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Everything posted by Ambrosius
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Not really. One of the main reasons the PK server isn't succesfull lies in the fact that most people don't want to abandon their already lvled char on the main server and do it all over again on the PK server.
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If i remember correct Ent put that hydro there in an efford to stimulate teamplay. Pkers would patrol or try to control the hydro route and because of that hydrorunners would need other Pkers to guard them. It didn't work out that way but still...hydro was put in a dangerous place for a reason. As for ppl whining about being Pked: I dont listen to it anymore. If people pm me and ask why i pked them i just give them a "because i can?" or a To me PK is just fun and nothing personal...just too bad a lot of people don't see it that way.
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As everybody knows dragon helms aren't used much. Most likely due to the fact that a CoL gives a much higher health bonus. Sure, dragon helms give a mana and armour bonus aswell but not enough for players to pick them over a CoL. And they are right: a 150 Health bonus is worth more then a 20-25 health and mana bonus. It would make sence if they were at least comparable to a CoL as their ingredient cost is higher aswell. Suggestion: Red dragon helm: Armor: +4, +2 heat protection, +1 radiation and magic protection, +1 magic resistance, +90 life and +20 mana Black dragon helm: Armor: +4, +2 heat protection, +1 radiation and magic protection, +2 magic resistance, +100 life and +25 mana Ice dragon helm: Armor +4, +2 heat and cold protection, +1 radiation and magic protection, +2 magic resistance, +100 life and +25 mana This way they still give (considerable) less health then a CoL but to make up for that they have some other nice bonusses like extra mana, armour, heat and or cold protection. Gives players a bit more choice and strategy decisions. Ofcourse above the dragon helms and CoL would still be the Titanium helm of life with it's +3 armour and +150 health and the ubber Red dragon helm of life and mana with +4 armour, +170 health and +40 mana.
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I remember Ent saying somewhere that he increased the chance of making one. Since it has some nice stats: +150 life, +3 Armor, +1 Radiation Protection, +1 Cold, heat and magic protection It has a pretty big PK advantage over a CoL Just wondering who actually has got one and if it gets used.
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That's why i would prefer it over the Dragon helm of life and mana aswell. Just a shame there's so few ingame.
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Red Dragon helm of life and mana is just recent tho. Ti helm of life, or at least the chance to make one, has been ingame much longer. Just wondering if somebody ever was lucky enough to make one since there are ti helms out there...
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I agree, hence my suggestion to give dragon helms a considerable health penalty compared to CoL: more armour, but comes with less health to balance that out: gives players more options and brings more diversity in the game. Imo it's a shame that a potential nice item doesn't get used. Not neccesarily: The problem is that most Pkers already have a more or less tank build compared with before the caps. Before the caps taking vitality wasn't very populair. It's a lot more interesting to take it after the caps. In comparison: before caps taking ~10 damage of a hit wasnt very helpfull because ppl could hit a lot harder, now after caps with the capped might its a lot more interesting to try and reduce the already much lower damage: you can reduce a much higher % of the hit now. Anybody with 20 vit (situation after caps) is already a lot more "tank" like then somebody with 20 will (situation before caps). The "tankers" that take even more vit in an attempt to try and reduce even more (or all) damage will have to sacrifice some PP's for instinct or reasoning...thats true, but they get a much better trade off now in comparison to the situation before the caps. All in all i see 3 causes for the low PK dmg: -low might -higher thougness (as a result from caps) -dragon armours Solution would be : tweak the damage of the swords, or indeed, tweak the armour rating of the drag armours.
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I agree on the armour bonus, but thats why the armour (and mana) bonus comes with a considerable pay off in health. Instead of the ~280 health that most PKers have with CoL, it would be ~230 with dragon helm. In a normal fight with 4-6 restores thats a 200-300 health penalty, and the penalty will only get bigger as the fight lasts longer. On a different note: It's not just the dragon armours that cause the problem. It's also the low might (= low damage) players have now because of the attribute caps. People take and have more PP's available for vitality because op the caps aswell. There are chars out there with tank like thougness. All in all...the weapons (or armours) in EL could use some tweaking to adjust them to the new after-cap situation. and a bit offtopic: It depends on the build and oa of those 4 120 a/ders attacking the 140 one. The "problem" i see arround me is a lot of ppl with nice a/d but not the attributes (oa) to back it up. I've said it many times: a/d is nothing if you dont have the oa to back it up. I've never had a problem killing (much) higher a/d players when attacking in a group, but i've never compromised attributes in favour of training. Instead i've always looked for ways to get best xp with the stats i had.
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They would have enough use...this would just give ppl a choice depending on char build and/or strategy what they would use. Go full health, or sacrifice health for other bonusses like armour and extra mana.
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Don't know if its still there, but at the time i got nice xp training the 4 double armed orc spawn in Ida mines.
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That is what I heard. I find it disturbing. You might find it disturing, but the reality is that ACW have been dropping them for a long time now without it effecting marketprices. A hydro drop is rare and most dropped hydrobars are used by that same person to try and get a nexus or sold to another player or bot for the normal market price. Why would a player sell for less? Its a rare drop and those bars are in high demand. Same for wolfbars that are a rare drop from Yeti. Those are usually sold to another player or a bot aswell. Also for the normal market price. Even if a player would sell a dropped hydro/wolf bar for much lower then the market price it would still not have an infuence on the market as a whole. That player has only one for sale and will most likely not have another one for some time. Effect on market is nill. The effect your worrying about has happend in the past tho. Wolf bars used to be a common yeti drop. A lot of bars were comming ingame that way. Prices were 7-9k for a bar back then. But since the drop rate of those bars has been reduced drasticly prices went back to normal.
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Since the attribute cap (low might) and the high armour rating of the dragon armours only weapons with 30 base dmg (Jagged saber and up) or more are used in PK. Weapons like Cutlass, which once was the weapon of choice for many pkers, just deals too low damage and are not used anymore. Same for the axes, their damage is too low and their damage range is too wide. Ti axe with 10-35 is still only 27.5 dmg on average. Even a full 35 damage hit is still only a minimum hit from an Orcslayer which does 35-40 damage. A 10-20 dmg hit from Ti axe doest even make damage on dragon armour. If the damage range of Ti axe was 30-35 dmg then it would get used a lot more.
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I'll buy the ess. set. PM me ingame
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Moving of Chimeran spawn locations in Tirnym...
Ambrosius replied to korrode's topic in Suggestions - General, Misc.
Three 2 chim spawns is better then one 3 chim spawn imo. Gives 3 people the chance to train for good xp instead of 1 person getting all the xp. I dont think there should be too much messing about with the xp the chims give (as some ppl suggest). The get less xp from Desert chim and up is probably intended (strong monster = hard to kill and hits hard) and works as a soft cap aswell, together with the increasing xp needed per level. If that wasn't in place then everybody would be ultra high lvl in no time. -
Al lot of people keep saying that, so i just had a look at the top 20 (attack) Theres about 7 ppl there that either quit or don't PK. And about 3 that i rarely see in PK Out of those 10 top 20 that are left there's about 6 i attack on sight...and most of them attack me aswell. The rest are either in friendly guild or are friends. From what i see in KF most of those top 20 players that do PK, attack at least a good part of those other ~10 that are PKers. As for the magics...i agree, they are overpowered and depend more on luck than skill. That's why i've stopped using them unless people use them on me. Only thing i like to use sometimes is bronze, but not much..breaks too easily imo Edit: spelling
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Auctioning 16 serp stones Start price: 72k gc (4.5k each) Increasements: 1k gc Also auctioning 20k bones Start price: 40k gc Increasements 1k gc Auction will end 2 days from now.
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Stones sold to Wilbur for 78k Auction closed.
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Since it came ingame the spear hasnt been a real succes. Nobody seems to use it much. Probably because of its wide damage range (5-65 is still only 35 damage on average) and because of all the negs it gives. The halberd has been a (big) succes however, so why not revise the spear to follow the line of the halberd and to fill up the gap between halberd and bronze sword. I would suggest: Give it 50-60 damage, -4 accuracy and -2 defense.
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Combining all these ideas and taking into account it's cheaper to make then a halberd + also giving it some sort of realism, it might be a good idea to put it between orcslayer and halberd with the following stats: 40-45 damage +4 accuracy (quick thrust stab is hard to dodge) -2 crit to hit (hard to aim at opponents weak spots, needs skill not luck) +5 crit to dmg (armour piercing, so good change to do full damage) No defense penalty as you can't use a shield with it, which already gives a defense disadvantage.
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The bones are sold. Just the serpstones left. Current highest bid: Lartherel with 73k gc.
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My main concern was making it more used ingame, its a shame if a newly introduced weapon doesnt get used imo. I wasnt really looking at the realism of the weapons since its a computer game, altho the reasoning of Korrodes idea makes sence. Btw, a halberd usually had a spear function aswell See pic: http://www.ambroseantiques.com/armour/1560halberd.htm
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Look up. Gerbil already offered 72k^^
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Yeah, that would work also. Think it would get used more often with stats like that aswell.
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Lol, only 5 more max damage then halberd but 2 accuracy and 2 defense less... I'd say that more then makes up for that extra 5 max damage compared to halberd^^ Edit: oh, and not nearly as powerfull as bronze sword with 50-70 dmg, +5 acc, to hit, to dmg with which you can wear shield aswell.
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Yeah, thats prolly too complicated to implement. I was more thinking along the lines of the logical follow up on the halberd: Orcslayer 35-40 dmg, +1 def, cth, ctd + shield: Halberd 40-55 dmg, -2 acc, no shield: Spear 50-60 dmg, -4 acc, -2 def, no shield.