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08-14-2019, 02:20 AM
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#81
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Crab Defiler
l337 is offline
Join Date: Mar 2018
Posts: 51
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Quote:
Originally Posted by Laughing At Noobs
Also regarding the nuke skill, make this something that you can't farm skill by sitting in shrine or ID pressing D,D,D,D,D,D.........Make it something that occurs much more rare and ONLY increases by nuking with a tect active randomly.
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Yeah, something much more like this. If there's a nuke skill, for the love of God (nopun), please don't make it a mindless skilled one.
Hell, even if it's done as an experience bar or similar concept to GF points.
I do recall what LAN said about SoS being marketed as a future all planes thing.. so yeah that really does raise the question of how Forge is now limited to SoSE. Maybe let SoS players use forge, but SoSE required for gem applications or something? Or even to get gems to drop.
Removing asset growth seems pointless and unneccessary.
And once more voting that Forge TRS be allowed to be used to apply gems considering the whole of forge revolved around it. It's an alternative to being able to craft out of it.
Edit: Also what if (potentially unpopular) there was a corruption-like effect on people who haven't logged in that makes them easier to nuke. x% per month offline. Clear maps up, but not punish people away for a short time.
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08-14-2019, 06:14 AM
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#82
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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Corruption ideas already been brought up and people complained.
The Asset growth change would increase gold spend for kingdoms, and prevent plexes from easily being built and walked. We dont need the free growth, theres plenty of gold generation and tools now to build kingdoms.
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08-15-2019, 12:44 PM
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#83
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Rat Slayer
Lord Magus is offline
Join Date: Jun 2016
Posts: 44
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Inactive map clearing is why I suggest the rune eater :P requires somewhat constant maintenance of plexes or they fall to atrophy of the rune eaters; and a much more interesting mechanic than just corruption IMO.
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08-15-2019, 01:03 PM
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#84
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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Jeff already mentioned that if we wanted space opened that we should nuke it, I'm not opposed to corruption, i just dont want there to be such an easy, free method to building kds.
I actually would prefer if after 1,000 kds or something assets started to decay hourly so there was even less growth, up to the point that at 1,500 there is 0 growth hourly (armies / forts) and anything above 1500 started to incur atrophy which would require people to invest hourly if they didnt want kingdoms to start losing value.
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08-15-2019, 02:28 PM
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#85
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Crab Defiler
l337 is offline
Join Date: Mar 2018
Posts: 51
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Hourly is a bit excessive imo. Daily? Weekly?
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08-15-2019, 03:52 PM
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#86
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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No it needs to eliminate the free asset growth for kings that are too large. So hourly would need to be the growth decay.
If you were talking about a mechainic that was for inactives, then you'd have to do that something during DMU / etc.
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08-17-2019, 03:33 PM
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#87
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Neophyte
jarred197 is offline
Join Date: Aug 2019
Posts: 5
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i agree with the post about giving anubis the keys and letting him go nuts hahaha
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08-18-2019, 07:03 PM
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#88
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Neophyte
richtofen is offline
Join Date: Jul 2019
Posts: 7
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either:
1) get rid of multiboxing
people will whine. people will say it wont fix any issues. it will (bezzling will take MUCH longer = less of a wealth gap, beasts will not be horded as badly bc the correct chars need to be logged in to jump single players, ashing and gear/DD's will be equal for all). Players with multi accounts/huge plexes can still get all their benefits ( $ / beasts, but will require more time and effort).
It is just not in the spirit of the game (despite it being *now* authorized, or used forever). It creates too much of a player gap and makes the game so much less enoyable.
or
2) allow multiboxing, but decrease the drop rates for ashable items by the number of characters logged in under the same ip
So, if 2 chars logged in, 2x less likley for a drop, 3 = 3x, and so on.
This will still allow players to bezz at their normal multibox rates, but evens the playing field for gear/items a bit
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08-19-2019, 11:55 AM
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#89
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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Dont know how it works, Wont claim to.
Beast spawn rates on S2 just seem very heavily favoring DE's, While i agree they are vital, there is a growing increase in the gap between UT drops and DE drops, and its becoming a real issue to character progression for new people.
There have been numerous suggestions to alleviate this, but I'm asking you PLEASE do something soon. This imbalance greatly affects the entire server and pretty much can have a heavy 'gate keeper' influence on UT Cost vs Demand.
A small amount of Perspective, There have been 47 De spawns since i've been keeping track, and 2 UT's.
Last edited by Anubis; 08-19-2019 at 11:59 AM..
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08-26-2019, 03:33 PM
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#90
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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New Mechanic
Introduce "Gods" to the game. They can be made up, or ones that are real throughout history.
Each of these gods can be worshiped by followers, you select which one you want to follow through a quest line.
Once people worship a god, they can then give offerings to them. this is in the form of all assets in the game besides gear. Giving up these assets are a quest line that is a 'group collective quest which gives more favor to all of those worshiping that god.
Gods can randomly buff players on the hour change, those who follow certain gods can randomly proc bonus effects during that hour. You could come up with some really interesting PVE scenarios where the effects would have very fun game play interactions.
These however, should have no affect on players in PVP, or Kingdom warfare. Kingdom growth however is on the table.
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08-27-2019, 12:26 AM
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#91
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Crab Defiler
Peutre is offline
Join Date: Dec 2018
Posts: 52
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Add 10spades/diamonds to sleeved cards. Have them boost the chance of the gem effects or crippling proccing. Or rework red sleeved cards since they all do the same.
Last edited by Peutre; 08-27-2019 at 12:07 PM..
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09-03-2019, 06:42 PM
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#92
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Crab Defiler
Peutre is offline
Join Date: Dec 2018
Posts: 52
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Any update at all for RWKs 18th anniversary
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09-05-2019, 07:44 AM
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#93
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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Some form of timeline?
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09-05-2019, 03:44 PM
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#94
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Administrator
Glitchless is offline
Join Date: May 2008
Posts: 321
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__________________
Computing the probability that at least one of the following events will occur:
P(a or b ... or z) = 1 - P(!a and !b ... and !z)
Probability
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09-05-2019, 09:21 PM
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#95
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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Quote:
Originally Posted by Glitchless
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No i mean. Something like events. or seasonal ****.
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09-11-2019, 06:19 AM
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#96
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Rat Slayer
Rockin Fangs is offline
Join Date: Jun 2018
Posts: 42
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Remove 10 sec penalty
Add normal plane kd count to /settled
Ban multiboxing
Let EEOST be deposited into forge tres
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09-11-2019, 09:46 PM
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#97
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Rat Slayer
Niizandar is offline
Join Date: Jul 2016
Posts: 46
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Quote:
Originally Posted by Rockin Fangs
Remove 10 sec penalty
Add normal plane kd count to /settled
Ban multiboxing
Let EEOST be deposited into forge tres
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No need to ban multiboxing just because solo scrubs like you refuse to get more char, we worked hard for this.
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09-12-2019, 09:28 AM
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#98
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Temporarily Suspended
Laughing At Noobs is offline
Join Date: May 2018
Location: not cale's rectum
Posts: 140
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Genius idea over here.
Make Nightmare Flies spawn zombie maggots in any 2 random adjacent kds every 4 hours. Right now there are a ton of unkilled flies so this would give a better reason to kill them. But maybe force clear them all out for this update, and make them spawn in all planes (minus forge)
What the maggots will do is destroy 2% of all assets(including trs) per hour in a kingdom. After 8 hours these maggots will spread to an adjacent 2 kds, every 8 hours. What this will do is create a way for inactive players to lose kds due to a maggot infestation. And active players will need to be more active in actually maintaining their kds. If the mother fly is killed, then the lineage of maggots will cease to reproduce, and their damage is reduced to 1%, but they still have to be all killed off.
The maggots will not count towards beast kills and have 0% drops of anything. The thought of having to control a maggot infestation sucks because you don't know where they'll be coming from if it's advanced enough, but sucks.
If a Nightmare Fly is the beast guard of a kd, it is immune to maggot infestation.
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09-13-2019, 05:16 AM
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#99
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Rat Slayer
Rockin Fangs is offline
Join Date: Jun 2018
Posts: 42
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Make the game easier for lvl 0 - 10, tell them to buy a rapid spell and when they equip it give them 1mil gold. when they reach lvl 1 they should get a DS. Stuff like this so people dont quit within the first hour.
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09-13-2019, 11:07 AM
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#100
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Boss Hunter
Anubis is offline
Join Date: Jul 2016
Posts: 378
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Quote:
Originally Posted by Rockin Fangs
Make the game easier for lvl 0 - 10, tell them to buy a rapid spell and when they equip it give them 1mil gold. when they reach lvl 1 they should get a DS. Stuff like this so people dont quit within the first hour.
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I've always thought it would be nice to upgrade the starter gear set to Dur items, and give them a full dirty rag set. Possibly a death spike but that might be too much.
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