecutters and the Tanners are actually not working for profit at all.


1) Stonecutters are flooding the gem market because of the mechanic you have implemented to get the ruby and sapphires. To get them we we can't dig directly for them but have to dig for other gems. So to get 1 sapphire or ruby I will end digging 10 other gems that I don't need. 
This mechanic make the other gems a byproduct of searching for the higher order gems.

Reducing the production of the other finished gems and especially doing it this way will not help.
We will need the same number of success success cutting gems to get to higher tiers of the profession, so will will cut more low value gems and produce more, not less, gems.

2)Tier 3 resources, unrefined:  Iron ore = 1.325; Silver ore = 4.500; Ruby = 3.296; Yew wood = 895; Heavy pelt= 199; light bones = 239
   Tier 3 resources, refined: Iron ingot = 3.800; Silver Ingot = 6.500;  Ruby gem = 3.500; Crafted Yew = 650;  Heavy leather = 500; Crafted light bones = 470

    Tier 2 resources, unrefined Tin ore = 870; Sapphire = 950; Ash wood = 799; Medium hides= 235; 
    Tier 2 resources, refined: Tin ingot = 899; Bronze Ingot = 2.000;  Sapphire gem = 1.740; Crafted ash = 799;  Medium leather = 599;Rough sharpening stone = 50 tick sharpening stone = 898;

     Tier 1 resources, unrefined: Coal  = 890; Copper ore = 650;Oak wood = 499; Light hides = 5.000;; Soft sharpening stone = 650, uncut gems 2.000-2.500
      Tier 1 resources, refined: Copper ingot = 1.000; Light leather =  3.450;  crafted oak = 630;  Cut gems 2.00-2.500 (opal = 1.000)
   
Comparing like to like I don't see this "low prices for hides and gems", with the notable exception of light pelts/hides

Or we will see a nerf to wodcutting in the near future too?

3) Why you have locked the thread? this is a discussion board or not?


22
Questions / Stone Cutter and Tanner Nerfing
« on: July 05, 2010, 01:13:17 PM »
"Stone Cutter and Tanner Nerfing     2010-06-29 13:08:56
As of today, June 29th, 2010 the crafting tool bonus for Stone Cutter and Tanner for processing raw resources will be halved. Legendary Tools will now give 25% and Rare - 15%"


Someone can explain the reason behind such nerfing?

Stone cutters and Tanner  already don't have items giving a bonus to the harvesting of resources, tanners have a malus when trying to harvest resources in a location with monsters whit a lover level than them and now you add a further nerf.

Why?

23
In the last weeks I have never received the notification message informing me on who has attacked me when I am in a dungeon in dangerous province.

I like to know who has attacked me and with what results and not getting this information is fairly fastidious. 

24
Bugs / Re: Mercenary Tier reduction after last changes
« on: July 01, 2010, 08:50:29 PM »
 :D So some Developer noticed my comment about a level 24 NPC upgraded to tier 4.


25
Questions / Re: Items with bonus skills and who can use them
« on: June 28, 2010, 01:19:26 PM »
Thank you. Nice to know.

26
Questions / Items with bonus skills and who can use them
« on: June 27, 2010, 01:36:25 PM »
II have a question about the items with bonus skills (like poison, shield bash, ecc.).

The character using them should potentially have the skill (i.e. a ranger should use an item with the poison bonus skill and not a mystic) or they work for every character?

The times I have checked the combat log I have seen no effect from the items with the bonus skills so it is hard to judge.


A second question: they use mana if that is needed to use the skill?

27
Heroes / Re: Warrior skills
« on: June 23, 2010, 01:09:10 PM »

Dexterity   5


What is your hit rate?

Dexterity 5 seem awfully low to me. 

28
I have recently hired a low level mercenary (current level 24) as it had better skills than the previous one.

He could use only equipment up to level 24 as long as it was a tier 3 character but as I have reached level 30 and moved to Ophalia province I have upgraded him to level 4.

Now he can use level 25-29 items and level 30+ items.

Circumventing the limit this way seem to be against the spirit of the rule.

Character: Wuxing

Mercenary: Palvese (if you check him you will see he is using a set of level 30 gauntlets)

29
General Talk / Re: New Skills Discussion
« on: June 21, 2010, 12:46:35 PM »
Skills For All Classes

Crafter

Juicy for all us dedicated crafters.
Hard to guess if it is balanced without any number.


Explorer
Each level increases the chance of digging resources with certain %.



For what profession it will work?

Miners and Carpenters already have bonus tools for gathering resources.

Gemcutters don't have bonus tools but seem to benefit from this skill.

Tanners don't have bonus tools, don't benefit from the skill and suffer a decreased chance of gathering lower tier resources when they go up in level (something that don't happen for the other professions).

I know that you feel that getting Xp when gathering resources is a big bonus for the tanner but the ease with wick the other classes can gather resources independently from the current HP and from the level of the creature harvested (as they don' harvest from creatures) is a big bonus in my eyes.

I run several characters and when I will be away for a extended period the gemcutter, carpenter or miner has a easy time using all the Action Point, simply go to a location and order to gather resources for 48 AP.

The tanner need to have enough HP to fight comparable level opposition (or it will lose part of the resources), need to act for every AP spent and can't increase the chance of a drop  spending more time or using a specific tool to gather the resource and this skill will make it even worse.

So I feel it is unbalanced, especially for miners and carpenters,  as it piles more bonuses to professions that already have them.

To balance it you need to make it work for all the professions (and rethink how the tanner work).


Pillaging
Each level increases the gold and item drop with certain %. It can not exceed 200%.


Mah. It will make high level characters richer and diamonds more costly.  Who suffer more for a lack of gold generally are the low level characters, but low level characters will have a hard time spending skill point in this skill.


Slayer
Each level increases the chance to choose the strongest opponent with certain %.


Would like to have the opposite option too, i.e. a skill to choose the weakest opponent.
Still an interesting option, I will like to get it.

Hardening
The hero loses less equipment durability, when defeated in battle.


It applies against Players, NPC or both?

Furry Warrior's Skills

Battle Frenzy
After a successful hit, the strength of the next hit is increased with certain percentage;
The defense is reduced with the same percentage. The skill is interrupted after an unsuccessful hit.


Not bad, it all depend on the % increase/decrease.

Deep Cut
The Fury Warrior knows the weakness of his opponent's defense, and decreases hit armor with certain percentage.


As already pointed out by other posters, as the target armour goes up the efficiency of this skill goes up too.


Mighty Swing
The Fury Warrior significantly increases his damage when using Charge combined with Whirlwind.


Seem good. Charge seem a weak skill currently.

Guardian's Skills

Holding Ground
After a successful block, the overall armor is increased with certain percentage for the next round. Strength is decreased with the same percentage. The skill is interrupted after an unsuccessful block.


I must check how block work. I was under the impression that if you block an attack it is totally negated. If I am right the bonus will work only once before being reset.
The "opposite" skill  Battle Frenzy could instead work several times in a row, making it much more useful.

Stoneskin
The Guardian reaches a incredible concentration that turns his skin into stone. Adds a % on his overall armor.


No problem that I can see.


Trip
Gives the Guardian a chance to stumble his opponent, and reduces his damage with 50% in the next round.


No problem that I can see.

Dark Mystic's Skills

Dark Prism
Absorbs a certain percentage of the enemy's blessings and uses them upon the party members.


Nice. it will work against PC and NPC?
There is a mana cost every time a blessing is "stolen"?

Mystical Whirlwind
The mystics makes Whirlwind with staff.


No problem that I can see.

Reflect Damage
Reflects a percentage of the enemy's damage. The target is being chosen in the beginning of the battle and can not be changed.


It cost mana every time an attack is reflected?
If not it can be overpowered.

Light Mystic's Skills

Light Prism
Reflects a certain percentage of the enemy's curses.


Nice. it will work against PC and NPC?
There is a mana cost every time a curse is "reflected"?

Mystical Whirlwind
The mystics makes Whirlwind with staff.


No problem that I can see.

Resurrection
Resurrects a dead Mercenary during the battle, restoring a percentage of his Health.


Great. Balance depend on mana cost and resurrected character healt.


Shadow Hunter's Skills

Strong Bowstring
Increases the maximum damage of the last three shots from the weapon's range with certain percentage.


Last three shots? I don't get what this skill will do.

Continuous Targeting
Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance.  Requires  Throwing knives or Javelin.


Some of the GM comments above have confused me.
This skill is applied only once for each range band?


Invisibility
An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.


Nice.
1 roll for each round of battle and it apply to all attacks?

Ghost Stalker's Skills


Javelin Veteran
Increases the number of the rounds in which Javelin makes full damage.


Nice.

Continuous Targeting
Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance.  Requires  Throwing knives or Javelin.


See above

Invisibility
An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.



See above.

30
General Talk / Re: New Skills Discussion
« on: June 21, 2010, 12:05:44 PM »
Here is a copy/paste of the list.

Some comment next post.

New Skills in Imperial Hero


Skills For All Classes

Crafter

Each level increases the chance of crafting rare, legendary and epic items with certain %.

Explorer

Each level increases the chance of digging resources with certain %.

Pillaging

Each level increases the gold and item drop with certain %. It can not exceed 200%.

Slayer

Each level increases the chance to choose the strongest opponent with certain %.

Hardening

The hero loses less equipment durability, when defeated in battle.

Furry Warrior's Skills

Battle Frenzy

After a successful hit, the strength of the next hit is increased with certain percentage;
The defense is reduced with the same percentage. The skill is interrupted after an unsuccessful hit.

Deep Cut

The Fury Warrior knows the weakness of his opponent's defense, and decreases hit armor with certain percentage.

Mighty Swing

The Fury Warrior significantly increases his damage when using Charge combined with Whirlwind.

Guardian's Skills

Holding Ground

After a successful block, the overall armor is increased with certain percentage for the next round. Strength is decreased with the same percentage. The skill is interrupted after an unsuccessful block.

Stoneskin

The Guardian reaches a incredible concentration that turns his skin into stone. Adds a % on his overall armor.

Trip

Gives the Guardian a chance to stumble his opponent, and reduces his damage with 50% in the next round.

Dark Mystic's Skills

Dark Prism

Absorbs a certain percentage of the enemy's blessings and uses them upon the party members.

Mystical Whirlwind

The mystics makes Whirlwind with staff.

Reflect Damage

Reflects a percentage of the enemy's damage. The target is being chosen in the beginning of the battle and can not be changed.

Light Mystic's Skills

Light Prism

Reflects a certain percentage of the enemy's curses.

Mystical Whirlwind

The mystics makes Whirlwind with staff.

Resurrection

Resurrects a dead Mercenary during the battle, restoring a percentage of his Health.

Shadow Hunter's Skills

Strong Bowstring

Increases the maximum damage of the last three shots from the weapon's range with certain percentage.

Continuous Targeting

Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance.  Requires  Throwing knives or Javelin.

Invisibility

An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.

Ghost Stalker's Skills

Javelin Veteran

Increases the number of the rounds in which Javelin makes full damage.

Continuous Targeting

Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance.  Requires  Throwing knives or Javelin.

Invisibility

An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.


Note:
This is a conceptual model of the new skills. Numbers and requirements will be announced later. I'll be really glad to see a topic in General talk with your opinions and ideas. Please, discuss, criticize or welcome those skills. Be objective.
« Last Edit: June 11, 2010, 02:32:44 PM by Judith »

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