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Topics - Ryko Stormeye


If you have chest selected but take the tick off dungeons it does not always take all the dungeons off the map.
If you have dungeon not selected and put the tick on and off chest it then adds and removed the dungeons and the chests.
Suggestions / Difficult to get Enchant mats

The devs asked for some feedback and sugestions on which enchants mats could do with a tweak.

Q3 Bile and Q3 Horn are really hard to get, more mobs need to skin for these.
Q4 Darktaint is very easy to get considering its Q4. Gray Ork warriors, assasins and maulers are easy to farm.

Q3 Claw from Matayins is a pain to get as they are a underwater mob.  There is a few place where they are above water buts its rare.

Q2 Eye from Ceil Fye.  This seams to be a rare skin, if you look at how easy it is to get other Q2  mats.  Maybe they just need to skin for less Q1 stuff.

Q3 Lifeforce.  The respawn timer on Forest Phrophets seems high compared to other Q3 mob types.

Q2 Quartz - Everyone hates farming brownies.  Could this not be move to a different mob? and Renamed

Its a lot harder as a a physical player (melee/archer) to get the rare mats you need for your weapons/armour than as a mage.

Rare Ores - Golems - A Q3 R50 acid tranmuted bow does 20 or so damage where a acid bolt does 38-40 damage
Snow Hide - Ice Jarl - A Q3 R50 fire bow does 30 or so damage where a acid bolt does 38-40 damage.
Exarch Scales - Sun Exarch - A Q3 R50 acid bow does 15 damage where a holy bolt does 40.

The healing & regen of these high end mobs making getting the materials you need alot harder as a physical player than as a mage.

Can something be done to balance this out?

I dont want to play as a mage to get the mats I need to play as a physical player
Suggestions / Standardize Spell Unlock Levels
I think it would help players to Standardize Spell Unlock Levels as follows. With signature spells associated to that school coming at the levels indicated (e.g. Stormblast is a signature spell to Air)

1   Bolt
5   Debuff to Magic Damagic e.g Lightning
10   Shield to Magic Damage  e.g Lightning
15   Signature
20   Signature
25   Charge Up Ray
30   Signature
40   Buff Other Magic Shield e.g Lightning
50   R50 Aoe
60   Signature
70   Signature
80   Field AOE
90   R90 Aoe
100   Signature

The reasons for this suggestion are as follows;

1). New players can choose a school and know when their damaging spells are going to be unlocked as they no longer will be buying them, they wont see when they can "buy" their next spell.
2). The power (damage projection) progression of the school is kept the same no matter which school you choose.
3). It makes it easy for the devs to see which schools need a tweak as certain types of spell are missing from certain schools e.g A holy ray
4). Knowing that a school should have a a signature spell at R100 for example gives the devs a reason to adjust a spell for that type of big final unlock, something to want to work towards. I,e, maybe making Earthquake or Tornado a big final AOE spell like Volcano in Fire or something fun.

Suggestions / Merge Mental & Maledition stats into one
The Mental  & Maledition protection stats and spells have never been really understood.  They both protect against the affects of certain debuffs but no one seems to know which debuffs and how they work.

Would it not be better to merge them into one stat "Debuff Protection" (Call it what you like) with a easy to understand stat like % chance to resisit the affeect of debuffs?
Suggestions / Filters for Meditation Window

Please can we get filters or sort options for the meditation window.  I would like to not see skills/spells at 100 and maybe be able to see all magic skills or say all earth magic skills as a filter option.

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 & Feedbacks / 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