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HappyWulf

Testers
  • Content Count

    52
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Reputation Activity

  1. Like
    HappyWulf got a reaction from JamesGoblin in 5.100 LIVE Feedback for 9/4/2019   
    I feel like the Confessor Talent that gives all his spells +4m range per point is poorly worded and could be made less confusing.
     
  2. Like
    HappyWulf got a reaction from Steven Yannic in Innkeeping   
    I would love to work as a cook at a player-run Inn. I could imagine the Inn would share a wall or be otherwise close to and associated with a neural guild's main Keep. This could keep ruffians to a minimum and it'd be considered a protected area were there nearby guild hall could police the area around the inn.
     
    Keeping in mind trade will likely remain with the bartering system, so people would be trading ores, uncooked food stuffs, monster parts that are useful for making armor plates, all sorts of stuff.  On an upper level a bridge could lead into the main keep so that inn employees can, after a transaction, drop off goods into the main keep and return quickly without having to leave the immediate area or go around into the main entrance.
  3. Like
    HappyWulf got a reaction from Steven Yannic in Innkeeping   
    An inflow of resources for services rendered that would otherwise not be getting received. Reputation within the server that there is a safe place to relax and put your guard down. The protection from other guilds who respect what you are doing and will come to your aid should the Inn's controlling keep be attacked.
  4. Like
    HappyWulf got a reaction from courant101 in When Will On-Site Pledging Close?   
    My friend is interested in pledging, but is on the fence still. How long does he have to take the plunge?
  5. Like
    HappyWulf got a reaction from ZaphodBeeblebrox in You Can Only Build Cities On Specific Plots In Campaigns?   
    Since worlds are not permanent, they are free to experiment. If something does not work, they'll do something else. They way they have the worlds implode every month is perfect for running little experiments and taking the best results for refining the experience for the next Campaign.
  6. Like
    HappyWulf got a reaction from Steven Yannic in What Has Been Said About Player Loot?   
    I'm going to presume that taking loot from killed players will be mostly based on Campaign selection, but what has actually been said about Player Loot?
     
    Full Loot, Partial Loot, Random Drops, Consumable Drops, All-But-Equipped Loot, No Loot...
     
    Also, What would you mostly play on?
     
    I'm sure it'll depend on how easy it is to make a full set of armor, but I might go for a Partial or % loot or Random Loot if good armor is somewhat hard to come by. But we shall see.
  7. Like
    HappyWulf got a reaction from Steven Yannic in What Has Been Said About Player Loot?   
    Full Loot is what I'm actually used to. I'd be interested in knowing how easy it will be to make spare sets of armor and where you will be storing these should you not have a keep to call home for when you need to replace what was lost.
  8. Like
    HappyWulf got a reaction from Steven Yannic in What Has Been Said About Player Loot?   
    I'd like to point out that "VIP Membership can not be looted" is in reference to the 'PLEX' item. Not "VIP Members can not be looted".
     
    Just in case anyone reads that incorrectly and gets the wrong assumption. ;3
  9. Like
    HappyWulf got a reaction from JamesGoblin in You Can Only Build Cities On Specific Plots In Campaigns?   
    Since worlds are not permanent, they are free to experiment. If something does not work, they'll do something else. They way they have the worlds implode every month is perfect for running little experiments and taking the best results for refining the experience for the next Campaign.
  10. Like
    HappyWulf got a reaction from courant101 in What Has Been Said About Player Loot?   
    I'd like to point out that "VIP Membership can not be looted" is in reference to the 'PLEX' item. Not "VIP Members can not be looted".
     
    Just in case anyone reads that incorrectly and gets the wrong assumption. ;3
  11. Like
    HappyWulf got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    Since worlds are not permanent, they are free to experiment. If something does not work, they'll do something else. They way they have the worlds implode every month is perfect for running little experiments and taking the best results for refining the experience for the next Campaign.
  12. Like
    HappyWulf got a reaction from courant101 in What Has Been Said About Player Loot?   
    I'm going to presume that taking loot from killed players will be mostly based on Campaign selection, but what has actually been said about Player Loot?
     
    Full Loot, Partial Loot, Random Drops, Consumable Drops, All-But-Equipped Loot, No Loot...
     
    Also, What would you mostly play on?
     
    I'm sure it'll depend on how easy it is to make a full set of armor, but I might go for a Partial or % loot or Random Loot if good armor is somewhat hard to come by. But we shall see.
  13. Like
    HappyWulf got a reaction from RKNM in You Can Only Build Cities On Specific Plots In Campaigns?   
    Since worlds are not permanent, they are free to experiment. If something does not work, they'll do something else. They way they have the worlds implode every month is perfect for running little experiments and taking the best results for refining the experience for the next Campaign.
  14. Like
    HappyWulf reacted to dubanka in oh god pls no   
    hopefully they just strike a solid balance.
     
    insta hit gratification is annoying.
    manic frenzied spinning jumping is annoying.
     
    like everything else, there should be costs and tradeoffs for 'advantage'.
     
    you want the fastest possible projectile speed? channel it longer for quick impact and greater damage (it is physics after all...Force = Mass x Acceleration)
     
    you want to move like a pinball on crack? jumping/sidestepping/strafing/sprinting should all represent a meaningful stamina drain, and impact (negatively) any ability damage.
     
    the devil, is, of course in the details...but it seems that such a system would be pretty reasonable, and infinitely tweakable.
  15. Like
    HappyWulf reacted to Helix in oh god pls no   
    All mmorpgs utilize mechanical skills. You don't think WoW requires knowledge of game mechanics? That game is bloated as custard, and requires a ton of game mechanic knowledge. There is more to the mechanical skill of games than simply aiming. (I'm repeating myself here but) What abilities to use, when to dodge, what direction to dodge, when to use your iframe abilities, positioning, when to engage, when to disengage, HOW to engage/disengage. You can pretty much lump strategy and mechanics together as far as I'm concerned.
     
    MMORPGs are slower and more thoughtful tho, they aren't blazing fast, 120fps fragfests where you need pin point accuracy and split second decision making (although I've played with some shot callers that are very good, never shut up, and can make good decisions on the fly).
     
    Also consider the size of battles. We're not talking about honor dueling here, where each army sends 1 guy in to the center and they fight it out one at a time. There will be dozens if not hundreds of people on screen, it's going to be a real clustercustard. The devs also have to factor this in for the pacing of combat, other wise scrimmages will be over in seconds and battles will become extremely mundane and repetitive (like eventually GW2).
     
    Will aiming matter? Sure. I hope it's slightly more challenging than wildstar when it actually comes to aiming your abilities. I'm not, however, expecting DFO 2.0 or counter strike, or any of that other poorly made socks. There will definitely be back-end systems to "soften" the difficulty of aiming your abilities.
  16. Like
    HappyWulf got a reaction from Mondasin in Foxes, Elementals, and Other Things. (New Racial Archetypes Discussion)   
    If we had a Fox race, I could see them as a Rune Master style gameplay. Magic traps. Inscribing runes into the ground or walls that push, pull, detonate, create FoxFires that shoot flame bolts like a turret for a few seconds or bind in place if hit. Create empowering runes for their allies to hold their weapons over for a temporary enchant. Cast on the doors to a keep to give it the strength of stone. Draw a line in the ground that can't be crossed.   An ultimate utility caster.
  17. Like
    HappyWulf got a reaction from bahamutkaiser in oh god pls no   
    Just make the hit box for the Arrow wider/taller until it 'feels good'. Maybe make the missile object a little larger in an exaggerated sense to help along the larger hit box so that it doesn't seem like a arrow that you felt should have missed was an unfair hit. Tweek it until everything feels good gameplay wise.
     
    Tweek everything. Not just missile size and hitbox, but also missile speed, fall off range, and fire rate.
     
    To add, since there's no first person view, some sort of toggle to allow for "Shoot level and straight" and for "Aim an upward arch for a longer distance target and/or firing over my front line troops to hit the enemy army" Maybe a scroll wheel adjust or something similar.
  18. Like
    HappyWulf got a reaction from bearmans in oh god pls no   
    Just make the hit box for the Arrow wider/taller until it 'feels good'. Maybe make the missile object a little larger in an exaggerated sense to help along the larger hit box so that it doesn't seem like a arrow that you felt should have missed was an unfair hit. Tweek it until everything feels good gameplay wise.
     
    Tweek everything. Not just missile size and hitbox, but also missile speed, fall off range, and fire rate.
     
    To add, since there's no first person view, some sort of toggle to allow for "Shoot level and straight" and for "Aim an upward arch for a longer distance target and/or firing over my front line troops to hit the enemy army" Maybe a scroll wheel adjust or something similar.
  19. Like
    HappyWulf got a reaction from JamesGoblin in Foxes, Elementals, and Other Things. (New Racial Archetypes Discussion)   
    I played a Wolf Dread Knight in Vanguard: Saga of Heros. I made all my own gear and was one of the best PvE tanks because I took all that extra time to skill up my Armor Crafting. Before the gold sellers crashed the market I could over-charge for my stuff because it was the server's finest. ;3

  20. Like
    HappyWulf got a reaction from bahamutkaiser in Foxes, Elementals, and Other Things. (New Racial Archetypes Discussion)   
    I played a Wolf Dread Knight in Vanguard: Saga of Heros. I made all my own gear and was one of the best PvE tanks because I took all that extra time to skill up my Armor Crafting. Before the gold sellers crashed the market I could over-charge for my stuff because it was the server's finest. ;3

  21. Like
    HappyWulf reacted to Cynwulf in What Knight Promotional Class Are You Going?   
    I am torn between the Crusader and Sentinel at this point. Probably go Crusader unless ranged is op!
  22. Like
    HappyWulf reacted to Arawulf in What Knight Promotional Class Are You Going?   
    I'll be Crusading my way through the Dregs.
  23. Like
    HappyWulf got a reaction from JamesGoblin in Innkeeping   
    An inflow of resources for services rendered that would otherwise not be getting received. Reputation within the server that there is a safe place to relax and put your guard down. The protection from other guilds who respect what you are doing and will come to your aid should the Inn's controlling keep be attacked.
  24. Like
    HappyWulf got a reaction from JamesGoblin in Innkeeping   
    I would love to work as a cook at a player-run Inn. I could imagine the Inn would share a wall or be otherwise close to and associated with a neural guild's main Keep. This could keep ruffians to a minimum and it'd be considered a protected area were there nearby guild hall could police the area around the inn.
     
    Keeping in mind trade will likely remain with the bartering system, so people would be trading ores, uncooked food stuffs, monster parts that are useful for making armor plates, all sorts of stuff.  On an upper level a bridge could lead into the main keep so that inn employees can, after a transaction, drop off goods into the main keep and return quickly without having to leave the immediate area or go around into the main entrance.
  25. Like
    HappyWulf reacted to Eren in Innkeeping   
    I would certainly visit one of these
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