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Vladimir00

Member Since 06 Jun 2013
Offline Last Active Aug 19 2017 17:19

Posts I've Made

In Topic: Titan Update and Bounty Board Feedback

28 March 2014 - 03:25

As an add-on to my last post (apologies for the double, but I didn't want to add to an already massive wall of text),
If you're really serious about breathing some life back into the Ladder and Bounty Board, here are some things you can do that will actually help:
 
1. Make all PvP hits count toward the smasher medal, not just ladder and BB hits!
2. Fix the thievery enhancement (seriously... my worst takes have been with 100%+ theivery).
3. Nerf Deflect... or at the very least, make Anti-Deflect a lower level buff.
4. Add some new token rewards (including potions).
5. Add the option to spend some of your PvP prestige, rather than all or nothing.
 
And finally, the most important one of all...
 
6. Get rid of the stupid PvP ladder opt-in system! Bring back open PvP Ladder!
Opt-in killed both the BB and the ladder. With fewer people getting hit after resets, a lot of bounties ended up going away... and the ladder became an absolute joke. I tried opting into my band, and have recently been earning tokens for doing absolutely nothing. I can literally leave for days and have a bunch of tokens waiting for me when I come back.
 
It's just sad... what happened to all the chaos and excitement of the open ladder... when you didn't know who would jump into the fray at the last minute, or whether or not those hits on random players would come back to haunt you in the form of a competitor taking your bounty? Sure, it wasn't perfect, but it was so, sooooo much better than the current snore-fest. Come on!
 
That last one will probably never happen, but hey... a guy can dream, right?

In Topic: Titan Update and Bounty Board Feedback

28 March 2014 - 03:00

Okay, I'm a bit late to the party, but I thought I'd throw in my two cents.

 

The titan update seems like a good one. I hardly ever titan hunt myself, but anything that would make it harder to cheat gets a thumbs-up from me.

 

PvP ladder hits being un-bountyable? Okay. I don't think it would really make a huge difference, since few people do this anyway, and the ones who do are typically laughed at and used as hourly chew toys... but it makes sense since the ladder is opt-in, and I suppose there's an off chance that it would encourage more people to participate, which is always a plus. The ladder is dead right now.

 

Bounties no longer being able to expire? Meh... don't really care either way. It was never something that made any sort of difference for me. I suppose it would prevent high level players who want their bounties to expire from taking clears personally (like some have mentioned). I've never had any problems with this, but if others have, I guess it could use tweaking.

 

Then there's this...

 

Furthermore, we are thinking that anyone who takes a bounty cannot be bountied for taking it. This would mean being a Bounty Hunter would no longer be more damaging to the Hunter, making it a viable part of the game again. However, we would like constructive feedback regarding this.
 
No! Nono! Nnnnnno! Bad Cows! Bad, bad Cows!
 
There are so many reasons why this would be a terrible idea. It would allow just about anyone to accept a bounty and smash indiscriminately... with no fear of reprisal. Smasher medals would be utterly meaningless since there would be no risk involved in earning them, mercs (people who smash for extra payment) would run rampant... again, with no fear of reprisal. Players would be free to accept a bounty that's already being cleared, and give up whenever they want.
 
The rampant smashers and mercs would result in more levels lost, further discouraging PvP. Also, counter bounties against random smashers or participants in a guild war comprise a significant number of the bounties on the board. Eliminating these bounties would just kill the BB even deader. Like many have already pointed out, the problem isn't that there aren't enough people willing to take bounties. If anything, it's the exact opposite. There are too many BHers, and not enough bounties to go around.
 
Not to mention the enormous discrepancy this creates between the risks associated with Bounty Hunting versus normal PvP. In normal PvP, I could theoretically lose 5 levels just for stealing 10% of a level and some gold. Heck, if Deflect kicks in, I could lose 5 for taking absolutely nothing! That almost never happens, but as someone who has chosen to PvP, I accept the possibility that it could happen.
 
The same goes for bounty hunting. I accept the possibility that I could be counter bountied and smashed... even for a 10 stam clear. Again, this rarely happens, and I wouldn't be very happy if it did (and would probably counter bounty the smashers in that case), but I accept that it could happen.
 
Why are you proposing to coddle the Bounty Hunters by eliminating risks that a lot of us are perfectly content in taking in the first place?

In Topic: Fleeing the Nest

25 February 2014 - 15:52

Maybe, though there is already another quest in that level range that requires weaponsmithing (Assisting the Watch).

 

...which I frankly can't stand, because weaponsmithing is such a pain to level. It levels at about half the rate of armorsmithing (requires twice the materials for the same xp), and in some cases, theres actually a net loss in money when you sell the items you craft.

 

Plus you need weaponsmithing to make some of the best weapons in the game, so it's not like the skill would be useless if players weren't forced to level it to complte quests (as is the case with other professions, like fishing).


In Topic: Viridian "No-Heal" Debuff is Broken

25 February 2014 - 15:43

Im pretty sure you need to cast it on the guy that need to be healed. Not the healer.

If the debuff is on the healer, it doesnt prevent him/her from healing.

But if the debuff is on the tank, it prevents the healer to Heal the tank until someone used sernity on the tank.

 

Oh... I'll have to test that next time to find out if that's the case. For some reason, we were under the impression that the spell was cast on the healer and rendered the target unable to heal, not cast on the tank and rendering it unable to be healed.


In Topic: Hellforging Improvements

11 December 2013 - 23:50

Isn't that the whole point of those items anyway ? - they were "designed" to be heavily skewed so the hell-forging should reflect that too ?

 

I thought about that, honestly, since it would make sense for a weapon "designed" for damage to become stronger in that area as it is improved... but for me, I'd prefer the consistency of increasing and distributing the overall stats.

 

Since Hoof plans on keeping the +5, +10... etc. system for lower level stuff, I don't think it would be ideal to use two systems that distribute their stats in completely different ways, as that could lead to some odd results.

 

Besides, improving other aspects of a piece of equipment to compensate for some of its weaknesses makes just as much sense as focusing on its strengths.


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