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Brioche

Member Since 25 Jan 2014
Offline Last Active May 01 2020 06:21

#914153 Make attack types easier to identify

Posted by Brioche on 08 January 2015 - 13:34

Melee, ranged, or spell damage. What type of damage does a certain attack from a certain enemy deal? I'd really like to be able to find out that information without having to constantly receive damage and make records.


#906515 RG last boss stun

Posted by Brioche on 03 December 2014 - 01:48

It's intended. The stun from Rumble used to give CC immune, but CC immune was removed because it negated Crystal Prison. Perhaps a better fix would have been to make it such that Crystal Prison is unaffected by CC immune, and let the stuns give CC immune like normal.




#898899 Trees Need Attention

Posted by Brioche on 08 November 2014 - 01:03

Actually, I wish this would happen as well when I get too close to a wall... Instead of that annoying zoom-in.


#894595 gem crusher

Posted by Brioche on 15 October 2014 - 11:22

I'm all for this, but this would make fp tradeable in a roundabout manner. If this ever gets implemented then I hope fp can be unbound too :)


#889582 5 Minute Cooldown on Resurrection

Posted by Brioche on 14 September 2014 - 04:20

I think that if the devs would stop being silent on this matter and tell us what their intention is, we could provide so much more feedback on how to improve whatever issue they had when they decided to make this change.

 

Right now, many players are frustrated over this issue and they have no outlet simply because they do not know what the problem is, so they are viewing the devs in a negative light. Simply increasing the cooldown, without telling us why, is not a good idea at all.




#886374 make it so you cant see friends list or who logs in when at trappers atol.

Posted by Brioche on 19 August 2014 - 05:33

A bit off-topic from OP, but... let me address some of the main points from the arguments of low-level gatherers.
 
1. Lv 45 players are killing low-level players
2. Lv 45 players don't kill other Lv 45 players
3. This is unfair
4. Low-level players have no chance of fighting back
5. Low-level players can't escape
6. If the friend list advance warning is disabled, players can't avoid pkers
7. Lv 45 players all band together, therefore their arguments are invalid
 
Here is my response.
 
1. Yes, TA is a pvp zone. People run the risk of getting killed just by being on TA. Nothing to complain about here.
 
2. Lv 45 players are more likely to be friends with other Lv 45 players, this is true. However, this doesn't mean that other Lv 45 players aren't being targeted.
 
Besides, just because Lv 45 players aren't attacked, it does not negate the fact that TA is a pvp zone for all players. You should still expect to be attacked there. Whether Lv 45 players are being attacked or not has no bearing on whether lower level players should be attacked or not.
 
3. There seems to be a leap in logical reasoning here. High level players killing low level players = unfair? How so? In the first place, people gain levels by putting in more effort to reach there. It follows from there that higher level players have more benefits. In fact, it would be unfair for lower level players to win 50% of the time against higher level players, when lower level players have put in less effort to train their character.
 
4. This is a blatant generalization. Small chance of winning does not mean no chance of winning. There are multiple factors to consider in pvp, such as:
 
Grouping
First attacker
Terrain
Range
Potions
 
As mentioned in point 3, higher level players have more benefits. Therefore, in most scenarios, one would expect the higher level player to prevail. However, it is entirely possible to win against a higher level player. For example, take an unsuspecting Lv 45 PvE-specced warrior who has equipped a one-handed axe to chop wood. He/she is not expecting any attackers, and has forgotten to bring HP potions. In this case, if a Lv 21 ranger starts attacking, the ranger is likely to win.
 
5 & 6. With the latest update to the enhanced graphics, the maximum zoom out level of the minimap is twice of what it was previously. In other words, you can see red dots on the minimap at a farther distance compared to previously. This gives (at least) 3 to 4 seconds to react, before the possible attacker even gets into range and dismounts. If one is attentive, one can even scan the surroundings without referring to the minimap. The distance that can be seen is twice the distance of the minimap, so this will give you about 9 seconds to react. Try gathering near an exit point.
 
7. Another logical fallacy. 
An ad hominem (Latin for "to the man" or "to the person"), short for argumentum ad hominem, is a general category of fallacies in which a claim or argument is rejected on the basis of some irrelevant fact about the author of or the person presenting the claim or argument.

 

In this case, what level you are does not affect the validity of your arguments. It is likely to cause someone to lean toward a certain side of the argument, but it does not make the person's arguments any less valid.

 

I could just as easily say that all lowbies are whiners, so we shouldn't listen to them (not true, but just making a point).




#884070 [Declined] building from the ground up.

Posted by Brioche on 07 August 2014 - 01:58

I think I get one of Guthix's points. One main drawback of the pvp area in TA is that pkers bear no risk in killing skillers, and skillers gain no rewards in fighting pkers. This creates an imbalance in that pkers go around TA killing skillers with impunity, and skillers have to be constantly under duress while gathering resources.

 

I was thinking of something like Runescape's "skull" system for initiating combat, but I'm not sure if it would work here; combat in Eldevin is way too fast-paced, and if this was implemented, skillers wouldn't be able to get a pre-emptive strike in for fear of receiving this debuff. Still, there needs to be some kind of penalty for for pkers attacking skillers that would allow skillers to gain some benefit as well.




#884066 TA Disconnects

Posted by Brioche on 07 August 2014 - 01:31

Honestly, I don't see why people should lose resources when they disconnect or log out on TA. I believe that they should only lose resources if they are killed. To avoid the issue of people forcibly disconnecting, make it such that avatars can still be attacked for 30 seconds after logging out or disconnecting from TA.

 

Log out/disconnect => Ghost avatar left behind for 30 seconds => Enemy player nearby kills ghost => lose resources => 30 seconds later, log out

 

Log out/disconnect => Ghost avatar left behind for 30 seconds => Nobody around to kill => log out safely => no loss of resources

 

Making players lose resources for logging out or disconnecting is an unnecessary penalty.




#880543 Guard Pilkington showed a red exclaim and question mark

Posted by Brioche on 23 July 2014 - 01:07

The color is not an indicator of quest difficulty, but the quest type.

Blue = profession quest
Green = sidequest
Yellow = normal quest
Orange = group dungeon quest
Red = elite mob quest

Something like that.


#879843 Perfecting a Profession

Posted by Brioche on 19 July 2014 - 11:55

For people who have 'perfected' all 14 professions, they should automatically complete the quest 'Perfecting a Profession' at reset :D


#876409 Greenreef Doe

Posted by Brioche on 29 June 2014 - 01:19

Since the last update, as long as any mob begins the attack animation, the attack will hit.


#870353 Auto-vendor crafted items

Posted by Brioche on 28 May 2014 - 01:34

I think this is enough! Auto-vendoring would cause confusion. (i.e. you cook some food on a camp fire out in the woods or craft something far away from a vendor.(i.e. in a random house without vendor.))

There are plenty of things that don't make sense in the game world, EJK. For example, archers have infinite number of arrows, and rooms have different appearances depending on which questline you're doing. Constructive feedback would be more useful. What is "this" that you're referring to? Why is "this" enough? It feels like you're just dismissing the idea without putting much thought into it.

 

Anyway, another possibility would be to have a checkbox for auto-vendoring on the crafting window which is always deselected when the window is first open, then the player may choose to select it for auto-vendoring.




#869421 Auto-vendor crafted items

Posted by Brioche on 19 May 2014 - 15:19

It would be really convenient if there was an option for mundane crafted items to be automatically vendored as soon as they are crafted. Having to click each item individually to sell it gets tedious pretty quickly.




#868110 Update cooldown timers in mouseover description

Posted by Brioche on 12 May 2014 - 02:36

After adding talent points that decrease cooldowns in abilities (Ferocious Taunt/Taunt and Concoction Mastery/Lethal Concoction for example), I'd like to be able to see the new cooldown when I mouseover the ability. It would also be cool to see how melee/spell haste affects the cooldown timers.






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