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Messages - Nemesis

#1
Battles & PVP / Re: Best pvpers on the shard
September 04, 2012, 03:18:42 PM
Nemesis >> all of you  8)
#2
General Discussion / Re: Imbue mats drop rate.
February 26, 2012, 01:37:28 PM
I can't really say anything about the drop rates cause i haven't tried them i'm not a PVMer, but there might be other solutions besides increasing the drop rate, here are my thoughts...

A solution to that besides raising the drop rate could be to increase the intensity % you can imbue with only the primary 2 ingredients (Residue, Essences, Relics + Gems). I think on most servers that have imbuing you can imbue up to 90% intensity without requiring the third ingredients ( Seeds, fairy dust, ...etc) So let's say they're looking to imbue hit lightning on a weapon but dont have the third ingredient required they can imbue 90% intensity which would be about 45% hit lightning but if they wanted to make it perfect and have the 50% they'd have to use essence of passion as well.


On here the max intensity you can imbue with only the 2 primary ingredients is 50% so a solution could be the raise it a little? I'm not saying up to 90% but maybe 75? That way people could still make decent gear for a reasonable price but if they'd want perfect gear they'd have to put the time / gold to get the other mats. People could imbue let's say...15 lrc, 6 lmc, 11 hci / dci, 6 mana, stam ... etc without needing the 3rd mat, it could make very decent without being too overpowered for the price of the mats cause the way runic kits are right now, you can probably make better stuff with runics but with imbuing you can make it fit your needs better.


That way after people have gathered some gold they can buy runic crafted pieces, after they've played for a little while longer they gather some essences, residue, gems,.. they can customize their pieces a little, mix them with arties since the artifacts we got now are probably better than pieces imbued up to 75% intensity. And then after a while of playing and hunting in ter mur once a while they'll probably have gathered some mats or enough gold to buy some mats to make a perfect piece or two. Would still take as long to get perfect pieces but there wouldn't be such a huge gap between fully imbued pieces and semi imbued ones. Might also stabilize the price of imbuing mats cause even tho they'd still be rare people could get decent stuff without them but would still need them to make perfect pieces, so the prices wouldn't skyrocket but they wouldn't drop to the floor either.
#3
General Discussion / Re: PVP'ing concerns.
February 18, 2012, 11:20:06 AM
I haven't been playing as much as i used to as i've been pretty busy lately but i logged on yesterday and here are my thoughts about the recent changes.

I never really been a PVMer and probably never will but i think most the fixes that were made to  the economy are good ones, With all the bad ass gear everyone has, monsters had to be made harder and stuff harder to get otherwise all the prices would have eventually dropped to the floor. I was seeing it already with imbuing mats and how cheap people were selling them. A server with no economy is sure to not last long because new players wont have a way to make gold when they start. Right now it might be alot harder to kill mini champs (i haven't tried) but new players can start with taming and go kill everything a Gdragon and actually make some gold instead of getting mats that would have eventually been worthless.


Now onto to the PVP changes.

I agree with some of what Ewua said, the problem isn't actually that spells are slower to cast, everyone can get used to that. The problem is that the pvp here was already perfectly fine, it was extremely fast paced and that is what made it unique.

But like i said slower spells is something anyone can get used to as long as everything else gets balanced accordingly. I tried a couple duels with the new casting and i absolutely hated it, not because i couldn't get my spells to hit but because bandages are now too quick for the casting speed. Poison spell doesnt land everytime but when i managed to land one it'd get cured instantly by bandages, barely had time to cast a fireball or a harm before it got cured. So i think that if your gonna go this way with basically reducing the pvp speed, weapons and bandages need to get balanced. Cause the way it is casting has become kinda useless, everyone is gonna rely on their weapon dmg (i hate that... doesn't take any skills to get crushing blows or mortals to hit). So by lowering the bandage speed you can make the spells useful again as the poison won't get cured as fast or people wont get heal as fast and will have to use heal / gheal instead of relying only on their bandages. I don't agree with the 8 sec bandages Ewua was saying tho cause that'd be way too slow with 1.25 swing speed you could hit 6 times before a bandage would even go off. 4 seconds would probably fine.

But also if you change bandage speed you also need to lower damage from weapon, capping dmg from crushing blow and double strike like AI is capped is a good idea. I don't think lowering it to 1 hitspell max on a weap could be considered, just think about everyone who spent hours farming to get the mats to make their weapons what would you tell them...? ''Sorry weapons do too much dmg now all your weapons are gonna get deleted now you gotta go farm again and make new ones''. Baaaaddd idea, if when imbuing was first introduced on the server it was put that way 1 hitspell cap everything would have been fine but that's not how it was introduced. What could be a fix for that (i dunno if its possible) would be to lower the damage done by hitspells on weapon like make it maybe 50 or 75% of their original dmg so let's say a lightning would normally do 30 dmg it could make 15 or 22.5 instead. Would make weapon do a little less dmg without having to redo them all.
#4
If im not mistaken those things are supposed to drop void orbs but i doubt they spawn here. You get void orbs from korpres here, they spawn around ter mur.
#5
General Discussion / Re: Rune Chisel
November 30, 2011, 11:20:23 AM
I'm pretty sure there's no removal rune to remove a skill.

But i'm also pretty sure that skills dont count as a prop and don't count towards the magic weight either.
#6
I don't understand why you all cry about pvp... It's not like you loose anything hell there's bank stones, insurances... would've loved to see how much you guys would've cried back in the days when it was fel only and there was no insurance...

Plus it's not like there's tons of PVPers around and you get raided everytime you go out.. When i first started here there was way more PVPers around than there is now, alot more PVP guilds, i'd get constantly raided either champing, doom, tokuno dungeons... I never cried about it, hell you get killed you loose what 5 - 10k insurance? BIG DEAL ! suck it up and go kill something else and try again another time. Or even better, learn to defend yourself? I probably got killed 10x more than all you guys it didnt stop me from getting gear, PSs and everything else i needed. I liked the fact that it was higher risk = better reward, to me if your not willing to take the risk to get killed then you don't deserve to get good gear, all there is to it. PVP has always been and will hopefully always be a part of uo...
#7
Here are my thoughts about this, that's my opinion so you do whatever you want it.

With doom, dojo and mines now being trammel ruleset that will allow players to farm arties basically 24/7 without any worries at all, absolutely no challenge. Meaning the server will be filled with artifacts and they'll all become basically worthless which will directly affect the economy and not in a good way. While those were still PVP zones there were atleast PVPers keeping those dungeons from being farmed, but now what's keeping someone to farm all day everyday?

To me if your gonna go through with this you need some kind of balance, and to me that balance should be that ter mur should now become entirely fel ruleset. Why is that?I remember when i first started i was reading about imbuing and remember seeing '' imbuing should be only a end of game tool to perfect your gear '' with that in mind, shouldn't imbuing mats be hard to get? Or atleast be expensive... Right now any noob can go to ter mur and farm pretty much any mini champ as long as they have a greater dragon and some skills, if you know what your doing in less than a week you can have enough mats to get yourself a fully imbued suit of armor, not really a end of game tool to me. Making ter mur a PVP facet will make it harder to farm imbuing mats, meaning imbuing will be alot more expensive, that way even tho there would still be ALOT of arties out there, there would still be some value to them because people wouldn't be able to get imbued stuff that easily. Atleast keeping some balance into the economy.

Like i said that's my opinion take it or leave it.