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Ppl would lvl their chaoses up to 150 and cause so much havok in the server…. 100% support!
We had a 150 the other day and it took 3 of our best players working together to finally kill it. Admittedly it was probably made much more difficult by the ENTIRE DAMN SERVER showing up to spectate…
I agree it’s very entertaining and adds much more excitement and variety to servers for all players involved. There are not enough high level chaos wreaking havoc in my opinion.
You cannot rope down, only up. However, floor tiles do not prevent stairs from being built above ground in to your base only items on each floor tile can prevent that.
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This reply was modified 7 years, 4 months ago by
Kaios.
Sorry dude but you clearly have no competitive drive in you at all, at least where this game is concerned. Texas is practically a brand new server and there is no reason to think you can’t be competitive in a few week old server.
If you have given up already then a new server isn’t going to do you any good, you’ll never be the top in this game or any other with the attidude “I’ll just wait until a fresh start.” You’d still fall behind.
There is already very little short-term benefit for reincarnation and in my opinion this would only put reincarnation at an even greater disadvantage versus ascension.
It doesn’t? I reincarnate and then recall down to UW regularly.
@irukandji it’s not the tower draining itself that is the main issue for me but rather even when I’m online there is nothing I can do about it when it’s a player using an alt account and abusing the infamy system to avoid being executed and forcing me to gain infamy every single time I kill them.
Then they return back to draining arrows from the tower using an alt. I even had to destroy a public recall tile outside my house and block access to the public stairs because they were both being abused by this one player to grief my home.
@admin you’ve really fucked a lot of players with the feather changes, no one can keep up with the amount of feathers required to maintain arrow towers at this rate.
It could be cool if items dropped to the ground that disappear end up in a loot table for fishing similar to how it works for death dropped items ending up in skeletons in the underworld.
Alright so just create alt characters to continue farming feathers, wool and wood in Newbie Village. Sounds good.
This happened to me and a couple of other players one time on USEast as well and I’m not sure what causes it or how to avoid it happening. After spending hours digging around the same floor trying numerous different holes with the same result and not finding a single set of stairs going down I eventually just logged out on the floor and when I came back a bit later some stairs had finally appeared.
It’s a really strange bug, not sure why this happens but can confirm that I’ve experienced it as well.
@admin I posted this in the other thread but I guess I need to bring it up again here. Regarding walls, I think 5 minutes is too short before they gain full strength. It might be better if walls built increased to their full HP (as in the HP determined by the crafter) over a longer duration of time. How long that should be exactly I’m not sure but I am sure that 5 minutes is not enough.
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This reply was modified 7 years, 5 months ago by
Kaios.
Since there’s already this topic on dogs I’ll just hijack it for a moment to suggest the following:
Please stop dogs from eating precious eggs.
Improve the AI on dogs to attack the target closest to them that is attacking the owner, rather than the very first target to attack the owner. Often the dog will just move back and forth trying to get around you and the other enemies attacking you because it’s targeting the very first one that attacked.
November 11, 2017 at 10:46 am in reply to: Infamy promotes low level griefers and prevents anyone from stopping them #3720@admin Regarding walls, I think 5 minutes is too short before they gain full strength. It might be better if walls built increased to their full HP (as in the HP determined by the crafter) over a longer duration of time. How long that should be exactly I’m not sure but I am sure that 5 minutes is not enough.
I believe an infamy system could be implemented in a way that pleases most everyone but the current implementation leaves a lot to be desired.
You shouldn’t create a system that directly punishes players itself for playing how they want to play, if someone decides they want to murder or raid that is their prerogative but it’s the other players that are meant to be the ones to mete out that punishment.
I’d rather see a system in which a player’s infamy grows based on certain actions such as murdering other players regardless of their level, breaking walls or other structures that don’t belong to them, looting locked tiles, etc. having the infamy grow in stages of severity over time if it continues to raise without being lowered at all. So for example once a player reaches 1000 infamy they receive a skull by their name or something like that so that other players know they can kill that person without receiving infamy themselves and the player with the skull would receive a more severe death penalty when dying in that state, the severity of that death penalty getting worse as the player’s infamy increases as well as being able to be killed in safe zones. Otherwise though, arrow towers and the like would not randomly attack these people even when they have a skull and should work as they normally did, only attacking players who start a fight in their vicinity or damage walls owned by the tower’s creator.
It might even be worthwhile to look in to at least a few ways to give some positive incentive to players who want to be criminals. A game that thrives on pvp needs to have some sort of on-going conflict so just as an example, rather than infamous players respawning underground, give them their own criminal/pirate/whatever area to spawn at and perhaps even build in. Essentially what I mean is to create more opportunity for meaningful conflict and less reasons for those kinds of players to simply skirt around the system by doing lame things like blocking roads or walling off houses.
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This reply was modified 7 years, 5 months ago by
Kaios.
It might be better if Crossroads went directly to Galebrook again and Market Square was accessed from another direction at Crossroads. Zone switching during combat might become a more prevalent issue with this change since Crossroads is a safe zone but zone switching is another issue that needs to be resolved at some point and presumably with the infamy system an infamous player could be killed at crossroads anyways.
I don’t really see how Crossroads > Market Square > Galebrook was a positive change in any case considering how easy it is to camp the market and kill any players trying to make the cross from Market Square to Galebrook.
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This reply was modified 7 years, 4 months ago by
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