Would be indeed cool, but I'm not sure that the engine supports a spell like that. The game would have to register your previous status, and since this games doesn't come with a replay feature, I doubt that something like is available.
Posts made by spoletta
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RE: Redo Spell for Divination(or Alteration)
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RE: In Communicado
Contrarily to Dark Souls where someone can attack you out of nowhere, here you have to flag red. You already know if the other one is hostile.
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RE: Why are young status players allowed to kill legendaries?
I would like for that to be true, but unfortunately right now there is an incredibly high difference between 50k and 150k kp chars. I know that I'm a broken record on this matter, but having 60 talent points is like having around fifty additional tier 2 enchants on your equip. The effect of talents must be greatly reduced if we want this game to work as marketed.
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RE: Why are young status players allowed to kill legendaries?
A young player has less than 50kp. He isn't really contributing that much to the legend, he is mostly being allowed to be there. It would be the exact same as him being gifted some pages.
Also, abusing it is hard. Remember that the protection is account based, not character based. You can't keep making new characters to gain the protection again. -
RE: To Exit and Enter Towns with Walls, Issues
For now the workaround is to zoom closer to your char when you enter, so that you avoid clicking over the wall.
Agree though that it is annoying. -
Slow effect not ending on mobs
If you cast slow on monsters, the visual effect lasts as long as expected from the tooltip, but at the end of it the monsters do not recover the original movement speed.
They are slowed permanently.Tested this on a player and there seems to be no issues there.
Also, could be correlated, but after casting a slow on monsters it seems that you can't mount the horse. The charge bar runs until its end but there is no effect.
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RE: Suggestion for Joining / Leaving Cities
Yeah, but they are usually new players. They roam around, enter a player city without even knowing what it is, see this interactable table and click things randomly.
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RE: Suggestion for Joining / Leaving Cities
Agree too, but in that case having an indication for which city you applied to, would be nice. There are players who have no idea where they should go to cancel the apply
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RE: New Player - suggestions
You should put those in the bug section of this forum.
@GamerSeuss Arrow quality is working? Didn't test that...
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
Money sinks are currently fine, it's the money flow which has issues.
The player incurs into a fine amount of sinks to play. Weekly taxes on the plot, harbors, taxes to use crafting stations, taxes on the marketplace, jail bailing.
This is only from the point of view of the single player though, because a lot of that money is actually going to the city, which would be fine if having fat city coffers would have a purpose. Unfortunately it doesn't. Having gold on the player is necessary, but money in the city coffers are used only for upgrading. This is a big issue. There is no incentive for guilds/governors to try and get as much income as possible.
We saw what happened with the tech/resident system. It worked wonderfully. In the previous test the guilds would estabilish a city and then keep it for themselves. Now that having residents is beneficial, every time that someone asks in global chat for a city to join, he gets multiple offers. We are actively competing on attracting residents, and that's wonderful.
Problem is that we are not competing in actually making our cities rich, because there is no purpose to that. I don't know if any player has ever payed taxes for crafting, and many have had their plot gifted. Some times with multiple weeks of taxes already paid. That's because there is nothing else to do with city money, so you may as well use it to attract new residents. The marketplace or the prison techs too have no reason to exist if money isn't important for the city. Your residents shouldn't be only another piece of tech, they should be a source of income for the city. Every governor should have to strike a balance between being attractive to new residents, while profiting enough from the existing ones.
In short, we need a use for city money. Be it a tax depending on city rank or on number of citiziens. Be it donations to the temple to give buffs to the fields or to the citiziens... There are many possibilities, but what matters is that governors should be going after money with the same zeal that they are actually going after residents.
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
Yeah, I didn't have much time to post, so I had to go with the short answer.
I used a lot harbors this test. They are my biggest money sink so far. They are really good for group content, when you organize to go to some very distant place to explore an area or hunt a legend. Most of the players of this game have a work and many times a family, If you have to travel 30 minutes to go there, then some activites become outright impossible. I feel that the current implementation of those is fine. They are quite costly, you use them only for important events.
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RE: Energy and hunger
You are doing something wrong. The energy depends on your constitution, but it takes at least 20 minutes to deplete, even with very low CON values.
Are you perhaps using the fury or second wind skills?
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RE: Meridian's Spring 2021 Alpha test feedback - OPEN DISCUSSION ENCOURAGED!
I agree with almost every point. The only one where I disagree is on the fast travel. Harbors are very important and should be kept. What can go away though, is being able to transfer a cart with them.
On a related note, one of the fears I had for this test has indeed manifested. With ingots and boards becoming light items, trading them has become too easy. You no longer need a cart. This was supposed to be countered by making them weight a lot, so you couldn't carry a lot of them, but currently they are 1kg each. They should be at least 15kg each.
One final note: we didn't have food issues in the start of the test, because there was the possibility to gather wild wheat (and there was also the starting town wheat exploit). After that was removed, gathering food has become much harder.
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Disalignment between tiers of materials, enchants and talents
I know that this is an alpha and something like this is low priority right now, but making a thread on this issue can't hurt.
Right now the tiers of perks are all over the place. Let's give a bit of context for those who don't know how the tiers of effect work.
Every non tier 1 material that you use to craft an equipment, comes with specific bonuses, and those bonuses are ranked in tiers of bonuses. For example, an armor in Direwolf Leather gives you +120 cold resistance. This bonus is ranked as a tier 2 bonus, which means that it is equivalent to performing a cold resistance enchantement of second level on that item. Usually a tier 2 material has a tier 2 bonus, a tier 3 has a tier 3 bonus plus one tier 1 and a tier 4 has one tier 3 one tier 2 and one tier 1 bonus.Now, there 2 are problems with this right now. First of all, a couple of materials seem to be acting differently from the other ones. In particular, the mithril is sporting two tier 3 bonuses as a tier 3 material... wow! The other one is the Yew, which is a tier 4 item but has only 2 tier 2 and one tier 1.
The biggest problem though is that those tiers of bonuses are completely disaligned with the effects of talents. For example, look at mana regeneration. One talent point in it provides +3 mana regeneration. Now, one tier 1 enchant in mana regeneration provides +1. Going by this, it would look like a talent point should be around 3 tier 1 enchants.
Let's look now at the Resilient talent. 1 talent point +80Hp. The equivalent tier 1 enchant, provides +40 health. So in this case 1 talent point = 2 tier 1 enchants.
And now let's take evasion. 1 talent point = 20 evasion. 1 tier 1 enchant = 30 evasion. So now one talent point is worth two thirds of a tier 1 enchant.
Damage? Talents are worth half tier 1 enchant.
Luck? 1 talent = 1 tier 1 enchant
Accuracy? 1 talent = 2/3 of a tier 1 enchant.As you can see from this quick analysis, perk tiers are evaluated completely differently when given by talents or by enchants. You go from 1 talent = 3 tier 1 to 1 talent = half tier 1. A one to six difference.
As I said, this is low priority, but when the time comes for tuning, this should get a good look at.
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Net Trap Bug
Net trap can be used with an heavy ranged weapon equipped. The tooltip reads melee/ranged(Light/medium).
Either the tooltip is wrong, or the skill is bugged. -
RE: [Suggestion] Make cities unable to be self sufficient
That's why you provide your guild with all the needed equipment in your own city.
You do that by simply putting buy orders of those kind of equips in your market.It is also interesting that you named pvp, since the current city system is the biggest responsible for red zergs being a thing.
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RE: Bandage Hotkey
Provided that inventory isn't accessible during a fight, then I agree with having a single consumable slot, which could be increased to 2 by maybe a talent or a specific belt.
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[Suggestion] Make cities unable to be self sufficient
As I've wrote the other day in discord, I think that the real issue we are facing with non interactions between cities is mostly due to having too many tech points. They are just enough to allow a completely independent city, and this is hurting the intercity relations.
For the next test I would propose the following small but very impacting changes:
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You can't have cities without banks and shrines. The first 5 ranks of a city are meant to establish the basic services of a settlement. You are given 12 tech points for those 12 techs. As such, increasing the city rank to 6 should require all the rank 1 techs to be completed. Right now in an effort to try to grab as many crafting techs as possible, we are skipping all the rank 1 techs which aren't strictly necessary.
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When a city reaches rank 6 it should automatically unlock the marketplace tech. It is too important.
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You now have 5 tech points between rank 6 and 10 for 17 possible techs. Those techs are divided in 10 crafting techs and 7 militaristic ones. As we saw, no one will take the militaristic ones if things are left like this, and being able to have 5 techs over a max of 10 still makes all cities too general purpose. Also, no matter what you specialise in, everyone will always take enchanting, since that is something very hard to get by trade, and everyone will get craftsmanship and engineering because they are affect all crafts in both material and quality. As such, I'd propose something like this:
a - Remove the enchanting tech. Allow the creation of enchanting tables with just the rank 1 tech witchcraft. Enchanting is a basic necessity which should be available in all cities and houses.
b - Like I saw proposed already, split Craftsmanship and Engineering in the 4 branches: leather, cloth, wood, metal.
Like this, you have now 15 crafting techs, out of which you can take a third. That's about reasonable. You need an ecosystem of at least 3 cities, probably 4, to have all the techs available.
For the military techs instead, you receive a bonus point at rank 6, 8 and 10 that can only be used for those techs. Every city should have its amount of military preparations and crafting expertise.
- From ranks 11 to 15 (which as far as we understood from the video, should be only obtainable in a nation and only in one city out of three), you develop the nation related techs OR you keep developing military techs. As such, those tech points can only go toward rank 3 techs or rank 2 military techs. Becoming a city makes you evolve in social and military terms.
All in all, these changes could probably be implemented with a reasonable effort since they are mostly numerical changes and they should increase a lot the reliance of one city upon the other.
Obviously all this would work even better if coupled with the restriction of the natural resources to the residents of that region.
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RE: Bandage Hotkey
Alternate idea.
Everytime you enter combat (the game already detects combat state), your inventory and equipment are closed and you can't open them until you are out of combat.
Effects of this change:
- You can't use bandages and herbals(or future consumables) from the backpack. You have to put them on the bar, making it part of your build.
- You can't trash your gold when a red attacks you.
- You can't switch armor during the fight. You can still switch weapons with the tab command.
- It immediately clears your screen when you get attacked, allowing you to react faster in case that you were caught while reorganizing your inventory.
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RE: Warfare
I don't see what is so strange about it.
He is saying that he doesn't want his character to be associated with a red character. I don't think that the player behind the char being a nice person or not has any bearing in it.His character is a lawful one and doesn't want any connections with criminals. That's a perfectly fine reason if you care about the RP aspect of the game.