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PostPosted: Mon Nov 08, 2010 6:23 pm 

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crafting skills like blacksmithing cant be fuked with.. for the simple reason mining fails a shit ton.. and mining is twice as slow as it used to be.. it takes longer to craft things also(im pretty sure)
if u put fails into blacksmithing (just one example) it would be shit..
now if you did away with the mining fails.. then gave smithing the chance to fail every once in a while i wouldnt oppose.. but how it is now.. u cant give it fails.. alchemy on the other hand is a skill that relys solely on itself and not on another skill (ex. mining) so i have no problem with fails being implemented into alchemy

but any of ur skills that require more than one skill to acomplish the craft then leave it alone

but in all honesty there are so many other issues now why mess with any of it... u need a population first and making things harder will make a population harder to achieve..
and it wont do anything to help the economy

im sorry but in the end.. i disagree with all your issues.. none of them i see as a real problem.. most of which i find the exact opposite..
med is fine, resist does not gain fast enough..
you are in-accurate in your initial presentation..
i say thumbs down to all..

to me this is all back burner shit... even if they were issues in the first place
lets focus on the real issues


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PostPosted: Tue Nov 09, 2010 1:50 am 

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i could gain alot of resist on my necro, it's not really that impossible guys, u gotta just find a cool place.

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PostPosted: Tue Nov 09, 2010 4:19 am 

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maher wrote:somethings in the new system seemed to be very easy to me:

1. Alchemy doesn't fail anymore now, especially -stats potts which seemed to be unbalanced, and i heard that Blacksmithing doesnt fail too.

Disagree. Resources are harder to come by now than in T3A. Example is Reapers for shrink pots are harder to find. There used to be a mass spawn area of them and that is gone. Searching and searching and trying to farm them for what they are only to fail on the pots seems unfair at the moment. Another example is Blacksmithing. The way you mine nowadays is a lot more tedious than before. The amount of "you dig and fail to find any usable ore" is ridiculous. Bob, if you're reading this, this right here is something you need to tweak to sway off afk'ers.

2. Some skills need to be harder just like "Meditation, Alchemy, Taming and Magery" maybe someothers.

Why? What is your reason? Gains are still brutally slow but come on. Go delete all of your gm chars and get back to me on that. Things are good atm *and i'm working at a smith/miner and carpenter/fisher. No complaints besides attempt fail overloads.

3. Gaining stats to over than 100 is really RIDICULOUS, ppl can gain to 120 str/dex with some skills, that is breaking down the economy of fishers.

I agree. Completely. Fishers strive on that dough when players want to beef up.

4. Resisting is easy to gain, but i won't say much here because ppl are complaining on this alot, but i'm telling them "Go hunt and try?"

I dissagree. I gained resist far better in T3A. Its not close to what I'd be happy with but its far better than it has been since the switch to T4a

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PostPosted: Tue Nov 09, 2010 4:51 am 

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@Chem:
1. Reapers are much more than they were but they are spawning in diff spots now, but ya if u have a tamer ull find alot of them everywhere.
----also other potts like -int, they are easier to get than before, u can find like 8 bones when u kill a deamon.
----Fails should be a part of the game.

2. My reasons are: i've already deleted my gm warrior "Lplkassem" and trained new chars.. i trained taming, magery, alchemy and a couple of other skills.
----i've been complaining to bob before i even gm them.. because i rly enjoy training hard skills.

3. you got a point.

4. it was easier if u were training it on ur mage.. back when u could cast on self.
but on warriors it was so hard when u used to hunt to gain it.. i'm already training it now on "Goku Void and Zoro" and i've gained good.

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PostPosted: Tue Nov 09, 2010 6:01 am 

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maher wrote:@Chem:
1. Reapers are much more than they were but they are spawning in diff spots now, but ya if u have a tamer ull find alot of them everywhere.
----also other potts like -int, they are easier to get than before, u can find like 8 bones when u kill a deamon.
----Fails should be a part of the game.

Good point, though I don't plan on training a tamer. I like to buy my pets and use my own pots to maintain them. Secondly Daemons at the moment seem fair enough. They drop below 100gp. For the difficulty, it seems more than fair to get 8 bones. Lastly, you should NEVER fail at gm. If you are a Grandmaster at your skills, What kind of Grandmaster are you when you fail? You Don't deserve that title.

2. My reasons are: i've already deleted my gm warrior "Lplkassem" and trained new chars.. i trained taming, magery, alchemy and a couple of other skills.
----i've been complaining to bob before i even gm them.. because i rly enjoy training hard skills.

Apples and oranges. I don't like playing solely to train skills. I admire that you do though. Once again, apples and oranges.

3. you got a point.

Because it's true and we all know it.

4. it was easier if u were training it on ur mage.. back when u could cast on self.
but on warriors it was so hard when u used to hunt to gain it.. i'm already training it now on "Goku Void and Zoro" and i've gained good.

Yes but in T3a when I had my old OLD warrior, I had close to 70 resist from hunting shrines. In t4a my warrior and pvm mage still has under 55 resist and I hunt many spell casting monsters.

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PostPosted: Tue Nov 09, 2010 9:03 am 
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adam_c wrote:crafting skills like blacksmithing cant be fuked with.. for the simple reason mining fails a shit ton.. and mining is twice as slow as it used to be.. it takes longer to craft things also(im pretty sure)
if u put fails into blacksmithing (just one example) it would be shit..
now if you did away with the mining fails.. then gave smithing the chance to fail every once in a while i wouldnt oppose.. but how it is now.. u cant give it fails..
I agree with this 100%


as far as gaining above 100 dex/str I am opposed, and was very shocked when it started happening to me thought it was a bug or something. I wouldn't mind so much if the gains were not so darn easy! as it is now I often feel like I get more str gains then Lumb gains :roll:

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PostPosted: Tue Nov 09, 2010 10:35 am 

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umm with the stats i am on the fence.. i could care less really either way tbh.. to me its just not that big of a deal either way

fisherman you are not selling fish because there is no market because there are not enuff players.. and even still i have watched str fish sell for high amounts on the auctions on here.. just recently..

if anything id say the stat thing is a problem for chars like tanks or ect... that may want to hug the 100 stat mark as a cap to make it easier to balance there stats
but it really is still not that big of a deal.. but like i said i could care less either way.. keep it how it is or drop it back to 100 and i will be fine.. but it wont make u sell more fish..

-however.. on a side note... I do believe this is something that would help in relations to the stat issue:
I would like to see -stat pots give u a menu pop up and let u pick between 1-4 stat to drop
for example say i wanted to have 90 dex on my tank and i gained a dex.. it would be much more convenient to be able to choose how many points ud like to drop than the "absolute 4"


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PostPosted: Tue Nov 09, 2010 6:02 pm 
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As i explained, the stats are the same as they were in the past, i just modified how they work to account for changes in game systems.
T3A: Stat gain while under alcohol and spells could be done to get over 100 in stats.
T4A: Stat gain while under alcoholo/spells could not reach over 100.

If you want me to reduce them, make a thread for it, but realize that all i did was keep it the effective same as it was in t3a. So don't say "it's not how it used to be", say instead "We'd rather it wasn't like that back then, and want to change it now".

Fail rates for crafting were taken out due to the increased time to gather minerals, the effective time spent is now the same.
For those when gathering time hasn't been affected, i've been slowly altering recipe costs.
For example, shrink potions used 15 reags under the old system, and failed 50% of the time.
Under the no fail system, shrinks could end up using 25 reags. You'd get the same yield, just without the fails.

As i said, i haven't adjusted everything yet, crafting patches are slow as hell to work on.


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PostPosted: Tue Nov 09, 2010 8:11 pm 

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im satasfied with what you got going on and agree with what you have done bob..
I see no need to lower how stats gain.. because like you said what u do now you could have done in the old system via drinking alcohol all the time while training..
in the new system teh alcohol just isnt needed

I also agree with how you have crafting set up now.. i think the no fail rate is a good way to compensate for slow gathering of minerals

i think only minor things neeed to be tweaked and we can prety much squash this one

good work


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PostPosted: Tue Nov 09, 2010 8:56 pm 
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well its clear what everyone wants,, no need for a thread, its been mentioned multiple times...
w,e i just wont use chips no big deal..

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PostPosted: Wed Nov 10, 2010 11:40 pm 

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GMBob wrote: If you want me to reduce them, make a thread for it, but realize that all i did was keep it the effective same as it was in t3a. So don't say "it's not how it used to be", say instead "We'd rather it wasn't like that back then, and want to change it now".
btw, i dun remember they used to give that much or near it, but ya i dont know much than you.
anyways, i think ppl aren't happy with that.
making it that
---Swords gives like 80str/80dex..
---Fencing gives 70str/90dex..
---mace gives 95str/65dex..
would be cool. just guessing

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PostPosted: Thu Nov 11, 2010 9:49 am 
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agree^^^

we just need like buttons like on facebook lol

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