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Topics - isolde

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46
Questions / Tier 2 fighting options
« on: April 25, 2009, 11:04:27 PM »
Maybe this looks strange only to me, but why the majority of opponents we can fight in Tier 2 are either archers, thiefs and robbers or animals. There is so many animal locations which are good for experience but not much gold and no items can be obtained there.

Many other locations give you a chance to fight robber-archer, thief- archer, etc...enemies which fight with bows and hunting knives, maybe javellins so the chance to get a drop of a ranger weapon is so much higher. As a matter of fact, I see the market being overflooded with Tier 2 ranger weapons but no warrior weapons, not to mention mystics...

So my concern is - wont there be a disbalance in the drops for a specific class (not getting any items for warrior and mage). What do we need to fight in order to get a sword or staff, can anyone help me out here ?

47
Suggestions / Premium options
« on: April 25, 2009, 10:58:10 PM »
I have no idea what the premium will give us, but I suggest 2 things which I will be willing to pay diamonds for :
1. The ability to instant travel ( not shorten the time needed to travel, but for example if you go to global map and want to move to province which is 4 provinces away, you dont need to every 10 minute click on the arrow but can just once click on the province and be there in 40 minutes )

2. The ability to enter/view shops in the entire empire. I suggest that one city can be chosen as your main and from there you can have the option to enter shops in the rest of the empire for certain number of diamonds. Dont know how easy it would be to program but something I think people would be willing to pay for instead of travelling around for hours...

48
Questions / Basic skills for each class
« on: April 24, 2009, 11:10:59 AM »
I am curious what exactly are the basic skills for each class ? First of all, I am quite unsure of what some of the skills for my own class do and second, if I want to play lets say ranger next time, I have no idea what they are capable of:

Warrior basic skills:
Attack - Increase attack and decrease defense
Defence - Increase defense and decrease attack
Charge - Strong first attack
Mercenary captain - Allows to recruit more mercenaries

Well, the last two are pretty much self explanatory, with charge you put up to 5 points, which gives you 60% stronger first attack.  I find this skill least usefull in the long run because it also takes up to 30 points of spirit and my spirit is very limited and the damage inflicted in the first turn is not so significant in the course of battle

Attack and defense interplay are still a mystery to me :( Each point to this skill increases the % bonus (2, 4, 8, 12, 20). I assume if I check attack stance before going to battle and I have level 5, this increases the damage I inflict in each successful hit by 20 % - i.e if I hit for 20 normally, I will hit for 24 now.

But what does that have to do with decreased defence - I mean does the description mean that you just cant increase both at the same time, or the use of increased attack has actually any effect on your defence - meaning if I hit 20% harder, am I also 10% more vulnarable to enemy attacks ?

And of course, I am unhappy with the fact I cant use both at the same time :( I mean, I understand that they are kind of opposite things, but I dont know if other classes also have such mutually exclusive skills - where its only or the other, because otherwise I dont think its fair to warriors.

And last but not least, will we have more skills to develop and choose from ( I bet, we will) because I have found out some people save their points to invest in them later (smart decision if those skills are better !)

So, I think it will be great if some ranger and mystic also can share their skills, it would help me a lot in understanding how other characters work which is important not only if you are to later fight in a team but  even if you are trying to hire a merc for example... I had no idea what skills mystics have and I hired one with inner concentration expecting it to heal me  ;D (This is not worse than colonizing in a row, right  :-[)

49
Suggestions / Two strong suggestions for Alpha testing era
« on: April 24, 2009, 10:06:55 AM »
As the heading suggests, I think there are some aspects of the game that will remain unexplored unless we some of the IO team ideas are implemented soon.
1. Reduction in the required points for crafting - right now I doubt that even 5% of the players are specializing in their craft because :
A - it takes too much time to craft 100 skins, ingots, jewels, etc.
B - I think it most guilds there is not a clearly set guild structure (for example one fighter specializing in killing only animals to provide tanner with skins)
C - Its not worth it to craft if you can find way better items by fighting
D - You need to have a good guild in which people understand the importance of crafters so they will provide you with resources without you giving them good items at first
E - I believe the majority of people just like to fight and kill and fewer will chose the more peaceful way

Therefore, I sincerely hope crafters receive some stimulation soon, I have heard of many people changing their profession and not excersizing their craft at all and it will be a shame to neglect this aspect of the game because of disbalance

2. Implementation of the resource market - I think that will also encourage crafting, right now many jewellers for example are frustrated because they cant find stones, or people wont craft them ingots, with resource exchange I think definitely things would be more favorable for those who can not obtain a particular resource and need it for their craft...

50
Suggestions / Working hours
« on: April 23, 2009, 12:03:53 AM »
Please implement an option to work for 6 hrs at the Tavern. I am an IO addict and I sleep 6 hrs - if I work for 4 I lose money, if I work for 8 I lose the chance to log in the morning and spend my turns, therefore I lose opportunity to regenerate more health because I am full...

P.S. I am not suggesting you implement this just for me, I think this will help many people by giving them more options and making working time more flexible and easy to adjust to player's available time.

51
Questions / Resource collecting
« on: April 22, 2009, 09:43:05 PM »
There is question which is really bugging me - is your chance/success of getting a particular resource dependent on the profession you have chosen ?
For example, I am a miner and in the new locations I had a chance to find a gem, the chance was 31 % highest depending on the location...would anyone with stonecutter specialization more likely to find it ? Do tanners get a better chance of getting light hides from killing boars or wolfs ?

Also, does your proficiency in your specialization also affect the chance to get those resources (i.e. can tier 2 carpenter get more wood from a location or can he only make higher quality refined wood ? )

52
Suggestions / Class attributes
« on: April 22, 2009, 03:53:18 PM »
I strongly suggest that a good description is provided for the 5 attributes - strength, vitality, agility, dexterity and intelligence. What do I mean ?
I play a warrior and I have thought that I should invest in strength a vitality - two attributes which are important for a warrior. Later I found out strength really doesnt do much at all !!! If you have a weapon with big damage, strength only adds just a bit more to the damage - a negligible percent if you ask me.
On the other hand, I see people who have invested much more in vitality and now have 750 points and can fight twice stronger enemies in places where I get easily killed. So to me, these two attributes seem to be very badly balanced or I dont understand their effect on warriors.
I dont have much observation upon agility and dexterity but even upon reading descriptions I am baffled !  They are supposed to help you act before your opponent and master your weapon ? How, what, where ? I mean, I see me acting just once per round so how will they help me? I also use weapons which actually have  -30% to both these attributes - how does this affect me in battle, I simply cant see it yet.

It would be really great if we knew exactly what advantage each attribute provided, it would help us develop our characters. And if I am the most clueless out there, excuse my ignorance, I just wanna learn ;)

53
Questions / Mercenary
« on: April 21, 2009, 12:29:40 PM »
I am a bit confused, I have a mystic mercenary and I can equip her not only with staff, but also with sword or dagger ?!? How is that possible ? I mean, does her weapon affect her ability to heal me as well ?

54
Suggestions / Guild Positions
« on: April 20, 2009, 03:48:22 PM »
I dont know if has been suggested before, but I have a vague idea of having more variety in positions available in alliance...until now I see only First Officer but maybe there could some differenciation and inventing positions which will give some advantage to person who is assigned to it. For example, something like general in IO which gives for example 2% bonus to strenght or attack, or some bonus for crafting or faster spirit recovery...It will be added advantage to those who specialize in particular professions and make gameplay more complex...

55
General Talk / Fighting locations
« on: April 18, 2009, 02:26:52 PM »
Ok, I have this crazy idea that maybe we could exchange experience about what you consider the best places to go and fight. Since I am a noob, I always thought it is best idea to go Charlie's gang, since I get about 28-32 experience, dont lose too many healthpoints (about 30-40) and have a good chance to get an item.
As I have reached level 7, I see new places appearing but the first time I tried one, it took 2/3 of my healthpoints and gave me no items and only 5 experience more...Not sure if its worth it, anyone else have impressions ?

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