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Topics - Ryko Stormeye


I have skilled up two magic schools now to 100 via meditation.  The sub skills Intensify is not being granted automatcily on login now that your magic skills is at 100.  You have to go and purshace it at a mage for 1g.  This can be a issue if you don't notice or forget to buy it.
I am going to suggest something radical so bear with me.

Remove the encumbrance system.

Now before you freak out, please read my reasoning and understand the arguments.

Now that we have traits in the game I feel it's better to balance around these than use the old the encumbrance system.

This is because:

1). Bonuses, positives, and advantages are fun and penalties, negatives, disadvantages are not. Players love the feeling of bonuses.
2). Trying to balance the armours and getting players to understand the balance is easier from 0 to +20% (or more) that have to balance from -20% to +20%. 
3). Traits are easy to understand (they still need a percentage symbol at the end of the display digits) but a percentage bonus to your attack speed you can grasp but what the hell does 25 magic encumbrance mean?
4). Bone, Leather and Robe armours total encumbrance comes to less than 20 which with 100 in Armoured/Archery/Magic Proficiency your encumbrance is 0 anyway.  So what's the point of it in game?

I suggest the devs remove encumbrance as a stat along with the armoured/archery/magic proficiency skills.

Arguments against

a). A full metal geared player could use magic at baseline effectiveness - Is this really a issue or opening up a new play style "the cleric, paladin, battle mage".   Also if metal wearers and leather wearers can cast magic at the same baseline effectiveness it becomes easier to balance the game.  Bone and robes wearers get bonuses to magic so their magic abilities will always be better. Some tweaking to spells may need to be done but that's coming anyway in the "Great Magic Overhaul"

b). A full metal geared player who can use magic at baseline effectiveness gets more from their heals than another armour user as their protections are higher. - This would be true but they don't get any bonuses to damage output so again they are all about staying alive. If they are going to remove back protection this would also help metal geared players.

Compromise solution

If you really feel a metal wearer should NOT be able to use magic at baseline effectiveness then give the metal armours Negative magic traits intead of the encumbrance system.  Showing a negative magic trait is really easy to understand VS the current encumbrance system. If each piece of Full plate for example gave -1% effectiveness to magic magnitude & speed.  That a 10 pieces wearer would get a -10% penalty displayed in their traits on the players information window.

Your feedback and comments as always are welcome.
Bugs and Issues / Server down at 8.54am GMT

Just tried to log in at 8.54am GMT. Has the server crashed, maintenance or patch?

Suggestions / Merge weaponskills
This suggestion is to allow more variety in weapon usage, allow people to use the weapons they loot in pvp and reduce grind.

Merge 1h Club, 1Axe and 1h Sword into a new Skill called 1 Handed Weapons.
Merge 2h Club, 2h Sword, 2h Axe, Polearm and Daggers into a new skills called 2 Handed Weapons.

The differect effects the power attacks do would still be based on the weapon you use.

Doing this means you dont have mutiple melee grinds to level mutiple weapons.  If you loot that nice shiny Rank 70 Greatclub you can choose to use it as you have levelled your "2 Handed Weapons Skill".

Here are four suggestions to improve the leveling of harvesting, skining and crafting

1). Learn from failure - I think every time you fail a harvest, skin or craft you should get 50% of the exp you would have got if you succeeded.  We all know that failure is part of learning after all, you should get better (your skill go up) each time.

2). Study - What if you could "study" full durability crafted items for crafting exp.  In the process you dismantle and destroy the item but at least you have learnt something.  This would give a use to all the crafted items you make in levelling your crafting skills.  You could even give a incentive to "study" other peoples crafted items with a little exp boost say 20%? This would allow people to sell their left over crafts to other people not just to use but to "study".

3). Higher level crafting for exp - I think after getting to a new crafting level you should no longer get exp from the lower tier crafted item.  e.g Once you get to 25 weaponsmithing you need to make R10 weapons to continue to level up to 50 weaponsmithing.

4). Consistent Leveling - If it take 100 R0 weapons to get from 0-25 then it should take 100 R10 weapons to get from 25-50 etc. Stop the randoness.
I have been trying out RoA and I found some small changes that I liked. Some could be good in DnD if they work with where the Devs are taking the game.

UI revamp - It felt cleaner and more modern.
Crafting UI revamp, sorting items by rank, seeing mastery items separated out - Not havig to search for the item you want to craft and not getting normal and mastery items mxied up was nice.
Mixing - Being able to combine small potions into large ones was great, it meant small potions had a use later on. Also being able to combine enchanting mats into higher tiers was great as people were always willing to buy the lower tiers.
Harvesting speed - Being able to harvest a node in 30/45 ses I felt like I was on a harvesting adventure and not locked to the screen doing anything for 8-10 mins.
Seeing amount of resources in a harvesting node - Great for seeing if someone had been in the area and knowing you have almost finished harvesting the node.
Expandable bank - Very usefull
Mount health and stamina visible - Again just very usefull
Mount stamina regenerates - I liked this because I could control my mounts stamina and not run out.
Different weapons/staffs inside same rank have fast/slow/normal version - This variety was nice to play with and made all the different art models well used.

Generally I missed DnD and I am back but the above was enjoyable.

Sometimes whe I enter a new area the new map pins (mobs, crafting stations etc) don't appear.  Also when I am in a area and get killed and rezzed sometimes the ones I could see disappear.  I have not yet found how to replicate but relogging does fix it.
Suggestions / Additonal Melee Abilties
I think it would be nice to have some more abilities in melee.  Below are a few suggestions.

Remove all secondary affects from the power attacks and add in some additional abilities.  The power attack just becomes a  damage ability.

Slash - Bleed affect
Hamstring - Stops someone entering sprint for a short period of time.
Concuss - Short blur/blind effect on screen
Fracture - Put a debuff on enemy for the type of damage the weapon does
Sucker punch - Attack does increased stamina damage
Lunge - Does a long range melee attack (about 1.5 to 2 times normal weapon reach)
Cripple - Puts a strength, dex, quickness debuff on enemy.

Do you guys have any more ideas?
Suggestions / Item count / Total items in Bank
Please implement a item count in bank (each stack counts as one item)

i.e 1560/2000
With the new interface all power attacked work off one button.

However disabling shot does not work when you activate disabling blow. 
Suggestions / Lore Book
You could have a Lore Book in game (sub part of Journel). It would act bit like a wiki and acheivements

When you kill a mob for the first time a entry is added to the Lore Book - Name, few lines of text about the mob etc
Kill 10 - Mobs strengths and weakness get added to the Lore Book
Kill 50 - Mobs loot table gets added to the lore book

What do you think?

Suggestions / My suggestions
1). Change the colour of the stats being used to something visible in the player stats window.  E.g Currently when herb gathering Int and Wis hightlight to a lighter green to indicate that skill is using/raising those stats BUT the colour is too similar to the green of the ones not being used.  Change it to blue or red or something that really stands out.

2). Being able to add editable text map markers

3). Add mob markers to the map, when you discover a mob spawn (mobs spawn for the first time) a marker with the mob names is added to you map. Promotes exploration.