This essence also doesn't show a durability while equipped. I am currently using one and I never know what it's durability is until it tells me it's either damaged or completely busted.
- WowRefugee likes this
Posted by Alpion on 27 December 2013 - 13:59
This essence also doesn't show a durability while equipped. I am currently using one and I never know what it's durability is until it tells me it's either damaged or completely busted.
Posted by Alpion on 14 December 2013 - 21:11
And that's a huge part of the problem. If you're undergeared or underleveled, you'll be overwhelmed going against a group of higher players. Split them up to opposing teams and make the teams more fair all around. If there's 5 level 40's and 5 level 10's, then it should be one group of 3 40's and 2 10's and another of 2 40's and 3 10's. Not 5 40's vs. 5 10's.
Posted by Alpion on 14 December 2013 - 20:33
PvP arenas should be a totally random queue. I understand people want to group with their friends...but for the purposes of PvP arenas, it should be all random, no groups. Not unless you can get 2 groups of 5 willing to go in.
It's too common now for a group of higher levels to join queue then go against a random group of very low levels. This not only makes it extremely unfair for those lower levels, but it also puts a bad taste in their mouth for ever doing it again. There is no point for any person to join the PvP arena if they can always expect to go against a group of high levels.
There is no reason to allow groups to queue PvP, unless as I said, it is 2 groups of 5 who may want to queue vs. each other.
Posted by Alpion on 07 December 2013 - 20:48
*sigh*
The difference is they screwed up the formulas and made them level based. They had no thought going into the different crafts, so they didn't take into account for foraging and alchemy that there is no intermediate combine that burns more than 1/2 the components onto the base (foraging) skill before having to do the secondary (alchemy) combine.
They are using screwed up formulas for all of the professions, instead of using the highly calculated ones they had in beta. Anyone with extensive beta testing into all the crafts would understand what's going on.
Posted by Alpion on 06 December 2013 - 07:21
I honestly thought the formulas used during beta were right. Experience gained by type, item, level, etc. all seemed to be rather well thought out and quite good. If experience needed to be slowed down some, then a slowing factor in that would have seemed sufficient. I don't understand the reasoning behind the whole change in the formula, because it just doesn't make sense now. Even when it was "working", it made no sense like it did during beta.
We'll see how the new changes go.
Posted by Alpion on 26 November 2013 - 16:01
And would still love to see an epic bow or crossbow for rangers to fight the plagued. Ranger class is overlooked in some aspects of the game. The bow at Nidaros Arena evened our odds there and was a complete success when it was introduced (yes I tested it at level and completed for the first time). Please consider an epic bow for plagued also?
They would then have to take a look also at one handed swords, daggers, and fist weapons, to even it out for all classes. The weapons only give a 10% bonus against plagued, and it really isn't that big of a deal (from my experiences on all classes). Also, the bow was never needed in the Nidaros Arena to "even" the odds. It was always easily doable using envenom (as tested and proven by myself and others). There seems to be a lot more areas to work on, in my opinion, that are of greater urgency.
Posted by Alpion on 25 November 2013 - 13:51
I've never had any shop automatically update the price when I type it in. I either have to use the arrows to update it, or click on a different item and back to the one I want after I've typed in the number to see the actual price.
Posted by Alpion on 24 November 2013 - 03:28
As per Majjer's suggestion, I am reposting this thread here.
http://forums.hunted...showtopic=59529
Chances for getting rares from farming needs to be looked at. As of now, it's just way too low as compared to the other gathering professions. There is no way tailors will be able to craft any of the set helms as it's currently set up, yet the other professions will seemingly be able to craft them with no problem.
Posted by Alpion on 23 November 2013 - 17:09
Could you possibly take a look at the drop rate of rares from farming? Comparing it to the other gathering skills, we are still getting way fewer in terms of time spent on the craft. I'm almost 14 in farming, and have still only found 4 ethereal jute. I know I haven't tested the other gathering skills yet on this new build, but I would have to bet it's pretty much the same as before. As of now, you're getting a 10x greater chance of finding rares in other professions as you are in farming (averaging 2 per other gathering per swing, and 20 per harvest). Of course I don't know if the base % is the same per each profession, but I'd guess it's still more than 5x the chance, if not the full 10x.
I know we can buy dust for an extra 5% chance...but I don't think that is enough...plus the fact we have to buy it as compared to the other classes.
Especially now that helms require the materials to craft...tailors need a chance to be able to craft these helms as much as the other professions.
Thanks.
Posted by Alpion on 23 November 2013 - 13:48
4320 copper is actually just 43 silver, 20 copper.
I've finished talking about some of these things now as we have no real clue what's going to happen. We don't have time to test these things fully before launch. We're just going to have to figure it out after that and hope for the best.
I'm starting to think things may not be as bad as first thought, but it does mean there will have to be different things done by the player to make crafting and questing work. Basically...people are going to have to work hard, and be smart about it. I can live with that.
Posted by Alpion on 22 November 2013 - 16:44
I've actually felt that I've gotten a lot more drops (both green and blue) than I ever have before. I also don't needlessly waste money repairing anything until it's broke because half the time, I'll replace it with something new before I need to repair it.
So far, I'm not feeling a huge money problem, but then again I'm choosing differently on what I really need to spend on to get ahead. But there's just not enough time to really test this all out before it goes live, so it's hard to actually make a well thought out argument towards one side or the other.
Posted by Alpion on 21 November 2013 - 19:03
As a huge opponent of the recent changes, I do still understand why HCS did them. I think they went from one extreme to the other, but with our suggestions along the way I think things will come back a bit more into what we can all agree with. And if not agree, I think we can settle and still enjoy the game. If they don't, then I will be leaving, as will others.
I just hope it doesn't come to that as I have really spent a lot of time testing this game because I really love where it can go in the future. I can see spending years playing AND paying...as long as we have more compromise in the future of the game.
We all want good things...so I'm sure things will settle down.
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