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#785928 Relocate Combat Evaluator Icon

Posted by lawyergod on 20 April 2013 - 16:03 in General Discussion

Just now, I was trying to click the "Look At" Icon next to a creature, to add said creature to my Do Not Kill list ... and a slight misclick caused me to instead hit the number icon, attack the creature and die, and reset the Unstoppable achievement for my Guild.  Entirely my fault, of course, but something that I'm sure has also happened to a lot of us, and for which a minor change could prevent altogether.

 

As it is now, the creature name comes first, then the eyeball icon and the attack icon are next to each other; I would propose moving the Look At ("eyeball") icon to the LEFT of the creature name, so that the eyeball is first, then the creature name, then the attack icon.  I would assume this to be an altogether minor task for HCS, and something that would make the overall experience much easier on the players.

 




#781185 Guild PvP Ladder Reset

Posted by lawyergod on 12 March 2013 - 02:20 in General Discussion

what if the opt'd in guilds don't have any targets for your guild? i just see a big flaw with making the GvG Ladder mirror the PvP Ladder..

You misunderstand me (... I think). I'm not suggesting removal of the Top GvG List outright; I'm suggesting the ADDITION of a GvG Ladder system, using the PvP Ladder as an example.

While I don't do the Ladder -- in fact, I don't PvP at all -- I am ... relatively, at least, aware of the issues people have with the PvP Ladder at present. The PvP Ladder was merely an example of the sort of opt-in system currently in place, that could be altered and applied to GvG. It may easily need tweaking; it was an idea that came to me at work, and I haven't given it a lot of thought since. But, with some tweaks, I think it's a sound idea in principle.



#781141 Guild PvP Ladder Reset

Posted by lawyergod on 11 March 2013 - 16:04 in General Discussion

Instead of a straight GvG reset, why not institute a true GvG Ladder, akin to the PvP Ladder that resets regularly, requires an opt-in, etc.



#780742 Epic solution

Posted by lawyergod on 06 March 2013 - 19:59 in General Discussion


I highly doubt many players will want to buy epics with 10 or 25 durability.
The moment that epics become crystalline a few PvPers will find it their hobby to reduce the durability to 0. And that can easily be done with a few PvP hits over a few days.
And then the crystalline epic is worthless.

The crystalline epic in the example above takes a pair of Skally boots and a pair of Oggy gloves. At the current AH prices that will be worth around 600 FSP. And the idea is that these new epics will increase the price of old epics...

If these epics are used for stam gain then you'll have to wear them a lot and PvP is likely to happen.
For 600 FSP you can buy 15k stamina. So it will have to be an insanely high stam gain to make these epics worthwhile.

If these epics are mainly used for the PvP Arena then people will put them on and off in mere seconds and PvP is not very likely.
But there aren't many players who will buy epics solely for PvP Arena use, so it will hardly raise demand (and thus prices) on the old epics. :roll:

Good point, seems like the cost - risk isn't worth pursuing unless the gain is massive.

You're right. The gain would have to be exceptional to be worth the risk. And that's exactly how I would envision it -- incredible stats, incredible risk. The plus-10 gain stats were just an idea; if people think it isn't enough (and it might not be) what WOULD be worth it?

Alternatively, instead of upping the gain stats on the individual items, it could also work to make the items as part of a set -- again, like the old Gurgiss items. Each individual piece gives gain (plus-10 continues to be my baseline proposal, but that's open to discussion), plus the set bonus would give even more gain bonus.

The whole point of my idea is the notion of getting really incredible gain stats, but running a huge risk all the while, which I think would make things more interesting, and require a real sense of trade-off when selecting epics -- are the awesome stats worth all of the hassle and the expense of replacing them. At it's best, it would work as a potential gold sink, and create demand for ... nearly everything, honestly, since the original proposal of this thread was to utilize old epics in recipes to create new ones. Demand for Titan epics, RP epics, PvP Ladder rewards, Arena rewards, things from the Caves -- nearly everything would be in play. And if the items were popular, AND got broken fairly regularly (given the low durability), this demand would be constant, and hopefully spur on action in all facets of the game.



#780739 Some suggestions for gvg that arent about a medal for it

Posted by lawyergod on 06 March 2013 - 19:50 in General Discussion

Some other things ive asked for or supported ...

a joust, a preset battle in which a guild chooses 1 or more champions who fight the other guild in a couple ways all or one can be added as this idea,,ill add all the best choices for this.
1 on 1, both champions basically do a 50 hit conflict on one another and cannot attack any other guild members, at the end the one with most wins is the victor

grand joust a team of gvgers is assembled and hits set arena style including a snapshot so gear shown may not be gear actually worn. a tier system is set and opponents placed together in each fight going up to the final winner who gets a special prize in addition to RP

[Note]

It's not truly GvG related, but I REALLY like the idea of a Guild Arena. It's something would repurpose an existing game mechanic for Guild purposes, and open up another unique way of playing the game.

Offhand, I'd say that there could be a special permission to create an Arena "team" that other Guild members can then join, subject to the approval of the original. As with regular Arena, the stats you have at the time of joining the team are "locked in," so you don't have to wear the same gear forever while the Arena is going on.

To make it really interesting, I think you could play around with the minimum and maximum levels of the arena teams. Some could be fairly basic, e.g. four level 1000s or above, or four level 50s or below, and some could require some finesse, an example being one level 50 or below, one level 100 to 300, one level 700-750, and one level 1200-1300. (In my head, the Guild Arenas would be teams of four, but that's also subject to debate.)



Also, if a joust-type system was implemented -- which I'm all in favor of -- I think it should require special permissions as well. (Possibly structures too -- gold sinks!) One permission to initiate a challenge for the joust, and a second to select a champion to meet the challenge. It would not do, I think, for a novice GvG'er to meet the joust, not knowing what was going on, and to get wrecked; to avoid this, I would say that, similar to asking to join a Guild Arena team, would-be champions offer to meet the challenge, and someone with the permission selects from amongst them.



#780668 Some suggestions for gvg that arent about a medal for it

Posted by lawyergod on 05 March 2013 - 21:33 in General Discussion

After a LOT of digging, I was able to find the thread from two years ago, in which HCS proposed making wholesale changes to GvG, instituting a "more strategic" system that was "disassociated from the current combat system" altogether.

viewtopic.php?f=1&t=101410

Ultimately, there was an outcry of support for the preexisting GvG system, and ultimately it would seem that HCS abandoned the idea, and instead instituted rules such as the 50/75/100 attack tiers, the different GvG attack ranges for various levels, etc. (It could be argued that this is exactly the "band-aid" that the linked post was purporting to avoid, but that's a different can of worms entirely.)

I said then, and I continue to believe, that this system was actually a GOOD idea, but not as a replacement for GvG outright. If the system could instead be brought in as a separate, new avenue of play, in addition to Guild Conflicts ("Guild Battle" perhaps), that could add a whole new dimension to the game, while still preserving current modes of play for those that like them.

I know this doesn't outright address the potential need for changes to the current GvG system, but it was something that this post reminded me of, and this seemed as good a place as any to raise the point.



#780024 Epic solution

Posted by lawyergod on 28 February 2013 - 16:55 in General Discussion

That's not a bad idea. I agree with that idea.

Crystalline Epics:
Higher Stamina gain than normal Epics.
Low durability, 50-75 would be good.


Sounds like an idea that might be worth pursuing. We'll think about it.


Allow me to vote against this here. Epics are mainly used for stam gain and arena, not hunting or PvP (especially due to epics not working with the Coordinated buffs), so allowing crystalline epics to have greater stam gain doesn't make much sense; they'll never get broken. That is, unless random PvPers like to go around and smash crystal epics for some reason.


I actually don't disagree with you, which is why my initial idea had the durability much lower than 50/50. I was thinking more along the lines of 25/25, or even 10/10, the idea being that if you had these things, you'd have fairly ridiculous (compared to normal epics) gain stats, but you would lose the stats after only a few poorly timed PvP hits, or one GvG against you as an idle target. That would be the whole point: incredible stats, with incredible risk.



#779678 Epic solution

Posted by lawyergod on 24 February 2013 - 15:58 in General Discussion

Ignore these ideas of crystalline etc, those are just not going to happen.


No desire for a shouting match or anything of the sort, but I'm kinda surprised at the definitiveness with which you and dismiss the idea, whereas there hasn't been a great deal of actual discussion of the merits. Whether HCS themselves would consider the idea is a different matter entirely, but I'm concerned more with why you, and others, seem to dismiss the idea out of hand, without any talk as to WHY it's apparently a bad idea.



#779597 Epic solution

Posted by lawyergod on 23 February 2013 - 19:31 in General Discussion

I am generally in favor of adding new epics to the game that require recipes of some sort. I posted a thread on this once before, but if new epics come in, what I'd personally like to see is something unique done with them, instead of the same old single-item epics that give stamina and xp gain.

My thinking was to make the new epics crystal, like the old Gurgiss gear, with very low durability (maybe 25/25, but that's debatable), so as to require those players who use these epics to need to replace them fairly often. In return for this, the gains from these epics would be exceptionally high (my estimate was plus-10, but again, subject to debate.) Like Gurgiss, it might also be fun to make the epics part of a set: each individual item gives some gain, and the set bonus gives even MORE gain, but they're all crystal, with low durability.

Part of the issue with the epics, I think, is that there is one definitively "best" epic for each of the nine slots (weapon, helm, etc), one epic that gives the most stamina, stamina gain, and xp gain. By making the new epics unique, and requiring a trade-off between the gain values and the wearing of crystal, this might spice things up a bit.



#779183 Brewing Custom Potions (Composing)

Posted by lawyergod on 20 February 2013 - 13:41 in General Discussion

it has been more than a month since this topic was originally raised by Hoof and with a 95% approval rate. Where are we on this again?

bunping this thread


This is still on the immediate to do list, after skills.



That's ... kinda a shame, actually. I believe I've said this before, but I was really hopeful that some of the new buffs and potions would tie in to the new Composing mechanic, and that the Skill Trees would be restructured to compensate for this -- i.e. a first-level buff that helps with Composing would be fit in earlier, at level 300-500 (perhaps with Extractor or Four Leaf as a prerequisite), and a second-level buff later on in the tree.



#775290 New Epics -- bare with me, please

Posted by lawyergod on 25 January 2013 - 16:26 in General Discussion

This is NOT a thread asking for new epics, of themselves. It is an acknowledgement that, at some point, it is inevitable that there WILL be new epics, and a suggestion as to a unique way to handle them.

What I would suggest is that the new epics give extraordinary boosts to gain (+10, as a ballpark, but up for debate), but that they also be crystal, with very limited durability, (20/20, or 50/50, as a ballpark). This way, there would be a tradeoff between the gains and the fact that they would break, and would be lost once they did.

I think this would be a boost to the game economy (whether these things are by Titans, by RP items by invention, or whatever, everyone would benefit), would give EoC and/or donating players something to pour their FSPs into, and could spur on PvP as well by giving them an incentive to hit players wearing these items.

As follow-up suggestions, it might be a good idea to also have these items scattered across multiple levels -- i.e. one at level 80, one at level 300, one at 1200, etc. Also, it might be very interesting if the items were each part of a set; each individual item would give some gain boost, and the set bonus could be ANOTHER gain boost. This would further incentivize getting the items, and would also incentivize PvP-ers to hit people wearing these items.

Just food for thought. Please be gentle as you tear this idea apart.



#773669 HCS any other possible thoughts on ways to earn RP points?

Posted by lawyergod on 14 January 2013 - 21:35 in General Discussion

About a year ago, there was a proposal from HCS to introduce a radical new system to GvG. This produced a large outcry, and it was abandoned, resulting instead with the current, altered system.

What I said at the time, though, and still believe, is that this system (or some other sort of Guild battle system) SHOULD be introduced, as a compliment to GvG -- and NOT as a replacement, as originally proposed. If it was, I see no reason why this couldn't also reward RP. Moreover, it would also add a whole new dimension to the game, for new players, EoC players, or just people (like me) who like trying new things, not to mention it could introduce a whole slew of gold sinks, depending on how it was implemented.



#772872 Brewing Custom Potions (Composing)

Posted by lawyergod on 10 January 2013 - 12:42 in General Discussion

I don't think this has been mentioned yet: considering that new buffs are being added to the game, AND a new gameplay function, it would seem appropriate to dedicate a few of the new buffs to this new thing. Especially considering that buffs are being added at lower levels of the trees, as well as at EOC, it would seem a perfect opportunity to do this.

Offhand, the buffs could be made similar to, and possibly build out of, the preexisting Extractor and Inventor buffs: (1) a buff that makes it more likely to get a token, or yields extra tokens, or something like that, (2) a buff that makes it more likely to brew the potion you want, (3) a buff that gives a chance of increased duration on the potion you brew, and so on.

I posted this in the New Buff thread too, but I think it also belongs here, and also has a better chance of actually being noticed and commented on. So ... please, be gentle.



#772811 New Skills / Enhancements

Posted by lawyergod on 10 January 2013 - 02:36 in General Discussion

I don't think this has been said yet, but I may have missed it; if so, I apologize.

Personally, I think it would be ideal to add in some buffs that tie in to the new Composing idea that's being added to the game as well. Especially considering that buffs are being added at lower levels of the trees, as well as at EOC, it would seem a perfect opportunity to do this.

Offhand, the buffs could be made similar to, and possibly build out of, the preexisting Extractor and Inventor buffs: (1) a buff that makes it more likely to get a token, or yields extra tokens, or something like that, (2) a buff that makes it more likely to brew the potion you want, (3) a buff that gives a chance of increased duration on the potion you brew, and so on.

There's room for a lot of buffs to be added here, and if the plan is to rearrange and add to the trees anyway, it would seem the best time to add these buffs would be now.



#771433 high risk pvp realms

Posted by lawyergod on 02 January 2013 - 02:49 in General Discussion

PVP should be open to everyone, not those that chose. If you don't like, get PVP protection. However, do you PVP protection when you walk down a street? No, you can get car jacked, stuck up at any time. Unless you gotta body guard around ya. If people don't like PVP, don't carry so much gold on ya or get pvp protection.



This is the second time in recent memory that I've seen a self-professed PvP-er liken PvP to a carjacking, mugging, or similar illegal activity. Fallen Sword is a GAME, not real life, so the comparison is simply asinine, and I feel compelled to say as such. In real life, if a carjacking, stick up, or something similar occurred, the police would come, arrest you, and you'd go to jail. There is no equivalent for this in FS -- nor should there be, because this is a GAME, and in all of its various aspects, it is meant to be FUN, first and foremost, for all players.

That said, I actually agree with the game-related sentiment in your post, namely, that PvP should not be restricted to specific realms. Correct me if I'm wrong, however, but I don't think that's what this thread is referring to. I don't think the point here would be to replace PvP outright, but instead to add to it, putting these "high risk realms" into the game on top of the PvP element already in place. And while I do not PvP, and thus don't feel qualified to judge the proposed mechanics of the high risk realms, any proposal that adds functionality to the game, instead of proposing to change an existing component, is something that deserves attention, in my view.



#771219 We Must Be Due Another......

Posted by lawyergod on 31 December 2012 - 03:49 in General Discussion

I really like the story lines with these big quest, but over all Karthark SUCKS!!!!!!! I would like to see a little more thought put into them. Every quest is costing me almost 1mil gold With having to buy at least 1 item per quest and even maybe the recipe at times. Thats not even including the quests that take multiple invent able items. basically every hunt right now im spending WAY more then im getting back.

So with that said please make it a little more cost friendly :).


Costly quest are good for game economy, less gold floating around. I once calculated that doing that 941 - 970 quest sting cost around 43M :)



WOW are you kidding me. BAH!!!!!!!!




I just finished the Karthak quests. Mind you, I hunted through with the xp event, and then doubled back just to do quests, but all the same ... I went from 10 million gold in the bank to just over 1 million, and had to exchange about 40 FSPs for gold after that.



#769960 Changes to Left-side Menu

Posted by lawyergod on 24 December 2012 - 16:11 in General Discussion

I freely admit that this is by no means a critical topic, but it's one that has irked me for years, and I'd be hard-pressed to think it couldn't be fixed with a bare minimum of effort: I think that the wording of some of the options on the left-side menu should be changed to better reflect common wording amongst the FS community.

The easiest example of this is Character: Skills, which lists what BUFFS are available. I, for one, have never seen the word "skills" used, by FS players or even by HCS themselves, and holding on to this seems foolish to me, since it serves no purpose to experienced players, and runs a risk, however small, of confusing newer players. Similarly, Top Rated: Guilds - PvP seems a silly way of describing the Top GvG Guilds list -- especially since, in the Guild menu, GvGs are under the heading "Conflicts."

Again, this is not the most pertinent of topics that needs discussion, but it is something that I think could serve to confuse people, and more importantly, could be remedied with minimal effort, with no downside that I can see.



#769356 new 'Watch a video' button

Posted by lawyergod on 21 December 2012 - 03:49 in General Discussion

Would there be a way of hiding, or otherwise disabling, certain rewards from appearing? There are a few that require both watching a video, and installing something, and I am very antsy about such things (it took a LOT of convincing just to get me to get Helper), and it's annoying when the same reward pops up over and over, when I'm never going to do it. Similarly, there are a number of videos, particularly in Matomy, that I try to play, get a message like "Embedding disabled, watch on Youtube" or "Video removed by User" -- and either way, I can't watch the video. And because I can't watch the video, the offer remains there indefinitely.



#769355 Mobile Interface

Posted by lawyergod on 21 December 2012 - 03:42 in General Discussion

I don't know if it would be possible, but a basic Guild chat interface (akin, I'd say, to the right sidebar on the regular browser page) would also be a nice feature, even if it's a separate tab and not a sidebar. For us to know who to buff, many of us would need the chat feature. (Similarly, an updating list of Online Members of the Guild would also be appreciated, but again, I'm not sure it's possible.)



#769155 Please extend Double XP duration

Posted by lawyergod on 19 December 2012 - 22:06 in General Discussion

Removed the trolling and edited a post or two to remove name calling. Play nice please Guys.




Thank you.



#767946 More Active PvP

Posted by lawyergod on 14 December 2012 - 03:28 in General Discussion

While this change works for me, and how I play, I also see it as catering more to the dynamic of PvP-er vs. Leveler, and ignoring people who focus on other aspects of the game. For instance, while it's meaningless to me, the gold protection could easily be very important to merchants and inventors, who put hundreds of things in their AH on a regular basis. What I think might be a better idea then, while still keeping with the spirit of this proposal, would be to have two different options, (1) PvP XP Protection and (2) PvP Gold Protection, and make it so that you can only have one or the other active at a given time, but not both.



#767580 Gold Upgrades reset at 00:00 daily please!

Posted by lawyergod on 11 December 2012 - 21:33 in General Discussion

Personally, I'd prefer that ALL resets -- i.e. bank deposits and the like -- occur at a standard time, e.g. 00:00 ST.



#766189 Update v2.07

Posted by lawyergod on 02 December 2012 - 23:38 in General Discussion

I like the upgrades, pretty much as is. Selfishly, I'd like more pack slots, but I think it's fair to lock them, at least for a time, as opposed to stamina upgrades resetting daily.

One thing I might suggest, as an additional gold sink that I don't think would be too objectionable to anyone, would be XP Gain. It can never hurt to have it, but it won't give too extreme of an advantage to higher-level players to have it -- and possibly even to have it reset daily. The only counter-point I can see is that that there are a number of players at EoC already, and I'm not sure if having additional XP Gain would be counter-productive to that end.



#764905 Update v2.07

Posted by lawyergod on 23 November 2012 - 12:34 in General Discussion

so these upgrades are not permanent? ie they reset every 24 hours and you lose the upgrade?


You get to keep the current / max stamina - the reset time is when you can buy the upgrade again if you've reached the upgrade limit.

So if you buy 100 current stamina, after 24 hours, you will be able to buy another 100 current stamina. :)



It may have already been discussed, and if it was, I apologize. However, while I love this update in principle, I would like one tweak, pertaining to how the daily stamina upgrades reset. Specifically, instead of it resetting every 24 hours, based on when you use the upgrade, I'd prefer it reset at a specific time every day. (I'd say 00:00 ST makes sense.) I suggest this because, like with deposit resets (which I have a similar complaint about), it can get annoying to have to remember when your last reset was, and factor in your login times accordingly, when (from an outsider's perspective, at least) it would seem like this is a complication that isn't necessary.

If I am wrong, then of course this is an entirely moot point, but if this tweak were possible, for this and/or for deposit resets, I for one would appreciate it greatly.



#758361 Should the PvP Smasher Medal Be changed Back?

Posted by lawyergod on 11 October 2012 - 02:07 in General Discussion

I haven't followed the various threads on PvP too closely -- I don't actively PvP, so it doesn't have that much of a bearing on me -- but participating and following (to a degree) this one has given me what I think might be a fair idea to solve both this dilemma, and also reinvigorate the Bounty Board.

I propose that the maximum levels that can be lost on a bounty be altered, and tied to the amount of stamina used on the initial hit. For example, if Player A hits player B for only 10 stamina, and Player B bounties, only 1 level can be take through the bounty; if it is a 100 stamina hit, though, TEN levels can be taken. (To prevent gaming of this proposed system, I would also make it so that an attack has to be in multiples of 10 stamina, so that people aren't attacking with 19 stamina, or 99 stamina, or something like that, as a work-around.)

I think that doing this would prevent more active PvP-ers from losing 5 levels on basic 10-stam love taps, while also increasing the potential penalty for 100-stamina hits. And under a system like this, where there's more of a penalty for the 100-stamina hit, I think the Smasher system, as it was previously, might be fair to all parties.

On a tangentially related point, I would also like to propose a workaround to one of the bigger issues with the previous Smasher system: people who were dumb and didn't understand it, and would blindly 100-stam people every hour, or every day, without realizing that they were not building towards the Smasher total. I would rather not get into a discussion of what the waiting period should be, at present, since frankly, that will just devolve into a "PvP-ers want a shorter one, Levelers want a longer one" thing that gets us nowhere.

HOWEVER, I would like to propose that, if you're about to 100-stam someone within the waiting period, and thus the hit would not count towards your Smasher total, that the game give you a warning. What I have in mind is similar to GvG, when you're trying to hit someone after you've already done the requisite number of hits: when you hit Attack, the game tells you that you're in a conflict with this Guild, did the number of hits, and this attack won't count towards it at all, and then asks you if you're sure you want to hit. It wouldn't be asking much (I think) for HCS to give a similar warning if a 100-stam hit wouldn't count towards a Smasher total, and to thusly prevent ignorant players from ruining things for the rest of us.




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