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  1. Think I might have shared this once ,but when speaking about strategical advantage related to terrain, Dark messiah of might and magic always comes to mind ,because thats was one game that allowed you to get creative with using the environment to your advantage. https://www.youtube.com/watch?v=1SeRaGgWy_M
  2. It is lovely yes ^^ To the swimming pool most often ,work & the music academy ^^ also too many games,too little time.. I was drawn back here because of the private message about the Tshirts I've created. Rather flattered that some people seem to remember the Tshirt designs after all this time. While I would also love to sell those Tshirts for people that want them,I don't have the know how,nor the license & time for it.
  3. well,the gorgon likes em fossilized
  4. Still believe weaving combos entirely in power usage is a mistake. Cause what do you want to promote?That players who can perform the sequence of their archetype's powers by themselves get a boon? Part about the problem is that its all about themselves then,about the individual performance Combo opportunities shouldn't be solely linked to a powerbar..At least not if you want players to perform sequences together Environmental combo enablers like ;centaur in swamp-rear kick ->mud stomping combo If you want players to look further than a powerbar,the current state of it won't do. Another issue is maintaining balance between freedom and structure. Maybe some combos simply don't match combat dynamics at this moment. I think the UI is pretty nice though But in its current state,is it easy for players to keep track of the combos that are possible in a given moment? Is the interface intuitive enough;simple and enjoyable to use,easily understood.. If not players don't know they can perform a combo. So perhaps there has to be a visual indication (dots,light effects,..) on each skill that show how far you could perform a combo.
  5. Malcolm Mcdowell in his deep, evil Molag Bal voice; "I call forth Ophidia" hmm the Myrmydon vs Ophidia
  6. It is very fancy as it has magical protection against wine strains
  7. It would be perfectly understandable if a player is not interested in the overall economy. But why would such a player then ask for a plan to incentivize those players to sell or export rewards its like "I don't care about it ,but can you please motivate me to do it anyway?" Such a waste. Cause it might have been a great question,as there are different kind of PVPers who have their own reason for wanting to play. YOu could ask if the game has to offer incentives to other types of PVPers Like for some who greatly enjoy RP might be motivated if the game allows them to join a neutral sect or pirate crew ,each come with unique unlocks (longterm goals). Or take someone like me who cares nothing for prestige or possessing a personal virtual throneroom or oversized castle. Some players can take joy in that,and thats enough reason for it to be there.if you are not into that ,its fine too.At least the game supports it.. Maybe its good if the game is tested by gamers who enjoy different aspects of such a game. So more combat,really... I also think we should be able to declare an attack on anyone,infighting!
  8. only the washer seems to know normal nowadays. A mercenary guild might be just perfect as I don't need a fancy throneroom to feel good about myself. If i want to reach for the sky i'd simply go for trip in a hot air balloon https://www.youtube.com/watch?v=VfKRlxAduwA When it comes to griefers all i can ever think is "shut up and fight" As long as they can't use the game in unintended ways to grief ,they are nothing. Let them choke on envy when things turn out to be a success for you
  9. if we are going to have such huge castles,a lot more than wound licking will happen all over the place I'll be the naked druid dancing sexy on the lower left balcony to https://www.youtube.com/watch?v=aYZ5tfUQK_w Summoning thorny rosebushes for the cornered enemies who decide jumping from the highest balcony is the right thing to do. soft landing guaranteed
  10. Rooting combo entirely in individual archetype skillcharts might not be the best thing to do. The sequence of actions that need to be performed to yield the advantage might require too much structure for a game that is otherwise so open & "free"? Such structured combo's could end up disrupting combat dynamics.Or some of the combo moves simply never get used. It just means that the combo's are "not in tune" with the actual dynamics of combat. And if ,for example,chainpull would have a possible combo attached to it.the follow up set of combo actions is useless;if chainpull isn't working you can never execute the combo properly. Maintaining the balance of freedom and structure is a challenge. Linking combos solely to skillbar is also detrimental to teamplay. Because the rewards are gained by individual performance.(sets of follow up actions on your own bar) Maybe for some archetypes,like the ranger,individual combos would be ok to reap minor benefits from traps that are triggered. The ranger is more like a wanderer/scout ..So that might allow for a few more individual combo opportunities.. Survival might be one of their benefits when they put combo's to good use. But you want to reward when players coordinate an attack together,yes? That when coordinating team & timing is perfect, they get a reward? Like the the ranger could oil the place up,the confessor could put it on fire;resulting in the opportunity for the ranger to use fire arrows. Securing a strategic advantage by skillful manoeuvre.It is no longer just about individual performance,like when combo is linked to individual skillbars solely. This way ,combo reward coordinated group assaults where every action is timed and performed well. For emergent reasons,it would also be best to include some environmental combo enablers. Like on mud terrain,the rear kick of the centaur turns into and optional "mudsplash" combo. This way,players also look at environment itself in an attempt to yield an advantage that comes with a combo.
  11. It used to be different. Stats used to change based on player interaction with the world & objects too. In quest for glory V ,also your activities could alter your stats. So you walk a tightrope?your acrobacy increased. Food & intense physical activities improve strength.If you had a certain amount of strength check,you were able to move rocks. Though if you worked to become more flexible,your strength started to decrease.So you couldn't have it all at once Drinking pegasus water increased vitality ,Styx water meant instant death,.. There could be a lot more to play with than just gear here. So it is pretty sad that people request gear compare. Because its asking to adopt a flawed game concept that actually is in need of a revision.
  12. The ranger might have 'detect traps' too. So if the ranger enters a swamp,she can detect quicksands. Trap detection could be improved by passive offline researching.So she can get like 15% to 90% trap detection. When she heads alone into a swamp,the ranger risks a lot,seen as there is no real danger,& there still is a small chance she gets stuck. But when the ranger is chased by a large group,it might be a smart way to escape & at the same time get her enemies in trouble. Oh my,the one in the lower right corner sees other ways how this can play in his advantage
  13. I think knowing yourself & choosing an archetype which reflects and matches your playstyle,is the first choice that will play in your advantage/disadvantage. From the streams I got the impression Tyrant prefers the straightforward,unapologestic skull-crushing.So champion ,being the front-line powerhouse,might fit him perfectly. Though champion isn't as defensive as knight,or mobile as legionnaire. If champion and knight would feel the same ,there would be little point in having two separate archetypes. Want a stealthy sniper,laying traps with good mobility that allows some room to go your own way? Ranger might be your fit.. I think they'll play differently ,like instruments. You'll have to try and find out which ones are a good match. If you play an archetype that doesn't match you ,you'll be at a disadvantage. while you play one that matches your playstyle an advantage. Other advantage/disadvantages will come with finding creative strategies within your current location,which can be exploited towards victory or goal achievement. Like farm holding (see suggestion section) ,danger of collapsing walls,bouldering slides,quicksand,.. https://www.youtube.com/watch?v=rMjDhTirdHU
  14. definitely the atmosphere Ambiance!! https://www.youtube.com/watch?v=WjF1HSB-PUI
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