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Solution for RARE Issues

Dale, as far as I'm concerned that's just smart.

There's no problem with that Dale, from my experience.

Edited

If you eat, drop, sacrifice, etc. for intentions of saving said things after death, then it's OOC and is bad form, and you will, at the minimum be slain for it.

....

 Imma get ya.

 

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There is nothing wrong with sacking rares or eating any amount of things before a pk fight except for the fact that you know your gonna die for playing the game, people aren't just sacking equipment to go get it afterwards, they are preventing their enemies from having it.

It's a game and players shouldn't be put under stress for playing it, the adrenalin rush of winning or losing a fight is one thing but if everything revolves around a few stupid pieces of equipment there is an issue.

If players are manipulating the system (rare repop) because they know they are gonna die then they are breaking the cardinal rule of don't die, so why are people playing and getting into fights knowing they are just gonna perish? Oh right, it's a pk game and people wanna and play the game. The problem with this scenario of sacking/eating/hiding eq before a fight is admitting that eq plays a more important part of the game then the characters life itself, if life meant more then eq they would just log out but that also defeats the purpose of running a game.

Gonna slay someone for doing it? Lol, they don't care. As long as that piece of eq will be there next repop. Gonna deny that character? Lol, they don't care cuz the eq is still gonna repop and they will be on with their alt, then rank up another one. What's next a ban and lose a precious player? Don't punish the player, fix the reason why they did 'whatever' in the first place, and no it's not always cuz they just suck

Equipment needs to stop being the be all end all of a characters life especially if it's limited, in my opinion the most precious things in the game should be sanctuary and protection but those are easily obtainable and in mass quantities.

Here's an idea, maybe readjust the levels of sanctuary available so the that most powerful equipment in the game has a better chance of changing hands? I always thought that an 8-10 hour group sanc glim staff for 5k tossed balance out the window, but that might be just me

UC

There is nothing wrong with sacking rares or eating any amount of things before a pk fight except for the fact that you know your gonna die for playing the game, people aren't just sacking equipment to go get it afterwards, they are preventing their enemies from having it.

It's a game and players shouldn't be put under stress for playing it, the adrenalin rush of winning or losing a fight is one thing but if everything revolves around a few stupid pieces of equipment there is an issue.

 

 

This is all down on a personal level - how can you gauge someones attachment to equipment? If I die, Im pissed off... But Im not broken. I'll just go get something else. 

 

If someone new dies, and its taken them forever to get a good set in areas they don't know, can't navigate or even have a hope in hell of solo'ing then it will likely destroy them - and I'll be the first to admit the first 5-6 years of FL that happened to me too. (But now we can all solo winter, deso, discord... We have tricks for reaching Order or nearly any other area - we know the best suit for our character and 25 option suits which are half a step down...)

 

 

If players are manipulating the system (rare repop) because they know they are gonna die then they are breaking the cardinal rule of don't die, so why are people playing and getting into fights knowing they are just gonna perish? Oh right, it's a pk game and people wanna and play the game. The problem with this scenario of sacking/eating/hiding eq before a fight is admitting that eq plays a more important part of the game then the characters life itself, if life meant more then eq they would just log out but that also defeats the purpose of running a game.

Gonna slay someone for doing it? Lol, they don't care. As long as that piece of eq will be there next repop. Gonna deny that character? Lol, they don't care cuz the eq is still gonna repop and they will be on with their alt, then rank up another one. What's next a ban and lose a precious player? Don't punish the player, fix the reason why they did 'whatever' in the first place, and no it's not always cuz they just suck

Equipment needs to stop being the be all end all of a characters life especially if it's limited, in my opinion the most precious things in the game should be sanctuary and protection but those are easily obtainable and in mass quantities.

 

 

I think consumables in general need to be looked at. If anything I would actually say that the amount of consumables has reduced the amount of 'risk' in the game. Everyone is rolling around in such high AC's and consumables for every little thing - someone really has to get lucky to kill you unless you make a massive mistake.

 

As far as punishing for EQ manipulation. This happens all the time anyway - people with locate locating something then deciding they want it on their warrior and grab it later - don't tell me that doesn't happen. Maybe we need to limit the number of 50's someone is able to have? A max of 3 at 50? 2? 1? - it'd be interesting thats for sure, it would also solve some of the 'rare' problems not to mention it would really mean people are invested in their characters.

So.. the issue here isn't rare equipment.

 

It's... sanctuary.

 

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No, it seems to be melee characters with access to sanctuary.

Funny coincidence is that UC also likes to play mages.

The introduction of the glimmering stave was a huge power increase on characters that don't know sanctuary or wands. You have to admit that F0xx.

They went from vials limited herbs to:

12 charges of the longest lasting sanctuary, hardest to dispel (L60), affecting all pets,

at the cost of a rare spot.

 

I don't think UC is saying that extra access to sanctuary is bad, just the way it was provided.

Everyone knows people where upset with the difficulty of getting sanctuary that allowed them to PK, a change was needed at the time.

It's that it could had been made L40 and a usable wand.

 

Also, this doesn't empowers only meeles. It also greatly empowers pet classes such as Necromancers and rangers.

While I tend to agree with the glimmering staff, it also isn't entirely up to me.

 

I've made many changes to make things easier for ALL classes, not just MAGES or HYBRIDS. I've literally taken every suggestion to heart and weighed how much it would change the meta-game via PK. I don't want to change it so drastically and so largely like many continue to suggest.

 

Mya, I understand you take the game to heart, but you're VERY bias with mages and hybrids. I can pick up any mage/hybrid class any race and roll over the majority of the playerbase with EASE, as can many others. You can as well, if you weren't so conservative with how you play (hell, you played a DK in Savant WITHOUT a malform! AND KICKED ASS!) I've also seen you play a mage that's so destructive, and so easily used to beat pretty much anyone, but you play it absolutely wrong and crash and burn - thus we get change discussions that you hope empowers mages further.

 

So let's think about how more changes will affect the meta-game, especially those outlined above before we swear fealty to one side or the other and put player skill into the mix of things. 9 times out of 10, player skill > any class/race combo versus another race/class combo. I've killed drow invokers with FG zerkers and FG warriors (where the combo is literally such an uphill battle on the FG side that most say the invoker is OP).

 

I've used halfling warriors, drow warriors, FG shamans, duergar clerics (not too terrible actually) and many many underpowered combos and have done exceptionally well - even well enough to drop some big names. 

 

So let's think about how much it'll change for those players who already have skill down SO WELL, that it'll be empowering them THAT MUCH MORE and making it that much more harder for them to die and/or lose. Let's stop thinking about those who haven't played a cleric for more than a year, and think just how much increasing an invoker's power for a veteran player will do for this game.

Will post a fluent non biased thread somewhere else.

Everyone who makes so much noise over the glimmering stave is obviously not a very good player. Especially a melee one.

I won't even bother arguing with someone so biased in his ways like UC and Mya.

I'll admit, a glimmering staff is a huge upset in the melee world (especially rangers and necromancers).

The biggest weakness of a warrior in the past was always sanctuary. There is a reason warriors don't get wands or staves.

 

EDIT: Also holds true for BMG.

EDIT2: The sheer amount of consumables is a bit much. My warriors always felt like the Witcher, doing so many drugs and quaffing more potions than a meth head.

Edited

I really think long lasting sanctuary is the least of the problems....

 

**MUDDER! That's a brilliant idea - I love the concept of 'toxicity' that they use in the Witcher Games! Brilliant! **

Why can't we have something effect people from using too many herbs?

 

Want to be a herb head? Sure - be effected by a thunderclap like effect for 2-3 hours.

Want to use more then 3 nymph hearts? Sure - then be effected with a 'veil' like skill because you're so stoned you can barely see out of the room.

 

 

That idea is actually genius. Brings a new level of strategy to the game.

Edited

@Aulian: I also really like it. Brings some of the pains back to being a melee without major changes to the environment.

 

EDIT: The current "drug addiction" drawback is a joke and only really affects characters below level 20 or total newbies. I would like to see it removed completely and the above type of suggestion replacing it.

Edited