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Gromschlog's Achievements


Newbie (1/14)



  1. Day/Night cycles and creatures that only exist at day or night exists in many other games. For example lotro had it 10 years ago... doesnt sound new or cool in any way to me. 40m day&night sounds really short. I feel, its weird that night is time of hunger and that it goes away when the sun goes up... I thought of the lore in other ways... but thats not on me to decide... seasons coming will be a nice change, though.
  2. I'm not sure if I like the tomes, but timebanks with 1d/1m time are a really good change. This is, what I hoped for from the beginning. However... It shouldnt be possible to buy tomes or whatever to reach more training than would have been possible normally. Like If I buy 2 tomes of 1 month combat training 1 month after game release, I would be better in combat than any legit player... this shouldnt be possible and encourages alt accounts to gather training time for the main account.
  3. I like dark darkness, but please dont make it in a way that forces everyone to just up you gamma at night. If your fighting experience is bad without a "gamma hack" and better with, night is too dark. Better just reduce vision distance at night and create fog.
  4. They should change to allow VIP to chose the next five Pips to be trained instead of just ending all Pips of the chosen Skill. Thats still bad if the active one ends in off-peak-hours and just activating the next five to-be-trained Pips would be much more relaxing. Plus, nonVIP should be able to set the next to-be-trained Pip. Otherwise, they lose time between EVERY Pip of EVERY skill, just by having the delay of clicking at the right time. Calling that "just be active" is really nonsense and far from reality. I thought, they'd change it in a way to allow VIP to queue up the next to-be-trained-skills. And instead they even put more to-be-trained pips with timegaps by inactiveness in every single skill... Thats so sad... I even hoped for the opportunity for VIP to be able to select any Skill in any Skilltree and have the Skilltraining system automatically train up to that skill in an optimized way... Like "I want basic crafting tree made full, click on highest tier, come back a month later and be done". That would be a nice VIP perk... Now, we have to come back to the game every some hours as nonVIP and every other day as VIP... I just hate it. Imo, one loses enough time with the old system for just not being there when a Skill is trained full without a queue for the next. Now VIP stay with that crap and nonVIP get the crap multiplied by 5? ouch.
  5. Ich finde die Änderungen furchtbar. Vor langer Zeit spielte ich Ogame, ein browsergame, dessen Hauptmanko war, dass man um effizient zu sein, seine Spielzeit vorausplanen musste. Man musste immer wissen, wann man das nächste mal online kommt, um darauf angepasst Aktionen zu machen. Das war grässlich und führte dazu, dass ich damit aufhörte. Ich sehe durchaus ein, dass es sinnvoll ist, VIP in dieser Weise zu stärken. Aber ich möchte eine bessere Stärkung vorschlagen, denn auch als VIP ist es ineffizient, wenn man einen Skill anklickt und dieser irgendwann mitten in der Nacht endet, während man schläft. Für die maximale Effizienz wirklich auf die Sekunde genau aktiv sein zu müssen ist einfach Mist. Mein Änderungsvorschlag lautet: VIP können die nächsten 5 zu trainierenden Stufen auswählen. Unabhängig davon, ob das verschiedene Skills sind oder nur einer. Zudem können sie dies irgendwann über SmartphoneApps tun. nonVIP können nur die nächste Stufe auswählen und nur ingame. Das führt immernoch dazu, dass man früher oder später als nonVIP Zeit 'verliert', denn niemand ist alle paar Stunden ingame. Aber immerhin verliert man dann nicht zwischen JEDER Stufe Zeit.
  6. what I said applies to ALL objects. The effect is just MUCH more obvious and practically neglectable for dense objects. Its still there. Always. A ton of feathers has the same weight like a ton of iron. still, as long as you dont compress it to the same volume, it falls slower. aerodynamics can be ignored for dense objects and falling heights of less than 20m and everything above will be deadly anyway. that it can be ignored for practical reasons doesnt mean its not there. let a car and a truck fall from 10km height, and they will NOT hit the ground at the exact same time. its irrelevant to the game, but its real.
  7. well, thanks for proving my point. car and wheel startet at the same height, yet when the car struck the floor the wheel was a bit less than a meter away. at least, thats how the vid looked to me if objects with nearly the same density get used for such an experiment, obviously the difference is very small. its still there. and as I wrote: density is whats interesting, not pure weight. (and the effect is small on dense material) a stone or cannonball still drops faster than a football of the same weight or volume. you just only see it, if you let them drop a looong distance. (the effect is practically irrelevant for characters in games as the height which makes a difference is deadly anyway, still, the effect is always there for objects with different density/shape). If anything, an effect that does make a difference is, if a giant falls 2m and his legs are 5m long, thats not really falling for him, its just like doing a step. his muscles have no problem with that. if a mouse falls 2m, it gets hurt as its muscles are too weak and small to cushion. Different creatures react different to speed and power, even if they have the same speed or whatever. the falling speed for humanoids is affected by light resistance, but that is only then a big difference, if the falling height is deadly anyway and in that case density/shape and not weight makes the difference.
  8. in vacuum in air, mass, or better density has an effect as denser material gets less air resistance and therefore accelerates faster and reaches higher maxspeed. however, as long as all races are made of flesh (hello stoneborn), their density is the same. Difference would of course be whats in the inventory. an plate-armed rat with alot of iron in its inventory is of course denser than an unarmored fae with nothing in its inventory. stones fall faster than feathers outside of vacuum
  9. agree, turning item quality to lowest on fail would be much better than losing everything completely. and it wouldnt even hurt newcomers that much, which is a bonus, too.
  10. in every game, some players are just there to annoy others. nothing else
  11. and why do tanks even get AT at all... why not a much clearer focus on defense? Why isnt there a class with only defensive buffs and other classes with only offensive buffs from training? In the end, everyone that plays a certain class will trait everything anyway. so why then should everyone trait everything, no matter which class he plays?
  12. Assassin already has AT training ingame... while others dont... sounds very much like assassin is next.
  13. Now that AT are changed and there are many new possibilities and abilities... What do you think is the best Race/Class/Disciplines combination for people that dont want to fight? So target should be high defense, good escape skills, high running speed, while damage and utility are less interesting... which would you choose and why?
  14. wasnt there a timewindow in testing, which got longer whenever a defender died and shorter whenever an attacker died? sounds reasonable to me. and it might even be a rule for some dregs campaigns to have 24/7 vulnerability.
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