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Topics - rawrgasm


Can you buff mages please @Ub3rgames

Quality test with the second video can anyone tell the difference? Trying to get perfect settings.
This is rapidly becoming the biggest issue of all the current problems plaguing the game, the current spawn scaling system is quite frankly a joke, you need 3 alts to make a spawn challenging, profitable & worthwhile, to group farm you all need to bring alts to achieve the aforementioned.

I've never played a game where to make a monster worth farming you need to purchase alt accounts and painstakingly keep them engaged in a mob spawn.

I honestly feel bad for the people not abusing this backwards system, you are missing out on thousands of rare ores/materials.

Re-design the system to make the mobs respawn time / strength / drops / numbers scale with how fast the mob spawn is cleared each time it spawns.
We are a group of 8 players who have played together for years just looking for another 2-5 PvP orientated players so we have enough to contest village independently.

Heres some recent vids:

Some information about clan:

-4 welsh and a few euros
-pvp orientated
-good city on good continent
-game knowledge
-decent at pvp
-self sufficient crafting being worked on

I'll let the angry trolls bump the thread for me, each post by a troll counts as a +1 to why you should join, as you can make people this angry.
Media Highlights / Ruby Left Clicking

Posting for a friend xo

Welsh Melee BOI
I guarantee it, a lot of people I'm talking to are already tilted off the face of the earth from such a garbage system, even a few have quit.

3 ways of fixing it or the game is done.

1. Allow meditation points to be infused into titles to level them up. (Prior to level 100 titles being unlocked it can't go past the current max title level)

2. Don't decay titles when switched, keep the -10 instant drop if needed but could do without that inconvenience.

3. Remove the whole system and come up with something competent.

Quote me in 3 months if this doesn't become true.

Didn't warrant a good quality upload so the quality is shite.

I'm making this video unlisted as I  dislike shit talking Ub3rgames where it can hurt the game.

But I kind of think there is a flaw with your game when a clan of 120+ people are bringing 20+ alts most likely 30+ when they log them all in to every village and receiving more gold than a small clan can farm in 1 week in 5 minutes of work.

You receive around 1.5k a tick from Ruby villages on average at high %.

50 x 1.5k * 22 = 1.65m gold.

I'm not joking when I say this but I'm most likely low balling this, these guys are pumping at minimum 1 million gold from each village per day being conservative.

If anyone wants to fight the resistance PM me, we only need like 10 people to wipe 50+ seek and destroy, wipe them once and they will quit like they did in inDev.

Zero economy in the game & pretty demoralising to play.
Media Highlights / [SHORT] Ruby Running

Had a good fight vs the first 10 that showed up, killed 3 of them and they just kept coming and coming, we also got screwed over by being on the edge of the village rogue line where their blues were rezzing their downed players and we couldn't stop them which sucked.

Looking forward to more Ruby village fights!

Looks like only half their force in one picture, ruby is popping lads!
Join Avaris for PvP
General Discussion / Loot Split changes

EDIT: Explanation on how it works

4 people engaged on the spawn, 3 of whom are in the same clan OR party. The 4th is soloing.

Whilst all 4 players stay engaged on the spawn the loot gets auto-split into 4 stacks in the tomb (no idea what happens to, eg, keys...).

The three clanned/partied players can all loot each others loot - just like before.

But they cannot touch the share of the loot on the grave that belongs to the solo player. And he can't touch their share.

But after 120 seconds passes then the grave goes free for all.

Still open to abuse like this:

I can definitely see this being open to abuse, imagine a solo blue player (who we'll call the 'Asshole') finding a group of 3 other clanned blue playeres farming a mid tier spawn. The 'Asshole' decides he wants to watch tv but also get loot, he can sit in the spawn engaged, watching tv and then just looting 1/4 of the loot from each mob which he's had next to no hand in killing. Hell, he could even hit a rock for str gains in the meantime.

The 'Asshole' guy is making their spawn harder and leeching loot from them at the same time. The only recourse that the group of 3 players have is to kill this player, at a huge alignment loss / quest bonus loss. It wouldn't take much for the 'Asshole' to keep coming back, so the 3 clanned players have a choice, either kill this guy to go red, or just stop playing at that spawn (the Asshole could just follow them to the next). So, their only other option is to just stop playing.

Before anyone says no one like that exists, this is Darkfall, dozens of these people exist. Situations like this are their entire raison d'être.
General Discussion / What needs to be in the next patch?
What's in the next patch? @Ub3rgames

Any chance of an update on what's planned for the next patch?

Will drakes be fixed?
Will ARAC clans be fixed?
Will village bonus gold be fixed? (and will people who cap a village off another clan at a high % bonus receive said bonus for the first cap).
Will there be a way to spend or infuse meditation points, since 90% of the server is capped?
Will there be a tiered clan vault?
Will unarmed or caster humanoid mobs be fixed to stop hitting like trucks in melee?. E.g Arthain Hunchbacks, Severii Legionnaires, Nahdruk Heretics etc.
Will mob loot be further tuned? (90% of the mobs are crap, LONG LIVE TROLLS!).
Will arrow drops be increased to be more inline with reg drops?
Will conditional binds be added? E.g first available.
Will archery recieve chain crits like melee?
Will you make mount leans a skill so people can bind them easier?
Will the looting inventory lock be fixed?
Will village timers stop being pushed back with server downtimes?
Will raft & boat speeds be changed to be useful?

So many little things that add up to a big annoyance.

1 Scalestone = 3 Shards.

-Promotes staying blue to break scalestone into shards at NPC city.
-Removes needs for alts at spawns.
-Promotes solo farming at your own leisure.
-Gives runestones a use and a market.
Media Highlights / Fix this shit ASAP
I've heard rumours of clans using scripts to auto log out on system messages of enemies, can't confirm this is true or not without solid evidence, but this clan had people logging out with 28 cloth on them at crafting table, seems suspect.


People who are encumbered should not be able to log out quickly, it should take 2 minutes to log out or not even be able to log out at all.

Was 5.30am after a long grinding session I was just about to go to bed and these sneaky boys swam past me, followed them and this happened.
General Discussion / Maximum efficient XP gains

I'll make a forum thread as I can't get a response out of Ub3r on other channels.

Examples using 100 as baseXp:

Monster Tier
Green: 1x modifier
Yellow: 1.25x modifier
Light Orange: 1.5x modifier
Orange: 1.75x  Modifier
Red: x2 modifier

Scaling Modifier
+2.5% per person level 0-20

Ub3r said its a mix of damage + rank of weapon I have no idea how this works but I will go with a 50/50 split for examples.
10 damage = 5%
20 damage = 10%
30 damage = 15%
40 damage = 20%
50 damage = 25%

r10 = 5%
r20 = 10%
r30 = 15%
r40 = 20%
r50 = 25%

(baseXP + 50% from scaling + 50% from magnitude) x 2 from monster tier x 2 from power hour

We don't know how this works but I'm going to use it as ((xp + scaling + mag) x2) x2

Green mob hitting 10 damage with R0
(100 + 0% from scaling + 5% from magnitude) X1 Green mob x2 Powerhour = 210xp a hit

Green mob hitting 50 damage with R20 spawn scaled to level 20
(100 + 50% from scaling + 25% from magnitude + 10% from R20) X1 Green mob x2 Powerhour = 370xp a hit

Red mob hitting 2 damage with R20 spawn scaled to level 10
(100 + 25% from scaling + 0% from magnitude + 10% from R20) X2 red mob x2 Powerhour = 540xp a hit

In conclusion from what I've tested ingame without knowing the numbers these are actual scenarios I levelled in:

Yellow mobs hitting 15 damage with r20 spawn scaled to level 20
(100 + 50% from scaling + 5% from magnitude + 10% from R20) X1.25 Yellow Mob  x2 Powerhour = 387.5xp a hit

Red mobs hitting 2 damage with r20 spawn scaled to level 2
(100 + 2.5% from scaling + 0% from magnitude + 10% from r20) X2 Red mob x2 Powerhour = 450xp a hit

As you can see its way more exp from just hitting a red mob for nothing than spawn scaling lower tier mobs, this has been proven by myself ingame, got 71-75 archery in PH on orange mob and 64-66 on spawn scaled yellow mob.

Question I have to ub3r to solve this mystery:
1. You say its 50% from scaling, but then you say its 5% per person to 10 then 2.5% after, 10 people = 50% so why 2.5% after?
2. Can we get a break down of magnitude is it 50/50 between rank + damage? Or how does it work.
3. What is the actual cap exp and some scenarios on how you reach it?
4. what is the modifiers on monster tiers, is it close to what I've wrote?
5. is baseXp the same per hit? Nothing else effects it?
6. Just give us examples pleaseeeeeeeeeeeeeeeeeeeeeeeee