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Topics - Wyverex

1
Questions and Answers / Magic Schools
Maybe this is a bit too early as dust still hasn't settled + Raw still doesn't do what it should...

But my question to the community is, how would you rate schools now? Either Tier 1 (great) to Tier 3 (subpar), or on a scale of 1 to 5, or anything...

PS would be nice if you provided a bit of reasoning behind your choices
2
Suggestions / [content] Rework Trade Routes
A simple idea, imo.

Trade Route rework:
* Trade Route starter and end points become open 24/7
* maybe even allow travel from and to any of the 4 points, instead of making them one-dimensional
* reward scales with how fast you turn it in - which incentivizes their pathing being more predictable
* New NPC "shady helper"; players can "bribe" him to give them info on last 1h of activity
- number of players who bought trading goods in the last 1h
- estimate of their current location (actually read that player's location and give a +-100m random and then draw a 150m circle around the random location)
- Bribe cost scales with number of players that bought trading goods in the last hour
3
Suggestions / Mount cargo limit
Hello.

Since adding a new transport mount (packmule of sorts) would probably require a lot of work, how about you do a quick change to the carry weight limit of current mounts?

Something like:
* Bluetail 400 (up from 300)
* Racial mount 1000 (up from 600)
* Battlehorn 2000 (up from 1000)

Give us tools to use local banking properly, since any teleportation is off the table.

PS making some items/resources weight less would also help (please do both @Ub3rgames )
4
Mobs that were previously easy to solo with a Plate/Scale mix and a shield, now go through my health like a hot knife through a butter.

So the question for @Ub3rgames is, is this an intended change (if so, why isn't it in patch notes?) or is it a bug?
5
Suggestions / Make potions great again
It's a simple idea, aimed at giving players more options and opening the market to new crafters.

Rescale potion cooldown in such a way it's based on potion size:
* drinking a small potion starts a 30 second cooldown
* drinking medium potion starts a 45 second cooldown
* drinking a major/special potion starts a 60 second cooldown

Also, please fix crafting times for potions. It currently takes more than twice the time to make a medium potion than it takes to make a major one.
6
Suggestions / Leveling Speed & Frontloading
Hello everyone.

I'd first like to say that frontloading works great, but frontloading is not understood / known by most players.
Getting a skill (that does not have a mastery) to level 30 already makes it have 50% of possible bonus (there's a saying going around "30 is the new 50")

What does suck are:
* slow speed of unlocking abilities
* almost no in-game information on how frontloading works

So, I would like to suggest 3 things:
  • Increase leveling speed for 1-30 range. Allow everyone to easily get to 50% efficiency in their spells/skills
  • Increase leveling speed of Spell Schools - make spells easier to unlock.
  • Explain Frontloading to new players, or at the very least hint at its existance

PS this post/suggestion is about combat abilities and skills, not about crafting. I find crafting too boring and worthless to do on my main.

PS2 while on the subject of spell unlocks, check my previous thread:
https://forums.darkfallnewdawn.com/index.php/topic,8192.0.html
7
Trade / [Alfar Lands] WTB Extravagant Robes (bulk)
As the title says, I'm interested in large quantities of Extravagant Robes (I'd prefer 50+).
I'd prefer to pick everything up in Bel Melek.

PM me on the forums with the price and quantity you could supply.
8
Simple - male ALL gear require enchanting mats to craft, so nobody can afk gather mats for their gear.

Please and thank you
9
Hello.

Now that some of the spells are locked behind titles and do not require grinding the school to unlock, some weird things are happening: you can unlock a spell long time before you can start leveling it.
For example, Spell Reflect is still tied to Intensify (100 Arcane), yet it unlocks on day 3, whereas Wall of Force is tied to Mana Efficiency (50 Arcane) and unlocks on day 15.

@Ub3rgames are there any plans to revisit linked spells' level unlocks / linked sub-skills?

Also a related issue: You plan on switching some spells between schools. Any plans to lower the unlock levels of some remaining spells in schools that are losing spells?
Example Witchcraft is losing 3 spells, a lvl 1 one, a lvl 60? one and a lvl 90 one. Yet it still has a spell that unlocks at lvl 100 (and is tied to Intensify, making it a pain to level).
10
Suggestions / Subscriber-only subforum
@Ub3rgames Any chance we could get one sub-forum for discussion that anyone can view, but only subscribers can post?
11
Hello peeps.

We're dropping 2 hamlets, if there's any interested parties, post here.

Hamlets in question are:
Ul'Turah - hamlet on a small island; has a farm, proximity to some villages and the Ruby dungeon
Mohera - hamlet on south - south-east side of Ruby; has a quarry and is right next to Fluffy. Also close to a village

If nobody says anything publicly we'll drop those hamlets tomorrow so you'll be able to grab 'em without publicity.
12
Bugs & Feedbacks / Map Search issues
When searching for something like "Stone", items like "Runestone" and "Sparkstone" have priority in result display over the actual "Stone"

Example, searching for "Stone", implies Granite Golem does not drop stone:


Yet killing and looting it shows that it does drop stone:
13
Questions and Answers / Title numbers question
How do title bonuses work exactly?

If I pick "Fire Magic" and "Potent Mage", is my magic damage:
base * (1,06 + 1,04)
or is it
base * 1,06 * 1,04

As it changes math big time for stacking bonuses from different titles

PS would be nice how do those work with bonuses coming from gear as well

this is a repost; I originally posted this in Suggestions by accident
14
Suggestions / Reduce the number of armor set pieces
At the moment, full armor set consists of 10 pieces.
In reality, only 2 sets have all 10 pieces (Scale and Full Plate), all other full sets are incomplete or using placeholders to complete the set.

So, my proposal is:
Reduce the number of pieces for a full set from 10 to 6

Some of the reasons to do it:
* makes crafting a full set quicker
* makes assembling a full set quicker
* makes donning armor quicker
* less pieces to worry about (dura and/or when looting)
* less troublesome for markets (until bundle sales come)
* simpler to understand for new players (and this was a common complaint from my gamer friends when they were checking DF out)
* less feel of "filler" slots (items that can't be enchanted)
* and most importantly makes it easier to balance cost to craft of sets

Let me explain the reasoning behind the last one.
Full Plate pieces cost 1 Selentine Ingot per piece. You can't change that into "half ingot per piece". And Slentine competes for so many crafts (Bowyer, Weaponsmithing, Artillery, Warhulk making). So instead of needing 11 pieces, it could be changed into 6-7 pieces. It could even be changed into 12-13, if devs so decide... but it is definitely easier to work with multiples of a small number.
Ideally, we'd get new resources so not everything important is made from the same materials...


The removed pieces could be the ones that currently lack graphical assets for old sets (ie sleeves and pants, or boots and gloves, or anything that seems balanced between logic and lack of assets)
Since the looks of full sets are nice, and it would look weird for characters to be half-naked, we could combine some of the pieces together to keep all assets on the character when fully armored.
For example, combine:
  • pants + girdle
  • boots + greaves
  • sleeves + elbow guards


Currently armor sets have a combined value of 14 fillers (4 form Chest, 2 from Helm, 1 from remaining 8 pieces).
To make the new armor sets have the similar combined value it could be changed to:
4 from Chest
3 from Helmet
2 from 2 different pieces
1 from 2 different pieces
For a total of 13 combined value
15
Hello.

There was discussion that for those who played InDev it's gonna be possible to pick where to spawn, and main things mentioned were the usual starter NPC cities or player holdings you transfered from InDev to Live.

Is there gonna be a possibility to pick a non-starter NPC city as well as an option?


Also, now that bindstones don't actually function as a place to bind, I have a few questions:
  • what is the purpose of Houses / Barracks?
  • Is there any kind of limit as to how many people can start / respawn at any given holding?