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#837111 PvP Mode Suggestion

Posted by Anomay on 03 January 2014 - 15:37 in Suggestions

The only way to get people, low and high levels, is to provide them with a risk-for-reward concept. The solution is simple. HCS has to put all level resources around the Wilderness instead of level 48 resources. A bunch of level 16 resources grouped together (i.e. 3 Bronze Deposits together in one spot, 3 more not far away from the other 3, etc.) would probably lure a bunch of people in to be honest. Also, adding monsters/bosses of all levels that drop items more commonly than monsters outside the Wilderness might lure in a bunch of people too. This however, I think would need a huge map or else it would be too crowded.

 

As for what you said:

I think paying to enter the Wilderness is a good idea, but instead, 5g would grant you a buff that lasts an hour that grants you infinite entries into the wilderness and does not go away on death. However, every death will deduct the buff time by 10/15 minutes or something. When your timer runs out when you are in the PvP zone, you will be teleported away.

 

The teleportation to a random place on the island should be optional, perhaps an NPC can be added in that tiny fort when you arrive on the island who provides the random teleportations.

 

Your idea to help people with slow loading may cause a problem. If you cannot be attacked after teleporting if you don't move or do anything, then this may encourage a lot of scouting.




#836957 :+: Mom`s Suggestions :+:

Posted by Anomay on 03 January 2014 - 00:02 in Suggestions

1. Good idea - Support

2. That is annoying - Support

 

3. Great idea - Support

 

4. A bug perhaps? - Support

 

5. YES - Support

 

6. YESSS, I also think that items that monsters drop should have their stats randomized too. - Support

 

7. Fish market needs to go; Potion market, not really concerned about - Support




#834298 Gathering/Crafting boredom dissolving.

Posted by Anomay on 24 December 2013 - 05:19 in Suggestions

I support this.




#833516 Blazing Arrow- Napalm Talent

Posted by Anomay on 21 December 2013 - 13:38 in Bug Reports

Oh, I totally overlooked the 6 seconds spread. Anyways just logged in today, and I tested Blazing Arrow a few times.

 

Results:
615 damage - 26 burn 

676 damage - 26 burn

923 damage (crit?) - 26 burn

 

Is the Napalm Talent relying on something else than Blazing Arrow's initial damage?




#833411 Blazing Arrow- Napalm Talent

Posted by Anomay on 21 December 2013 - 03:45 in Bug Reports

Hello! I just recently put a talent point into "Napalm" in the Ranger Talent Tree and it seems it doesn't work as it says. It states that the Blazing Arrow skill, when used on an enemy will burn them 25/50/75% of the damage done with the skill. I only have 1 point into it, so my burn would do 25% of the damage, but it only does exactly 25 damage each burn, not 25% of the damage.

 

Please fix this, because If it was meant to be 25/50/75 constant damage each burn and not with % scaling, I'd be a sad person since I used my reset already. Thanks!  :)




#828480 Farming plot

Posted by Anomay on 10 December 2013 - 02:42 in Archived Bug Reports

Don't know if this was posted already, but when you use any seed on a plot that is already seeded, you get something like this:

ggg.png




#827046 Axes

Posted by Anomay on 08 December 2013 - 14:15 in Archived Bug Reports

Ah, thanks. I thought higher level axes would decrease chopping time.




#826895 Axes

Posted by Anomay on 08 December 2013 - 04:58 in Archived Bug Reports

Not sure if this is a bug, but I have a Copper Lumberjack Axe and it's chopping trees at the same rate as a Stone Axe.





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