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Messages - MKH

196
Stam goes out so fast it's ridiculous

It doesn't. Eat food, turn autosprint off. I never had issues with stam in PvE.

Well I try to do pve in away where I train how i try to move in real fight. So i do 180 turn kiting, sprinting melee etc. Yes you can do archery and side step shots and backpeddle melee and you can keep stats decently against starter mobs. But stats do go down way too fast when engaged in away that real fights go in darkfall. And also just spamming arrows behind cover is so boring I rather try to train for real fighting while I pve or i would prefer to actually go fight harder mobs with good loots but in those cases i can't keep stats at all.

You need mana to stam transfer spell as your main source when in full active combat mode, also make sure to eat food (early food like fish berries and lizard are short duration so carry a lot) and carry stam pots (minor pots are basically useless later game so carry 10 and drink them all if you have to). You want to switch back and forth from active fighting to standing behind a tree fighting and make sure to turn sprint off when doing just standing around fighting.

So eat food and fight casting mana to stam between mobs and drink pots making sure to turn off sprint when not needed, always trying to keep stam above half and never letting it go below 1/4 (if you get pk jumped with less than 1/4th stam you are pretty much dead) and if you get too low just sit down and rest.

Good advices but I do know these already I've played dfo and roa alpha both with fully leveled characters so I'm just saying how combat feels now with new character compared how it feels when it's leveled andi think there is no need for leveling endurance focus and fitness there are enough things to level even with baseline regen for stats.
197
So what do you want? Infinite stamina? You want to autosprint / jump non-stop for an hour fighting monsters? In PvP you'd run out of stamina too.

Huoh. I've played this game before you know I know how stamina works on leveled character and right now on new character it does down to fast to make fighting fun. And I don't use auto sprint but shift to sprint when I need to. And end game combat there is very little space for moments when do not need to sprint. So disagree if you want but don't try to act like I don't know how stats work when character is leveled.

And I don't want infinite stam just same rate for it to go down as it does when endurance is maxed or at least close to it since there are still enough things new character need to develop.

I get you like the current regen system and its okay, I don't. This threat was created by ubergames to get feed back from players how they feel about progress.
198
Stam goes out so fast it's ridiculous

It doesn't. Eat food, turn autosprint off. I never had issues with stam in PvE.

Well I try to do pve in away where I train how i try to move in real fight. So i do 180 turn kiting, sprinting melee etc. Yes you can do archery and side step shots and backpeddle melee and you can keep stats decently against starter mobs. But stats do go down way too fast when engaged in away that real fights go in darkfall. And also just spamming arrows behind cover is so boring I rather try to train for real fighting while I pve or i would prefer to actually go fight harder mobs with good loots but in those cases i can't keep stats at all.
199
Suggestions / Re: Please add ROA changes to harvesting

Multiple accounts. Think about it for a minute

Still not seeing it and since you guys cant explain how it helps with inflation, I will assume you really havent thought it out well enough and were just pulling a selling point out your asses to help push the suggestion.

He's saying you're not going to have multiple alts hitting nodes because it's too hard to manage. Most people right now have a few alts and are tabbing out every 10 or so minutes from their main to switch nodes, having to do this every ~2 minutes would be very difficult.

So, having less materials per node and gathering a lot quicker would force players to move out of safe zones. They won't be using a tabbed-out-alt to gather easy resources, so many will have to give up their 3+ alts... meaning there will be a lot less materials available.

It could even force clans who need the resources to go out there and hit nodes in the wild - which is fun for everyone.

And for the last time, based on the assumption there would be less mats in the world because less alts, how would that help inflation (prices rising over time)?

Well I think it's pretty obvious what he means. In real life when we talk about inflation we mean money loosing it's value thus making everything cost alot. So there is too much money out making it worthless. Clearly people in this case by inflation means the influx of gathered materials in the markets making it worthless there for you would need to sell tons of them to get just little bit of money.

And it's not like you didn't understand what others meant, you just wanted to be a smartass.
200
So I've now been playing 8 days around two hours a day and have been meditating continuously offline time.

I'm currently sitting on 30ish on stats except int and wis are only 25ish. I have greater magic 80 lesser magic 66, archery 45, Gs 22. Transfers around 10 witches brew 9. Earth magic 50.

So what I've been doing are quests. I tried to go grind up archery and melee but hitting thousands of arrows and melee swings just for the sake of it is just so boring I end up quitting it.

Biggest issue I have with current system is how long it takes to get character on level I don't ran out of stats just by swinging and shooting. Stam goes out so fast it's ridiculous. Stats go down so fast it takes any fun out of combat since I can't keep my stats with xfers even when not getting hit. Then I go and take a look I only have 9 on endurance and feeling like quitting. Stat regen should be maxed out for every one right from the start. It would make fighting alot more fun right from the start. New players still have so much to over come before being able to stand a chance in a fight.

I feel player should level up way faster on a status where you can fight mobs that give exciting loots and being able to at least hold your stats when not taking hits. It wouldn't feel grinding if one could level up while doing fun stuff in game. Now it's like I need to hit same mobs thousand times just to get some x stat up so I can do something more fun in the game.

But if anything please change stat regen to be baseline right from the start or if you really need to keep it boost the leveling of endurance and fitness alot.

I'm not sure what's your plan on leveling rates but currently I think it's too slow for beta and closer to right for release. Also if I understood correctly and you guys are planning on giving 5% boost on things that are maxed I'm very worried what this does for players that can play 2 to 3 hours a day. I mean it's insane disadvantage for us if maxing for us means 2 years of gaming and power grinders max in few months and then they get 5% better damage, xfers, buffs etc. Difference is gonna be so huge it will discourage people to quit.
201
Gathering is boring as is.  Why not leave the stat gains in?  You might as well get something for either just staring at your screen for 10 minutes or forcing you to afk to gather the said resource

So getting resources already isn't an incentive enough to gather? I somehow thought that's the main goal of gathering.

Clearly OP desires more grind. I suggest that Ub3rgames decreases his attribute gains by eightfold, but leave new player's gains entact, as presumably some new players want to PvP after *only* a few weeks grind.

Why more? It can be less, as long as active playing is rewarded more than AFK. The point is it's not balanced correctly to put incentive in active play. I just don't think there is any point in going any more faster at this point, where there is literally no other content and population is low. This is already close to an arena FPS.

I've now played 1 week - around 2 hours a day. I have now 30ish in stats 30 in archery 20 on GS's and 70 lesser magic 65 greater magic 50 earth magic. No intensifies not much of anything. I really don't agree at all with you that this is almost like arena game. I don't even have character yet that can hold its own at all in a fight. Now considering this server is gonna get wiped in 4 months - I think skill gains are still too low - not high.

It's clear that not many if any gonna get maxed character during this test period in InDev server - I don't get why you want more grind to it is beyond me. Content in this game should be about conquering, fighting over valuable holdings, fighting over best resources, pirating, protecting or robbing trade routes, hunting PK's as bounty hunter, being the top PK etc, being top crafter etc. and fighting to be fun you really need a character that can at least hold it's own in a fight. And still it's quite significant boost for those that get maxed character and it's not like we casuals are gonna get maxed with the current gains anyways. 5% more on damage, healing and xfers, makes world of difference in a fight.
202
Gathering is boring as is.  Why not leave the stat gains in?  You might as well get something for either just staring at your screen for 10 minutes or forcing you to afk to gather the said resource.  If gathering was faster or interactive then there might be a problem.

If you actually consider the stat gain rates now, it isn't too bad.  I've had my alts going since probably the end of the first week and they are just now closing in on 100 str and vit, but have no skills or any other stats besides wisdom.  These alts are gathering constantly for about 4-5 hours a day during the week and longer on weekends.  Is that really that bad for a month?

Ye I agree with you. People don't get that there are way more massive player group of us that work every day and play couple of hours a day. For us it's still 6 months project to get the stats. This is biggest playing group and should also be noted and i don't think all that many look forward to get even slower skill gains. This game is so much more than just grinding the char. That is probably the least fun part of it.
203
General Discussion / Re: Few numbers about gains
The way you level character all together is wrong and there for make it feel grinding. It's stupid system to force you shoot 1000 hits with skill/spell to get it leveled. I think leveling should be more like in dfuw but just develop it further. So I can actually just enjoy gaming doing quests exploring and then put gain points on what ever I want to level. I've now played week and my best skill is 30 archery since I just can't bring myself to hit thousands hits with same skills on mobs which is so so mind numbingly boring. I've done questing which is way more fun to do. Sadly it just won't get my skills up but at least I can level stats.
204
Haven't really yet tested what you can already do with DnD skill bars but things that should definitely be macroed to them are the followings:

- possibility to bind three skills to one key in a way that one quick press selects one, double click next and slight hold with key selects third. This doesn't count any cool downs but makes using skill alot easier guys with out naga.
- then same key can have different weapon type skills bind in  it and then select skills that matches the weapon type you are wielding. So same key can have fireball for staff and power attack for melee wep and all melee power attacks would work with this one key.
- and finally key that selects your weapon also can select wanted skill bar at the same time.

If these are in game macroed it would remove any need for macroes for me.
205
You have to look at it from the perspective of a newb who joins after launch.

Unlike every other game with a big power gap newbs aren't separated or safe from vets at all.

If people join late and realize they have almost no chance to win just based off skills/stats numbers (not even factoring in gear, player skill, and knowledge)  for at least a month. then very few will stay.

With local banking, no recall, and the big item grind I simply don't agree that a big character grind is necessary or even a good idea

Also either active play should be giving noticeably more gains than meditating for the same amount of time OR Meditation should work while online just at half the offline speed.

Right now lots of people do the 60k worth of Meditation points newb quests and log out

I have repeatedly heard " actively leveling transfers, heal self, witches brew, heal other, and self buffs is CANCER" and "I don't even want to play until I macro transfers, witches brew, and healself to 75 because it's just not fun"

I'm a big proponent of making some skills like transfers/ healself/ heal other/ and buffs just being the same effectiveness as the school. So if you have 75 lesser magic you have 75 stamina to health if you have 50 fire magic you have 50 ranged haste, melee haste, and impetus. People will just macro that shit if you don't

Plus the game flat out  isn't enjoyable until you can atleast  sustain yourself with transfers and heals as far as I'm concerned

People shouldn't look at it like "ok I'm going to grit my teeth and just power through this unfun part for x number of days so I can actually acquire  the basics to pve/pvp without stating out"

Well said. This is exactly how i felt trying DnD BETA and realizing how slow the gains were and how long it would take to get half decent character that can hold it's own in a fight. I mean I'd also be cool with the grind in the very end of the skills and giving slight advantages for those who love to grind. But one should very easily get a character that can hold its own in a fight. So getting xfers schools 50+ and melee skills 100 should be very fast. Then the last 25 from schools and maybe last 50 of masteries should be more grindy since those you can get better just actively pvping and pveing the end stuff.
206
Stopped playing too. Pointless to grind char that you can't even get full during BETA just to get it wiped in the end. Way too grindy for BETA. I think this rate could be acceptable if this was the actual release but definitely too grindy for BETA.