Players respect so much, that might be difficult to keep straight...
- Shylark57 likes this
Posted by Sage on 07 March 2014 - 20:37
Could we get a clock placed beside each world bosses name during combat so we can see how long we have been fighting please? It would help with achievements.
I know we get to see our completion time at end of instances, one that we can see in actual combat time would be sweet.
Also, it would be great if we could get a Game Clock for main game screen.
Posted by Sage on 07 March 2014 - 16:35
I still hope world bosses will stay as is. They give level 40 players a chance to test their skills in large groups and interact as a team. And if "elite" teams want to go as 10 players they always have that option. I don't really think it would be fair to not allow the larger teams since these bosses were designed for 10 or more as stated in their release. It seems you cannot please everyone all the time. When they were released some were too difficult and everyone was screaming nerf them so now that they are beatable, some players want teams limited. I still want everyone to be afforded the opportunity regardless of their 'elite' ability to try their luck and if that means a larger team then I'm ok with it. Good luck to all who attempt them!
Posted by Sage on 03 March 2014 - 00:28
It 'may' be a 'slap in the face' to you, to others it isn't such a walk in the park. Find a way for HCS to encourage more Templars and Prophets then I might change my mind. Otherwise no one will be able to do world bosses but the 3 Templars I know of and maybe you? lol As for the people who come and hang back, that's their loss. I would be for a damage ratio being the determining factor on loot though, however this would limit the Prophets ability to collect since they mostly heal during battle. Lots of little flaws to consider, I'm just not sold on the 10 player limit....
But, I will suggest this... if YOU want it to be just 10 players then you have that option already... gather up 10 and let no one know you're going so others don't come interlope on your fun oh and I almost forgot 'your loot' too.
Posted by Sage on 02 March 2014 - 22:42
Patch notes for world bosses say 10 (or more players) and with not enough Templars and Prophets in the game I'm happy with how it is now. This was the first week I was able to get into a group that completed all 5 bosses. I don't think I want to have to beg to get into an 'elite' group just to do these runs. The rewards aren't that good and are split up over so many players its just not worth it. Here's the link for the patch notes when world bosses were released.
http://forums.hunted...showtopic=62813
Posted by Sage on 24 February 2014 - 16:11
Since I pm'd L3fty about this I thought I should post it too... anyone else having these problems or any additional ones at TR?
Life steal randomly not working (this happened at Old Tooth) then started working again at Thrade... could tell it was not working because everyone takes 'reflective damage' from this boss and his minions and no health was being restored from 'steal health' rolls on gear.
Loot roll at Balaur didn't grant any rolls for Need/Greed... one player left (Arumat) after Balaur died and went to another team, when he reentered TR he got the notice he won all from our last round but was granted nothing.
Also, my new belt special (3% chance when hit to slow nearby enemies by 30% for 5 seconds) did not activate at all during 2 runs through TR.
Team was: Raven, sdhealer, Arumat, Laiwun, Legolas?
Random bug stuff going on in there...
Posted by Sage on 23 February 2014 - 15:42
I am a ranger and AOE grinding is NOT so easy at all. If fact, I wasn't able to AOE grind at all until I reached Level 40 and obtained my Storm spell. I take a lot of damage and have a +42 steal life bonus on my crossbow. Honestly I stopped reading all the technical stuff you wrote because it really doesn't apply in all situations nor does it apply in my experience with AOE. What you call grinding I call having fun irregardless of whether I win the rare drop or not... and trust me drops are not so freely given so every one I get I earned. (just my thoughts on the topic)
Posted by Sage on 23 February 2014 - 14:02
Upon completing "Waking A Demon" returning to Forbidding Isle at Illaneska is impossible.
Since several players have asked about this... would it be possible to unlock the island for those who complete the quest "Waking A Demon"? There are a lot of level 32 foraging resources on the island and it would be nice to have the ability to return. When I completed the quest the foraging items didn't respawn until the next day however the slain demons did respawn so going back does have a danger element. With the ability slay the demons and finish the quest would HCS consider allowing us to return to forage on the island after finishing the quest please?
Posted by Sage on 10 February 2014 - 15:51
The camping quest was nice but it led to nothing more to do with those areas other than stand in them or build a fire.
It would be nice if after completing the camping quest we were awarded a sleeping bag and tent so we could camp in the numberous campgrounds areas around Eldevin and receive our 'rested xp' while there.
Edit: Another idea would be a mini-game where all who are there must do tasks to upkeep the camp area. Like... cook for campers, gather, hunt, and fish for food, mine coal and clear trees for wood and have bins to store the wood and coal in for others to stoke the fires... maybe even plundering other camps.
Rewards could be camping gear and/or camping vanity outfit pieces.
I'm sure others have ideas for the camping areas too...
Posted by Sage on 20 January 2014 - 15:54
Keeping the spawns where they are is fine but does not add any community element to the game at all. Having to run from one side of the map to the other continuously for 10 fish that are fished out before you get there by others is NOT fun at all. If I am fishing I want to catch fish not an old boot or anything that is worthless to the skill I am working on. I would like a specific area where all players can congregate and fish and have community spirit rather than fighting because someone fished out spot before anyone else could get one fish. If you prefer to fish alone the random spots already existing are still there if you prefer that.
Posted by Sage on 20 January 2014 - 15:07
The ability to fish as a community would be ideal and provide a great community activity. As is, only 10 fish or less spawn per spot which makes it impossible to fish as a community due to spawn disappearing so quickly with only one person fishing let alone adding more people to the equation. The spawn spots are so far apart and do not provide a community spirit or environment.
I'm not sure how this could be achieved but after fishing to level 20 alone I've become bored beyond belief. Would it be possible to add an area with multiple docks that spawn all types of fish with multiple spots that have more than just 10 fish? If lowering the experience is necessary it would be worth it just to have companionship while grinding out fishing levels.
Posted by Sage on 20 January 2014 - 01:02
Drucilla's shop at one time sold cooking supplies. Now Drucilla sells fishing supplies and so does the Fishing Trainer inside the Green Reef Inn building. Since 2 fishing shops aren't really necessary and no cooking supplies are on the island now, would you change Drucilla back so cooking is more accessible on the island please?
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